Ruby inject method - ruby

I'm doing some ruby exercises. In one of the solutions of my exercise, I found this code.
def make_change(amount)
{ H:50, Q:25, D:10, N:5, P:1 }.inject({}) do |res, (k,v)|
change, amount = amount.divmod(v)
res[k] = change unless change==0
res
end
end
This method takes an amount as parameter and associates coins to equal it. For example:
make_change(75)
#=> {H:1, Q:1}
(50 + 25 = 75)
But I don't understand where the change variable come from. How is the variable filled?

But i doesnt understand where does the "change" variable come from, how the variable is filled ?
change is defined and initialized in the first line of the block:
change, amount = amount.divmod(v)

Related

Not displaying it's corresponding values with it's key for Hash

Ok i am not here to ask for an answer. But to be honest i am not really good in class variable. So i would appreciate you can guide me along with this piece of code.
I have read on class variable at those docs. I some what kind of understand it. But it comes to applying it for my own use. I would get confused.
class Square
##sqArray = {}
#attr_accessor :length
def initialize
if defined?(##length)
randno = "%s" % [rand(20)]
##length = randno.to_i
##sqArray = ##length
else
randno = "%s" % [rand(20)]
##length = randno.to_i
##sqArray = ##length
end
end
def Area
##area = ##length * ##length
return ##area
##sqArray[##length.to_sym] = ##area
puts ##sqArray
end
end
s1 = Square.new
puts s1.Area
Let me explain this piece of code. Basically every time i create a Square object it would go to initialize method. A random number will be generated and pass it to ##length, and ##length will be assigned to hash ##sqArray as it's key. But now the problem is when i create a new object s1. When i want to display the Area i want to test out to print the hash ##sqArray with it's length as it's key and area as it's value. But now the problem is only returning it's area only. e.g 114 only.
suppose to be e.g [ 24 => 114]
When defining the object's property (i.e. it's length), the correct approach is to use an instance variable, not a class variable. This is because (in your particular example), length is an attribute of a specific square and not something that applies to all squares. Your code should look something like this:
class Square
def initialize(length = rand(20))
#length = length
end
def area
#length * #length
end
end
s1 = Square.new
puts s1.area
Now, I am a little unclear what exactly you aim to achieve by use of that class variable ##sqArray - but for example, you could use this store a list of all defined Squares:
class Square
##squares_list = []
def self.all_known
##squares_list
end
def initialize(length = rand(20))
#length = length
##squares_list << self
end
def area
#length * #length
end
end
This would allow you to write code like:
s1 = Square.new #=> #<Square:0x0000000132dbc8 #length=9>
s2 = Square.new(20) #=> #<Square:0x000000012a1038 #length=20>
s1.area #=> 81
s2.area #=> 400
Square.all_known #=> [#<Square:0x0000000132dbc8 #length=9>, #<Square:0x000000012a1038 #length=20>]
Class variables have some odd behaviour and limited use cases however; I would generally advise that you avoid them when starting out learning Ruby. Have a read through a ruby style guide to see some common conventions regarding best practice - including variable/method naming (use snake_case not camelCase or PascalCase), whitespace, etc.

Plus equals with ruby send message

I'm getting familiar with ruby send method, but for some reason, I can't do something like this
a = 4
a.send(:+=, 1)
For some reason this doesn't work. Then I tried something like
a.send(:=, a.send(:+, 1))
But this doesn't work too. What is the proper way to fire plus equals through 'send'?
I think the basic option is only:
a = a.send(:+, 1)
That is because send is for messages to objects. Assignment modifies a variable, not an object.
It is possible to assign direct to variables with some meta-programming, but the code is convoluted, so far the best I can find is:
a = 1
var_name = :a
eval "#{var_name} = #{var_name}.send(:+, 1)"
puts a # 2
Or using instance variables:
#a = 2
var_name = :#a
instance_variable_set( var_name, instance_variable_get( var_name ).send(:+, 1) )
puts #a # 3
See the below :
p 4.respond_to?(:"+=") # false
p 4.respond_to?(:"=") # false
p 4.respond_to?(:"+") # true
a+=1 is syntactic sugar of a = a+1. But there is no direct method +=. = is an assignment operator,not the method as well. On the other hand Object#send takes method name as its argument. Thus your code will not work,the way you are looking for.
It is because Ruby doesn't have = method. In Ruby = don't work like in C/C++ but it rather assign new object reference to variable, not assign new value to variable.
You can't call a method on a, because a is not an object, it's a variable, and variables aren't objects in Ruby. You are calling a method on 4, but 4 is not the thing you want to modify, a is. It's just not possible.
Note: it is certainly possible to define a method named = or += and call it, but of course those methods will only exist on objects, not variables.
class Fixnum
define_method(:'+=') do |n| self + n end
end
a = 4
a.send(:'+=', 1)
# => 5
a
# => 4
This might miss the mark a bit, but I was trying to do this where a is actually a method dynamically called on an object. For example, with attributes like added_count and updated_count for Importer I wrote the following
class Importer
attr_accessor :added_count, :updated_count
def increment(method)
send("#{method}=", (send(method) + 1))
end
end
So I could use importer.increment(:added_count) or importer.increment(:updated_count)
Now this may seem silly if you only have these 2 different counters but in some cases we have a half dozen or more counters and different conditions on which attr to increment so it can be handy.

Using Strings as Variable/Object Names in Ruby

I am dealing with fractals. You start with a rectangle, and that shape is decreased by a given decay rate. I have it set up to do the first 10 iterations of the given scenario, and each scenario looks like this:
y_1 = dec_y(y_1)
y_2 = dec_y(y_2)
a_y = [y_1, y_2]
rect_1 = TkcRectangle.new(canvas, [0,0], a_y)
where dec_y is defined as the following:
def dec_y(y)
to_ret = y / $rate
return to_ret
end
I want to turn the first snippet into a function/method (not exactly sure what the Ruby term is...), so that each iteration will just be a single line referencing a method, which makes the problem more extensible. But, I need each TkcRectangle to have a different name. The way I want to set it up, each TkcRectangle will have the same name. But, if I can set the name of the object to a string passed as an argument, then I should not have a problem.
How do I define the name of an object with a given string?
Edit : Code has not been tested, but will give you the idea.
Instead of naming each element, you can use an array and use the index instead
rectangles_array = Array.new
for each loop
rectangles_array << create_rectangle_object(y_1, y_2, canvas)
end for each loop
def dec_y(y)
to_ret = y / $rate
return to_ret
end
def create_rectangle_object(y_1, y_2, canvas)
return TkcRectangle.new(canvas, [0,0], [dec_y(y_1), dec_y(y_2)])
end
If you really want to name it read about structs.. Something like
MyRectangleStruct = Struct.new(:obj_name, :x1, :y1, :x2, :y2)
puts MyRectangleStruct.new(:obj_name => 'First_rec', .....)
define_method(method_name, &block)
with method_name being any string and &block being a block of ruby code; usually it looks something like this:
define_method(method_name) do
your code goes here
end

Some simple Ruby questions - iterators, blocks, and symbols

My background is in PHP and C#, but I'd really like to learn RoR. To that end, I've started reading the official documentation. I have some questions about some code examples.
The first is with iterators:
class Array
def inject(n)
each { |value| n = yield(n, value) }
n
end
def sum
inject(0) { |n, value| n + value }
end
def product
inject(1) { |n, value| n * value }
end
end
I understand that yield means "execute the associated block here." What's throwing me is the |value| n = part of the each. The other blocks make more sense to me as they seem to mimic C# style lambdas:
public int sum(int n, int value)
{
return Inject((n, value) => n + value);
}
But the first example is confusing to me.
The other is with symbols. When would I want to use them? And why can't I do something like:
class Example
attr_reader #member
# more code
end
In the inject or reduce method, n represents an accumulated value; this means the result of every iteration is accumulated in the n variable. This could be, as is in your example, the sum or product of the elements in the array.
yield returns the result of the block, which is stored in n and used in the next iterations. This is what makes the result "cumulative."
a = [ 1, 2, 3 ]
a.sum # inject(0) { |n, v| n + v }
# n == 0; n = 0 + 1
# n == 1; n = 1 + 2
# n == 3; n = 3 + 3
=> 6
Also, to compute the sum you could also have written a.reduce :+. This works for any binary operation. If your method is named symbol, writing a.reduce :symbol is the same as writing a.reduce { |n, v| n.symbol v }.
attr and company are actually methods. Under the hood, they dynamically define the methods for you. It uses the symbol you passed to work out the names of the instance variable and the methods. :member results in the #member instance variable and the member and member = methods.
The reason you can't write attr_reader #member is because #member isn't an object in itself, nor can it be converted to a symbol; it actually tells ruby to fetch the value of the instance variable #member of the self object, which, at class scope, is the class itself.
To illustrate:
class Example
#member = :member
attr_accessor #member
end
e = Example.new
e.member = :value
e.member
=> :value
Remember that accessing unset instance variables yields nil, and since the attr method family accepts only symbols, you get: TypeError: nil is not a symbol.
Regarding Symbol usage, you can sort of use them like strings. They make excellent hash keys because equal symbols always refer to the same object, unlike strings.
:a.object_id == :a.object_id
=> true
'a'.object_id == 'a'.object_id
=> false
They're also commonly used to refer to method names, and can actually be converted to Procs, which can be passed to methods. This is what allows us to write things like array.map &:to_s.
Check out this article for more interpretations of the symbol.
For the definition of inject, you're basically setting up chained blocks. Specifically, the variable n in {|value| n = yield(n, value)} is essentially an accumulator for the block passed to inject. So, for example, for the definition of product, inject(1) {|value| n * value}, let's assume you have an array my_array = [1, 2, 3, 4]. When you call my_array.product, you start by calling inject with n = 1. each yields to the block defined in inject, which in turns yields to the block passed to inject itself with n (1) and the first value in the array (1 as well, in this case). This block, {|n, value| n * value} returns 1 == 1 * 1, which is set it inject's n variable. Next, 2 is yielded from each, and the block defined in inject block yields as yield(1, 2), which returns 2 and assigns it to n. Next 3 is yielded from each, the block yields the values (2, 3) and returns 6, which is stored in n for the next value, and so forth. Essentially, tracking the overall value agnostic of the calculation being performed in the specialised routines (sum and product) allows for generalization. Without that, you'd have to declare e.g.
def sum
n = 0
each {|val| n += val}
end
def product
n = 1
each {|val| n *= val}
end
which is annoyingly repetitive.
For your second question, attr_reader and its family are themselves methods that are defining the appropriate accessor routines using define_method internally, in a process called metaprogramming; they are not language statements, but just plain old methods. These functions expect to passed a symbol (or, perhaps, a string) that gives the name of the accessors you're creating. You could, in theory, use instance variables such as #member here, though it would be the value to which #member points that would be passed in and used in define_method. For an example of how these are implemented, this page shows some examples of attr_* methods.
def inject(accumulator)
each { |value| accumulator = yield(accumulator, value) }
accumulator
end
This is just yielding the current value of accumulator and the array item to inject's block and then storing the result back into accumulator again.
class Example
attr_reader #member
end
attr_reader is just a method whose argument is the name of the accessor you want to setup. So, in a contrived way you could do
class Example
#ivar_name = 'foo'
attr_reader #ivar_name
end
to create an getter method called foo
Your confusion with the first example may be due to your reading |value| n as a single expression, but it isn't.
This reformatted version might be clearer to you:
def inject(n)
each do |value|
n = yield(n, value)
end
return n
end
value is an element in the array, and it is yielded with n to whatever block is passed to inject, the result of which is set to n. If that's not clear, read up on the each method, which takes a block and yields each item in the array to it. Then it should be clearer how the accumulation works.
attr_reader is less weird when you consider that it is a method for generating accessor methods. It's not an accessor in itself. It doesn't need to deal with the #member variable's value, just its name. :member is just the interned version of the string 'member', which is the name of the variable.
You can think of symbols as lighter weight strings, with the additional bonus that every equal label is the same object - :foo.object_id == :foo.object_id, whereas 'foo'.object_id != 'foo'.object_id, because each 'foo' is a new object. You can try that for yourself in irb. Think of them as labels, or primitive strings. They're surprisingly useful and come up a lot, e.g. for metaprogramming or as keys in hashes. As pointed out elsewhere, calling object.send :foo is the same as calling object.foo
It's probably worth reading some early chapters from the 'pickaxe' book to learn some more ruby, it will help you understand and appreciate the extra stuff rails adds.
First you need to understand where to use symbols and where its not..
Symbol is especially used to represent something. Ex: :name, :age like that. Here we are not going to perform any operations using this.
String are used only for data processing. Ex: 'a = name'. Here I gonna use this variable 'a' further for other string operations in ruby.
Moreover, symbol is more memory efficient than strings and it is immutable. That's why ruby developer's prefers symbols than string.
You can even use inject method to calculate sum as (1..5).to_a.inject(:+)

ruby and references. Working with fixnums

I know a bit about ruby way to handle objects and references. The replace stuff, ect ...
I know it d'ont work on fixnum, cause the var is the fixnum. But i wish to change the value of a fixnum inside a function, and that the value changed in the ouside var.
How can i do this ?
I guess i can use a string like this "1" but that's quite dirty.
Ruby will always pass-by-reference (because everything is an object) but Fixnum lacks any methods that allow you to mutate the value. See "void foo(int &x) -> Ruby? Passing integers by reference?" for more details.
You can either return a value that you then assign to your variable, like so:
a = 5
def do_something(value)
return 1 #this could be more complicated and depend on the value passed in
end
a = do_something(a)
or you could wrap your value in an object such as a Hash and have it updated that way.
a = {:value => 5}
def do_something(dict)
dict[:value] = 1
end
do_something(a) #now a[:value] is 1 outside the function
Hope this helps.
You could pass an array with a single number, like [1], or a hash like {value: 1}. Less ugly than a string, as your number itself remains a number, but less overhead than a new class...
When I was building a game I had the same problem you have. There was a numeric score that represented how many zombies you've killed and I needed to manually keep it in sync between Player (that incremented the score), ScoreBar and ScoreScreen (that displayed the score). The solution I've found was creating a separate class for the score that will wrap the value and mutate it:
class Score
def initialize(value = 0)
#value = value
end
def increment
#value += 1
end
def to_i
#value
end
def to_s
#value.to_s
end
end

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