How can I write pseudocode for the following diagram? - pseudocode

I failed to use the do-while or while loop for the following diagram:
Here, A, B, and C are functions.
How can I write pseudocode for the diagram above?
EDIT: This is from my programming practice of C++. Without the "B loop" (or the "A loop"), I am able to write it as the following:
Start
Input x;
while(x!=2)
{
A(); Input x;
}
C();
End
However, when the "B loop" comes in, I have no idea how to include it.

Start;
Input x;
while(x!=2){
if (x!=1){
A();
} else{
B()
}
Input x;
}
C();
End
But beware of the langage you are using I advise you to add a sleep mode between data aquisitions (Just before Input x)

#BaptisteGousset 's answer is good, but there is an alternative way that could be better under certain circumstances. It is possible to use a do...while loop instead of a while to simplify the code to remove the doubled Input operation, but this makes the comparative logic a little more complex.
Start;
Do
{
Input x;
if (x equals 1)
{
B();
}
elseif(x not equal to 2)
{
A();
}
} While (x not equal to 2);
C();
End;
You can also implement this using a goto statement, but goto is often considered harmful.
Generally, there is not a single canonical "pseudocode" answer for any flowchart - it depends on what structures you are willing to use and how elegantly those structures fit with your actual task.

What does the program do? Explain it in English, then write it down. You then have your pseudocode.
If any input
if input is not 1 and not 2
return a and do more input (? dont get the diagram here ;p)
if input is 1
return b and more input (??)
else if not above
return c and end program

Related

Concise notation for assigning `unique_ptr`?

I have a pointer to a parent class and I want to assign a new child object to that pointer conditionally. Right now, the syntax I have is rather lengthly:
std::unique_ptr<ParentClass> parentPtr;
if (...) {
parentPtr = std::unique_ptr<ParentClass>(new ChildClass1());
} else {
parentPtr = std::unique_ptr<ParentClass>(new ChildClass2());
}
Is there a good way of making this more readable / less lengthly?
Two possibilities would be:
std::unique_ptr<ParentClass> parentPtr(condition ?
(ParentClass*)new ChildClass1() :
(ParentClass*)new ChildClass2());
If condition is complicated, just assign a boolean to it and then write the construction. This solution only works for a binary condition though.
Another is to embrace C++14, and use
parentPtr = std::make_unique<ChildClass>();
First off, the "obvious" solution C ? new X : new Y does not work, since even if X and Y have a common base class A, the types X * and Y * have no common type. This is actually not so surprising after all if you consider that a class can have many bases (direct or indirect) and a given type may appear as a base multiple times.
You could make the conditional operator work by inserting a cast:
A * = C ? static_cast<A *>(new X) : static_cast<A *>(new Y);
But this would quickly get long and tedious to read when you try to apply this to your real situation.
However, as for std::unique_ptr, it offers the reset function which can be used to good effect here:
std::unique_ptr<A> p;
if (C)
{
p.reset(new X);
}
else
{
p.reset(new Y);
}
Now even if the actual new expressions are long, this is still nicely readable.

Early return statements and cyclomatic complexity

I prefer this writing style with early returns:
public static Type classify(int a, int b, int c) {
if (!isTriangle(a, b, c)) {
return Type.INVALID;
}
if (a == b && b == c) {
return Type.EQUILATERAL;
}
if (b == c || a == b || c == a) {
return Type.ISOSCELES;
}
return Type.SCALENE;
}
Unfortunately, every return statement increases the cyclomatic complexity metric calculated by Sonar. Consider this alternative:
public static Type classify(int a, int b, int c) {
final Type result;
if (!isTriangle(a, b, c)) {
result = Type.INVALID;
} else if (a == b && b == c) {
result = Type.EQUILATERAL;
} else if (b == c || a == b || c == a) {
result = Type.ISOSCELES;
} else {
result = Type.SCALENE;
}
return result;
}
The cyclomatic complexity of this latter approach reported by Sonar is lower than the first, by 3. I have been told that this might be the result of a wrong implementation of the CC metrics. Or is Sonar correct, and this is really better? These related questions seem to disagree with that:
https://softwareengineering.stackexchange.com/questions/118703/where-did-the-notion-of-one-return-only-come-from
https://softwareengineering.stackexchange.com/questions/18454/should-i-return-from-a-function-early-or-use-an-if-statement
If I add support for a few more triangle types, the return statements will add up to make a significant difference in the metric and cause a Sonar violation. I don't want to stick a // NOSONAR on the method, as that might mask other problems by new features/bugs added to the method in the future. So I use the second version, even though I don't really like it. Is there a better way to handle the situation?
Your question relates to https://jira.codehaus.org/browse/SONAR-4857. For the time being all SonarQube analysers are mixing the cyclomatic complexity and essential complexity. From a theoretical point of view return statement should not increment the cc and this change is going to happen in the SQ ecosystem.
Not really an answer, but way too long for a comment.
This SONAR rule seems to be thoroughly broken. You could rewrite
b == c || a == b || c == a
as
b == c | a == b | c == a
and gain two points in this strange game (and maybe even some speed as branching is expensive; but this is on the discretion of the JITc, anyway).
The old rule claims, that the cyclomatic complexity is related to the number of tests. The new one doesn't, and that's a good thing as obviously the number of meaningfull tests for your both snippets is exactly the same.
Is there a better way to handle the situation?
Actually, I do have an answer: For each early return use | instead of || once. :D
Now seriously: There is a bug requesting annotations allowing to disable a single rule, which is marked as fixed. I din't look any further.
Since the question is also about early return statements as a coding style, it would be helpful to consider the effect of size on the return style. If the method or function is small, less than say 30 lines, early returns are no problem, because anyone reading the code can see the whole method at a glance including all of the returns. In larger methods or functions, an early return can be a trap unintentionally set for the reader. If the early return occurs above the code the reader is looking at, and the reader doesn't know the return is above or forgets that it is above, the reader will misunderstand the code. Production code can be too big to fit on one screen.
So whoever is managing a code base for complexity should be allowing for method size in cases where the complexity appears to be problem. If the code takes more than one screen, a more pedantic return style may be justified. If the method or function is small, don't worry about it.
(I use Sonar and have experienced this same issue.)

Automated GOTO removal algorithm

I've heard that it's been proven theoretically possible to express any control flow in a Turing-complete language using only structured programming constructs, (conditionals, loops and loop-breaks, and subroutine calls,) without any arbitrary GOTO statements. Is there any way to use that theory to automate refactoring of code that contains GOTOs into code that does not?
Let's say I have an arbitrary single subroutine in a simple imperative language, such as C or Pascal. I also have a parser that can verify that this subroutine is valid, and produce an Abstract Syntax Tree from it. But the code contains GOTOs and Labels, which could jump forwards or backwards to any arbitrary point, including into or out of conditional or loop blocks, but not outside of the subroutine itself.
Is there an algorithm that could take this AST and rework it into new code which is semantically identical, but does not contain any Labels or GOTO statements?
In principle, it is always possible to do this, though the results might not be pretty.
One way to always eliminate gotos is to transform the program in the following way. Start off by numbering all the instructions in the original program. For example, given this program:
start:
while (true) {
if (x < 5) goto start;
x++
}
You could number the statements like this:
0 start:
1 while (x < 3) {
2 if (x < 5) goto start;
3 x++
}
To eliminate all gotos, you can simulate the flow of the control through this function by using a while loop, an explicit variable holding the program counter, and a bunch of if statements. For example, you might translate the above code like this:
int PC = 0;
while (PC <= 3) {
if (PC == 0) {
PC = 1; // Label has no effect
} else if (PC == 1) {
if (x < 3) PC = 4; // Skip loop, which ends this function.
else PC = 2; // Enter loop.
} else if (PC == 2) {
if (x < 5) PC = 0; // Simulate goto
else PC = 3; // Simulate if-statement fall-through
} else if (PC == 3) {
x++;
PC = 1; // Simulate jump back up to the top of the loop.
}
}
This is a really, really bad way to do the translation, but it shows that in theory it is always possible to do this. Actually implementing this would be very messy - you'd probably number the basic blocks of the function, then generate code that puts the basic blocks into a loop, tracks which basic block is currently executing, then simulates the effect of running a basic block and the transition from that basic block to the appropriate next basic block.
Hope this helps!
I think you want to read Taming Control Flow by Erosa and Hendren, 1994. (Earlier link on Google scholar).
By the way, loop-breaks are also easy to eliminate. There is a simple mechanical procedure involving the creating of a boolean state variable and the restructuring of nested conditionals to create straight-line control flow. It does not produce pretty code :)
If your target language has tail-call optimization (and, ideally, inlining), you can mechanically remove both break and continue by turning the loop into a tail-recursive function. (If the index variable is modified by the loop body, you need to work harder at this. I'll just show the simplest case.) Here's the transformation of a simple loop:
for (Type Index = Start; function loop(Index: Type):
Condition(Index); if (Condition)
Index = Advance(Index)){ return // break
Body Body
} return loop(Advance(Index)) // continue
loop(Start)
The return statements labeled "continue" and "break" are precisely the transformation of continue and break. Indeed, the first step in the procedure might have been to rewrite the loop into its equivalent form in the original language:
{
Type Index = Start;
while (true) {
if (!Condition(Index))
break;
Body;
continue;
}
}
I use either/both Polyhedron's spag and vast's 77to90 to begin the process of refactoring fortran and then converting it to matlab source. However, these tools always leave 1/4 to 1/2 of the goto's in the program.
I wrote up a goto remover which accomplishes something similar to what you were describing: it takes fortran code and refactors all the remaining goto's from a program and replacing them with conditionals and do/cycle/exit's which can then be converted into other languages like matlab. You can read more about the process I use here:
http://engineering.dartmouth.edu/~d30574x/consulting/consulting_gotorefactor.html
This program could be adapted to work with other languages, but I have not gotten than far yet.

nice way of doing 'if ALL items in collection pass test'

I mean this:
bool passed = true;
for(int i = 0; i < collection.Length; i++)
{
if(!PassesTest(collection[i]))
{
passed = false;
break;
}
}
if(passed){/*passed code*/}
requires extra variable, extra test
for(int i = 0; i < collection.Length; i++)
{
if(!PassesTest(collection[i]))
{
return;
}
}
{/*passed code*/}
neat, but requires this to be it's own function, if this it's self is inside a loop or something, not the most performant way of doing things. also, writing a whole extra function is a pain
if(passed){/*passed code*/}
for(int i = 0; i < collection.Length; i++)
{
if(!PassesTest(collection[i]))
{
goto failed;
}
}
{/*passed code*/}
failed: {}
great, but you have to screw around with label names and ugly label syntax
for(int i = 0; ; i++)
{
if(!(i < collection.Length))
{
{/*passed code*/}
break;
}
if(!PassesTest(collection[i]))
{
break;
}
}
probably the nicest, but still a bit manual, kinda wasting the functionality of the for loop construct, for instance, you can't do this with a foreach
what is the nicest way to handle this problem?
it seems to me something like this would be nice:
foreach(...)
{
...
}
finally{...} // only executed if loop ends conventionally (without break)
am I missing something? because this is a very common problem for me, and I don't really like any of the solutions I've come up with.
I use c++ and C#, so solutions in either would be great.
but would also be interested in solutions in other languages. (though a design principle that avoids this in any language would be ideal)
If your language doesn't have this feature, write a function "forall," which takes two arguments: a list and a boolean-valued function which is to be true for all elements of the list. Then you only have to write it once, and it matters very little how idiomatic it is.
The "forall" function looks exactly like your second code sample, except that now "collection" and "passesTest" are the arguments to that function.
Calling forall looks roughly like:
if (forall(myList,isGood)) {
which is readable.
As an added bonus, you could implement "exists" by calling "forall" on the negated boolean function, and negating its answer. That is, "exists x P(x)" is implemented as "not forall x not P(x)".
You can use Linq in .NET.
Here's an example in C#:
if(collection.All(item => PassesTest(item)))
{
// do my code
}
C++ and STL
if (std::all_of(collection.begin(), collection.end(), PassesTest))
{
/* passed code */
}
Ruby:
if collection.all? {|n| n.passes_test?}
# do something
end
Clojure:
(if (every? passes-test? collection)
; do something
)
Groovy:
if (!collection.find { !PassesTest(it) }) {
// do something
}
Scala:
def passesTest(i: Int) = i < 5 // example, would likely be idiomatically in-line
var seq = List(1,2,3,4);
seq.forall(passesTest) // => True
Most, if not all of the answers presented here are saying: higher-order constructs -- such as "passing functions" -- are really, really nice. If you are designing a language, don't forget about the last 60+ years of programming languages/designs.
Python (since v2.5):
if all(PassesTest(c) for c in collection):
do something
Notes:
we can iterate directly on collection, no need for an index and lookup
all() and any() builtin functions were added in Python 2.5
the argument to any(), i.e. PassesTest(c) for c in collection, is a generator expression. You could also view it as a list comprehension by adding brackets [(PassesTest(c) for c in collection]
... for c in collection causes iteration through a collection (or sequence/tuple/list). For a dict, use dict.keys(). For other datatypes, use the correct iterator method.

How can I optimize a multiple (matrix) switch / case algorithm?

Is it possible to optimize this kind of (matrix) algorithm:
// | case 1 | case 2 | case 3 |
// ------|--------|--------|--------|
// | | | |
// case a| a1 | a2 | a3 |
// | | | |
// case b| b1 | b2 | b3 |
// | | | |
// case c| c1 | c2 | c3 |
// | | | |
switch (var)
{
case 1:
switch (subvar)
{
case a:
process a1;
case b:
process b1;
case c:
process c1;
}
case 2:
switch (subvar)
{
case a:
process a2;
case b:
process b2;
case c:
process c2;
}
case 3:
switch (subvar)
{
case a:
process a3;
case b:
process b3;
case c:
process c3;
}
}
The code is fairly simple but you have to imagine more complex with more "switch / case".
I work with 3 variables. According they take the values 1, 2, 3 or a, b, c or alpha, beta, charlie have different processes to achieve. Is it possible to optimize it any other way than through a series of "switch / case?
(Question already asked in french here).
Edit: (from Dran Dane's responses to comments below. These might as well be in this more prominent place!)
"optimize" is to be understood in terms of having to write less code, fewer "switch / case". The idea is to improve readability, maintainability, not performance.
There is maybe a way to write less code via a "Chain of Responsibility" but this solution is not optimal on all points, because it requires the creation of many objects in memory.
It sounds like what you want is a 'Finite State Machine' where using those cases you can activate different processes or 'states'. In C this is usually done with an array (matrix) of function pointers.
So you essentially make an array and put the right function pointers at the right indicies and then you use your 'var' as an index to the right 'process' and then you call it. You can do this in most languages. That way different inputs to the machine activate different processes and bring it to different states. This is very useful for numerous applications; I myself use it all of the time in MCU development.
Edit: Valya pointed out that I probably should show a basic model:
stateMachine[var1][var2](); // calls the right 'process' for input var1, var2
There are no good answers to this question :-(
because so much of the response depends on
The effective goals (what is meant by "optimize", what is unpleasing about the nested switches)
The context in which this construct is going to be applied (what are the ultimate needs implicit to the application)
TokenMacGuy was wise to ask about the goals. I took the time to check the question and its replies on the French site and I'm still puzzled as to the goals... Dran Dane latest response seems to point towards lessening the amount of code / improving readability but let's review for sure:
Processing Speed: not an issue the nested switches are quite efficient, possibly a tat less than 3 multiplications to get an index into a map table, but maybe not even.
Readability: yes possibly an issue, As the number of variables and level increases the combinatorial explosion kicks in, and also the format of the switch statement tends to spread the branching spot and associated values over a long vertical stretch. In this case a 3 dimension (or more) table initialized with fct. pointers puts back together the branching values and the function to be call on on a single line.
Writing less code: Sorry not much help here; at the end of the day we need to account for a relatively high number of combinations and the "map", whatever its form, must be written somewhere. Code generators such as TokenMacGuy's may come handy, it does seem a bit of an overkill in this case. Generators have their place, but I'm not sure it is the case here. One of two case: if the number of variables and level is small enough, the generator is not worth it (takes more time to set it up than to write the actual code in the first place), if the number of variables and levels is significant, the generated code is hard to read, hard to maintain...)
In a nutshell, my recommendation with regards to making the code more readable (and a bit faster to write) is the table/matrix approach described on the French site.
This solution is in two part:
a one time initialization of a 3 dimensional array (for 3 levels); (or a "fancier" container structure if preferred: a tree for example) . This is done with code like:
// This is positively more compact / readable
...
FctMap[1][4][0] = fctAlphaOne;
FctMap[1][4][1] = fctAlphaOne;
..
FctMap[3][0][0] = fctBravoCharlie4;
FctMap[3][0][1] = NULL; // impossible case
FctMap[3][0][2] = fctBravoCharlie4; // note how the same fct may serve in mult. places
And a relatively simple snippet wherever the functions need to be called:
if (FctMap[cond1][cond2][cond3]) {
retVal = FctMap[cond1][cond2][cond3](Arg1, Arg2);
if (retVal < 0)
DoSomething(); // anyway we're leveraging the common api to these fct not the switch alternative ....
}
A case which may prompt one NOT using the solution above are if the combination space is relatively sparsely populated (many "branches" in the switch "tree" are not used) or if some of the functions require a different set of parameters; For both of these cases, I'd like to plug a solution Joel Goodwin proposed first here, and which essentially combines the various keys for the several level into one longer key (with separator character if need be), essentially flattening the problem back to a long, but single level switch statement.
Now...
The real discussion should be about why we need such a mapping/decision-tree in the first place. To answer this unfortunately requires understanding the true nature of the underlying application. To be sure I'm not saying that this is indicative of bad design. A big dispatching section may make sense in some applications. However, even with the C language (which the French Site contributors seemed to disqualify to Object Oriented design), it is possible to adopt Object oriented methodology and patterns. Anyway I'm diverging...) It is possible that the application would overall be better served with alternative design patterns where the "information tree about what to call when" has been distributed in several modules and/or several objects.
Apologies to speak about this in rather abstract terms, it's just the lack of application specifics... The point remains: challenge the idea that we need this big dispatching tree; think of alternative approaches to the application at large.
Alors, bonne chance! ;-)
Depending on the language, some form of hash map with the pair (var, subvar) as the key and first-class functions as the values (or whatever your language offers to best approximate that, e.g. instances of classes extending some proper interface in Java) is likely to provide top performance -- and the utter conciseness of fetching the appropriate function (or whatever;-) from the map based on the key, and executing it, leads to high readability for readers familiar with the language and such functional idioms.
The idea of a function pointer is probably best (as per mjv, Shhnap). But, if the code under each case is fairly small, it may be overkill and result in more obfuscation than intended. In that case, I might implement something snappy and fast-to-read like this:
string decision = var1.ToString() + var2.ToString() + var3.ToString();
switch(decision)
{
case "1aa":
....
case "1ab":
....
}
Unfamiliar with your particular scenario so perhaps the previous suggestions are more appropriate.
I had exactly the same problem once, albeit for an immanent mess of a 5-parameter nested switch. I figured, why type all these O(N5) cases myself, why even invent 'nested' function names if the compiler can do this for me. And all this resulted in a 'nested specialized template switch' referring to a 'specialized template database'.
It's a little complicated to write. But I found it worth it: it results in a 'knowledge' database that is very easy to maintain, to debug, to add to etc... And I must admit: a sense of pride.
// the return type: might be an object actually _doing_ something
struct Result {
const char* value;
Result(): value(NULL){}
Result( const char* p ):value(p){};
};
Some variable types for switching:
// types used:
struct A { enum e { a1, a2, a3 }; };
struct B { enum e { b1, b2 }; };
struct C { enum e { c1, c2 }; };
A 'forward declaration' of the knowledge base: the 'api' of the nested switch.
// template database declaration (and default value - omit if not needed)
// specializations may execute code in stead of returning values...
template< A::e, B::e, C::e > Result valuedb() { return "not defined"; };
The actual switching logic (condensed)
// template layer 1: work away the first parameter, then the next, ...
struct Switch {
static Result value( A::e a, B::e b, C::e c ) {
switch( a ) {
case A::a1: return SwitchA<A::a1>::value( b, c );
case A::a2: return SwitchA<A::a2>::value( b, c );
case A::a3: return SwitchA<A::a3>::value( b, c );
default: return Result();
}
}
template< A::e a > struct SwitchA {
static Result value( B::e b, C::e c ) {
switch( b ) {
case B::b1: return SwitchB<a, B::b1>::value( c );
case B::b2: return SwitchB<a, B::b2>::value( c );
default: return Result();
}
}
template< A::e a, B::e b > struct SwitchB {
static Result value( C::e c ) {
switch( c ) {
case C::c1: return valuedb< a, b, C::c1 >();
case C::c2: return valuedb< a, b, C::c2 >();
default: return Result();
}
};
};
};
};
And the knowledge base itself
// the template database
//
template<> Result valuedb<A::a1, B::b1, C::c1 >() { return "a1b1c1"; }
template<> Result valuedb<A::a1, B::b2, C::c2 >() { return "a1b2c2"; }
This is how it can be used.
int main()
{
// usage:
Result r = Switch::value( A::a1, B::b2, C::c2 );
return 0;
}
Yes, there is definitely easier way to do that, both faster and simpler. The idea is basically the same as proposed by Alex Martelli. Instead of seeing you problem as bi-dimentional, see it as some one dimension lookup table.
It means combining var, subvar, subsubvar, etc to get one unique key and use it as your lookup table entry point.
The way to do it depends on the used language. With python combining var, subvar etc. to build a tuple and use it as key in a dictionnary is enough.
With C or such it's usually simpler to convert each keys to enums, then combine them using logical operators to get just one number that you can use in your switch (that's also an easy way to use switch instead of string comparizons with cascading ifs). You also get another benefit doing it. It's quite usual that several treatments in different branches of the initial switch are the same. With the initial form it's quite difficult to make that obvious. You'll probably have some calls to the same functions but it's at differents points in code. Now you can just group the identical cases when writing the switch.
I used such transformation several times in production code and it's easy to do and to maintain.
Summarily you can get something like this... the mix function obviously depends on your application specifics.
switch (mix(var, subvar))
{
case a1:
process a1;
case b1:
process b1;
case c1:
process c1;
case a2:
process a2;
case b2:
process b2;
case c2:
process c2;
case a3:
process a3;
case b3:
process b3;
case c3:
process c3;
}
Perhaps what you want is code generation?
#! /usr/bin/python
first = [1, 2, 3]
second = ['a', 'b', 'c']
def emit(first, second):
result = "switch (var)\n{\n"
for f in first:
result += " case {0}:\n switch (subvar)\n {{\n".format(f)
for s in second:
result += " case {1}:\n process {1}{0};\n".format(f,s)
result += " }\n"
result += "}\n"
return result
print emit(first,second)
#file("autogen.c","w").write(emit(first,second))
This is pretty hard to read, of course, and you might really want a nicer template language to do your dirty work, but this will ease some parts of your task.
If C++ is an option i would try using virtual function and maybe double dispatch. That could make it much cleaner. But it will only probably pay off only if you have many more cases.
This article on DDJ.com might be a good entry.
If you're just trying to eliminate the two-level switch/case statements (and save some vertical space), you can encode the two variable values into a single value, then switch on it:
// Assumes var is in [1,3] and subvar in [1,3]
// and that var and subvar can be cast to int values
switch (10*var + subvar)
{
case 10+1:
process a1;
case 10+2:
process b1;
case 10+3:
process c1;
//
case 20+1:
process a2;
case 20+2:
process b2;
case 20+3:
process c2;
//
case 30+1:
process a3;
case 30+2:
process b3;
case 30+3:
process c3;
//
default:
process error;
}
If your language is C#, and your choices are short enough and contain no special characters you can use reflection and do it with just a few lines of code. This way, instead of manually creating and maintaining an array of function pointers, use one that the framework provides!
Like this:
using System.Reflection;
...
void DispatchCall(string var, string subvar)
{
string functionName="Func_"+var+"_"+subvar;
MethodInfo m=this.GetType().GetMethod(fName);
if (m == null) throw new ArgumentException("Invalid function name "+ functionName);
m.Invoke(this, new object[] { /* put parameters here if needed */ });
}
void Func_1_a()
{
//executed when var=1 and subvar=a
}
void Func_2_charlie()
{
//executed when var=2 and subvar=charlie
}
Solution from developpez.com
Yes, you can optimize it and make it so much cleaner. You can not use such a "Chain of
Responsibility" with a Factory:
public class ProcessFactory {
private ArrayList<Process> processses = null;
public ProcessFactory(){
super();
processses = new ArrayList<Process>();
processses.add(new ProcessC1());
processses.add(new ProcessC2());
processses.add(new ProcessC3());
processses.add(new ProcessC4());
processses.add(new ProcessC5(6));
processses.add(new ProcessC5(22));
}
public Process getProcess(int var, int subvar){
for(Process process : processses){
if(process.canDo(var, subvar)){
return process;
}
}
return null;
}
}
Then just as your processes implement an interface process with canXXX you can easily use:
new ProcessFactory().getProcess(var,subvar).launch();

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