Avoiding code duplication when loading parameters - duplicates

I have a question regarding trying to avoid code duplication. I have a scenario class, this class contains a set of objects, and these objects are then used to run the algorithm. I use the scenario class to pass it to the necessary objects, and I find myself with several 'loading' of these parameters. Something like this
allEMCameraMotions = scenario.getEMCams();
gTObject = scenario.getGroundTruth();
visualCov = gTObject.getVisualCov();
eMCov = gTObject.getEMCov();
tempCov = formTemporalCovariance(gTObject, toEstimateWindowSize);
intrinsics = gTObject.getIntrinsics();
I have noticed that this is repeated in several functions inside, and I would like to know if there is out there any strategy to avoid this duplication.
Thank you!

Related

AS3: how to pass by "object"

I was actually looking for a way to pass by reference in AS3 but then it seemed that adobe and lots of people's understanding of pass by reference is different from what I have been taught at the university. I was taught java was pass by value and C++ allowed pass by reference.
I'm not trying to argue what pass by value and reference are. I just want to explain why I'm using pass by object in the question...
Back to the question, I would like to do something like:
public function swapCard(cardA:Cards, cardB:Cards) {
var temp:Cards = cardA;
cardA = cardB;
cardB = temp;
}
...
swapCard(c1, c2);
EDIT: adding two examples on how I'm using the swapCard function
1) in the process of swaping a card between player1 and player2's hand
swapCard(player1.hand[s], player2.hand[t]);
2) in the process of swaping a card between player1's hand and deck
swapCard(player1.hand[s], player1.deck[rand]);
In C++, we only need to add a symbol before the parameters to make it work (and we call THIS pass by reference). But in AS3, cardA and cardB are just pointers to the formal parameters. Here in the function, changing the pointers does not do anything to the formal parameters :(
I have been searching for hours but I couldn't find a way to without knowing all the properties of the Cards.
If I have to change the properties of the cards one by one then maybe I should change swapCard to a static function in class Cards? (because I don't want to expose everything to another class) I'm not sure if this is a good practice either. This is like adding a swap_cars function into class Cars. If I let this happen, what will be next? Wash car, lend car, rent car... I really want to keep the Cards class clean and holds only the details of the card. Is there a possible way to do this properly in AS3?
The kind of swap function that you're trying to implement is not possible in AS3. The input parameters are references to the input objects but the references themselves are passed by value. This means that inside the function you can change the cardA and cardB but those changes will not be visible outside the function.
Edit: I added this portion after you edited your question with sample usage.
It seems like you're trying to swap two objects in 2 different arrays at given array positions in each - you can create a function for this in AS3 but not the way you attempted.
One possible implementation is to pass the arrays themselves and the positions that you're trying to exchange; something like this:
// Assumes arrays and indices are correct.
public function SwapCards(playerHand:Array, playerCardIndex:int,
playerDeck:Array, playerDeckIndex:int):void
{
var tempCard:Card = playerHand[playerHandIndex];
playerHand[playerHandIndex] = playerDeck[playerDeckIndex];
playerDeck[playerDeckIndex] = tempCard;
}
Note that you still exchange references and the arrays themselves are still passed by reference (and the array references are passed by value - you could, if you wanted, change the arrays to new arrays inside this function but you wouldn't see new arrays outside). However, because the array parameters refer to the same arrays inside and outside the function, you can make changes to the contents of the array (or other array properties) and those changes will be visible outside.
This solution is faster than cloning the card because that involves allocating memory for a new Card instance (which is expensive) and that temporary instance will also have to be freed by the garbage collector (which is also expensive).
You mentioned in a comment that you pass cards down to lower levels of code - if you don't have a back reference to the arrays (and the positions of the cards), you will not be able to easily swap cards - in AS3, all input parameters are copies (either the copy of the value for primitive types or the copy of the reference for complex objects - changes to the input parameters in a function will not be visible outside).
EDIT: renaming the function from clone to copyFrom as pointed out by aaron. Seems like clone is supposed to be used as objA = objB.clone()
At this point, I'm adding a copyFrom() function in the Cards class such that
var temp:Cards = new Cards(...);
var a:Cards = new Cards(...);
...
temp.copyFrom(a);
...
temp will be copying everything from a.
public function swapCard(cardA:Cards, cardB:Cards) {
var temp:Cards = new Cards();
temp.copyFrom(cardA);
cardA.copyFrom(cardB);
cardB.copyFrom(temp);
}
I will wait for a week or so to see if there are any other options
You have some good answers already, but based on the comments back-and-forth with me, here's my suggestion (I use "left" and "right" naming because it helps me visualize, but it doesn't matter):
function swapCard(leftCards:Array, leftCard:Card, rightCards:Array, rightCard:Card):void {
var leftIndex:int = leftCards.indexOf(leftCard);
var rightIndex:int = rightCards.indexOf(rightCard);
leftCards[leftIndex] = rightCard;
rightCards[rightIndex] = leftCard;
}
Now you can swap the cards in the two examples you posted like this:
swapCard(player1.hand, player1.hand[s], player2.hand, player2.hand[t]);
swapCard(player1.hand, player1.hand[s], player1.deck, player1.deck[rand]);
However, note that while this swaps the cards in the arrays, it does not swap direct references to the cards in those arrays. In other words:
var a:Card = player1.hand[0];
var b:Card = player2.hand[0];
swapCard(player1.hand, a, player2.hand, b);
// does not change the references a and b, they still refer to the same card
a == player2.hand[0];
a != player1.hand[0];
b == player1.hand[0];
b != player2.hand[0];
Typically, this sort of thing is handled by dispatching a "changed" event so that any code that cares about the state of a player's hand array will know to re-evaluate the state of the hand.
There's a deep misunderstanding going on here. The question is about object reference but the PO is not trying to swap any Object reference at all.
The problem comes from the fact that the PO does not understand the difference between variable and objects. He's trying to swap variable/object reference which is not dynamically possible of course. He wants with a function to make the variable holding a reference to Object A, swap its object reference with another variable. Since Objects can be passed around but not variables (since they are just holders (not pointers)) the task is not possible without a direct use of the given variable.
To resume:
variables are not Objects!
variables hold a reference to an object.
variables cannot be passed in function or referenced in functions because THEY ARE NOT OBJECTS.

Scala style: how far to nest functions?

One of the advantages of Scala is that it gives you great control over scope. You can nest
functions like this:
def fn1 = {
def fn11 = {
...
}
def fn12 = {
...
def fn121 = {
...
}
}
...
def fn13 = {
...
}
}
The problem here is that fn1 may start to look a bit intimidating. Coming from a Java background, we are advised to keep functions small enough to be viewed on a single "page" in the IDE.
What would you think about taking fn12 out of fn1 based on the reasoning: "It's only used in fn1 right now, but it might come in useful somewhere else in the class later on..."
Also, would you have a preference as to where to place the nested functions - before or after the code that calls them?
In general I don't see that much nesting of functions in real code. It runs against the ethos of keeping methods simple and concise. Such nesting is mainly useful for closures where you'll be using some of the parameters from the outer scope (e.g. the inner loop of a recursive function), so it's cleaner than declaring it outside and having to re-pass those arguments explicitly.
You have to place the nested functions before the code that calls them or it's a forward reference and won't compile. (In objects / classes you can place them after, but not in methods.)
There are a few patterns that take advantage of one layer of nesting.
Recursion, where it is used to hide implementation details (and is cleaner than separating into two separate top-level methods):
def callsRecursive(p: Param): Result = {
def recursive(p: Param, o: OtherParam, pr: PartialResult = default): Result = {
...
}
}
Scope-safe don't-repeat-yourself:
def doesGraphics(p: Point) {
def up(p: Point): Point = // ...
def dn(p: Point): Point = // ...
def lf(p: Point): Point = // ...
def rt(p: Point): Point = // ...
/* Lots of turtle-style drawing */
}
And more esoteric tricks like shadowing implicit conversions for a local block.
If you need both of these, I could envision nesting twice. More than that is likely overkill, mostly because you are probably making one method do too much. You should think about how to subdivide the problem with clean interfaces that can then become their own methods, rather than having a messy hodge-podge of closures around all sorts of variables defined within the method. Big methods are like global variables: everything becomes too dependent on the details of implementation and too hard to keep track of. If you're ready to do the appropriate amount of thinking to make something have a decent interface, even if you only need it once, then consider taking it out to the top level. If you aren't going to think that hard, my inclination is to leave it inside to avoid polluting the interface.
In any case, don't be afraid to create a method anywhere you need it. For example, suppose you find yourself deep within some method with two collections each of which have to have the same operation performed on them at specific points in the logic. Don't worry if you're one or two or three methods deep! Just create the method where it's needed, and call it instead of repeating yourself. (Just keep in mind that creating a list and mapping is an alternative if you simply need to process several things at the same place.)
If you have a top level function like the one you describe it is probably doing to much.
TDD helps as well in the decision if this is the case: Is still everything easily testable.
If I come to the conclusion that this is actually the case I refactor to get the inner functions out as dependencies, with their own tests.
In the end result I make very limited use of functions defined in functions defined ... I also put a much stricter limit on method size: about 10-15 lines in java, even less in scala, since it less verbose.
I put internal functions mostly at the top of the outer method, but it hardly matters since its so short anyway.
I consider it as a best practice to always use the lowest visibility. If a nested function is needed for a different function, it could be moved anyway.
That looks pretty scary indeed! If you want to fine-control the scope of private methods, you can declare them as
private[scope] def fn12 = { ... }
where scope is a package. You can read more in The busy Java developer's guide to Scala.
I personally avoid nesting named methods (def), whereas I don't mind nesting anonymous functions (e.g., closures in continuation-passing style programming).
Nested functions are useful (helpers in recursion for example). But if they get too numerous then there is nothing stopping you extracting them into a new type and delegating to that.

Is it okay to rely on automatic pass-by-reference to mutate objects?

I'm working in Python here (which is actually pass-by-name, I think), but the idea is language-agnostic as long as method parameters behave similarly:
If I have a function like this:
def changefoo(source, destination):
destination["foo"] = source
return destination
and call it like so,
some_dict = {"foo": "bar"}
some_var = "a"
new_dict = changefoo(some_var, some_dict)
new_dict will be a modified version of some_dict, but some_dict will also be modified.
Assuming the mutable structure like the dict in my example will almost always be similarly small, and performance is not an issue (in application, I'm taking abstract objects and changing into SOAP requests for different services, where the SOAP request will take an order of magnitude longer than reformatting the data for each service), is this okay?
The destination in these functions (there are several, it's not just a utility function like in my example) will always be mutable, but I like to be explicit: the return value of a function represents the outcome of a deterministic computation on the parameters you passed in. I don't like using out parameters but there's not really a way around this in Python when passing mutable structures to a function. A couple options I've mulled over:
Copying the parameters that will be mutated, to preserve the original
I'd have to copy the parameters in every function where I mutate them, which seems cumbersome and like I'm just duplicating a lot. Plus I don't think I'll ever actually need the original, it just seems messy to return a reference to the mutated object I already had.
Just use it as an in/out parameter
I don't like this, it's not immediately obvious what the function is doing, and I think it's ugly.
Create a decorator which will automatically copy the parameters
Seems like overkill
So is what I'm doing okay? I feel like I'm hiding something, and a future programmer might think the original object is preserved based on the way I'm calling the functions (grabbing its result rather than relying on the fact that it mutates the original). But I also feel like any of the alternatives will be messy. Is there a more preferred way? Note that it's not really an option to add a mutator-style method to the class representing the abstract data due to the way the software works (I would have to add a method to translate that data structure into the corresponding SOAP structure for every service we send that data off too--currently the translation logic is in a separate package for each service)
If you have a lot of functions like this, I think your best bet is to write a little class that wraps the dict and modifies it in-place:
class DictMunger(object):
def __init__(self, original_dict):
self.original_dict = original_dict
def changefoo(source)
self.original_dict['foo'] = source
some_dict = {"foo": "bar"}
some_var = "a"
munger = DictMunger(some_dict)
munger.changefoo(some_var)
# ...
new_dict = munger.original_dict
Objects modifying themselves is generally expected and reads well.

Transforming an object implicitly

The following code illustrates a pattern I sometimes see, whereby an object is transformed implicitly as it is passed as a parameter across a number of method calls.
var o = new MyReferenceType();
DoSomeWorkAndPossiblyModifyO(o);
DoYetMoreWorkAndPossiblyFurtherModifyO(o);
//now use o...
This feels wrong to me (it hardly feels object oriented). Is it acceptable?
Based on your method names, I would argue that there is nothing implicit in the transformation. This pattern would be acceptable. If, on the other hand your methods had names like printO(o) or compareTo(o), but actually modified the Object o, the design would be bad.
It is acceptable but usually bad style.
The usual "good" approach is:
DoSomeWorkAndModify(&o); // explicit reference means we will be accepting changes
o = DoSomeWorkAndReturnModified(o); // much more elastic because you often want to keep original.
The approach you presented makes sense when o is huge, and making a copy of it in memory is out of question, or if it's a function you (and nobody else = private) use very frequently and don't want to bother with the & syntax. Otherwise it's laziness that results in some really difficult to detect bugs.
It depends entirely on what the methods actually do, besides modifying that object.
For instance, an object primarily related to keeping some state in memory might for instance not have anything related to persisting that state anywhere.
The methods could for instance load data from a database, and update the object with that information.
However! Since I program mostly in C# and thus .NET, which is a wholly object-oriented language, I would actually write your code like this:
var o = new MyReferenceType();
SomeOtherClass.DoSomeWorkAndPossiblyModifyO(o);
SomeOtherClass.DoYetMoreWorkAndPossiblyFurtherModifyO(o);
//now use o...
In which case the actual name of that other class (or those other classes if there's 2 involved) would give me a big clue as to what is actually happening and/or the context.
Example:
Person p = new Person();
DatabaseContext.FetchAllLazilyLoadedProperties(p);
DatabaseContext.Save(p); // updates primary key property with new ID

Is it bad to perform two different tasks in the same loop? [closed]

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I'm working on a highly-specialized search engine for my database. When the user submits a search request, the engine splits the search terms into an array and loops through. Inside the loop, each search term is examined against several possible scenarios to determine what it could mean. When a search term matches a scenario, a WHERE condition is added to the SQL query. Some terms can have multiple meanings, and in those cases the engine builds a list of suggestions to help the user to narrow the results.
Aside: In case anyone is interested to know, ambigous terms are refined by prefixing them with a keyword. For example, 1954 could be a year or a serial number. The engine will suggest both of these scenarios to the user and modify the search term to either year:1954 or serial:1954.
Building the SQL query and the refine suggestions in the same loop feels somehow wrong to me, but to separate them would add more overhead because I would have to loop through the same array twice and test all the same scenarios twice. What is the better course of action?
I'd probably factor out the two actions into their own functions. Then you'd have
foreach (term in terms) {
doThing1();
doThing2();
}
which is nice and clean.
No. It's not bad. I would think looping twice would be more confusing.
Arguably some of the tasks might be put into functions if the tasks are decoupled enough from each other, however.
I don't think it makes sense to add multiple loops for the sake of theoretical purity, especially given that if you're going to add a loop against multiple scenarios you're going from an O(n) -> O(n*#scenarios). Another way to break this out without falling into the "God Method" trap would be to have a method that runs a single loop and returns an array of matches, and another that runs the search for each element in the match array.
Using the same loop seems as a valid optimization to me, try to keep the code of the two tasks independent so this optimization can be changed if necessary.
Your scenario fits the builder pattern and if each operation is fairly complex then it would serve you well to break things up a bit. This is waaaaaay over engineering if all your logic fits in 50 lines of code, but if you have dependencies to manage and complex logic, then you should be using a proven design pattern to achieve separation of concerns. It might look like this:
var relatedTermsBuilder = new RelatedTermsBuilder();
var whereClauseBuilder = new WhereClauseBuilder();
var compositeBuilder = new CompositeBuilder()
.Add(relatedTermsBuilder)
.Add(whereClauseBuilder);
var parser = new SearchTermParser(compositeBuilder);
parser.Execute("the search phrase");
string[] related = relatedTermsBuilder.Result;
string whereClause = whereClauseBuilder.Result;
The supporting objects would look like:
public interface ISearchTermBuilder {
void Build(string term);
}
public class SearchTermParser {
private readonly ISearchTermBuilder builder;
public SearchTermParser(ISearchTermBuilder builder) {
this.builder = builder;
}
public void Execute(string phrase) {
foreach (var term in Parse(phrase)) {
builder.Build(term);
}
}
private static IEnumerable<string> Parse(string phrase) {
throw new NotImplementedException();
}
}
I'd call it a code smell, but not a very bad one. I would separate out the functionality inside the loop, putting one of the things first, and then after a blank line and/or comment the other one.
I would look to it as if it were an instance of the observer pattern: each time you loop you raise an event, and as many observers as you want can subscribe to it. Of course it would be overkill to do it as the pattern but the similarities tell me that it is just fine to execute two or three or how many actions you want.
I don't think it's wrong to make two actions in one loop. I'd even suggest to make two methods that are called from inside the loop, like:
for (...) {
refineSuggestions(..)
buildQuery();
}
On the other hand, O(n) = O(2n)
So don't worry too much - it isn't such a performance sin.
You could certainly run two loops.
If a lot of this is business logic, you could also create some kind of data structure in the first loop, and then use that to generate the SQL, something like
search_objects = []
loop through term in terms
search_object = {}
search_object.string = term
// suggestion & rules code
search_object.suggestion = suggestion
search_object.rule = { 'contains', 'term' }
search_objects.push(search_object)
loop through search_object in search_objects
//generate SQL based on search_object.rule
This at least saves you from having to do if/then/elses in both loops, and I think it is a bit cleaner to move SQL code creation outside of the first loop.
If the things you're doing in the loop are related, then fine. It probably makes sense to code "the stuff for each iteration" and then wrap it in a loop, since that;s probably how you think of it in your head.
Add a comment and if it gets too long, look at splitting it or using simple utility methods.
I think one could argue that this may not exactly be language-agnostic; it's also highly dependent on what you're trying to accomplish. If you're putting multiple tasks in a loop in such a way that they cannot be easily parallelized by the compiler for a parallel environment, then it is definitely a code smell.