What does `m_` variable prefix mean? - hungarian-notation

I often see m_ prefix used for variables (m_World,m_Sprites,...) in tutorials, examples and other code mainly related to game development.
Why do people add prefix m_ to variables?

This is typical programming practice for defining variables that are member variables. So when you're using them later, you don't need to see where they're defined to know their scope. This is also great if you already know the scope and you're using something like intelliSense, you can start with m_ and a list of all your member variables are shown. Part of Hungarian notation, see the part about scope in the examples here.

In Clean Code: A Handbook of Agile Software Craftsmanship there is an explicit recommendation against the usage of this prefix:
You also don't need to prefix member variables with m_ anymore. Your classes and functions should be small enough that you don't need them.
There is also an example (C# code) of this:
Bad practice:
public class Part
{
private String m_dsc; // The textual description
void SetName(string name)
{
m_dsc = name;
}
}
Good practice:
public class Part
{
private String description;
void SetDescription(string description)
{
this.description = description;
}
}
We count with language constructs to refer to member variables in the case of explicitly ambiguity (i.e., description member and description parameter): this.

It is common practice in C++. This is because in C++ you can't have same name for the member function and member variable, and getter functions are often named without "get" prefix.
class Person
{
public:
std::string name() const;
private:
std::string name; // This would lead to a compilation error.
std::string m_name; // OK.
};
main.cpp:9:19: error: duplicate member 'name'
std::string name;
^
main.cpp:6:19: note: previous declaration is here
std::string name() const;
^
1 error generated.
http://coliru.stacked-crooked.com/a/f38e7dbb047687ad
"m_" states for the "member". Prefix "_" is also common.
You shouldn't use it in programming languages that solve this problem by using different conventions/grammar.

The m_ prefix is often used for member variables - I think its main advantage is that it helps create a clear distinction between a public property and the private member variable backing it:
int m_something
public int Something => this.m_something;
It can help to have a consistent naming convention for backing variables, and the m_ prefix is one way of doing that - one that works in case-insensitive languages.
How useful this is depends on the languages and the tools that you're using. Modern IDEs with strong refactor tools and intellisense have less need for conventions like this, and it's certainly not the only way of doing this, but it's worth being aware of the practice in any case.

As stated in the other answers, m_ prefix is used to indicate that a variable is a class member. This is different from Hungarian notation because it doesn't indicate the type of the variable but its context.
I use m_ in C++ but not in some other languages where 'this' or 'self' is compulsory. I don't like to see 'this->' used with C++ because it clutters the code.
Another answer says m_dsc is "bad practice" and 'description;' is "good practice" but this is a red herring because the problem there is the abbreviation.
Another answer says typing this pops up IntelliSense but any good IDE will have a hotkey to pop up IntelliSense for the current class members.

Lockheed Martin uses a 3-prefix naming scheme which was wonderful to work with, especially when reading others' code.
Scope Reference Type(*Case-by-Case) Type
member m pointer p integer n
argument a reference r short n
local l float f
double f
boolean b
So...
int A::methodCall(float af_Argument1, int* apn_Arg2)
{
lpn_Temp = apn_Arg2;
mpf_Oops = lpn_Temp; // Here I can see I made a mistake, I should not assign an int* to a float*
}
Take it for what's it worth.

As stated in many other responses, m_ is a prefix that denotes member variables. It is/was commonly used in the C++ world and propagated to other languages too, including Java.
In a modern IDE it is completely redundant as the syntax highlighting makes it evident which variables are local and which ones are members. However, by the time syntax highlighting appeared in the late 90s, the convention had been around for many years and was firmly set (at least in the C++ world).
I do not know which tutorials you are referring to, but I will guess that they are using the convention due to one of two factors:
They are C++ tutorials, written by people used to the m_ convention, and/or...
They write code in plain (monospaced) text, without syntax highlighting, so the m_ convention is useful to make the examples clearer.

Others have mentioned that it means a class member. Qt is a popular c++ Framework that uses this notation so alot of C++ GUI tutorial use m_. You can see almost all their examples use m_ for class members. Personally, I use m_ as it is shorter than this-> and feels compact.

To complete the current answers and as the question is not language specific, some C-project use the prefix m_ to define global variables that are specific to a file - and g_ for global variables that have a scoped larger than the file they are defined.
In this case global variables defined with prefix m_ should be defined as static.
See EDK2 (a UEFI Open-Source implementation) coding convention for an example of project using this convention.

One argument that I haven't seen yet is that a prefix such as m_ can be used to prevent name clashing with #define'd macro's.
Regex search for #define [a-z][A-Za-z0-9_]*[^(] in /usr/include/term.h from curses/ncurses.

Related

Documentation comment for loop variable in Xcode

I know that we can use
/// index variable
var i = 0
as a documentation comment for a single variable.
How can we do the same for a loop variable?
The following does not work:
var array = [0]
/// index variable
for i in array.indices {
// ...
}
or
var array = [0]
for /** index variable */ i in array.indices {
// ...
}
Background:
The reason why I don’t use "good" variable names is that I’m implementing a numerical algorithm which is derived using mathematical notation. It has in this case only single letter variable names. In order to better see the connection between the derivation and the implementation I use the same variable names.
Now I want to comment on the variables in code.
The use of /// is primarily intended for use of documenting the API of of a class, struct, etc. in Swift.
So if used before a class, func, a var/let in a class/struct, etc. you are attaching documentation to that code aspect that Xcode understands how to show inline. It doesn’t know how to pickup that information for things inside of function since at this time that is not the intention of /// (it may work for simple var/let but not likely fully on purpose).
Instead use a simple // code comment for the benefit of any those working in the code however avoid over documenting the code since good code is likely fairly self explaining to anyone versed in the language and adding unneeded documentations can get in the way of just reading the code.
This is a good reference for code documentation in Swift at this time Swift Documentation
I woud strongly push back on something like this if I saw it in a PR. i is a massively well adopted "term of art" for loop indices. Generally, if your variable declaration name needs to be commented, you need a better variable name. There are some exceptions, such as when it stores data with complicated uses/invariants that can't be captured in a better way in a type system.
I think commenting is one area that beginners get wrong, mainly from being misled by teachers or by not yet fully understanding the purpose of comments. Comments don't exist to create an english based, psuedo-programming language in which your entire app will be duplicated. Understanding the programming language is a minimal expectation out of contributors to a project. Absolutely no comments should be explaining programming language features. E.g. var x: Int = 0 // declares a new mutable variable called x, to the Int value 0, with the exception of tutorials for learning Swift.
Commenting in this manner might seem like it's helpful, because you could argue it explains things for beginners. That may be the case, but it's suffocating for all other readers. Imagine if novel had to define all the English words they used.
Instead, the goal of documentation to explain the purpose and the use of things. To answer such questions as:
Why did you implement something this way, and not another way?
What purpose does this method serve?
When will this method of my delegate be called?
Case Study: Equatable
For a good example, take a look at the documentation of Equatable
Some things to notice:
It's written for an audience of Swift developers. It uses many things, which it does not explain such as, arrays, strings, constants, variable declaration, assignment, if statements, method calls (such as Array.contains(_:)), string interpolation, the print function.
It explains the general purpose of this protocol.
It explains how to use this protocol
It explains how you can adopt this protocol for your own use
It documents contractual requirements that cannot be enforced by the type system.
Since equality between instances of Equatable types is an equivalence relation, any of your custom types that conform to Equatable must satisfy three conditions, for any values a, b, and c:
a == a is always true (Reflexivity)
a == b implies b == a (Symmetry)
a == b and b == c implies a == c (Transitivity)
It explains possible misconceptions about the protocol ("Equality is Separate From Identity")

Why some variable of struct take preprocessor to function?

Variables of struct declared by data type of language in the header file. Usually data type using to declare variables, but other data type pass to preprocessors. When we should use to a data type send to preprocessor for declare variables? Why data type and variables send to processor?
#define DECLARE_REFERENCE(type, name) \
union { type name; int64_t name##_; }
typedef struct _STRING
{
int32_t flags;
int32_t length;
DECLARE_REFERENCE(char*, identifier);
DECLARE_REFERENCE(uint8_t*, string);
DECLARE_REFERENCE(uint8_t*, mask);
DECLARE_REFERENCE(MATCH*, matches_list_head);
DECLARE_REFERENCE(MATCH*, matches_list_tail);
REGEXP re;
} STRING;
Why this code is doing this for declarations? Because as the body of DECLARE_REFERENCE shows, when a type and name are passed to this macro it does more than just the declaration - it builds something else out of the name as well, for some other unknown purpose. If you only wanted to declare a variable, you wouldn't do this - it does something distinct from simply declaring one variable.
What it actually does? The unions that the macro declares provide a second name for accessing the same space as a different type. In this case you can get at the references themselves, or also at an unconverted integer representation of their bit pattern. Assuming that int64_t is the same size as a pointer on the target, anyway.
Using a macro for this potentially serves several purposes I can think of off the bat:
Saves keystrokes
Makes the code more readable - but only to people who already know what the macros mean
If the secondary way of getting at reference data is only used for debugging purposes, it can be disabled easily for a release build, generating compiler errors on any surviving debug code
It enforces the secondary status of the access path, hiding it from people who just want to see what's contained in the struct and its formal interface
Should you do this? No. This does more than just declare variables, it also does something else, and that other thing is clearly specific to the gory internals of the rest of the containing program. Without seeing the rest of the program we may never fully understand the rest of what it does.
When you need to do something specific to the internals of your program, you'll (hopefully) know when it's time to invent your own thing-like-this (most likely never); but don't copy others.
So the overall lesson here is to identify places where people aren't writing in straightforward C, but are coding to their particular application, and to separate those two, and not take quirks from a specific program as guidelines for the language as a whole.
Sometimes it is necessary to have a number of declarations which are guaranteed to have some relationship to each other. Some simple kinds of relationships such as constants that need to be numbered consecutively can be handled using enum declarations, but some applications require more complex relationships that the compiler can't handle directly. For example, one might wish to have a set of enum values and a set of string literals and ensure that they remain in sync with each other. If one declares something like:
#define GENERATE_STATE_ENUM_LIST \
ENUM_LIST_ITEM(STATE_DEFAULT, "Default") \
ENUM_LIST_ITEM(STATE_INIT, "Initializing") \
ENUM_LIST_ITEM(STATE_READY, "Ready") \
ENUM_LIST_ITEM(STATE_SLEEPING, "Sleeping") \
ENUM_LIST_ITEM(STATE_REQ_SYNC, "Starting synchronization") \
// This line should be left blank except for this comment
Then code can use the GENERATE_STATE_ENUM_LIST macro both to declare an enum type and a string array, and ensure that even if items are added or removed from the list each string will match up with its proper enum value. By contrast, if the array and enum declarations were separate, adding a new state to one but not the other could cause the values to get "out of sync".
I'm not sure what the purpose the macros in your particular case, but the pattern can sometimes be a reasonable one. The biggest 'question' is whether it's better to (ab)use the C preprocessor so as to allow such relationships to be expressed in valid-but-ugly C code, or whether it would be better to use some other tool to take a list of states and would generate the appropriate C code from that.

Why does Scala choose to have the types after the variable names?

In Scala variables are declared like:
var stockPrice: Double = 100.
Where the type (Double) follows the identifier (stockPrice). Traditionally in imperative languages such as C, Java, C#, the type name precedes the identifier.
double stock_price = 100.0;
Is it purely a matter of taste, or does having the type name in the end help the compiler in any way? Go also has the same style.
Kevin's got it right. The main observation is that the "type name" syntax works great as long as types are short keywords such as int or float:
int x = 1
float d = 0.0
For the price of one you get two pieces of information: "A new definition starts here", and "here's the (result) type of the definition". But we are way past the area of simple primitive types nowadays. If you write
HashMap<Shape, Pair<String, String>> shapeInfo = makeInfo()
the most important part of what you define (the name) is buried behind the type expression. Compare with
val shapeInfo: HashMap[Shape, (String, String)] = makeInfo()
It says clearly
We define a value here, not a variable or method (val)
The name of the thing we define is shapeInfo
If you care about it, here's the type (HashMap[...])
As well as supporting type inference, this has an ergonomic benefit too.
For any given variable name + type, chances are that the name is the more important piece of information. Moving it to the left makes it more prominent, and the code more readable once you're accustomed to the style.
Other ergonomic benefits:
With val, var or def before member names, instead of their type, they all neatly line up in a column.
If you change just the type of a member, or drop it entirely in favour of inference, then a fine-grained diff tool will clearly show that the name is unaltered
Likewise, changing between a val/var/def is very clear in diffs
inference should be considered default behaviour in Scala, you only need type specifications in certain specific scenarios, even then it's mostly done for the compiler. So putting them at the very start of a declaration emphasises the wrong thing.
"name: Type" instead of "Type name" more closely matches the way most programmers will actually think about a declaration, it's more natural.
The differing C/C++ and Java conventions for pointers and arrays (i.e * being a prefix on the following name and not a suffix on the preceeding type in C/C++, or [] being a valid suffix on both names and types in Java) are still confusing to newcomers or language converts, and cause some very real errors when declaring multiple variables on a single line. Scala leaves no room for doubt and confusion here.
It's afterwards so that it can be removed for type inference:
var stockPrice: Double = 100.0
var stockPrice = 100.0
However, it is not true that imperative languages traditionally have types first. For example, Pascal doesn't.
Now, C does it, and C++, Java and C# are based on C's syntax, so naturally they do it that way too, but that has absolutely nothing to do with imperative languages.
It should be noted that even C doesn't "traditionally" define the type before the variable name, but indeed allows the declarations to be interleaved.
int foo[];
where the type for foo is declared both before and after it, lexically.
Beyond that, I'm guessing this is a distinction without a difference. The compiler developers certainly couldn't care one way or another.

Redundancy in OCaml type declaration (ml/mli)

I'm trying to understand a specific thing about ocaml modules and their compilation:
am I forced to redeclare types already declared in a .mli inside the specific .ml implementations?
Just to give an example:
(* foo.mli *)
type foobar = Bool of bool | Float of float | Int of int
(* foo.ml *)
type baz = foobar option
This, according to my normal way of thinking about interfaces/implementations, should be ok but it says
Error: Unbound type constructor foobar
while trying to compile with
ocamlc -c foo.mli
ocamlc -c foo.ml
Of course the error disappears if I declare foobar inside foo.ml too but it seems a complex way since I have to keep things synched on every change.
Is there a way to avoid this redundancy or I'm forced to redeclare types every time?
Thanks in advance
OCaml tries to force you to separate the interface (.mli) from the implementation (.ml. Most of the time, this is a good thing; for values, you publish the type in the interface, and keep the code in the implementation. You could say that OCaml is enforcing a certain amount of abstraction (interfaces must be published; no code in interfaces).
For types, very often, the implementation is the same as the interface: both state that the type has a particular representation (and perhaps that the type declaration is generative). Here, there can be no abstraction, because the implementer doesn't have any information about the type that he doesn't want to publish. (The exception is basically when you declare an abstract type.)
One way to look at it is that the interface already contains enough information to write the implementation. Given the interface type foobar = Bool of bool | Float of float | Int of int, there is only one possible implementation. So don't write an implementation!
A common idiom is to have a module that is dedicated to type declarations, and make it have only a .mli. Since types don't depend on values, this module typically comes in very early in the dependency chain. Most compilation tools cope well with this; for example ocamldep will do the right thing. (This is one advantage over having only a .ml.)
The limitation of this approach is when you also need a few module definitions here and there. (A typical example is defining a type foo, then an OrderedFoo : Map.OrderedType module with type t = foo, then a further type declaration involving'a Map.Make(OrderedFoo).t.) These can't be put in interface files. Sometimes it's acceptable to break down your definitions into several chunks, first a bunch of types (types1.mli), then a module (mod1.mli and mod1.ml), then more types (types2.mli). Other times (for example if the definitions are recursive) you have to live with either a .ml without a .mli or duplication.
Yes, you are forced to redeclare types. The only ways around it that I know of are
Don't use a .mli file; just expose everything with no interface. Terrible idea.
Use a literate-programming tool or other preprocessor to avoid duplicating the interface declarations in the One True Source. For large projects, we do this in my group.
For small projects, we just duplicate type declarations. And grumble about it.
You can let ocamlc generate the mli file for you from the ml file:
ocamlc -i some.ml > some.mli
In general, yes, you are required to duplicate the types.
You can work around this, however, with Camlp4 and the pa_macro syntax extension (findlib package: camlp4.macro). It defines, among other things, and INCLUDE construct. You can use it to factor the common type definitions out into a separate file and include that file in both the .ml and .mli files. I haven't seen this done in a deployed OCaml project, however, so I don't know that it would qualify as recommended practice, but it is possible.
The literate programming solution, however, is cleaner IMO.
No, in the mli file, just say "type foobar". This will work.

How is duck typing different from the old 'variant' type and/or interfaces?

I keep seeing the phrase "duck typing" bandied about, and even ran across a code example or two. I am way too lazy busy to do my own research, can someone tell me, briefly:
the difference between a 'duck type' and an old-skool 'variant type', and
provide an example of where I might prefer duck typing over variant typing, and
provide an example of something that i would have to use duck typing to accomplish?
I don't mean to seem fowl by doubting the power of this 'new' construct, and I'm not ducking the issue by refusing to do the research, but I am quacking up at all the flocking hype i've been seeing about it lately. It looks like no typing (aka dynamic typing) to me, so I'm not seeing the advantages right away.
ADDENDUM: Thanks for the examples so far. It seems to me that using something like 'O->can(Blah)' is equivalent to doing a reflection lookup (which is probably not cheap), and/or is about the same as saying (O is IBlah) which the compiler might be able to check for you, but the latter has the advantage of distinguishing my IBlah interface from your IBlah interface while the other two do not. Granted, having a lot of tiny interfaces floating around for every method would get messy, but then again so can checking for a lot of individual methods...
...so again i'm just not getting it. Is it a fantastic time-saver, or the same old thing in a brand new sack? Where is the example that requires duck typing?
In some of the answers here, I've seen some incorrect use of terminology, which has lead people to provide wrong answers.
So, before I give my answer, I'm going to provide a few definitions:
Strongly typed
A language is strongly typed if it enforces the type safety of a program. That means that it guarantees two things: something called progress and something else called preservation. Progress basically means that all "validly typed" programs can in fact be run by the computer, They may crash, or throw an exception, or run for an infinite loop, but they can actually be run. Preservation means that if a program is "validly typed" that it will always be "Validly typed", and that no variable (or memory location) will contain a value that does not conform to its assigned type.
Most languages have the "progress" property. There are many, however, that don't satisfy the "preservation" property. A good example, is C++ (and C too). For example, it is possible in C++ to coerce any memory address to behave as if it was any type. This basically allows programmers to violate the type system any time they want. Here is a simple example:
struct foo
{
int x;
iny y;
int z;
}
char * x = new char[100];
foo * pFoo = (foo *)x;
foo aRealFoo;
*pFoo = aRealFoo;
This code allows someone to take an array of characters and write a "foo" instance to it. If C++ was strongly typed this would not be possible. Type safe languages, like C#, Java, VB, lisp, ruby, python, and many others, would throw an exception if you tried to cast an array of characters to a "foo" instance.
Weakly typed
Something is weakly typed if it is not strongly typed.
Statically typed
A language is statically typed if its type system is verified at compile time. A statically typed language can be either "weakly typed" like C or strongly typed like C#.
Dynamically typed
A dynamically typed language is a language where types are verified at runtime. Many languages have a mixture, of some sort, between static and dynamic typing. C#, for example, will verify many casts dynamically at runtime because it's not possible to check them at compile time. Other examples are languages like Java, VB, and Objective-C.
There are also some languages that are "completely" or "mostly" dynamically typed, like "lisp", "ruby", and "small talk"
Duck typing
Duck typing is something that is completely orthogonal to static, dynamic, weak, or strong typing. It is the practice of writing code that will work with an object regardless of its underlying type identity. For example, the following VB.NET code:
function Foo(x as object) as object
return x.Quack()
end function
Will work, regardless of what the type of the object is that is passed into "Foo", provided that is defines a method called "Quack". That is, if the object looks like a duck, walks like a duck, and talks like a duck, then it's a duck. Duck typing comes in many forms. It's possible to have static duck typing, dynamic duck typing, strong duck typing, and weak duck typing. C++ template functions are a good example of "weak static duck typing". The example show in "JaredPar's" post shows an example of "strong static duck typing". Late binding in VB (or code in Ruby or Python) enables "strong dynamic duck typing".
Variant
A variant is a dynamically typed data structure that can hold a range of predefined data types, including strings, integer types, dates, and com objects. It then defines a bunch of operations for assigning, converting, and manipulating data stored in variants. Whether or not a variant is strongly typed depends on the language in which it is used. For example, a variant in a VB 6 program is strongly typed. The VB runtime ensures that operations written in VB code will conform to the typing rules for variants. Tying to add a string to an IUnknown via the variant type in VB will result in a runtime error. In C++, however, variants are weakly typed because all C++ types are weakly typed.
OK.... now that I have gotten the definitions out of the way, I can now answer your question:
A variant, in VB 6, enables one form of doing duck typing. There are better ways of doing duck typing (Jared Par's example is one of the best), than variants, but you can do duck typing with variants. That is, you can write one piece of code that will operate on an object regardless of its underlying type identity.
However, doing it with variants doesn't really give a lot of validation. A statically typed duck type mechanism, like the one JaredPar describes gives the benefits of duck typing, plus some extra validation from the compiler. That can be really helpful.
The simple answer is variant is weakly typed while duck typing is strongly typed.
Duck typing can be summed up nicely as "if it walks like a duck, looks like a duck, acts like a duck, then it's a duck." It computer science terms consider duck to be the following interface.
interface IDuck {
void Quack();
}
Now let's examine Daffy
class Daffy {
void Quack() {
Console.WriteLine("Thatsssss dispicable!!!!");
}
}
Daffy is not actually an IDuck in this case. Yet it acts just like a Duck. Why make Daffy implement IDuck when it's quite obvious that Daffy is in fact a duck.
This is where Duck typing comes in. It allows a type safe conversion between any type that has all of the behaviors of a IDuck and an IDuck reference.
IDuck d = new Daffy();
d.Quack();
The Quack method can now be called on "d" with complete type safety. There is no chance of a runtime type error in this assignment or method call.
Duck typing is just another term for dynamic typing or late-binding. A variant object that parses/compiles with any member access (e.g., obj.Anything) that may or not actually be defined during runtime is duck typing.
Probably nothing requires duck-typing, but it can be convenient in certain situations.
Say you have a method that takes and uses an object of the sealed class Duck from some 3rd party library. And you want to make the method testable. And Duck has an awfully big API (kind of like ServletRequest) of which you only need to care about a small subset. How do you test it?
One way is to make the method take something that quacks. Then you can simply create a quacking mock object.
Try reading the very first paragraph of the Wikipedia article on duck typing.
Duck typing on Wikipedia
I can have an interface (IRunnable) that defines the method Run().
If I have another class with a method like this:
public void RunSomeRunnable(IRunnable rn) { ... }
In a duck type friendly language I could pass in any class that had a Run() method into the RunSomeRunnable() method.
In a statically typed language the class being passed into RunSomeRunnable needs to explicitly implement the IRunnable interface.
"If it Run() like a duck"
variant is more like object in .NET at least.
#Kent Fredric
Your example can most certainly be done without duck typing by using explicit interfaces...uglier yes, but it's not impossible.
And personally, I find having well defined contracts in interfaces much better for enforcing quality code, than relying on duck typing...but that's just my opinion and take it with a grain of salt.
public interface ICreature { }
public interface IFly { fly();}
public interface IWalk { walk(); }
public interface IQuack { quack(); }
// ETC
// Animal Class
public class Duck : ICreature, IWalk, IFly, IQuack
{
fly() {};
walk() {};
quack() {};
}
public class Rhino: ICreature, IWalk
{
walk();
}
// In the method
List<ICreature> creatures = new List<ICreature>();
creatures.Add(new Duck());
creatures.Add(new Rhino());
foreach (ICreature creature in creatures)
{
if (creature is IFly)
(creature as IFly).fly();
if (creature is IWalk)
(creature as IWalk).walk();
}
// Etc
In regards to your request for an example of something you'd need to use duck typing to accomplish, I don't think such a thing exists. I think of it like I think about whether to use recursion or whether to use iteration. Sometimes one just works better than the other.
In my experience, duck typing makes code more readable and easier to grasp (both for the programmer and the reader). But I find that more traditional static typing eliminates a lot of needless typing errors. There's simply no way to objectively say one is better than another or even to say what situations one is more effective than the other.
I say that if you're comfortable using static typing, then use it. But you should at least try duck typing out (and use it in a nontrivial project if possible).
To answer you more directly:
...so again i'm just not getting it. Is it a fantastic time-saver, or the same old thing in a brand new sack?
It's both. You're still attacking the same problems. You're just doing it a different way. Sometimes that's really all you need to do to save time (even if for no other reason to force yourself to think about doing something a different way).
Is it a panacea that will save all of mankind from extinction? No. And anyone who tells you otherwise is a zealot.
A variant (at least as I've used them in VB6) holds a variable of a single, well-defined, usually static type. E.g., it might hold an int, or a float, or a string, but variant ints are used as ints, variant floats are used as floats, and variant strings are used as strings.
Duck typing instead uses dynamic typing. Under duck typing, a variable might be usable as an int, or a float, or a string, if it happens to support the particular methods that an int or float or string supports in a particular context.
Example of variants versus duck typing:
For a web application, suppose I want my user information to come from LDAP instead of from a database, but I still want my user information to be useable by the rest of the web framework, which is based around a database and an ORM.
Using variants: No luck. I can create a variant that can contain a UserFromDbRecord object or a UserFromLdap object, but UserFromLdap objects won't be usable by routines that expect objects from the FromDbRecord hierarchy.
Using duck typing: I can take my UserFromLdap class and add a couple of methods that make it act like a UserFromDbRecord class. I don't need to replicate the entire FromDbRecord interface, just enough for the routines that I need to use. If I do this right, it's an extremely powerful and flexible technique. If I do it wrong, it produces very confusing and brittle code (subject to breakage if either the DB library or the LDAP library changes).
I think the core point of duck typing is how it is used. One uses method detection and introspection of the entity in order to know what to do with it, instead of declaring in advance what it will be ( where you know what to do with it ).
It's probably more practical in OO languages, where primitives are not primitives, and are instead objects.
I think the best way to sum it up, in variant type, an entity is/can be anything, and what it is is uncertain, as opposed to an entity only looks like anything, but you can work out what it is by asking it.
Here's something I don't believe is plausible without ducktyping.
sub dance {
my $creature = shift;
if( $creature->can("walk") ){
$creature->walk("left",1);
$creature->walk("right",1);
$creature->walk("forward",1);
$creature->walk("back",1);
}
if( $creature->can("fly") ){
$creature->fly("up");
$creature->fly("right",1);
$creature->fly("forward",1);
$creature->fly("left", 1 );
$creature->fly("back", 1 );
$creature->fly("down");
} else if ( $creature->can("walk") ) {
$creature->walk("left",1);
$creature->walk("right",1);
$creature->walk("forward",1);
$creature->walk("back",1);
} else if ( $creature->can("splash") ) {
$creature->splash( "up" ) for ( 0 .. 4 );
}
if( $creature->can("quack") ) {
$creature->quack();
}
}
my #x = ();
push #x, new Rhinoceros ;
push #x, new Flamingo;
push #x, new Hyena;
push #x, new Dolphin;
push #x, new Duck;
for my $creature (#x){
new Thread(sub{
dance( $creature );
});
}
Any other way would require you to put type restrictions on for functions, which would cut out different species, needing you to create different functions for different species, making the code really hellish to maintain.
And that really sucks in terms of just trying to perform good choreography.
Everything you can do with duck-typing you can also do with interfaces. Duck-typing is fast and comfortable, but some argue it can lead to errors (if two distinct methods/properties are named alike). Interfaces are safe and explicit, but people might say "why state the obvious?". Rest is a flame. Everyone chooses what suits him and no one is "right".