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Subject: Re: [boost] [type_erasure] Review started (July 18-27, 2012)
From: Andrey Semashev (andrey.semashev_at_[hidden])
Date: 2012-07-23 11:31:42
About conversion between different "any" types, I've found a note in the docs
that says it's possible. Disregard the question in my previous email.
Some more thoughts:
1. In the docs, "Functions with Multiple Arguments", it is said that the
underlying types of the two "any" arguments must match or the behavior is
undefined. I assume this is due to the fact that the type_id_ concept is
optional and the implementation doesn't really know the underlying types of
the "any" values and simply assumes they match. I think this is a too dagerous
assumption and some basic check must always be performed. Probably, the
underlying type information must always be stored in one way or another and
verified when needed. Maybe, the type_id_ concept must be mandatory even.
2. In the same section, I didn't really understand the second code snippet.
Why is the tuple needed? Why not this:
any<requirements, _a> a = &array[0];
a = a + 2;
Also, from the implementation perspective, will it simply add 2 to the pointer
or construct an "any" from 2 and then perform the addition?
3. Are there plans to make the underlying value storage customizable? It would
be great if "any" supported small object optimization or custom memory
allocators.
4. How can I test if an "any" instance is null? I assume that I cannot compare
the instance with a default-constructed "any" because this would result in
attempt to compare stored values.
5. The "Why do I have to specify the presence of a destructor explicitly?"
rationale doesn't seem like a good enough reason. The code already has a
specialization for references, and it is natural that references are stored as
a pointer to the external value (I really hope there are no dynamic memory
allocations performed in this case). So for references, there is no need to
call a destructor of the object at all. On the other hand, I can't imagine an
"any" with an object by value which cannot be destructed.
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