
On Wed, Feb 8, 2012 at 2:44 PM, Beren Minor <beren.minor+boost@gmail.com>wrote:
Hi everyone,
[...]
TL;DR:
1. OpenGL sucks, I implemented compile-time constraints wrapping the functions calls. 2. Thinking about compile-time constraints made me qualify the types in use with a general mechanism describing the type's "aspects". 3. Aspects are axises and a given set of predefined values on these axises using which a type and its properties can be described. 4. Constraints can then be easily written as MPL checks on aspects axises and values as long as type aspects are formalized. 5. Does it already exist? Is that interesing? Should I try to go deeper in the abstraction?
Looks to me like the traits idiom (e.g., std::iterator_traits). Perhaps a concrete example will illustrate your point better? - Jeff