Re: [m-users.] How to declare a set of typeclasses?
"Sean Charles (emacstheviking)" <[email protected]>
| Newsgroups | gmane.comp.lang.mercury.general |
|---|---|
| Message-ID | <[email protected]> |
I will study those modules. The hash function for my objects would be as simple as returning the internal id value, it increases monotonically on creation of a new instance, guaranteed unique throughout the lifetime of the game, using int range should be enough, i don't think the game will be that addictive to cause a rollover situation! 3.8 crash course: correct, no mention of hashing. It's amazing what you realise you need to know writing a game in a language like Mercury as opposed to straight smash-it-out in C/C++ land. Much more fun! I looked at the `rtree` module too, but for now I think I will stay with what I have as I could see I'd need to reorganise a fair bit of code to fit both the typeclass interface it has and its API. Maybe version 2.0 ... Thanks again. Sean > On 10 Oct 2023, at 23:42, Zoltan Somogyi <[email protected]> wrote: > > > On 2023-10-11 09:19 +11:00 AEDT, "Sean Charles (emacstheviking)" <[email protected]> wrote: >> Then I did what I thought would work: >> >> :- type l1_set(T) == set(hittable(T)) <= hittable(T). > > If what you are after is "the type of a set of things where each thing is hittable", > what you need to do is to simply use "set(T)" where you want this, *and* > add the typeclass constraint "<= hittable(T)" to the declarations of the > predicates and functions where such an argument appears. For an example, > have a look at e.g. sparse_bitset.m in the standard library. > >> And here is the actual code where I am trying to use it, I am operating on the assumption >> that by default Mercury has some way of creating a unique hash for each object > > That assumption is incorrect. The int.m, uint.m and string.m modules > of the standard library define hash functions, but for other types, > providing a hash function is up to you. And while there exist algorithms > for creating perfect hash functions (i.e. hash functions that don't generate > any collisions on a given set of input values), > > - they guarantee the absence of collisions *only* for that set of values, > - they require the values of that set to be specified in advance, > - and even then they fail to generate a hash function for some sets. > > Even cryptographically secure hash functions can have collisions. > The pigeon-hole principle guarantees this for any hash function > that generates a hash value of a fixed size for inputs of unbounded size. > >> Ah.. it is section 3.8 of the online page https://mercury-in.space/crash.html#orga13c54a > > That section does not talk about hashing. > > Zoltan. _______________________________________________ users mailing list [email protected] https://lists.mercurylang.org/listinfo/users