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CHAPTER FIVE LIVE AND UNSCRIPTED
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the first statement, instead of an ancestry statement; the generic class is the only ancestor of an aspect class. The standard aspect classes are language ; Utility , Mediation , and Application ; and View , Model , Security , Logging , and Persistence . An Application-ascendant class is the starting point for direct execution by (human) users. In it, the application interval reorients to the main method. It must be a permanent characteristic with management components for the count of user-specified parameters and the parameters themselves, no return component, and an any usability. Application is the default ascendant class, and, in an application, the application interval is required. -- permanent -<application : parameter count [int] : parameters <> [string]> [] any
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To reiterate how few reserved words D has, the following is the list of all of its reserved words.
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and equivalent to for for every return same object as set return with
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addition all opposite aspect extension finish first group incomplete interface only last or others removal replacement restart series start
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any ascendants definition execution line permanent self temporary variable
Values
false initialization null object parent true
CHAPTER FIVE LIVE AND UNSCRIPTED
An Example of D
Although the D dialect has been applied to product sets that have hundreds of lines of code, the most appropriate example at this point is a fairly simple one. The best way to convey how straightforward D code is, is to put it next to the most popular extended procedureoriented language, Java. Listings 5-1 and 5-2 demonstrate this comparison. Further, the best way to get across the fundamental advantage of a DRM language is to show the various stages of design, as the product set in common language smoothly becomes the product set in DRM language. This is done in Listings 5-3 through 5-6. Listing 5-1. The Guessing Game, in Java public class GuessingGame { public static void main(int argv, string args[]) { GuessingGame guessingGame = new GuessingGame } private GuessingGame() { string response = null; while (response = "y") { final smallint goalNumber = Math.random() % 100 + 1; smallint playerNumber = 0; sysout.println ("Guess my number."); smallint lowNumber = 1; smallint highNumber = 100; while (playerNumber != goalNumber) { sysout.println ("The number is from " + lowNumber + " to " + highNumber + ". Your guess:"); playerNumber = sysin(); if (playerNumber < goalNumber) { sysout.println ("Higher."); if (playerNumber !< lowNumber) lowNumber = playerNumber+1; } if (playerNumber > goalNumber) { sysout.println ("Lower."); if (playerNumber !> highNumber) highNumber = playerNumber-1; } } sysout.println ("Right. Do you want to play again "); response = sysin(); } } }
CHAPTER FIVE LIVE AND UNSCRIPTED
Listing 5-2. The Guessing Game, in D > Application -- permanent -<application : parameter count [int] : parameters <> [string]> [] any (Guessing Game) [Guessing Game] | <initialization> -- temporary -<initialization> [Guessing Game] Another Round | "y" Response [string] variable | <Round> | for every Response = Another Round <Round> Goal Number [smallint] | <[Number] Random Number : 1 : 100 : 0> Player Number [] variable | 0 | <To Screen : "Guess my number."> Low Number [] variable | 1 High Number [] variable | 100 | <Clue> | for every Player Number \= Goal Number | <To Screen : "Right. Do you want to play again "> Response | <From Screen> <Clue> | <To Screen : "The number is from " Low Number " to " High Number ". Your guess:"> Player Number | <From Screen> | <To Screen : "Higher."> | for Player Number < Goal Number + Low Number | Player Number + | for Player Number \< Low Number | <To Screen : "Lower."> | for Player Number > Goal Number + High Number | Player Number - | for Player Number \> High Number
CHAPTER FIVE LIVE AND UNSCRIPTED
Possible D Design Stages
Listing 5-3. The Guessing Game, in D, Design Stage 1 Goal Number | Random Number Guess my number, from 1 to 100. Higher. Lower. Right.
Listing 5-4. The Guessing Game, in D, Design Stage 2 Goal Number | Random Number Guess my number Low Number | 1 High Number | 100 The number is from Low Number to High Number. Higher. for Player Number < Goal Number + Low Number | Player Number + for Player Number \< Low Number Lower. for Player Number > Goal Number + High Number | Player Number - for Player Number \> High Number Right. for Player Number = Goal Number
Listing 5-5. The Guessing Game, in D, Design Stage 3 Goal Number | Random Number Guess my number. Low Number | 1 High Number | 100 | <Clue> for every Player Number \= Goal Number Right. <Clue> The number is from Low Number to High Number. Higher. for Player Number < Goal Number + Low Number | Player Number + for Player Number \< Low Number Lower. for Player Number > Goal Number + High Number | Player Number - for Player Number \> High Number
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