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- //
- // The 'for' loop is not just limited to looping over one or two
- // items. Let's try an example with a whole bunch!
- //
- // But first, there's one last thing we've avoided mentioning
- // until now: The special range that leaves off the last value:
- //
- // for ( things, 0.. ) |t, i| { ... }
- //
- // That's how we tell Zig that we want to get a numeric value for
- // every item in "things", starting with 0.
- //
- // A nice feature of these index ranges is that you can have them
- // start with any number you choose. The first value of "i" in
- // this example will be 500, then 501, 502, etc.:
- //
- // for ( things, 500.. ) |t, i| { ... }
- //
- // Remember our RPG characters? They had the following
- // properties, which we stored in a struct type:
- //
- // class
- // gold
- // experience
- //
- // What we're going to do now is store the same RPG character
- // data, but in a separate array for each property.
- //
- // It might look a little awkward, but let's bear with it.
- //
- // We've started writing a program to print a numbered list of
- // characters with each of their properties, but it needs a
- // little help:
- //
- const std = @import("std");
- const print = std.debug.print;
- // This is the same character class enum we've seen before.
- const Class = enum {
- wizard,
- thief,
- bard,
- warrior,
- };
- pub fn main() void {
- // Here are the three "property" arrays:
- const classes = [4]Class{ .wizard, .bard, .bard, .warrior };
- const gold = [4]u16{ 25, 11, 5, 7392 };
- const experience = [4]u8{ 40, 17, 55, 21 };
- // We would like to number our list starting with 1, not 0.
- // How do we do that?
- for (classes, gold, experience, ???) |c, g, e, i| {
- const class_name = switch (c) {
- .wizard => "Wizard",
- .thief => "Thief",
- .bard => "Bard",
- .warrior => "Warrior",
- };
- std.debug.print("{d}. {s} (Gold: {d}, XP: {d})\n", .{
- i,
- class_name,
- g,
- e,
- });
- }
- }
- //
- // By the way, storing our character data in arrays like this
- // isn't *just* a silly way to demonstrate multi-object 'for'
- // loops.
- //
- // It's *also* a silly way to introduce a concept called
- // "data-oriented design".
- //
- // Let's use a metaphor to build up an intuition for what this is
- // all about:
- //
- // Let's say you've been tasked with grabbing three glass
- // marbles, three spoons, and three feathers from a bucket. But
- // you can't use your hands to grab them. Instead, you have a
- // special marble scoop, spoon magnet, and feather tongs to grab
- // each type of object.
- //
- // Now, would you rather have:
- //
- // A. The items layered so you have to pick up one marble, then
- // one spoon, then one feather?
- //
- // OR
- //
- // B. The items separated by type so you can pick up all of the
- // marbles at once, then all the spoons, then all of the
- // feathers?
- //
- // If this metaphor is working, hopefully it's clear that the 'B'
- // option would be much more efficient.
- //
- // Well, it probably comes as little surprise that storing and
- // using data in a sequential and uniform fashion is also more
- // efficient for modern CPUs.
- //
- // Decades of OOP practices have steered people towards grouping
- // different data types together into "objects" with the hope
- // that it would be friendlier to the human mind. But
- // data-oriented design groups data in a way that is more
- // efficient for the computer.
- //
- // In Zig terminology, the difference in groupings is sometimes
- // known as "Array of Structs" (AoS) versus "Struct of Arrays"
- // (SoA).
- //
- // To envision these two designs in action, imagine an array of
- // RPG character structs, each containing three different data
- // types (AoS) versus a single RPG character struct containing
- // three arrays of one data type each, like those in the exercise
- // above (SoA).
- //
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