On Wednesday, 4 August 2021 at 22:28:53 UTC, someone wrote:
Is that what you mean ?

Not really. I was assuming you were talking about @property methods, and if so you could declare such cases:

```
interface HasMutableLstrSymbolId {
 @property lstrSymbolId();
 @property lstrSymbolId(string id);
}

interface HasMutableLstrCurrencyId {
 @property lstrCurrencyId();
 @property lstrCurrencyId(string id);
}

class NyseTicker : HasMutableLstrSymbolId {
 //...
}

class NasdaqTicker : HasMutableLstrSymbolId, HasMutableLstrSymbolId {
 // ...
}
```

Having this structure you would just need to check whether it implements right interface and then once you know it, just set the value. Note, that this approach won't work nicely if you have lots of fields to set. In this case I'd try a builder pattern, where you have a common builder interface which has Nasdaq and Nyse implementation that builds respective classes out of information available.

Now from the other replies it seems you want to get constructor arguments. Constructor itself is named __ctor internally (you'll see it listed as such when fetching allMembers), therefore fetch the constructor overload set (you need this because D allows method overloading, and therefore all methods in overload set should be checked), and then iterate over it and check what you're interested in. You can then use std.traits.Parameters to fetch a tuple of param types, or std.traits.ParameterIdentifierTuple for fetching parameter names. As other people recommended you can check std.traits implementation to get insight on the compiler magic they rely to do this.

Regarding @property methods, even if they are half baked, they are still useful in denoting properties that can be fetched or assigned to a class. It is similar to setters & getters convention in Java, or [set,get] functionality from C# as far as I'm aware. Having properties marked with @property also allows template code to be aware which methods are actually representing a property on the object.

Also, it is not really necessary to prefix the name of each class or interface with 'class' or 'interface', since this information is already baked into the type itself, and in most of the time may be just unnecessary noise for reading the code.

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