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somethign like this I think. i only dabble in zig/systems stuff so there might be better/more idiomatic ways to write parts

  const std = @import("std");
  
  // base struct
  const Animal = struct {
      // points to the derived struct
      ctx: *anyopaque,
      // points to the vtable of the concrete type
      vtable: *const VTable,
  
      // the vtable interface derived struct must implement
      const VTable = struct {
          make_noise: *const fn (ctx: *anyopaque, loudness: u32) anyerror!void,
      };
  
      // call the derived struct's implementation
      pub fn make_noise(animal: Animal, loudness: u32) anyerror!void {
          return animal.vtable.make_noise(animal.ctx, loudness);
      }
  };
  
  const Dog = struct {
      // extra data
      weight: u32,
  
      // implement the interface
      const vtable = Animal.VTable{
          .make_noise = &make_noise,
      };
  
      pub fn make_noise(ctx: *anyopaque, loudness: u32) anyerror!void {
          const dog: *Dog = @alignCast(@ptrCast(ctx));
          std.debug.print("woof {} {}\n", .{ dog.weight, loudness });
      }
  
      // helper to convert to the base struct
      pub fn _animal(self: *Dog) Animal {
          return Animal{
              .ctx = @ptrCast(self),
              .vtable = &vtable,
          };
      }
  };
  
  const Cat = struct {
      weight: u32,
  
      const vtable = Animal.VTable{
          .make_noise = &make_noise,
      };
  
      pub fn _animal(self: *Cat) Animal {
          return Animal{
              .ctx = @ptrCast(self),
              .vtable = &vtable,
          };
      }
  
      pub fn make_noise(ctx: *anyopaque, loudness: u32) anyerror!void {
          const cat: *Cat = @alignCast(@ptrCast(ctx));
          std.debug.print("meow {} {}\n", .{ cat.weight, loudness });
      }
  };
  
  pub fn main() !void {
      var gpa = std.heap.GeneralPurposeAllocator(.{}){};
      const alloc = gpa.allocator();
  
      // list of base structs
      var animal_list = std.ArrayList(Animal).init(alloc);
      defer {
          for (animal_list.items) |animal| {
              if (animal.vtable == &Dog.vtable) {
                  const dog: *Dog = @alignCast(@ptrCast(animal.ctx));
                  alloc.destroy(dog);
              } else if (animal.vtable == &Cat.vtable) {
                  const cat: *Cat = @alignCast(@ptrCast(animal.ctx));
                  alloc.destroy(cat);
              }
          }
          animal_list.deinit();
      }
  
      for (0..20) |i| {
          if (i % 2 == 0) {
              var dog = try alloc.create(Dog);
              dog.* = Dog{ .weight = @intCast(i) };
              try animal_list.append(dog._animal());
          } else {
              var cat = try alloc.create(Cat);
              cat.* = Cat{ .weight = @intCast(i) };
              try animal_list.append(cat._animal());
          }
      }
  
      // meows and woofs here
      for (animal_list.items) |animal| {
          try animal.make_noise(10);
      }
  }
ive written a couple and still find them mindbendy


You can just used tagged enums and the inline else syntax, like this:

  const Animal = union(enum) {
      cat: Cat,
      dog: Dog,

      pub fn make_noise(self: Animal) void {
          switch (self) {
              inline else => |impl| impl.make_noise(),
          }
      }
  };


iirc there's multiple idioms that are used in different cases. i recall a nice github that laid them all out with use cases but I can't find it




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