In Ethereum Solidity, when changing an array length, I get "Value must be an lvalue". Why? - ethereum

In Solidity, you can increase the size of an array to make room for a new member by using array.length++. But I'm getting an error:
Value must be an lvalue

You can resize a dynamic array in storage (i.e. an array declared at the contract level) with “arrayname.length = ;” But if you get the “lvalue” error, you are probably doing one of two things wrong.
You might be trying to resize an array in memory, or
You might be trying to resize a non-dynamic array.
int8[] memory somearray; // CASE 1
somearray.length++; // illegal
int8[5] somearray; // CASE 2
somearray.length++; // illegal
IMPORTANT NOTE: In Solidity, arrays are declared backwards from the way you’re probably used to declaring them. And if you have a >=2D array with some dynamic and some non-dynamic components, you may violate #2 and not understand why. Note also that arrays are accessed the “normal” way. Here's are some examples of this "backward" declaration paradigm in action:
int8[][5] somearray; // This is 5 dyn arrays, NOT a dyn array-of-arrays w/len=5
// so...
somearray[4]; // the last dynamic array
somearray[1][12]; // the 13th element of the second dynamic array
// thus...
somearray.length++; // illegal. This array has length 5. Always.
somearray[0].length++;// legal

Encountered same issue and what I had to was use the storage keyword since I was trying to modify a global storage array.
bytes32[] storage someArray = someGlobalStorageArray;

Related

Filling eltType with nil values

So I have a chapel issue i can't seem to figure out. I have a queue that one can set size. The only thing is is that it's setting size and filling the queue with a bunch of 0s (which make's sense). I'm trying to fill the queue with null rather than numerical values so later on when I work on the add method I can check if queue is null. I have attached an image of how everything is set up. Let me know if you guys have any guidance or ideas.
The error that i'm getting is:
error: type mismatch in assignment from string to int(64)
I must be doing it the wrong way here.
The error you are seeing is about the line:
elements[i] = 'nil';
'nil' is a string, not the nil value, which is written as just nil without any quotes. Assigning a string to a slot in an array of int(64) doesn't work, so the compiler issues an error.
In Chapel only classes can have a nil value though, so you'll need to use a different way to keep track of which positions in the elements array are filled.
One way to do that would be to add two new integers to your class that keep track of the first and last positions containing valid values. As you add values to the queue the last position increases, and as you remove values the first position increases. When either of those values passes the end of the array, it wraps around back to the front. If last ever catches first, then the array is full. If first ever catches last then the array is empty.
A few other things I think should be corrected in your code are:
use semaphore.chpl; Use statements work with module names, not filenames, so this should probably be use semaphore;.
If I'm understanding your intent here, this code is trying to set the size of the elements array to 5.
var elementsDomain: domain(1);
var elements: [elementsDomain] eltType = 5;
The array's domain controls the size of the array, so the way to set the array size is through the domain:
var elementsDomain: domain(1) = {0..#5};
var elements: [elementsDomain] eltType;
elementsDomain = (0..capacity - 1); is setting elementsDomain to a range literal value. This works since the domain is 1-dimensional, but to make it more clear, you can set it to a domain literal value instead: {0..capacity - 1}.

NumaPro Cuda Device Function - Return multiple Arrays and local memory

Does anyone know what the correct syntax for the cuda.jit decorator is if you want to write a device function that returns multiple arrays?
If my device function should return one float and had two integer parameters my decorator would be:
#cuda.jit('float64(int64,int64)', device=True, inline=True)
Now I want my function to take two integer paramters and two floats and return 2 arrays of floats and 2 arrays of integers, all of the same length (between 3 and 5) which depends on the input arguments. How do I do that?
Would that be correct:
#cuda.jit(restype=[float64[:], int64[:], float64[:], int64[:]], argtypes=[int64, int64, float64, float64], device=True, inline = True)
Also in my function I would create the arrays I want to return by using: cuda.local.array()
Since I use inline=True I would suspect that this will work and the arrays will be only accessable by the respective thread, right?
Now I want my function to take two integer parameters and two floats
and return 2 arrays of floats and 2 arrays of integers
What you are really saying there is you want your JIT kernel to return a tuple (of two arrays). Unfortunately, in the nopython frontend, I don't believe that is legal. There is no object support in nopython, so you can't instantiate and return a tuple object.
Also in my function I would create the arrays I want to return by using: cuda.local.array()
Unfortunately that isn't supported either. It is only legal to return an array which was passed as an argument to the function.

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.

Value receiver vs. pointer receiver

It is very unclear for me in which case I would want to use a value receiver instead of always using a pointer receiver.
To recap from the docs:
type T struct {
a int
}
func (tv T) Mv(a int) int { return 0 } // value receiver
func (tp *T) Mp(f float32) float32 { return 1 } // pointer receiver
The docs also say "For types such as basic types, slices, and small structs, a value receiver is very cheap so unless the semantics of the method requires a pointer, a value receiver is efficient and clear."
First point they docs say a value receiver is "very cheap", but the question is whether it is cheaper than a pointer receiver. So I made a small benchmark (code on gist) which showed me, that pointer receiver is faster even for a struct that has only one string field. These are the results:
// Struct one empty string property
BenchmarkChangePointerReceiver 2000000000 0.36 ns/op
BenchmarkChangeItValueReceiver 500000000 3.62 ns/op
// Struct one zero int property
BenchmarkChangePointerReceiver 2000000000 0.36 ns/op
BenchmarkChangeItValueReceiver 2000000000 0.36 ns/op
(Edit: Please note that second point became invalid in newer go versions, see comments.)
Second point the docs say that a value receiver it is "efficient and clear" which is more a matter of taste, isn't it? Personally I prefer consistency by using the same thing everywhere. Efficiency in what sense? Performance wise it seems pointer are almost always more efficient. Few test-runs with one int property showed minimal advantage of Value receiver (range of 0.01-0.1 ns/op)
Can someone tell me a case where a value receiver clearly makes more sense than a pointer receiver? Or am I doing something wrong in the benchmark? Did I overlook other factors?
Note that the FAQ does mention consistency
Next is consistency. If some of the methods of the type must have pointer receivers, the rest should too, so the method set is consistent regardless of how the type is used. See the section on method sets for details.
As mentioned in this thread:
The rule about pointers vs. values for receivers is that value methods can
be invoked on pointers and values, but pointer methods can only be invoked
on pointers
Which is not true, as commented by Sart Simha
Both value receiver and pointer receiver methods can be invoked on a correctly-typed pointer or non-pointer.
Regardless of what the method is called on, within the method body the identifier of the receiver refers to a by-copy value when a value receiver is used, and a pointer when a pointer receiver is used: example.
Now:
Can someone tell me a case where a value receiver clearly makes more sense then a pointer receiver?
The Code Review comment can help:
If the receiver is a map, func or chan, don't use a pointer to it.
If the receiver is a slice and the method doesn't reslice or reallocate the slice, don't use a pointer to it.
If the method needs to mutate the receiver, the receiver must be a pointer.
If the receiver is a struct that contains a sync.Mutex or similar synchronizing field, the receiver must be a pointer to avoid copying.
If the receiver is a large struct or array, a pointer receiver is more efficient. How large is large? Assume it's equivalent to passing all its elements as arguments to the method. If that feels too large, it's also too large for the receiver.
Can function or methods, either concurrently or when called from this method, be mutating the receiver? A value type creates a copy of the receiver when the method is invoked, so outside updates will not be applied to this receiver. If changes must be visible in the original receiver, the receiver must be a pointer.
If the receiver is a struct, array or slice and any of its elements is a pointer to something that might be mutating, prefer a pointer receiver, as it will make the intention more clear to the reader.
If the receiver is a small array or struct that is naturally a value type (for instance, something like the time.Time type), with no mutable fields and no pointers, or is just a simple basic type such as int or string, a value receiver makes sense.
A value receiver can reduce the amount of garbage that can be generated; if a value is passed to a value method, an on-stack copy can be used instead of allocating on the heap. (The compiler tries to be smart about avoiding this allocation, but it can't always succeed.) Don't choose a value receiver type for this reason without profiling first.
Finally, when in doubt, use a pointer receiver.
The part in bold is found for instance in net/http/server.go#Write():
// Write writes the headers described in h to w.
//
// This method has a value receiver, despite the somewhat large size
// of h, because it prevents an allocation. The escape analysis isn't
// smart enough to realize this function doesn't mutate h.
func (h extraHeader) Write(w *bufio.Writer) {
...
}
Note: irbull points out in the comments a warning about interface methods:
Following the advice that the receiver type should be consistent, if you have a pointer receiver, then your (p *type) String() string method should also use a pointer receiver.
But this does not implement the Stringer interface, unless the caller of your API also uses pointer to your type, which might be a usability problem of your API.
I don't know if consistency beats usability here.
points out to:
"Method Sets (Pointer vs Value Receiver)"
you can mix and match methods with value receivers and methods with pointer receivers, and use them with variables containing values and pointers, without worrying about which is which.
Both will work, and the syntax is the same.
However, if methods with pointer receivers are needed to satisfy an interface, then only a pointer will be assignable to the interface — a value won't be valid.
"Go interfaces and automatically generated functions" from Chris Siebenmann (June 2017)
Calling value receiver methods through interfaces always creates extra copies of your values.
Interface values are fundamentally pointers, while your value receiver methods require values; ergo every call requires Go to create a new copy of the value, call your method with it, and then throw the value away.
There is no way to avoid this as long as you use value receiver methods and call them through interface values; it's a fundamental requirement of Go.
"Learning about Go's unaddressable values and slicing" (still from Chris (Sept. 2018))
Concept of unaddressable values, which are the opposite of addressable values. The careful technical version is in the Go specification in Address operators, but the hand waving summary version is that most anonymous values are not addressable (one big exception is composite literals)
To add additionally to #VonC great, informative answer.
I am surprised no one really mentioned the maintainance cost once the project gets larger, old devs leave and new one comes. Go surely is a young language.
Generally speaking, I try to avoid pointers when I can but they do have their place and beauty.
I use pointers when:
working with large datasets
have a struct maintaining state, e.g. TokenCache,
I make sure ALL fields are PRIVATE, interaction is possible only via defined method receivers
I don't pass this function to any goroutine
E.g:
type TokenCache struct {
cache map[string]map[string]bool
}
func (c *TokenCache) Add(contract string, token string, authorized bool) {
tokens := c.cache[contract]
if tokens == nil {
tokens = make(map[string]bool)
}
tokens[token] = authorized
c.cache[contract] = tokens
}
Reasons why I avoid pointers:
pointers are not concurrently safe (the whole point of GoLang)
once pointer receiver, always pointer receiver (for all Struct's methods for consistency)
mutexes are surely more expensive, slower and harder to maintain comparing to the "value copy cost"
speaking of "value copy cost", is that really an issue? Premature optimization is root to all evil, you can always add pointers later
it directly, conciously forces me to design small Structs
pointers can be mostly avoided by designing pure functions with clear intention and obvious I/O
garbage collection is harder with pointers I believe
easier to argue about encapsulation, responsibilities
keep it simple, stupid (yes, pointers can be tricky because you never know the next project's dev)
unit testing is like walking through pink garden (slovak only expression?), means easy
no NIL if conditions (NIL can be passed where a pointer was expected)
My rule of thumb, write as many encapsulated methods as possible such as:
package rsa
// EncryptPKCS1v15 encrypts the given message with RSA and the padding scheme from PKCS#1 v1.5.
func EncryptPKCS1v15(rand io.Reader, pub *PublicKey, msg []byte) ([]byte, error) {
return []byte("secret text"), nil
}
cipherText, err := rsa.EncryptPKCS1v15(rand, pub, keyBlock)
UPDATE:
This question inspired me to research the topic more and write a blog post about it https://medium.com/gophersland/gopher-vs-object-oriented-golang-4fa62b88c701
It is a question of semantics. Imagine you write a function taking two numbers as arguments. You don't want to suddenly find out that either of these numbers got mutated by the calling function. If you pass them as pointers that is possible. Lots of things should act just like numbers. Things like points, 2D vectors, dates, rectangles, circles etc. These things don't have identity. Two circle at the same position and with the same radius should not be distinguished from each other. They are value types.
But something like a database connection or a file handle, a button in the GUI is something where identity matters. In these cases you want a pointer to the object.
When something is inherently a value type such as a rectangle or point, it is really preferable to be able to pass them without using pointers. Why? Because it means you are certain to avoid mutating the object. It clarifies semantics and intent to reader of your code. It is clear that the function receiving the object cannot and will not mutate the object.

scala foreach and map initializers

Just seen an interesting possibility to initialize code blocks in Scala for high order functions such as foreach or map:
(1 to 3) map {
val t = 5
i => i * 5
}
(1 to 3) foreach {
val line = Console.readLine
i => println(line)
}
Is this some documented feature or should I avoid such constructs? I could imagine, the "initialization" block comes into the constructor and the closure itself becomes an apply() method?
Thanks Pat for the original Question (http://extrabright.com/blog/2010/07/10/scala-question-regarding-readline)
While the features used are not uncommon, I'll admit is is a fairly odd combination of features. The basic trick is that any block in Scala is an expression, with type the same as the last expression in the block. If that last expression is a function, this means that the block has functional type, and thus can be used as an argument to "map" or "foreach" . What happens in these cases is that when "map" or "foreach" is called, the block is evaluated. The block evaluates to a function ( i=> i*5 in the first case ), and that function is then mapped over the range.
One possible use of this construct is for the block to define mutable variables, and the resulting function mutate the variables each time it is called. The variables will be initialized once, closed over by the function, and their values updated every time the function is called.
For example, here's a somewhat surprising way of calculating the first 6 factorial numbers
(1 to 6) map {
var total = 1
i => {total *= i;total}
}
(BTW, sorry for using factorial as an example. It was either that or fibonacci. Functional
Progamming Guild rules. You gotta problem with that, take it up with the boys down at the hall.)
A less imperative reason to have a block return a function is to define helper functions earlier in the block. For instance, if your second example were instead
(1 to 3) foreach {
def line = Console.readLine
i => println(line)
}
The result would be that three lines were read and echoed once each, while your example had the line read once and echoed three times.
First, the comment of the original blog "Scala Question Regarding readLine" post mention
The “line” is a value and cannot be executed, it is assigned only once from the result of the “Console.readLine” method execution.
It is used less than three times in your closure.
But if you define it as a method, it will be executed three times:
(1 to 3) foreach {
def line = Console.readLine
i => println(line)
}
The blog Scala for Java Refugees Part 6: Getting Over Java has an interesting section on Higher Order function, including:
Scala provides still more flexibility in the syntax for these higher-order function things.
In the iterate invocation, we’re creating an entire anonymous method just to make another call to the println(String) method.
Considering println(String) is itself a method which takes a String and returns Unit, one would think we could compress this down a bit. As it turns out, we can:
iterate(a, println)
By omitting the parentheses and just specifying the method name, we’re telling the Scala compiler that we want to use println as a functional value, passing it to the iterate method.
Thus instead of creating a new method just to handle a single set of calls, we pass in an old method which already does what we want.
This is a pattern commonly seen in C and C++. In fact, the syntax for passing a function as a functional value is precisely the same. Seems that some things never change…