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# Hands-On DLang
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* [Hands-On DLang ](#hands-on-dlang )
* [Setup ](#setup )
* [Installing DMD and DUB ](#installing-dmd-and-dub )
* [OS X ](#os-x )
* [Installing with Homebrew (recommended) ](#installing-with-homebrew-recommended )
* [Installing locally using the install script ](#installing-locally-using-the-install-script )
* [Installing using the installer ](#installing-using-the-installer )
* [Windows ](#windows )
* [Recommended editor setup ](#recommended-editor-setup )
* [Installation of Visual Studio Code ](#installation-of-visual-studio-code )
* [Extension setup ](#extension-setup )
* [Basics ](#basics )
* [Hello World ](#hello-world )
* [Imports and modules ](#imports-and-modules )
* [Selective imports ](#selective-imports )
* [Scoped imports ](#scoped-imports )
* [Imports match files and directories ](#imports-match-files-and-directories )
* [Basic Types ](#basic-types )
* [Type conversion ](#type-conversion )
* [Type properties ](#type-properties )
* [Indexing ](#indexing )
* [Variable declarations ](#variable-declarations )
* [Mutability ](#mutability )
* [`immutable` ](#immutable )
* [`const` ](#const )
* [Functions ](#functions )
* [Return type deduction ](#return-type-deduction )
* [Default arguments ](#default-arguments )
* [Local functions ](#local-functions )
* [Memory and pointers ](#memory-and-pointers )
* [Memory safety ](#memory-safety )
* [Structs ](#structs )
* [Member functions ](#member-functions )
* [`const` member functions ](#const-member-functions )
* [`static` member functions ](#static-member-functions )
* [Arrays ](#arrays )
* [Static arrays ](#static-arrays )
* [Dynamic arrays ](#dynamic-arrays )
* [Array operations and properties ](#array-operations-and-properties )
* [Slices ](#slices )
* [Alias and `string`s ](#alias-and-strings )
* [Control flow ](#control-flow )
* [if…else ](#if%E2%80%A6else )
* [switch…case ](#switch%E2%80%A6case )
* [Old fashioned loops ](#old-fashioned-loops )
* [Breaking out of outer loops ](#breaking-out-of-outer-loops )
* [`foreach` loops ](#foreach-loops )
* [Element iteration ](#element-iteration )
* [Access by reference ](#access-by-reference )
* [Iterate `n` times ](#iterate-n-times )
* [Iteration with index counter ](#iteration-with-index-counter )
* [Ranges ](#ranges )
* [Laziness ](#laziness )
* [Copying ranges ](#copying-ranges )
* [`RandomAccessRange`s ](#randomaccessranges )
* [Lazy range algorithms ](#lazy-range-algorithms )
* [Associative arrays ](#associative-arrays )
* [Classes ](#classes )
* [Inheritance ](#inheritance )
* [Final and abstract member functions ](#final-and-abstract-member-functions )
* [Checking for identity ](#checking-for-identity )
* [Interfaces ](#interfaces )
* [Templates ](#templates )
* [Template functions ](#template-functions )
* [Other templates ](#other-templates )
* [Template value parameters ](#template-value-parameters )
* [Other template parameters ](#other-template-parameters )
* [Delegates ](#delegates )
* [Functions as arguments ](#functions-as-arguments )
* [Local functions with context ](#local-functions-with-context )
* [Anonymous functions and lambdas ](#anonymous-functions-and-lambdas )
* [Exceptions ](#exceptions )
* [`nothrow` ](#nothrow )
* [Gems ](#gems )
* [Uniform function call syntax (UFCS) ](#uniform-function-call-syntax-ufcs )
* [Scope guards ](#scope-guards )
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## Setup
### Installing DMD and DUB
#### OS X
##### Installing with Homebrew (recommended)
```bash
brew install dmd
brew install dub
```
##### Installing locally using the install script
```bash
curl -fsS https://dlang.org/install.sh | bash -s dmd
echo "~/.dlang/dmd-2.079.0/activate" >> ~/.profile # Add dmd and dub to PATH on starting a bash shell
```
##### Installing using the installer
* Download http://downloads.dlang.org/releases/2.x/2.079.0/dmd.2.079.0.dmg.
* Open `dmd.2.079.0.dmg`
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* Run `DMD2.pkg` (you might need to activate the “allow installing applications
from unverified developers” option in your security settings) and install with
the default settings.
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#### Windows
* Download http://downloads.dlang.org/releases/2.x/2.079.0/dmd-2.079.0.exe.
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* Run `dmd-2.079.0.exe` and install with the default settings (this will also
install Visual Studio if you do not have it installed yet).
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### Recommended editor setup
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Visual Studio Code is the recommended editor, because it has the best D
integration at the moment. If you want to use another editor or IDE, that is
perfectly fine. However, instructions will only be provided for Visual Studio
Code.
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#### Installation of Visual Studio Code
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Download and install Visual Studio Code from here:
https://code.visualstudio.com/. OS X users can also install it using Homebrew:
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```bash
brew tap caskroom/cask
brew cask install visual-studio-code
```
#### Extension setup
* Open the Extension view in the sidebar:
|Operating system|Shortcut |
|----------------|---------|
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|OS X|⌘ + ⇧ + X|
|Windows|⌃ + ⇧ + X|
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* Install the extension “D Programming Language (code-d)” (requires that git is
installed).
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* Restart Visual Studio Code.
## Basics
### Hello World
```D
import std.stdio;
void main() {
writeln("Hello World");
}
```
### Imports and modules
D has the concept of _modules_ and _packages_ .
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By importing a certain module with the `import` statement, all public symbols
from module become available. The standard library, called Phobos, is located
in the `std` package. E.g. in order to import the `file` module from Phobos, you
would write:
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```D
import std.file;
```
#### Selective imports
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It is possible (and often good style) to import symbols selectively from a
module:
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```D
import std.stdio: writeln, writefln;
```
#### Scoped imports
It is not necessary to place imports at the beginning of a file.
They can be located anywhere in the code.
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If they appear inside a certain scope (delimited by braces), the imported
symbols are only available inside that scope. Here is an alternative version of
the hello world program:
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```D
void main()
{
import std.stdio: writeln;
writeln("Hello World");
}
/* writeln is not available outside of the main function */
```
#### Imports match files and directories
The module system is entirely based on files.
E.g. `my.thing` refers to a file `thing.d` in the folder `my/` .
### Basic Types
D has the following basic types:
| Datatypes | Size |
| ------------------------------- | ------------------------------------------------------------ |
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| `bool` , `byte` , `ubyte` , `char` | 8-bit |
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| `short` , `ushort` , `wchar` | 16-bit |
| `int` , `uint` , `dchar` , `float` | 32-bit |
| `long` , `ulong` , `double` | 64-bit |
| `real` | >= 64-bit (generally 64-bit, but 80-bit on Intel x86 32-bit) |
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`char` represents UTF-8 characters, `wchar` represents UTF-16 characters, and
`dchar` represents UTF-32 characters.
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#### Type conversion
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For integer types, automatic type conversion is only allowed if no precision is
lost (e.g. `int` to `long` ). All conversion between floating point types are
allowed (e.g. `double` to `float` ).
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Manual type conversion is achieved with the `cast` expression:
```D
long a = 1;
int b = cast(int) a;
```
#### Type properties
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All types have a property `.init` to which variables of that type are
initialized, if they are not initialized explicitly. For integer types, this is
`0` and for floating point types it is `nan` .
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Every type also has a `.stringof` property which yields its name as a string.
Integer types have some more properties:
| Property | Description |
| -------- | ----------------------------------- |
| `.max` | The maximum value the type can hold |
| `.min` | The minimum value the type can hold |
And so do floating point types:
| Property | Description |
| ------------- | ----------------------------------------------------------- |
| `.max` | The maximum value the type can hold |
| `.min_normal` | The smallest representable normalized value that is not `0` |
| `.nan` | NaN value |
| `.infinity` | Infinity value |
| `.dig` | number of decimal digits of precisions |
| `.mant_dig` | number of bits in mantissa |
| … | |
#### Indexing
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For indexing, usually the alias type `size_t` is used, which is large enough to
represent an offset into all addressable memory.
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### Variable declarations
Variables are declared by writing the type followed by the variable name:
```D
int myVar;
```
They can also be explicitly initialized:
```D
int myVar = 42;
```
It is also possible to declare several variables at once:
```D
int myVar, someOtherVar;
```
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D has automatic type deduction, so when explicitly initializing a variable, it
is not necessary to mention the type. Instead we can use the `auto` keyword:
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```D
auto myVar = 42;
```
Here is a combination of the above notations:
```D
auto myInt = 42, myFloat = 4.2f;
```
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### Mutability
Objects in D are mutable by default, but is possible to change this using
type qualifiers:
#### `immutable`
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An object declared as `immutable` is enforced by the compiler to never change
its value.
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```D
immutable int a;
a = 5; // error
```
`immutable` objects are implicitly shared accross threads, because the can never
change their value and thus race conditions are impossible.
#### `const`
`const` objects also can not be modified, but this is enforced only in the
current scope. This means, that the object could be modified from a different
scope. Both mutable and `immutable` objects implictly convert to `const`
objects:
```D
void foo(const char[] s)
{
// Do something with s
}
// Both calls are valid, thanks to const
foo("abcd"); // a string is an immutable array of char
foo("abcd".dup); // dup creates a mutable copy
```
Both `immutable` and `const` are transitive, i.e. the apply recursively to all
subcomponents of a type they are applied to.
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### Functions
The basic syntax for functions is very similar to C:
```D
int add(int lhs, int rhs) {
return lhs + rhs;
}
```
#### Return type deduction
A functions return type can be defined to be `auto` .
In this case, the return type will be infered.
Multiple return statements are possible, but must return compatible types.
```D
auto add(int lhs, int rhs) { // returns `int`
return lhs + rhs;
}
auto lessOrEqual(int lhs, int rhs) { // returns `double`
if (lhs < = rhs)
return 0;
else
return 1.0;
}
```
#### Default arguments
Those also work the same as in C and other languages:
```D
void plot(string msg, string color = "red") {
/* ... */
}
plot("D rocks");
plot("D rocks", "blue");
```
#### Local functions
It is possible to define functions locally (even inside other functions).
Those functions are not visible outside their parents scope.
```D
void fun() {
int local = 10;
int fun_secret() {
local++; // that's legal
}
/* … */
}
static assert(!__traits(compiles, fun_secret())); // fun_secret is not visible here
```
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### Memory and pointers
D uses a garbage collector by default, but is also possible to do manual memory
management if needed.
D provides pointer types `T*` like in C:
```D
int a;
int* b = &a; // b contains address of a
auto c = &a; // c is int* and contains address of a
```
To allocate a new memory block on the garbage collected heap, use the `new`
operator:
```D
int* a = new int;
```
#### Memory safety
In general, pointer arithmetic like in C is allowed. This results in the usual
safety issues. To counter this, D defines 3 safety levels for functions:
`@safe` , `@trusted` , and `@system` . The default is `@system` , which gives no
safety guarantees. Functions annotated with `@safe` are only allowed to call
other `@safe` and `@trusted` functions and it is not possible to do pointer
arithmetic in them:
```D
void main() @safe {
int a = 5;
int* p = &a;
int* c = p + 5; // error
}
```
`@trusted` functions are functions that are manually verified to provide an
`@safe` interface. They create a bridge between `@safe` code and dirty low-level
code. Only use them very carefully!
### Structs
One way to create custom data types in D is with `struct` s:
```D
struct Person {
int age;
int height;
}
```
Unless created with the `new` operator, `sturct` s are always constructed on the
stack and copied _by value_ in assignments and as parameters to function calls.
```D
auto p = Person(30, 180);
auto t = p; // copy
```
You can also define a custom constructor:
```D
struct Person {
int age;
int height;
this(int age, int height) {
this.age = age;
this. height = height;
}
}
```
#### Member functions
`struct` s can have member functions. By default, they are `public` and
accessible from outside. By marking them `private` , you can limit access to
functions in the same module (different from C++ / Java etc.!):
```D
struct Person {
void doStuff() {
/* … */
}
private void privateStuff() {
/* … */
}
}
auto p = Person();
p.doStuff(); // call method doStuff
p.privateStuff(); // forbidden
```
#### `const` member functions
Member functions declared const can not modify any members. They can be called
on `immutable` and `const` objects.
#### `static` member functions
They work basically the same as in C etc.
### Arrays
D has two types of arrays, static arrays and dynamic arrays. Both of them are
bounds checked unless this feature is explicitly switched of with the compiler
flag `--boundcheck=off` .
#### Static arrays
Static arrays are stored on he stack or in static memory, depending on where
they are defined. They have a fixed, compile-time known length. The length is
part of the type:
```D
int[8] arr;
```
#### Dynamic arrays
Dynamic arrays are stored on the heap and have a variabe length, which can
change during runtime. A dynamic array is created with the new expression:
```D
auto size = 8;
int[] arr = new int[size];
```
The type `int[]` is called a _slice_ of `int` . Slices will be explained in more
detail in the next section.
Creating multidimensional arrays is also easy:
```D
auto matrix = new int[3][3];
```
#### Array operations and properties
Array concatenation is done with the `~` operator, which creates a new dynamic
array.
Mathematical operations can be applied to whole arrays using a syntax like
`c[] = a[] + b[]` , for example. This adds all elements of `a` and `b` so that
`c[0] = a[0] + b[0]` , `c[1] = a[1] + b[1]` , etc. It is also possible to perform
operations on a whole array with a single value:
```D
a[] *= 2; // multiple all elements by 2
a[] %= 26; // calculate the modulo by 26 for all a's
```
These operations can be optimized by the compiler using _SIMD_ instructions.
Both static and dynamic arrays provide the property `.length` , which is
read-only for static arrays, but can be used in the case of dynamic arrays to
change its size dynamically. The property .dup creates a copy of the array.
When indexing an array through the `arr[idx]` syntax, a special `$` symbol
denotes an array's length. For example, `arr[$ - 1]` references the last element
and is a short form for `arr[arr.length - 1]` .
### Slices
Slices are object of the type `T[]` for any given type `T. Slices provide a
_view_ to a subset of an array.
A slice consists basically of two members:
```D
T* ptr;
size_t length;
```
As we have already seen in the previous section, we can get slices by
allocating a new dynamic array:
```D
auto arr = new int[5];
assert(arr.length == 5)
```
The slice does not own the memory, it is managed by the garbage collector. The
slice is just a view on the memory.
You can also get slices to already existing memory:
```D
auto arr = new int[5];
auto newArr = arr;
auto smallerViewArr = arr[1 .. 4]; // index 4 is not included
assert(smallerViewArr.length == 3);
assert(newArr.length == 5);
smallerViewArr[0] = 10;
assert(newArr[1] == 10 & & arr[1] == 10);
```
Again, it is important to keep in mind, that this is only a view to memory. No
memory is copied.
### Alias and `string`s
By using the `alias` statement , we can create new “names” for existing types:
```D
alias string = immutable(char)[];
```
This works very similar to `typedef` from C / C++.
The above definition of `string` is atually the definition that is used by D.
This means that `string` s are just mutable slices of `immutable` `char` s.
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### Control flow
#### if…else
Very similar to how it is defined in other languages:
```D
if (a == 5) {
writeln("Condition is met");
} else if (a > 10) {
writeln("Another condition is met");
} else {
writeln("Nothing is met!");
}
```
#### switch…case
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Also very similar to how it is defined in other languages, but for it works for
integer types, bools and strings (which will be covered later).
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```D
string myString;
/* … */
switch(myString) {
case "foo":
writeln(`Cool, myString was "foo"`);
break;
default:
writeln("Meh, myString was something boring");
break;
}
```
For integer types, it is also possible to define ranges:
```D
int c = 5;
switch(c) {
case 0: .. case 9:
writeln(c, " is within 0-9");
break; // necessary!
case 10:
writeln("A Ten!");
break;
default: // if nothing else matches
writeln("Nothing");
break;
}
```
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#### Old fashioned loops
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`while` -, `do` …`while`- and classical `for` -loops all work the same as in C++ /
Java etc.
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##### Breaking out of outer loops
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As usual, you can break out of a loop immediately by using the `break` keyword.
Additionally, you can also break out of outer loops by using labels:
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```D
outer:
for (int i = 0; i < 10 ; + + i ) {
for (int j = 0; j < 5 ; + + j ) {
/* … */
break outer; // breaks out of the outer loop
}
}
```
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#### `foreach` loops
D has a `foreach` loops which allows for much better readable iterations.
##### Element iteration
We can easily iterate ofer slices using `foreach` :
```D
auto arr = new int[5];
foreach (e; arr) {
writeln(e);
}
```
##### Access by reference
By default the elements are copied during the iteration. If we want _in-place_
modification, we can use the `ref` qualifier:
```D
auto arr = new int[5];
foreach (ref e; arr) {
e = 5;
}
```
##### Iterate `n` times
It is easy to write iterations, which should be executed `n` times by using the
`..` syntax:
```D
foreach (i; 0 .. 3) {
writeln(i);
}
// prints 0 1 2
```
##### Iteration with index counter
For slices, it's also possible to access a separate index variable:
```D
foreach (i, e; [4, 5, 6]) {
writeln(i, ":", e);
}
// prints 0:4 1:5 2:6
```
### Ranges
Ranges are a very important concept for iteration in D. We can use `foreach`
loops, to iterate over ranges:
```D
foreach (element; range) {
// Loop body
}
```
If we use `foreach` with a range, this gets lowered to the compiler to something
similar to this:
```D
for (auto __rangeCopy = range; !__rangeCopy.empty; __rangeCopy.popFront()) {
auto element = __rangeCopy.front;
// Loop body...
}
```
This leads us to what ranges (or more specific `InputRange` s) actually are:
Anything, that implements the member functions needed by the above lowering:
```D
interface InputRange(E) {
bool empty() @property ;
E front() @property ;
void popFront();
}
```
However, ranges do not need to _implement_ such an interface in terms of
inheritance, they just have to provide the above member functions.
Typically, ranges are implemented as `struct` s (because most of the time, ranges
should be value types), but is also possible to implement them as `class` es,
which will be introduced later.
#### Laziness
Ranges are _lazy_ . They won't be evaluated until requested. Hence, a range from
an infinite range can be taken:
```D
42.repeat.take(3).writeln; // [42, 42, 42]
```
#### Copying ranges
Copying a range by just using the assignment operator might not have the desired
effect, because iterationg over a range can be destructive (i.e. when the range
holds internal pointers and a deep copy would be necessary). “copyable” ranges
are called `ForwardRange` s. They need to implement a `.save` method which
returns a copy of the range:
```D
interface ForwardRange(E) : InputRange!E
{
typeof(this) save();
}
```
#### `RandomAccessRange`s
A `RandomAccessRange` is a `ForwardRange` which has a know `length` for which
each element can be access directly:
```D
interface RandomAccessRange(E) : ForwardRange!E
{
E opIndex(size_t i); // can access elements using range[i] syntax
size_t length() @property ;
}
```
Slices are the most prominent example of `RandomAccessRange` s in
#### Lazy range algorithms
The D standard library provides a huge arsenal of lazy range algorithm
functions. Most of them can be found in in the `std.range` and `std.algorithm`
packages.
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### Associative arrays
D has builtin hashmaps, which are called _associative arrays_ :
```D
int[string] map; // keys of type string, values of type int
map["key1"] = 10; // insertion or modification, if the key already exists
if ("key1" in map) { // checking if a key is in an associative array
writeln("key1 is in map");
}
assert(map.length == 1); // associative arrays provide a .length property
map.remove("key1"); // remove a key from an associative array
```
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### Classes
D's `class` es are very similar to Java's `class` es.
Any `class` type implicitely inherits from `Object` .
```D
class Foo { } // implicitely inherits from Object
class Bar : Foo { } // Bar inherits from Foo
```
`class` es are usually instantiated on the GC heap using `new` :
```D
auto bar = new Bar;
```
In contrast to `struct` s, `class` es are reference types:
```D
Bar bar = foo; // bar points to foo
```
#### Inheritance
If a member function of a base class if overwritten, the `override` keyword must
be used:
```D
class Bar: Foo {
override void functionFromFoo() {}
}
```
Classes can only inherit from a single class
#### Final and abstract member functions
* A function can be marked `final` in a base class to disallow overriding it.
* A function can be declared as `abstract` to force derived classes to override
it.
* A whole class can be declared as `abstract` to make sure that it isn't
instantiated.
* `super(…)` can be used to explicitly call the base constructor.
#### Checking for identity
The `==` operator compares the content of two class objects. Checking for
identity is done using the `is` operator. Coparing to `null` is only possible
with this operator:
```D
MyClass c;
if (c == null) // error
/* … */
if (c is null) // ok
/* … */
```
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### Interfaces
`interface` s work basically the same as in Java:
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```D
interface Animal {
void makeNoise();
}
class Dog : Animal {
override void makeNoise() {
writeln('woof!');
}
}
auto dog = new Dog;
Animal animal = dog; // implicit cast to interface
animal.makeNoise();
```
### Templates
#### Template functions
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Template functions in D are very similar to C++ template functions:
```D
auto add(T)(T lhs, T rhs) {
return lhs + rhs;
}
add!int(5,10);
add!float(5.0f, 10.0f);
add!Animal(dog, cat); // error, Animal does not implement +
```
In the explicit template notation, the `add` template function would look like
this:
```D
template add(T) {
auto add(T lhs, T rhs) {
return lhs + rhs;
}
}
```
D also allows implicit function template instanciation:
```D
add(5, 10); // same as add!int(5,10)
```
Templates can have more than one template parameter:
```D
void print(S, T)(S x, T y) {
writeln(x);
writeln(y);
}
print!(int, string)(42, "is the best number");
```
#### Other templates
Of course, `struct` s, `class` es and `interface` s can also be templated:
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```D
struct S(T) {
/* … */
}
auto s = S!int;
```
It is also possible to have variable templates:
```D
ubyte[T.sizeof * 8] buffer8(T) = 42;
auto myBuffer = buffer!(int, 8); // create a buffer with space for 8 ints and initialize its elements to 42
static assert(is(typeof(myBuffer) == ubyte[32]));
assert(myBuffer[0] == 42);
```
This gets lowered to the following explicit template syntax:
```D
template buffer8(T) {
ubyte[T.sizeof * 8] buffer8 = 42;
}
```
#### Template value parameters
So far we have only seen templateF type parameters. It is also possible to have
template value parameters:
```D
struct Animal(string noise) {
void makeNoise() {
writeln(noise);
}
}
auto dog = Animal!"woof!"();
dog.makeNoise(); // woof!
```
#### Other template parameters
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There are some other types of template parameters: template alias parameters
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and template sequence parameters. Template alias parameters can be any D symbol
(which means basically anything except for basic types):
```D
void print(alias var)() {
writeln(var);
}
struct S {}
auto x = 42;
print!x();
print!4.2f();
print!"foo"();
print!S(); // error, would be actually legal, but cant pass types to writeln
```
Template sequence parameters take a variadic number of template arguments:
```D
void print(Args...)(Args args) {
foreach (arg; args) { // yes, we can iterate over them (loop unrolling)
writeln(arg);
}
}
print(42, 3.5f, "foo");
print(); // also valid, prints nothing
```
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### Delegates
#### Functions as arguments
Global functions can be referenced using the `function` type:
```D
void doSomething(int function(int, int) doer) {
// call passed function
doer(5,5);
}
auto add(int a, int b) {
return a + b;
}
doSomething(&add);
```
#### Local functions with context
To reference member functions or local functions, `delegate` s have to be used. You
can create _closures_ with this:
```D
auto foo() {
int x = 42;
auto local() {
return x;
}
return &local;
}
auto f = foo();
static assert(is(typeof(f) == int delegate() pure nothrow @nogc @safe ));
writeln(f()); // 42
```
#### Anonymous functions and lambdas
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You can write anonymous functions and lambdas like this:
```D
auto add = (int lhs, int rhs) {
return lhs + rhs;
};
auto lambdaAdd = (int lhs, int rhs) => lhs + rhs;
```
These are often passed as template arguments in the functional parts of Phobos:
```D
[1, 2, 3].reduce!((a, b) => a + b)();
```
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### Exceptions
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Exceptions in D are very similar to Exceptions in Java:
```D
class MyException : Exception {
this(string msg) {
super("MyException was thrown because of " ~ msg);
}
}
try {
throw new MyException("no reason");
}
catch (FileException e) { // not caught here
/* … */
}
catch (MyException e) { // but here
/* … */
}
finally { // executed regardless of whether an exception was thrown or not
/* … */
}
```
#### `nothrow`
The compiler can enforce that a function can not throw an exception. You can
achieve this by annotating a function with `nothrow` :
```D
import std.exception: enforce; // convenience function which throws if `false` is passed
int divide(int a, int b) {
enforce(b != 0, "Can't divide by 0!");
return a / b;
}
int divide4By2() nothrow {
return divide(4, 2); // error, divide my throw
}
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```
## Gems
### Uniform function call syntax (UFCS)
_UFCS_ is a simple and yet very powerful feature of D. It basically allows
that any call to a free function `fun(a)` can be written as member function
call `a.fun()` . If the compiler sees `a.fun()` and the type of `a` does not
have a member function `fun()` , it tries to find a global function whose
first parameter matches the type of `a` .
This makes complex chains of function calls much more readably. Instead of
writing
```D
foo(bar(a));
```
one can write
```D
a.bar().foo();
```
For functions that take no arguments, it is not necessary to use parenthesis, so any function like that can be used like a property:
```D
import std.uni: toLower;
auto a = "Cool Stuff".toLower;
assert(a == "cool stuff");
```
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UFCS is especially important when dealing with ranges where several algorithms can be put together to perform complex operations, still allowing to write clear and manageable code.
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```D
import std.algorithm : group;
import std.range : chain, retro, front, retro;
[1, 2].chain([3, 4]).retro; // 4, 3, 2, 1
[1, 1, 2, 2, 2].group.dropOne.front; // tuple(2, 3u)
```
### Scope guards
Scope guards allow executing statements at certain conditions if the current block is left:
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* `scope(exit)` will always call the statements.
* `scope(success)` statements are called when no exceptions have been thrown.
* `scope(failure)` denotes statements that will be called when an exception
has been thrown before the block's end.
Using scope guards makes code much cleaner and allows to place resource allocation and clean up code next to each other. They also improve safety because they make sure certain cleanup code is always called independent of which paths are actually taken at runtime.
Scope guards are called in the reverse order they are defined.
```D
void foo() {
import core.stdc.stdlib : free, malloc;
int* p = cast(int*) malloc(int.sizeof);
scope(exit) free(p);
/* Do some stuff, which potentially might throw, which does not matter,
p is freed anyways when leaving the scope */
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}
```