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Unity A Proposal to Add Strong Type Aliases to the Standard Language

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Also, you can't do that with primitive types.

You could always write a "boxed type" template class that encapsulates a primitive type, while supporting the same operators the primitive type does. So, essentially reinventing Java's "boxed types" in C++ using templates. I'm not in a position to say whether that would be worth the effort, though. My guess would be that it isn't. Edited by Oberon_Command

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You could always write a "boxed type" template class that encapsulates a primitive type, while supporting the same operators the primitive type does. So, essentially reinventing Java's "boxed types" in C++ using templates. I'm not in a position to say whether that would be worth the effort, though. My guess would be that it isn't.
I have one of those in my engine, which acts like the type (operator wise), but with an explicit constructor from that type.
e.g. short version:
template<class T, class Tag> struct P
{
	P() : value() {}
	explicit P( T v ) : value(v) {}
	T value;
};
struct MetreTag {};
struct InchTag {};
typedef P<float, MetreTag> Metre;
typedef P<float, InchTag> Inch;
And then I write conversion functions like:
Inch ToInches(Metre m) { return Inch(m.value * 39.3700787f); }
void test()
{
	Metre m(10);
	Inch i( ToInches(m) );
	Inch error( m );//won't compile
}
I haven't used the boost solution, but I imagine it's similar to this, so I probably suffer from the same issues that SOTL found with boost's version. Edited by Hodgman

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Your version looks great for basic types (which mine doesn't support), but doesn't support classes (which mine does).

Most of my strong aliases have to do with a basic 'Point' type.

 

I could write a template just for points, but I figured in such a strongly-typed language as C++, why not have a generalized solution built into the language?

We did so for enums with the C++11 'enum class'.

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