Re: Complexity of new hardware

"Jarkko Lempiainen" <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <900533C450124BCDBA1490406D0E061E@Tikru>
I don't think you would even want to parse the compiler generated data for
introspection because it wouldn't provide enough necessary metadata
information for the purpose. From my experience you need e.g. different
level of constness altogether and other custom variable properties for
introspection purposes which the language doesn't provide. I have
implemented class introspection in C++ with some macro & template magic
which works reasonably well and is quite easy to use, but of course it would
be nicer to be able to define all the introspection attributes along with
the class variable if there was a language support for it.


Cheers, Jarkko


-----Original Message-----
From: Nicholas "Indy" Ray [mailto:[email protected]] 
Sent: Friday, April 17, 2009 9:05 AM
To: Game Development Algorithms
Subject: Re: [Algorithms] Complexity of new hardware

On Thu, Apr 16, 2009 at 10:21 PM, Jon Watte <[email protected]> wrote:
> A high-performance compile-time and run-time
> introspection feature in C++ would be great; especially if it could be
> integrated with templates! The compiler already has all the information;
> the standards people just don't want to add the necessary accessors to
> class type_info :-(

Sure, the Data exists, but it is in *very* different formats between
compilers (compare even open source C language front ends you'll see
huge variances in data formats). And if you're familiar with how
complicated the C++ spec is, you'd know that there is *way* too much
information to ever get compiler introspection of in a standard sort
of way. If you don't need something portable or standard, look into a
gcc extension such as dehydra for gcc. Then again, if you don't need
something standard it'd be trivial to generate c++ declarations
through a custom preprocessor.

Nicholas "Indy" Ray

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