Chapter 3. Programming Objects the D Way
In this chapter, we're going to build upon the foundation established in the previous chapter by looking at D's user-defined types, its support for object-oriented programming, and some peripherally related features. By the end of the chapter, we'll be finished with the basics of D and ready for more advanced topics. Here's our checklist:
- User-defined types: enumerations, unions, structs, and classes
- Working with objects: protection attributes, constructors, and destructors
- Contract programming: contracts and invariants
- Error handling: exceptions and asserts
- MovieMan: adding menus via user-defined types