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199 lines
4.1 KiB
Markdown
199 lines
4.1 KiB
Markdown
---
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language: D
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filename: learnd.d
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contributors:
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- ["Nick Papanastasiou", "www.nickpapanastasiou.github.io"]
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lang: en
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---
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If you're like me and spend way too much time on the internet, odds are you've heard
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about [D](http://dlang.org/). The D programming language is a modern, general-purpose,
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multi-paradigm language with fantastic support for OOP, functional programming, metaprogramming,
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and easy concurrency and parallelism, and runs the gamut from low-level features such as
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memory management, inline assembly, and pointer arithmetic, to high-level constructs
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such as higher-order functions and generic structures and functions via templates, all with
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a pleasant syntax, and blazing fast performance!
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D is actively developed by Walter Bright and Andrei Alexandrescu, two super smart, really cool
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dudes. With all that out of the way, let's look at some examples!
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```d
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// You know what's coming...
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module hello;
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import std.stdio;
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// args is optional
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void main(string[] args) {
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writeln("Hello, World!");
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}
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// Conditionals and loops work as expected.
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import std.stdio;
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void main() {
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for(int i = 0; i < 5; i++) {
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writeln(i);
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}
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auto n = 1; // use auto for type inferred variables
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while(n < 10_000) {
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n += n;
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}
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do {
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n -= (n / 2);
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} while(n > 0);
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// For and while are nice, but in D-land we prefer foreach
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foreach(i; 1..int.max) { // The .. creates a continuous range
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if(n % 2 == 0)
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writeln(i);
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}
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foreach_reverse(i; 1..short.max) {
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if(n % 2 == 1) {
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writeln(i);
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} else {
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writeln("No!");
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}
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}
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}
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```
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We can define new types and functions with `struct`, `class`, `union`, and `enum`. Structs and unions
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are passed to functions by value (i.e. copied) and classes are passed by reference. Futhermore,
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we can use templates to parameterize all of these on both types and values!
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```d
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// Here, T is a type parameter. Think <T> from C++/C#/Java
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struct LinkedList(T) {
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T data = null;
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LinkedList!(T)* next; // The ! is used to instaniate a parameterized type. Again, think <T>
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}
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class BinTree(T) {
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T data = null;
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BinTree!T left;
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BinTree!T right;
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}
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enum Day {
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Sunday,
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Monday,
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Tuesday,
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Wednesday,
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Thursday,
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Friday,
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Saturday,
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}
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// Use alias to create abbreviations for types
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alias IntList = LinkedList!int;
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alias NumTree = BinTree!double;
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// We can create function templates as well!
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T max(T)(T a, T b) {
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if(a < b)
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return b;
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return a;
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}
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// Use the ref keyword to pass by referece
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void swap(T)(ref T a, ref T b) {
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auto temp = a;
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a = b;
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b = a;
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}
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// With templates, we can also parameterize on values, not just types
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class Matrix(uint m, uint n, T = int) {
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T[m] rows;
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T[n] columns;
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}
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auto mat = new Matrix!(3, 3);
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```
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Speaking of classes, let's talk about properties for a second. A property
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is roughly a function that may act like an lvalue, so we can
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have the syntax of POD structures (`structure.x = 7`) with the semantics of
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getter and setter methods (`object.setX(7)`)!
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```d
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// Consider a class parameterized on a types T, U
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class MyClass(T, U) {
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T _data;
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U _other;
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}
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// We define "setter" methods as follows
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class MyClass(T, U) {
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T _data;
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U _other;
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@property void data(T t) {
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_data = t;
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}
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@property void other(U u) {
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_other = u;
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}
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}
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// And "getter" methods like so
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class MyClass(T, U) {
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T _data;
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U _other;
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// Constructors are always named `this`
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this(T t, U u) {
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data = t;
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other = u;
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}
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// getters
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@property T data() {
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return _data;
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}
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@property U other() {
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return _other;
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}
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// setters
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@property void data(T t) {
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_data = t;
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}
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@property void other(U u) {
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_other = u;
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}
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}
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// And we use them in this manner
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void main() {
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auto mc = MyClass!(int, string);
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mc.data = 7;
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mc.other = "seven";
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writeln(mc.data);
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writeln(mc.other);
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}
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```
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With properties, we can add any amount of validation to
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our getter and setter methods, and keep the clean syntax of
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accessing members directly!
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