You have to nest square brackets to avoid ambiguity. Is &int[] an array of references or an reference to an array?
You have to nest square brackets to avoid ambiguity. Is &int[] an array of references or an reference to an array?
What's important isn't how often you need to help the compiler: it's how easy the rules are. The turbofish is unfortunate, but it's nowhere near as bad as typename.
The turbofish is a strict superset of `typename`, and everywhere C++ lets you skip it it could simply require it instead.
template<typename T> class X {
void foo() {
typename T::A* pa;
}
}
The problem here is that C++ can't parse this without knowing whether T::A is a type or not. Otherwise it might be "T::A multiplied by pa". This is the lexer hack in action.Rust, by contrast, has no such limitation [2]:
trait SomeTrait {
type A;
}
struct X<T> {
f: T,
}
impl<T> X<T> where T: SomeTrait {
fn foo() {
let pa: *mut T::A;
}
}
This compiles and runs just fine with no need for a turbofish on T::A, because Rust has no lexer hack.[1]: https://en.cppreference.com/w/cpp/language/dependent_name
[2]: https://play.rust-lang.org/?version=stable&mode=debug&editio...
C++ typename could have the same consistency as Rust's turbofish- its complicated rules are not necessitated by the lexer hack.
(In a sense, the complicated rules are what enable the lexer hack.)
http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2018/p063...
What does this even mean? Can you define "regular"?
> neither is making a super complex grammar
This isn't about grammatic complexity, it's about the location of a type relative to the associated identifier.
Location of the type is about grammar complexity. Rust’s grammar plays into its type inference capabilities, and the pattern syntax. There’s an underlying uniformity with syntax elsewhere.
constdata keymaps[1,2,3, u16]
That is easy to read, gets rid of all the extra line noise and directly tells me everything I need to know about memory layout and performance. 1.) it is constant, known and compile time and can be put into a read-only segment (or possibly flash rom on an embedded system).
2.) it is named keymaps. The name is important and should come early
3.) it is an array. arrays and primitive datatype have many important differences and programming languages should not try to hide that.
4.) it has dimensions 1 by 2 by 3 (in that order). Listing the "3" first in Rust when the first dimension only has extend 1 might have good reasons but is damn hard to read if you have more than 2 dimensions. Especially if you end up with things like 3 by 3 by 4 by 3. Which of the inner two is larger?
5.) Having the type of the element last makes sense, because in terms of memory layout that just means that we have 2 consecutive bytes. I also makes it easier to which from "a 1 by 2 by 3 array of u16" to "a 1 by 2 array of (three vectors of u16)".
Now you will probably give me reasons why I can't have that. But when I am coding I don't hard how hard it is on the compiler writers (as long as I can express things unambiguously), but want to have it as easy as possible so I have brain cycles to spare to think about data layout and algorithms.I just wrote a macro `array` [1] that allows you to write
#[no_mangle]
static keymaps: array!{ u16[1, 2, 3] } = [
[
[1, 2, 3],
[4, 5, 6],
],
];
or alternatively using a type alias type Keymaps = array!{ u16[1, 2, 3] };
#[no_mangle]
static keymaps: Keymaps = ...
On a more serious note, in general Rust favors explicit simple syntax: the only syntax related to arrays you need to learn is `[TYPE; LENGTH]` which is the way to write an array of type TYPE and length LENGTH, pretty straightforward. `[[[usize; 3]; 2]; 1]` is simply a composition of such arrays, as multidimensional arrays are just arrays of arrays.C has a few more variants: the implicit length of `keymaps[]`, the `[0] = ...` initializer , the alternative `keymaps[1,2,3]` syntax. This is nice syntactic sugar, but you don't technically need it. Although if you really don't like the raw Rust syntax, you can always use macros like shown or a library like multiarray [2].
In a way I would say this makes Rust easier to learn: there are only a few symbols and patterns you need to learn to recognize, and the rest is compositions.
[1] WARNING: macro definitions are very symbol heavy, and thus even more unreadable.
https://play.rust-lang.org/?version=nightly&mode=debug&editi...
But it will be much nicer and better once const generics lands, it's true.