Zig Structs of Arrays (2024)
Posted by Tomte 5 days ago
Comments
Comment by smallstepforman 1 day ago
Meanwhile, game engines need operator overloading for adding/multiplying vectors (spatial transforms, lighting, physics) and core zig design philosophy prevents operator overloading.
Blind leading the blind. Disclaimer - I do professional rendering engines.
Comment by the__alchemist 1 day ago
This is a frustrating decision. My use cases for low level languages overlap closely with my use cases for vectors (etc) with operator overloading. It was one of the first things which put a bad taste in my mouth about Zig.
Comment by flohofwoe 21 hours ago
Comment by geysersam 1 day ago
Comment by aaaashley 1 day ago
(physics_data.velocity + omega * change) * frame_delta_time
to
physics_data.velocity.add(omega.mul(change)).mul(frame_delta_time)
We learn to read and think about math a certain way, which is incompatible with Zig. Also, Zig's design philosophy of "reading code over writing code" is incompatible with the kind of small modification-test-cycles required when doing games, and creative programming in general. So Zig is sort of DOA anyway for that kind of thing.
But I've been using Zig for non-game projects and it's been fantastic, so definitely not "Blind leading the blind" for the overall language design, imo.
Comment by smj-edison 1 day ago
math("(v + Ω * c) * Δt", .{ .v = physics_data.velocity, .@"Ω" = omega, .c = change, .@"Δt" = frame_delta_time})
I know this is already possible with comptime, though I haven't implemented it yet since I haven't needed vector math in what I'm working on currently. Can't decide whether using math names is better or worse than using the full variable names though.Comment by dnautics 1 day ago
Comment by smj-edison 1 day ago
Comment by dnautics 1 day ago
Comment by stouset 1 day ago
Comment by smj-edison 1 day ago
I'd argue though that the real disadvantage to having overloadable arithmetic is that you're limited to one implementation. This is actually my biggest beef with Rust, namely traits/type classes. It locks you into a single implementation when you may want to do something different based on the context. Zig pushes the dispatch decision to the callsite, not a trait subsystem (see how Zig implements hash mays for example). So I'd personally prefer to use a DSL, since it lets me specify what type of dispatch to use.
Comment by kibwen 1 day ago
> It locks you into a single implementation when you may want to do something different based on the context.
If you want differing behavior in a certain context, and if you don't want to use a different method to make the differing behavior explicit (e.g. the `wrapping_add` methods that Rust provides on numeric types), then you can use a different type for that context, e.g. the `std::num::Wrapping` type that Rust provides.
Comment by smj-edison 1 day ago
In general perhaps not, but in Zig it definitely does. Zig considers calling a function to change control flow, because it's no longer just an operator but something that can cause side effects, includinh mutating in place. Perhaps control flow isn't the right term, maybe non-trivial would be better?
With regard to wrappers, I personally find them ugly since 1. They bring in indirection, and I have a personal vendetta against unnecessary indirection, 2. Wrapping doesn't compose well and is a pain to shephard between representations, 3. It's harder to make a function generic across different representations, and 4. Wrappers often don't re-export everything available to their underlying value.
Comment by charlieflowers 14 hours ago
Comment by kibwen 7 hours ago
Indeed, there are plenty of valid reasons to be wary of operator overloading, such as the risk that someone might insert a network call into your vector addition. There's some precedence from C++ in calling an operator invocation "trivial" when it hasn't been user-defined, in general I might go further and say that a good overloaded operator is "well-behaved" when it not only has a non-surprising implementation (e.g. no side-effects) but also its function is congruent with the specific chosen operator (so no overloading bitshift for iostreams).
Comment by AnduCrandu 1 day ago
Comment by aaaashley 1 day ago
Comment by smj-edison 1 day ago
Comment by hmry 1 day ago
x = x.add(step.mul(2)).mod(width)
Or in C x = imod(iadd(x, imul(step, 2)), width)
vs x = (x + 2*step) % width
For me the answer is very simple: Operators make it easier to read the code which makes it easier to spot bugs. It also makes it easier to turn formulas from textbooks into code.If 50% of the code you're working with is using vectors and matrices, not having operators for those parts is quite annoying.
Note that you can have vector operators without overloading, e.g. Odin has built in vector and matrix types.
But personally I think it's better to give the user more power instead of only letting the compiler author pick which types to allow operators on. Like how Java overloads + but only on the String class. Why do they get to do it, but not me?
Comment by applfanboysbgon 1 day ago
Comment by dnautics 1 day ago
const @"<+>" = @import("operator_module").plus;
...
const x = (a <+> b);Comment by fluffybucktsnek 1 day ago
Comment by dnautics 1 day ago
Comment by fluffybucktsnek 1 day ago
If we include operator overloading for any types, then sure. i32 + i32 might suddenly start meaning something else. But I think that's beyond the scope of what is normally asked by operator overloading.
Comment by dnautics 1 day ago
Comment by Decabytes 1 day ago
I mean as an avid Lisp fan, I feel like Lisp basically answers the question of how much syntax you need in a langauge. I must admit though, not having to deal with operators precedence is really nice
(mod (+ x (* 2 step)) width)Comment by kazinator 7 hours ago
1> let ((x 3) (step 2) (width 5)) ((2 * step + x) mod width)
2
This is TXR Lisp with auto-infix and auto-compound enabled for the REPL: 2> *listener-auto-infix-p*
t
3> *listener-auto-compound-p*
t
So we can omit the outermost parentheses, and infix syntax is automatically recognized, freely intermixed with regular Lisp, as if the (ifx ...) macro were wrapped around the input.I've come up with a very good way of handling infix in Lisp, and documented it in a decent amount of detail as well, not just as a manual for the user but anyone wanting to implement something similar.
Comment by adrian_b 1 day ago
One is to allow the use of simple mathematical symbols as names for functions, instead of allowing only alphanumeric identifiers.
Most programming languages allow only a small fixed set of symbols to be used as "operators", i.e. as function names.
The better solution is to allow any Unicode character from certain categories, e.g. "Sm" and "Po" ("Symbol, math" and "Punctuation, other"), which does not have an already assigned role in the language syntax, to be used as a function name.
Most LISP variants allow the use of various kinds of character symbols as function names.
The second problem is overloading. Overloading must be treated uniformly for any kind of functions, regardless if their names are identifiers or operator symbols, i.e. not like in Java, where forbidding operator overloading was a mistake (that was an overreaction to C++, which allows the overloading of a few "operators" that are not normal functions and whose overloading should not have been allowed, e.g. the comma operator).
The overloading of operators, especially for user-defined data types is something absolutely essential for scientific and technical computing.
The majority of programmers have not been exposed to programs that contain a great amount of computations, so they are accustomed only with simple expressions that contain a few variables.
In scientific and technical computing it is very frequent to have very big expressions, which may contain a large number of operations and variables, where the variables may have various types, like complex numbers, vectors, matrices, complex vectors, complex matrices, or there may be a type system with distinct types for various physical quantities, like voltages, electric currents, capacitances and so on.
Anyone who had to write frequently such big expressions will definitely prefer, both for writing and for reading, to use overloaded operator symbols instead of long function names, which would fill most of the visual space with superfluous characters, obscuring the structure of the big expression.
The third problem is the syntax of function invocation. Most programming languages allow functions whose names are identifiers to use only prefix invocation but for some symbolic operators they allow infix invocation.
Here I also prefer the languages that do not differentiate between functions with alphanumeric names and functions with symbolic names (i.e. operators). There are languages where for any function it may be specified that it must be invoked as an infix operator, if this is desired.
Which is the best between the 3 classic solutions for expression syntax, traditional expressions with infix operators and multi-level precedence rules (like in FORTRAN and ALGOL), expressions with infix operators and a unique precedence rule for all operators (like in APL) and expressions without infix operators (like in LISP), is debatable.
Each of the 3 solutions has advantages and disadvantages, so the choice between them is a matter of personal preferences.
Comment by benj111 18 hours ago
Hmm. now. Is operator precedence not an instance of hidden flow control?
You need to know that 2step is done before adding x.
x = (x + (2step)) % width Or x = ( 2step + x) % width
Should be preferred?
Personally I try to bracket all things like this, so that it isn't hidden.
Comment by fasterik 1 day ago
Zig professes to be a C replacement, not a C++ replacement, so leaving out operator overloading is consistent with that design goal. But I agree, I would prefer to program in a language that expresses mathematical relationships more naturally.
Comment by flohofwoe 21 hours ago
As for CPU-side vector math:
Zig already has a @Vector type (which will probably be renamed to @Simd) and it will get a builtin matrix type. With those two things, the main reason for operator overloading in game/rendering engines is pretty much handled via builtin types.
Comment by awesan 1 day ago
The general technique of SoA is pretty useful both in games and other applications, but of course I cannot speak to the specific use-case you are describing.
Comment by nvme0n1p1 1 day ago
Comment by e4m2 1 day ago
That being said, the parent commenter is actually referring to other recent proposals as opposed to existing `@Vector` functionality:
Comment by nvme0n1p1 1 day ago
Comment by Ciantic 1 day ago
Comment by smj-edison 1 day ago
Comment by beepbooptheory 1 day ago
Also does one really need operator overloading? That feels a little strong. I've gotten by with functions just fine.. Does that make the GPU not like me Mr. wise engineer?
Comment by Sweepi 1 day ago
https://6it.dev/blog/infographics-operation-costs-in-cpu-clo...
Comment by skywal_l 1 day ago
Comment by hiccuphippo 1 day ago
Comment by trymas 1 day ago
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Comment by binaryturtle 1 day ago
Comment by ArneCode 1 day ago
Comment by binaryturtle 1 day ago
/edit
Yes, as confirmed with cURL, using my browser's "User Agent": 410 blocked. Using some other "User Agent" and it passes along the data. Pretty silly, IMHO.
Comment by Thaxll 1 day ago
Comment by nejam 1 day ago
Comment by nejam 1 day ago