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3 points by cchooper 6072 days ago | link | parent

It doesn't do multiple dispatch, so you can't really do all of this yet. Multiple dispatch could either be implemented in call or by putting the call implementation in the polymorph.

If you put it in the polymorph then you have to reimplement it each time, which is bad. On the other hand, you can customise how multiple dispatch works for different types. You'd probably need that for arithmetic, because you always have to coerce values to the most general type (e.g. integers to rationals). I don't know any other types that do that. It's a special case.

Vector types could perhaps be implemented by supporting the interface '(vector n) where n is the dimension. Then your complex numbers could implement '(vector 3) or something. Dependent typing is not something I've thought about. Maybe it can be done.

Another way of doing this could be to have alternatives to call. You could have a simple single-dispatch call, then another (multi-call) that works like multiple-dispatch in CLOS (using inheritance hierarchies to choose a method), then another one that coerces everything to the 'most general type' (whatever that means in the context).



2 points by almkglor 6071 days ago | link

"I don't know any other types that do that. It's a special case."

Suppose I'm modelling a starfield for a computer game, and I have ships and missiles flying around. I then, quite reasonably enough, have a (collide a b) function that I call whenever I notice that one of the ships collides with a something else. We could have ships colliding with ships, or colliding with missiles, or missiles colliding wiht other missiles. Worse, we've relegated our collision detecting code to a loop that goes through the list of game elements, so we can't exactly say that a will be a ship or a missile (or even an asteroid). Different things will happen based on the type of object - missiles just cancel each other out, but ships have to explode convincingly, and of course there's a special handling for the player's own ship (because it's game over then).

It's not a web app, but hey ^^

So multiple dispatch is in fact a pretty good strength in CLOS, and it's generally done over the is-a-ness of the object ^^.

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1 point by cchooper 6070 days ago | link

That was in reference to coercion, not multiple dispatch. I actually think the whole thing would be pretty useless without multiple dispatch.

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2 points by almkglor 6070 days ago | link

Ah, ok. So: how do we implement multiple dispatch when functions are attached to objects? ^^

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1 point by cchooper 6069 days ago | link

I'm working on it :)

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1 point by almkglor 6068 days ago | link

Hmm. Any ideas yet? I can't think of any so far.

Somehow I feel that having two layers - an is-a type attached to an object, and has-a interface semantics attached to functions on an object, might work. Basically a type declares a set of has-a interfaces, and provides (using multiple dispatch) the functions used to implement the interface. So an object is-a ship and is-a missile and is-a asteroid and is-a player-ship, and each of those types has-a collideable interface, defining how different objects react to being bashed against one another.

Or not. Dunno.

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