Original Post
Would it make any sense to wrap numerical primitive types into classes, so that information like amount of bits, signedness, max and min values and possibly mathematical functions would be easily accessible.
For example a template class for a 3D grid where you pass in the edge lenght. If it was wrapped, you could do something like pow(T.GetMaxValue(),3) so you know how large datatype you need to index the cells (this could be combined with some log and other fancy stuff to get the required byte count and use a template thing to get the best type for the situation)
Pros and cons i came up with:
Pros:
-Easily accessible information about the capabilities of the type
-Easily accessible methods for operating on it (The ide will list all the available methods i assume...)
-Possible to add debug code or such? (not that great benefit though?)
-Makes primitive types more OOP
Cons:
-There would be a lot of methods and code to add (to convert between types etc.)
-Possibly not optimized as well? (I would expect the compiler to make the same code as without wrapping though...)
-Possible issues with existing code?
For example a template class for a 3D grid where you pass in the edge lenght. If it was wrapped, you could do something like pow(T.GetMaxValue(),3) so you know how large datatype you need to index the cells (this could be combined with some log and other fancy stuff to get the required byte count and use a template thing to get the best type for the situation)
Pros and cons i came up with:
Pros:
-Easily accessible information about the capabilities of the type
-Easily accessible methods for operating on it (The ide will list all the available methods i assume...)
-Possible to add debug code or such? (not that great benefit though?)
-Makes primitive types more OOP
Cons:
-There would be a lot of methods and code to add (to convert between types etc.)
-Possibly not optimized as well? (I would expect the compiler to make the same code as without wrapping though...)
-Possible issues with existing code?