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Nim Composition Concept
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# Inheritance implies runtime memory overhead, so using it for small things like Particles | |
# is not ideal even though inheritance (to a Sprite base-type for instance) might be useful. | |
# We could 'auto compose' types instead as a way to use limited inheritance without it's costs | |
type | |
Sprite = object | |
resource: Image | |
position: Vector | |
rotation: Vector | |
Placeable = concept s | |
s.position is Vector | |
s.rotation is Vector | |
type | |
Ship = object as Sprite # note the 'as' keyword | |
health: float | |
strength: float | |
proc move(s:var Sprite, v:Vector) = | |
# operates on Sprite data | |
s.position += v * Time.delta | |
proc update(s:var Ship) = | |
# operates on Ship data | |
s.health -= 0.01 | |
s.position += Vector.up(0.1) # Ship has a position! | |
let xwing = Ship(...) | |
xwing.update() | |
xwing.move(...) # works! | |
assert xwing of Sprite # false | |
assert xwing is Sprite # false | |
assert xwing as Sprite # true | |
assert xwing is Placeable # true | |
# Taking this further, it would theoretically be possible to have multi-pseudo-inheritance | |
type | |
A = object | |
B = object | |
C = object as A, B | |
proc foo(a:A) = echo "A" | |
proc foo(b:B) = echo "B" | |
proc foo(c:C) = echo "C" | |
let c = C() | |
foo(c) # prints 'C' | |
foo(c as A) # prints 'A' | |
foo(c as B) # prints 'B' | |
# And of course we could combined both inheritance and composition together | |
type | |
XWing = object of RebelUnit as Sprite, RigidBody | |
health: float | |
torpedos: int | |
wingsOpen: bool |
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