For/in probem. What is the difference between object.variable and object[variable]? - for-loop

Why can we use a code like this:
let student = {name:"John", surname:"Doe", index:386754};
let text = "";
let x;
for (x in student) {
text += student[x] + " "; }
And it would preview: John Doe 386754.
But when I formulated it like this:
let student = {name:"John", surname:"Doe", index:386754};
let text = "";
let x;
for (x in student) {
text += student.x + " "; }
, it returnes: undefined undefined undefined.
I suppose it's a pretty basic thing, but I had to ask because I can't find an appropriate answer.
Thank you ahead!

You should check out the data structures. You create a hash table using the variable student. So you can call inner variables (key-value pairs) by using brackets as you did student[name]. The second one student.name means you are calling a method of a class, which you don't have.
I recommend you to check what data structures exist, and how to use them.

The usage of object.something vs object[something] varies in different languages, and JavaScript is particularly loose in this aspect. The big difference here is that in object[something], something must reference a string corresponding to a key in object. So if you had something = 'myKey', and myKey was the name of a key in something (so object = {'myKey': 'value', ...}), you would get value. If you use object.something, you are asking JavaScript to look for a key in object with the name something. Even if you write something = 'myKey', using a dot means that you are looking within the scope of the object, making variables in your program effectively invisible.
So when you write student.x, you get undefined because there is no key 'x': 'value' in student for your program to find. Defining x as a key in your for loop does not change this. On the other hand, writing student[x] means that your program is finding the value x is referencing and plugging it in. When x is 'name', the program is actually looking for student['name'].
Hope that clarifies your issue. Good luck!

Related

Accessing the variable of a class instead of the value

Let's say I have a player class that contains the variables a, b, c and d.
Depending on certain circumstances, either one of these variables will be passed to a function, e.g. [self calculateSomethingWithVariable: player.c];
What I'm having trouble doing is trying to figure out how to do something like this:
- (void)calculateSomethingWithVariable:(Type *)Value {
Value = something;
}
where Value should be player.a or player.b instead of the actual value of a or b, if that makes sense.
Firstly - don't use upper case names for variables. It makes it hard to tell what's a variable and whats a type.
Secondly, you can change your code to something like this:
- (void)calculateSomethingWithVariable:(Type **)variableRef {
*variableRef = something;
}
Basically you pass a pointer to a variables rather than a direct reference. So when calling this you do (presuming your alb, c and d are properties of a Player class:
Type *localC = player.c:
[self calculateSomethingWithVariable: &localC];
Player.c = localC;
This is the sort of approach taken in some of Apple's APIs where the variable to be set needs to be passed rather than it's value. In your case (presuming the code is basically as simple as your example) it would be much simpler to just return the new value:
- (Type *)calculateSomethingWithVariable:(Type *)oldValue {
// Do something with old value.
return somethingBasedOnOldValue;
}
Player.c = [self calculateSomethingWithVariable: player.c];

Why/How to use passed constants in function?

I've seen classes where constants are passed to methods, I guess its done to define some kind of setting in that function. I cant find it anywhere now to try to find out the logic, so I though I could ask here. How and why do you use this concept and where can I find more information about it?
The example below is written in PHP, but any language that handles constants would do I guess..
// Declaring class
class ExampleClass{
const EXAMPLE_CONST_1 = 0;
const EXAMPLE_CONST_2 = 1;
function example_method($constant(?)){
if($constant == ExampleClass::EXAMPLE_CONST_1)
// do this
else if($constant == ExampleClass::EXAMPLE_CONST_2)
// do that
}
}
// Using class
$inst = new ExampleClass();
$inst->example_method(ExampleClass::EXAMPLE_CONST_1);
To me its more clear to pass "ExampleClass::EXAMPLE_CONST_1" than to just pass "1", but it's that the only reason to pass constant?
Simply passing 1 doesn't say much. By having a constant you can have a description about the settings in the name.
example:
constant RAIN = 1;
method setWeather(RAIN);
Atleast that's how and why I use it.
It is always a good idea to avoid literals being passed around. By assigning a name, anyone reading your code has a chance to understand what that value means - a number has no meaning. It might also help you maintaining your code: If for some requirement the value has to be changed, you can easily do it in one place, instead of checking each and every value occurrence.

What is does expression<T> do?

What does Expression<T> do?
I have seen it used in a method similar to:
private Expression<Func<MyClass,bool>> GetFilter(...)
{
}
Can't you just return the Func<MyClass,bool> ?
Google and SO searches have failed me due to the < and > signs.
If TDelegate represents a delegate type, then Expression<TDelegate> represents a lambda expression that can be converted to a delegate of type TDelegate as an expression tree. This allows you to programatically inspect a lambda expression to extract useful information.
For example, if you have
var query = source.Where(x => x.Name == "Alan Turing");
then x => x.Name == "Alan Turning" can be inspected programatically if it's represented as an expression tree, but not so much if it's thought of as a delegate. This is particularly useful in the case of LINQ providers which will walk the expression tree to convert the lambda expression into a different representation. For example, LINQ to SQL would convert the above expression tree to
SELECT * FROM COMPUTERSCIENTIST WHERE NAME = 'Alan Turing'
It can do that because of the representation of the lambda expression as a tree whose nodes can be walked and inspected.
An Expression allows you to inspect the structure of the code inside of the delegate rather than just storing the delegate itself.
As usual, MSDN is pretty clear on the matter:
MSDN - Expression(TDelegate)
Yes, Func<> can be used in place of place of an Expression. The utility of an expression tree is that it gives remote LINQ providers such as LINQ to SQL the ability to look ahead and see what statements are required to allow the query to function. In other words, to treate code as data.
//run the debugger and float over multBy2. It will be able to tell you that it is an method, but it can't tell you what the implementation is.
Func<int, int> multBy2 = x => 2 * x;
//float over this and it will tell you what the implmentation is, the parameters, the method body and other data
System.Linq.Expressions.Expression<Func<int, int>> expression = x => 2 * x;
In the code above you can compare what data is available via the debugger. I invite you to do this. You will see that Func has very little information available. Try it again with Expressions and you will see a lot of information including the method body and parameters are visible at runtime. This is the real power of Expression Trees.

Defining Lua methods as initialization

In the Lua language, I am able to define functions in a table with something such as
table = { myfunction = function(x) return x end }
I wondered if I can created methods this way, instead of having to do it like
function table:mymethod() ... end
I am fairly sure it is possible to add methods this way, but I am unsure of the proper name of this technique, and I cannot find it looking for "lua" and "methods" or such.
My intention is to pass a table to a function such as myfunction({data= stuff, name = returnedName, ?method?init() = stuff}).
Unfortunately I have tried several combinations with the colon method declaration but none of them is valid syntax.
So...anyone here happens to know?
Sure: table:method() is just syntactic sugar for table.method(self), but you have to take care of the self argument. If you do
tab={f=function(x)return x end }
then tab:f(x) won't work, as this actually is tab.f(tab,x) and thus will return tab instead of x.
You might take a look on the lua users wiki on object orientation or PiL chapter 16.

What's the best way to refactor a method that has too many (6+) parameters?

Occasionally I come across methods with an uncomfortable number of parameters. More often than not, they seem to be constructors. It seems like there ought to be a better way, but I can't see what it is.
return new Shniz(foo, bar, baz, quux, fred, wilma, barney, dino, donkey)
I've thought of using structs to represent the list of parameters, but that just seems to shift the problem from one place to another, and create another type in the process.
ShnizArgs args = new ShnizArgs(foo, bar, baz, quux, fred, wilma, barney, dino, donkey)
return new Shniz(args);
So that doesn't seem like an improvement. So what is the best approach?
I'm going to assume you mean C#. Some of these things apply to other languages, too.
You have several options:
switch from constructor to property setters. This can make code more readable, because it's obvious to the reader which value corresponds to which parameters. Object Initializer syntax makes this look nice. It's also simple to implement, since you can just use auto-generated properties and skip writing the constructors.
class C
{
public string S { get; set; }
public int I { get; set; }
}
new C { S = "hi", I = 3 };
However, you lose immutability, and you lose the ability to ensure that the required values are set before using the object at compile time.
Builder Pattern.
Think about the relationship between string and StringBuilder. You can get this for your own classes. I like to implement it as a nested class, so class C has related class C.Builder. I also like a fluent interface on the builder. Done right, you can get syntax like this:
C c = new C.Builder()
.SetX(4) // SetX is the fluent equivalent to a property setter
.SetY("hello")
.ToC(); // ToC is the builder pattern analog to ToString()
// Modify without breaking immutability
c = c.ToBuilder().SetX(2).ToC();
// Still useful to have a traditional ctor:
c = new C(1, "...");
// And object initializer syntax is still available:
c = new C.Builder { X = 4, Y = "boing" }.ToC();
I have a PowerShell script that lets me generate the builder code to do all this, where the input looks like:
class C {
field I X
field string Y
}
So I can generate at compile time. partial classes let me extend both the main class and the builder without modifying the generated code.
"Introduce Parameter Object" refactoring. See the Refactoring Catalog. The idea is that you take some of the parameters you're passing and put them in to a new type, and then pass an instance of that type instead. If you do this without thinking, you will end up back where you started:
new C(a, b, c, d);
becomes
new C(new D(a, b, c, d));
However, this approach has the greatest potential to make a positive impact on your code. So, continue by following these steps:
Look for subsets of parameters that make sense together. Just mindlessly grouping all parameters of a function together doesn't get you much; the goal is to have groupings that make sense. You'll know you got it right when the name of the new type is obvious.
Look for other places where these values are used together, and use the new type there, too. Chances are, when you've found a good new type for a set of values that you already use all over the place, that new type will make sense in all those places, too.
Look for functionality that is in the existing code, but belongs on the new type.
For example, maybe you see some code that looks like:
bool SpeedIsAcceptable(int minSpeed, int maxSpeed, int currentSpeed)
{
return currentSpeed >= minSpeed & currentSpeed < maxSpeed;
}
You could take the minSpeed and maxSpeed parameters and put them in a new type:
class SpeedRange
{
public int Min;
public int Max;
}
bool SpeedIsAcceptable(SpeedRange sr, int currentSpeed)
{
return currentSpeed >= sr.Min & currentSpeed < sr.Max;
}
This is better, but to really take advantage of the new type, move the comparisons into the new type:
class SpeedRange
{
public int Min;
public int Max;
bool Contains(int speed)
{
return speed >= min & speed < Max;
}
}
bool SpeedIsAcceptable(SpeedRange sr, int currentSpeed)
{
return sr.Contains(currentSpeed);
}
And now we're getting somewhere: the implementation of SpeedIsAcceptable() now says what you mean, and you have a useful, reusable class. (The next obvious step is to make SpeedRange in to Range<Speed>.)
As you can see, Introduce Parameter Object was a good start, but its real value was that it helped us discover a useful type that has been missing from our model.
The best way would be to find ways to group the arguments together. This assumes, and really only works if, you would end up with multiple "groupings" of arguments.
For instance, if you are passing the specification for a rectangle, you can pass x, y, width, and height or you could just pass a rectangle object that contains x, y, width, and height.
Look for things like this when refactoring to clean it up somewhat. If the arguments really can't be combined, start looking at whether you have a violation of the Single Responsibility Principle.
If it's a constructor, particularly if there are multiple overloaded variants, you should look at the Builder pattern:
Foo foo = new Foo()
.configBar(anything)
.configBaz(something, somethingElse)
// and so on
If it's a normal method, you should think about the relationships between the values being passed, and perhaps create a Transfer Object.
The classic answer to this is to use a class to encapsulate some, or all, of the parameters. In theory that sounds great, but I'm the kind of guy who creates classes for concepts that have meaning in the domain, so it's not always easy to apply this advice.
E.g. instead of:
driver.connect(host, user, pass)
You could use
config = new Configuration()
config.setHost(host)
config.setUser(user)
config.setPass(pass)
driver.connect(config)
YMMV
When I see long parameter lists, my first question is whether this function or object is doing too much. Consider:
EverythingInTheWorld earth=new EverythingInTheWorld(firstCustomerId,
lastCustomerId,
orderNumber, productCode, lastFileUpdateDate,
employeeOfTheMonthWinnerForLastMarch,
yearMyHometownWasIncorporated, greatGrandmothersBloodType,
planetName, planetSize, percentWater, ... etc ...);
Of course this example is deliberately ridiculous, but I've seen plenty of real programs with examples only slightly less ridiculous, where one class is used to hold many barely related or unrelated things, apparently just because the same calling program needs both or because the programmer happened to think of both at the same time. Sometimes the easy solution is to just break the class into multiple pieces each of which does its own thing.
Just slightly more complicated is when a class really does need to deal with multiple logical things, like both a customer order and general information about the customer. In these cases, crate a class for customer and a class for order, and let them talk to each other as necessary. So instead of:
Order order=new Order(customerName, customerAddress, customerCity,
customerState, customerZip,
orderNumber, orderType, orderDate, deliveryDate);
We could have:
Customer customer=new Customer(customerName, customerAddress,
customerCity, customerState, customerZip);
Order order=new Order(customer, orderNumber, orderType, orderDate, deliveryDate);
While of course I prefer functions that take just 1 or 2 or 3 parameters, sometimes we have to accept that, realistically, this function takes a bunch, and that the number of itself does not really create complexity. For example:
Employee employee=new Employee(employeeId, firstName, lastName,
socialSecurityNumber,
address, city, state, zip);
Yeah, it's a bunch of fields, but probably all we're going to do with them is save them to a database record or throw them on a screen or some such. There's not really a lot of processing here.
When my parameter lists do get long, I much prefer if I can give the fields different data types. Like when I see a function like:
void updateCustomer(String type, String status,
int lastOrderNumber, int pastDue, int deliveryCode, int birthYear,
int addressCode,
boolean newCustomer, boolean taxExempt, boolean creditWatch,
boolean foo, boolean bar);
And then I see it called with:
updateCustomer("A", "M", 42, 3, 1492, 1969, -7, true, false, false, true, false);
I get concerned. Looking at the call, it's not at all clear what all these cryptic numbers, codes, and flags mean. This is just asking for errors. A programmer might easily get confused about the order of the parameters and accidentally switch two, and if they're the same data type, the compiler would just accept it. I'd much rather have a signature where all these things are enums, so a call passes in things like Type.ACTIVE instead of "A" and CreditWatch.NO instead of "false", etc.
This is quoted from Fowler and Beck book: "Refactoring"
Long Parameter List
In our early programming days we were taught to pass in as parameters everything needed by
a routine. This was understandable because the alternative was global data, and global data is
evil and usually painful. Objects change this situation because if you don't have something
you need, you can always ask another object to get it for you. Thus with objects you don't
pass in everything the method needs; instead you pass enough so that the method can get to
everything it needs. A lot of what a method needs is available on the method's host class. In
object-oriented programs parameter lists tend to be much smaller than in traditional
programs.
This is good because long parameter lists are hard to understand, because they become
inconsistent and difficult to use, and because you are forever changing them as you need
more data. Most changes are removed by passing objects because you are much more likely
to need to make only a couple of requests to get at a new piece of data.
Use Replace Parameter with Method when you can get the data in one parameter by making
a request of an object you already know about. This object might be a field or it might be
another parameter. Use Preserve Whole Object to take a bunch of data gleaned from an
object and replace it with the object itself. If you have several data items with no logical
object, use Introduce Parameter Object.
There is one important exception to making these changes. This is when you explicitly do
not want to create a dependency from the called object to the larger object. In those cases
unpacking data and sending it along as parameters is reasonable, but pay attention to the pain
involved. If the parameter list is too long or changes too often, you need to rethink your
dependency structure.
I don't want to sound like a wise-crack, but you should also check to make sure the data you are passing around really should be passed around: Passing stuff to a constructor (or method for that matter) smells a bit like to little emphasis on the behavior of an object.
Don't get me wrong: Methods and constructors will have a lot of parameters sometimes. But when encountered, do try to consider encapsulating data with behavior instead.
This kind of smell (since we are talking about refactoring, this horrible word seems appropriate...) might also be detected for objects that have a lot (read: any) properties or getters/setters.
If some of the constructor parameters are optional it makes sense to use a builder, which would get the required parameters in the constructor, and have methods for the optional ones, returning the builder, to be used like this:
return new Shniz.Builder(foo, bar).baz(baz).quux(quux).build();
The details of this are described in Effective Java, 2nd Ed., p. 11. For method arguments, the same book (p. 189) describes three approaches for shortening parameter lists:
Break the method into multiple methods that take fewer arguments
Create static helper member classes to represent groups of parameters, i.e. pass a DinoDonkey instead of dino and donkey
If parameters are optional, the builder above can be adopted for methods, defining an object for all parameters, setting the required ones and then calling some execute method on it
You can try to group your parameter into multiples meaningful struct/class (if possible).
I would generally lean towards the structs approach - presumably the majority of these parameters are related in some way and represent the state of some element that is relevant to your method.
If the set of parameters can't be made into a meaningful object, that's probably a sign that Shniz is doing too much, and the refactoring should involve breaking the method down into separate concerns.
I would use the default constructor and property settors. C# 3.0 has some nice syntax to do this automagically.
return new Shniz { Foo = foo,
Bar = bar,
Baz = baz,
Quuz = quux,
Fred = fred,
Wilma = wilma,
Barney = barney,
Dino = dino,
Donkey = donkey
};
The code improvement comes in simplifying the constructor and not having to support multiple methods to support various combinations. The "calling" syntax is still a little "wordy", but not really any worse than calling the property settors manually.
You haven't provided enough information to warrant a good answer. A long parameter list isn't inherently bad.
Shniz(foo, bar, baz, quux, fred, wilma, barney, dino, donkey)
could be interpreted as:
void Shniz(int foo, int bar, int baz, int quux, int fred,
int wilma, int barney, int dino, int donkey) { ...
In this case you're far better off to create a class to encapsulate the parameters because you give meaning to the different parameters in a way that the compiler can check as well as visually making the code easier to read. It also makes it easier to read and refactor later.
// old way
Shniz(1,2,3,2,3,2,1,2);
Shniz(1,2,2,3,3,2,1,2);
//versus
ShnizParam p = new ShnizParam { Foo = 1, Bar = 2, Baz = 3 };
Shniz(p);
Alternatively if you had:
void Shniz(Foo foo, Bar bar, Baz baz, Quux quux, Fred fred,
Wilma wilma, Barney barney, Dino dino, Donkey donkey) { ...
This is a far different case because all the objects are different (and aren't likely to be muddled up). Agreed that if all objects are necessary, and they're all different, it makes little sense to create a parameter class.
Additionally, are some parameters optional? Are there method override's (same method name, but different method signatures?) These sorts of details all matter as to what the best answer is.
* A property bag can be useful as well, but not specifically better given that there is no background given.
As you can see, there is more than 1 correct answer to this question. Take your pick.
If you have that many parameters, chances are that the method is doing too much, so address this first by splitting the method into several smaller methods. If you still have too many parameters after this try grouping the arguments or turning some of the parameters into instance members.
Prefer small classes/methods over large. Remember the single responsibility principle.
You can trade complexity for source code lines. If the method itself does too much (Swiss knife) try to halve its tasks by creating another method. If the method is simple only it needs too many parameters then the so called parameter objects are the way to go.
If your language supports it, use named parameters and make as many optional (with reasonable defaults) as possible.
I think the method you described is the way to go. When I find a method with a lot of parameters and/or one that is likely to need more in the future, I usually create a ShnizParams object to pass through, like you describe.
How about not setting it in all at once at the constructors but doing it via properties/setters? I have seen some .NET classes that utilize this approach such as Process class:
Process p = new Process();
p.StartInfo.UseShellExecute = false;
p.StartInfo.CreateNoWindow = true;
p.StartInfo.RedirectStandardOutput = true;
p.StartInfo.RedirectStandardError = true;
p.StartInfo.FileName = "cmd";
p.StartInfo.Arguments = "/c dir";
p.Start();
I concur with the approach of moving the parameters into a parameter object (struct). Rather than just sticking them all in one object though, review if other functions use similar groups of parameters. A paramater object is more valuable if its used with multiple functions where you expect that set of parameters to change consistently across those functions. It may be that you only put some of the parameters into the new parameter object.
Named arguments are a good option (presuming a language which supports them) for disambiguating long (or even short!) parameter lists while also allowing (in the case of constructors) the class's properties to be immutable without imposing a requirement for allowing it to exist in a partially-constructed state.
The other option I would look for in doing this sort of refactor would be groups of related parameters which might be better handled as an independent object. Using the Rectangle class from an earlier answer as an example, the constructor which takes parameters for x, y, height, and width could factor x and y out into a Point object, allowing you to pass three parameters to the Rectangle's constructor. Or go a little further and make it two parameters (UpperLeftPoint, LowerRightPoint), but that would be a more radical refactoring.
It depends on what kind of arguments you have, but if they are a lot of boolean values/options maybe you could use a Flag Enum?
I think that problem is deeply tied to the domain of the problem you're trying to solve with the class.
In some cases, a 7-parameter constructor may indicate a bad class hierarchy: in that case, the helper struct/class suggested above is usually a good approach, but then you also tend to end up with loads of structs which are just property bags and don't do anything useful.
The 8-argument constructor might also indicate that your class is too generic / too all-purpose so it needs a lot of options to be really useful. In that case you can either refactor the class or implement static constructors that hide the real complex constructors: eg. Shniz.NewBaz (foo, bar) could actually call the real constructor passing the right parameters.
One consideration is which of the values would be read-only once the object is created?
Publicly writable properties could perhaps be assigned after construction.
Where ultimately do the values come from? Perhaps some values are truely external where as others are really from some configuration or global data that is maintained by the library.
In this case you could conceal the constructor from external use and provide a Create function for it. The create function takes the truely external values and constructs the object, then uses accessors only avaiable to the library to complete the creation of the object.
It would be really strange to have an object that requires 7 or more parameters to give the object a complete state and all truely being external in nature.
When a clas has a constructor that takes too many arguments, it is usually a sign that it has too many responsibilities. It can probably be broken into separate classes that cooperate to give the same functionalities.
In case you really need that many arguments to a constructor, the Builder pattern can help you. The goal is to still pass all the arguments to the constructor, so its state is initialized from the start and you can still make the class immutable if needed.
See below :
public class Toto {
private final String state0;
private final String state1;
private final String state2;
private final String state3;
public Toto(String arg0, String arg1, String arg2, String arg3) {
this.state0 = arg0;
this.state1 = arg1;
this.state2 = arg2;
this.state3 = arg3;
}
public static class TotoBuilder {
private String arg0;
private String arg1;
private String arg2;
private String arg3;
public TotoBuilder addArg0(String arg) {
this.arg0 = arg;
return this;
}
public TotoBuilder addArg1(String arg) {
this.arg1 = arg;
return this;
}
public TotoBuilder addArg2(String arg) {
this.arg2 = arg;
return this;
}
public TotoBuilder addArg3(String arg) {
this.arg3 = arg;
return this;
}
public Toto newInstance() {
// maybe add some validation ...
return new Toto(this.arg0, this.arg1, this.arg2, this.arg3);
}
}
public static void main(String[] args) {
Toto toto = new TotoBuilder()
.addArg0("0")
.addArg1("1")
.addArg2("2")
.addArg3("3")
.newInstance();
}
}
The short answer is that:
You need to group the related parameters or redesigning our model
Below example, the constructor takes 8 parameters
public Rectangle(
int point1X,
int point1Y,
int point2X,
int point2Y,
int point3X,
int point3Y,
int point4X,
int point4Y) {
this.point1X = point1X;
this.point1Y = point1Y;
this.point2X = point2X;
this.point2Y = point2Y;
this.point3X = point3X;
this.point3Y = point3Y;
this.point4X = point4X;
this.point4Y = point4Y;
}
After grouping the related parameters,
Then, the constructor will take ONLY 4 parameters
public Rectangle(
Point point1,
Point point2,
Point point3,
Point point4) {
this.point1 = point1;
this.point2 = point2;
this.point3 = point3;
this.point4 = point4;
}
public Point(int x, int y) {
this.x = x;
this.y= y;
}
Or even make the constructor smarter,
After redesigning our model
Then, the constructor will take ONLY 2 parameters
public Rectangle(
Point leftLowerPoint,
Point rightUpperPoint) {
this.leftLowerPoint = leftLowerPoint;
this.rightUpperPoint = rightUpperPoint;
}

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