Commenting if statements for phpdocumentor2 - comments

I am in the process of documenting a PHP project using PHPDocumentor2. Ironically, PHPDoc's documentation isn't overly detailed. I fully understand how to comment files, classes, functions and variables, however if a variable or constant is being defined within an if statement how should I comment it?
Example:
if ($foo==$bar) {
define('FOOBAR',$foo);
} else if ($foo>$bar) {
define('FOOBAR',$bar);
} else {
define('FOOBAR',$foo+$bar);
}
Clearly I don't want to add 3 comments, and the documentation should really explain the if statement so logically the docBlock ought to go before the start of the if statement - this would be most aesthetically pleasing in code view - but the docBlock has to be on the line immediately before the "define". I can put it before the first one, but that looks odd.
if ($foo==$bar) {
/**
* FOOBAR Definition.
*
* Value of FOOBAR. Yada yada.
* #var int
*/
define('FOOBAR',$foo);
} else if ($foo>$bar) {
define('FOOBAR',$bar);
} else {
define('FOOBAR',$foo+$bar);
}
Any ideas?

It's possible that phpdoc2's expectation of #ignore behavior is different that phpdoc1's.
In phpdoc1, the #ignore tag effectively means "you see this next piece of code that contains a documentable element in it? just ignore that piece of code". This behavior did indeed allow for PandyLegend's example to work exactly as the code+docblocks are written above. The manual's example usage for #ignore actually matches PandyLegend's use case too (http://manual.phpdoc.org/HTMLSmartyConverter/HandS/phpDocumentor/tutorial_tags.ignore.pkg.html).
Judging from phpdoc2's behavior I see from using PandyLegend's example, I think phpdoc2 is thinking "you see the documentable element in this next piece of code? record its name, and ignore that element completely in this whole set of documentation".
My guess is that this issue really is just a different interpretation rather than a bug.
(https://github.com/phpDocumentor/phpDocumentor2/issues/583)

Related

Change prefix to per-function sections generated by -ffunction-sections

If I have a function foo() and use -ffunction-sections, gcc will place foo() inside its own .text.foo section. Is it possible to change the prefix of .text? Such that I get .customName.foo instead of text.foo.
I have the same problem, and I solved it using the section attribute.
The following solution is the simplest but does not create a section for each function (as the -ffunction-section parameter allows to do)
#define AT_FLASH_TEXT_SECTION(var) \
__attribute__((section(".text.flash"))) var
AT_FLASH_TEXT_SECTION(int myFunction(float param1, long param2));
So the function myFunction will appear in the section .text.flash, but also all other functions that are declared using the macro AT_FLASH_TEXT_SECTION.
To get the desired behavior I modified the macro as follows:
#define AT_FLASH_TEXT_SECTION_SYM(var, subsectionName) \
__attribute__((section(".text.flash." #subsectionName))) var
AT_FLASH_TEXT_SECTION_SYM(int myNewFunction(float param1, long param2), myNewFunction);
This is the best solution I've found so far.
Unfortunately, it is error-prone: the function name must be repeated identically in the subsectionName parameter of the AT_FLASH_TEXT_SECTION_SYM macro.
Furthermore, if two c modules contain two static functions with the same name, they will be emitted in the same section, going back to the previous problem.
I hope this helps, and maybe you can find a better solution starting from this.
No, that does not seem possible. See gcc/varasm.c (I haven't run the debugger, but am fairly sure this is the code that computes section names.)
void
default_unique_section (tree decl, int reloc)
{
[...]
switch (categorize_decl_for_section (decl, reloc))
{
case SECCAT_TEXT:
prefix = one_only ? ".t" : ".text";
break;
[...]
name = IDENTIFIER_POINTER (id);
name = targetm.strip_name_encoding (name);
[...]
string = ACONCAT ((linkonce, prefix, ".", name, NULL));
set_decl_section_name (decl, string);
}
Besides, that might be a bad idea, as e.g. linker scripts treat sections based on their names (see ld --verbose). Something like .text.customprefix.foo might be a better choice, but I don't know why you want custom prefices.
As a workaround, you can assign sections manually with the section attribute.
'section ("SECTION-NAME")'
Normally, the compiler places the code it generates in the 'text'
section. Sometimes, however, you need additional sections, or you
need certain particular functions to appear in special sections.
The 'section' attribute specifies that a function lives in a
particular section. For example, the declaration:
extern void foobar (void) __attribute__ ((section ("bar")));
puts the function 'foobar' in the 'bar' section.

SonarQube - Nested If Depth

I'm getting this violation on sonarqube Nested If Depth
if (some condition){
some code;
if (some condition) {
some code;
}
}
and also here:
for (some condition) {
if (some condition) {
some code;
}
}
how can I reduce the depth?
Answer is already accepted, but doesn't answer the actual question.
So for completeness sake I want to add my 2 cents.
For reference see This question here
The example you list looks like it is dealing with guard conditions. Things like "only run this method if ...." or "only perform this loop iteration if ...."
In these cases, if you have 3 or 4 groups of guards you might end up indenting very deeply, making the code harder to read.
Anyways the way to fix this code to be more readable is to return early.
instead of
if (some condition) {
// some code
if (some other condition) {
// some more code
}
}
You can write
if (!some condition) {
return;
}
// some code
if (!some other condition) {
return;
}
// some more code
You now only every have 1 level of nesting and it is clear that you do not run this method unless 'some condition' has been met.
The same goes for the loop, using continue:
for (some condition) {
if (some other condition) {
// some code;
}
}
becomes
for (some condition) {
if (!some other condition) {
continue;
}
// some code
}
What you would state here is that unless 'some other condition' is met, you skip this loop.
The real question is why is the max depth set to 1 ? It's overkill.
This kind of rule is meant to keep your code readable. More than 2 nested blocks can make the code unreadable, but 1-2 will always be readable.
If you decide to keep the max depth set to 1, you need to refactor your code and put every 2nd condition check inside a separate method. No offense, but unless you have a very specific and good reason to do it, it looks like a bit stupid.

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.

How much information hiding is necessary when doing code refactoring?

How much information hiding is necessary? I have boilerplate code before I delete a record, it looks like this:
public override void OrderProcessing_Delete(Dictionary<string, object> pkColumns)
{
var c = Connect();
using (var cmd = new NpgsqlCommand("SELECT COUNT(*) FROM orders WHERE order_id = :_order_id", c)
{ Parameters = { {"_order_id", pkColumns["order_id"]} } } )
{
var count = (long)cmd.ExecuteScalar();
// deletion's boilerplate code...
if (count == 0) throw new RecordNotFoundException();
else if (count > 1) throw new DatabaseStructureChangedException();
// ...boiler plate code
}
// deleting of table(s) goes here...
}
NOTE: boilerplate code is code-generated, including the "using (var cmd = new NpgsqlCommand( ... )"
But I'm seriously thinking to refactor the boiler plate code, I wanted a more succint code. This is how I envision to refactor the code (made nicer with extension method (not the sole reason ;))
using (var cmd = new NpgsqlCommand("SELECT COUNT(*) FROM orders WHERE order_id = :_order_id", c)
{ Parameters = { {"_order_id", pkColumns["order_id"]} } } )
{
cmd.VerifyDeletion(); // [EDIT: was ExecuteWithVerification before]
}
I wanted the executescalar and the boilerplate code to goes inside the extension method.
For my code above, does it warrants code refactoring / information hiding? Is my refactored operation looks too opaque?
I would say that your refactor is extremely good, if your new single line of code replaces a handful of lines of code in many places in your program. Especially since the functionality is going to be the same in all of those places.
The programmer coming after you and looking at your code will simply look at the definition of the extension method to find out what it does, and now he knows that this code is defined in one place, so there is no possibility of it differing from place to place.
Try it if you must, but my feeling is it's not about succinctness but whether or not you want to enforce the behavior every time or most of the time. And by extension, if the verify-condition changes that it would likely change across the board.
Basically, reducing a small chunk of boiler-plate code doesn't necessarily make things more succinct; it's just one more bit of abstractness the developer has to wade through and understand.
As a developer, I'd have no idea what "ExecuteWithVerify" means. What exactly are we verifying? I'd have to look it up and remember it. But with the boiler-plate code, I can look at the code and understand exactly what's going on.
And by NOT reducing it to a separate method I can also tune the boiler-plate code for cases where exceptions need to be thrown for differing conditions.
It's not information-hiding when you extract or refactor your code. It's only information-hiding when you start restricting access to your extension definition after refactoring.
"new" operator within a Class (except for the Constructor) should be Avoided at all costs. This is what you need to refactor here.

Which syntax is better for return value?

I've been doing a massive code review and one pattern I notice all over the place is this:
public bool MethodName()
{
bool returnValue = false;
if (expression)
{
// do something
returnValue = MethodCall();
}
else
{
// do something else
returnValue = Expression;
}
return returnValue;
}
This is not how I would have done this I would have just returned the value when I knew what it was. which of these two patterns is more correct?
I stress that the logic always seems to be structured such that the return value is assigned in one plave only and no code is executed after it's assigned.
A lot of people recommend having only one exit point from your methods. The pattern you describe above follows that recommendation.
The main gist of that recommendation is that if ou have to cleanup some memory or state before returning from the method, it's better to have that code in one place only. having multiple exit points leads to either duplication of cleanup code or potential problems due to missing cleanup code at one or more of the exit points.
Of course, if your method is couple of lines long, or doesn't need any cleanup, you could have multiple returns.
I would have used ternary, to reduce control structures...
return expression ? MethodCall() : Expression;
I suspect I will be in the minority but I like the style presented in the example. It is easy to add a log statement and set a breakpoint, IMO. Plus, when used in a consistent way, it seems easier to "pattern match" than having multiple returns.
I'm not sure there is a "correct" answer on this, however.
Some learning institutes and books advocate the single return practice.
Whether it's better or not is subjective.
That looks like a part of a bad OOP design. Perhaps it should be refactored on the higher level than inside of a single method.
Otherwise, I prefer using a ternary operator, like this:
return expression ? MethodCall() : Expression;
It is shorter and more readable.
Return from a method right away in any of these situations:
You've found a boundary condition and need to return a unique or sentinel value: if (node.next = null) return NO_VALUE_FOUND;
A required value/state is false, so the rest of the method does not apply (aka a guard clause). E.g.: if (listeners == null) return null;
The method's purpose is to find and return a specific value, e.g.: if (nodes[i].value == searchValue) return i;
You're in a clause which returns a unique value from the method not used elsewhere in the method: if (userNameFromDb.equals(SUPER_USER)) return getSuperUserAccount();
Otherwise, it is useful to have only one return statement so that it's easier to add debug logging, resource cleanup and follow the logic. I try to handle all the above 4 cases first, if they apply, then declare a variable named result(s) as late as possible and assign values to that as needed.
They both accomplish the same task. Some say that a method should only have one entry and one exit point.
I use this, too. The idea is that resources can be freed in the normal flow of the program. If you jump out of a method at 20 different places, and you need to call cleanUp() before, you'll have to add yet another cleanup method 20 times (or refactor everything)
I guess that the coder has taken the design of defining an object toReturn at the top of the method (e.g., List<Foo> toReturn = new ArrayList<Foo>();) and then populating it during the method call, and somehow decided to apply it to a boolean return type, which is odd.
Could also be a side effect of a coding standard that states that you can't return in the middle of a method body, only at the end.
Even if no code is executed after the return value is assigned now it does not mean that some code will not have to be added later.
It's not the smallest piece of code which could be used but it is very refactoring-friendly.
Delphi forces this pattern by automatically creating a variable called "Result" which will be of the function's return type. Whatever "Result" is when the function exits, is your return value. So there's no "return" keyword at all.
function MethodName : boolean;
begin
Result := False;
if Expression then begin
//do something
Result := MethodCall;
end
else begin
//do something else
Result := Expression;
end;
//possibly more code
end;
The pattern used is verbose - but it's also easier to debug if you want to know the return value without opening the Registers window and checking EAX.

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