When should I use `withMutations` on a map in Immutable.js? - immutable.js

I have a series of mutations to make on my Immutable.js map.
At what point should I prefer using withMutations rather than creating intermediate immutable maps?
From the Immutable.js docs:
If you need to apply a series of mutations to produce a new immutable
Map, withMutations() creates a temporary mutable copy of the Map which
can apply mutations in a highly performant manner. In fact, this is
exactly how complex mutations like merge are done.
But, where is the line? If I need to make two mutations should I use withMutations?

You should use withMutations when you want to group several changes on an object.
Because each change creates a clone, several changes in a row cause several clones. Use withMutations to apply several changes then clone once at the end. A clone at every step means that you are reading the entire list for each change, which makes it an n^2 operation. Using the mutatable version leaves it at just N.
This can create a massive performance hit if you just start doing things willy nilly like the other answer suggests. The kicker is it might not matter on a small test of data, but what happens if you push it live and then do a large scale operation on an array with 300,000 pieces of data instead of your test data which only has 100 elements. In your test data, you did 10,000 copies of which you might not notice. In production you would do 900,000,000,00 copies which might light your computer on fire (not really, but you would freeze the tab).
I wrote a demo demonstrating the performance difference http://jsperf.com/with-out-mutatable

I've also been trying to decide when it's best to use withMutations vs not. So far I have always been using withMutations when I need to loop through a list of items with unknown size n, and perform n mutations on a single map.
Example:
updateItems(state, items) {
return state.withMutations(state => {
items.forEach(item => {
state.set(item.get('id'), item);
});
});
}
What I wanted to know, is if I should use withMutations on a smaller known set of updates, or if I should just chain set.
Example:
setItems(state, items, paging) {
return state.set('items', items).set('paging', paging);
}
Or:
setItems(state, items, paging) {
return state.withMutations(state => {
state.set('items', items);
state.set('paging', paging);
});
}
In this case, I would prefer to use the first option (chained set calls), but I wasn't sure of the performance impact. I created this jsPerf to test some similar cases: http://jsperf.com/immutable-batch-updates-with-mutations.
I ran batches of 2 updates and 100 updates, using an empty inital map, and a complex initial map, both using withMutations and just chaining set.
The results seem to show that withMutations was always better on the 100 update case, regardless of initial map. withMutations performed marginally better on the 2 update case when starting with an empty map. However, just chaining 2 set calls performed better when starting with a complex map.

I would just create intermediate immutable maps and then use some profiling tools to check if you actually have any performance problems with that approach. No need to do performance optimisations before you have performance problems.
As a rule of thumb I prefer to use existing functionality like .map, .filter etc. without any thought of withMutations. If there is a need to create a new List (or Map) where each element is mutated, I would first question that need and try to solve the problem using existing tools and functional programming style. If that is impossible, I would create a custom mutation with withMutations.

Related

Splitting a feature collection by system index in Google Earth Engine?

I am trying to export a large feature collection from GEE. I realize that the Python API allows for this more easily than the Java does, but given a time constraint on my research, I'd like to see if I can extract the feature collection in pieces and then append the separate CSV files once exported.
I tried to use a filtering function to perform the task, one that I've seen used before with image collections. Here is a mini example of what I am trying to do
Given a feature collection of 10 spatial points called "points" I tried to create a new feature collection that includes only the first five points:
var points_chunk1 = points.filter(ee.Filter.rangeContains('system:index', 0, 5));
When I execute this function, I receive the following error: "An internal server error has occurred"
I am not sure why this code is not executing as expected. If you know more than I do about this issue, please advise on alternative approaches to splitting my sample, or on where the error in my code lurks.
Many thanks!
system:index is actually ID given by GEE for the feature and it's not supposed to be used like index in an array. I think JS should be enough to export a large featurecollection but there is a way to do what you want to do without relying on system:index as that might not be consistent.
First, it would be a good idea to know the number of features you are dealing with. This is because generally when you use size().getInfo() for large feature collections, the UI can freeze and sometimes the tab becomes unresponsive. Here I have defined chunks and collectionSize. It should be defined in client side as we want to do Export within the loop which is not possible in server size loops. Within the loop, you can simply creating a subset of feature starting from different points by converting the features to list and changing the subset back to feature collection.
var chunk = 1000;
var collectionSize = 10000
for (var i = 0; i<collectionSize;i=i+chunk){
var subset = ee.FeatureCollection(fc.toList(chunk, i));
Export.table.toAsset(subset, "description", "/asset/id")
}

Endeca need to return all its values under one dimension

I need to return all values under one dimension (e.g. Product.category) in Endeca and return all its values as JSON object to content assembler. Can someone provide an optimal way to achieve this feature?
This is a tricky one, particularly because I'm assuming the product.category is a hierarchical dimension.
With a regular navigation query (such as a search results page), there's no way to bring back every level of a hierarchical dimension at once. However, using a Dimension search (and if you have --compoundDimSearch turned OFF), you can make a query like this: D=*&Dn=0&Di=10001 (where 10001 might be the dimension ID for product.category).
That will bring back every value in the dimension.
What you could do is maybe make / extend the DimensionSearchResultsHandler to help you out. In the preprocess() method, you would construct a query like the one above.
Then in the process method, you'd do something like:
ENEQueryResults results = executeMdexRequest(mMdexRequest);
NavigationState navigationState = getNavigationState();
navigationState.inform(results);
DimensionSearchResults dimensionSearchResults = new DimensionSearchResults(cartridgeConfig);
DimensionSearchResultsBuilder.build(
getActionPathProvider(),
dimensionSearchResults,
navigationState,
results.getDimensionSearch(),
cartridgeConfig.getDimensionList(),
cartridgeConfig.getMaxResults(),
cartridgeConfig.isShowCountsEnabled());
return dimensionSearchResults;
That will help you build out the Assembler objects for the results. Then if you made an Assembler query that returns JSON, these results would be returned as well.
One big caveat: The results above aren't nicely formatted. What I mean is that this will bring back every leaf value and its ancestors. If you wanted to create a nice hierarchical display, you'd have to do a bunch of formatting yourself.

What are the actual advantages of the visitor pattern? What are the alternatives?

I read quite a lot about the visitor pattern and its supposed advantages. To me however it seems they are not that much advantages when applied in practice:
"Convenient" and "elegant" seems to mean lots and lots of boilerplate code
Therefore, the code is hard to follow. Also 'accept'/'visit' is not very descriptive
Even uglier boilerplate code if your programming language has no method overloading (i.e. Vala)
You cannot in general add new operations to an existing type hierarchy without modification of all classes, since you need new 'accept'/'visit' methods everywhere as soon as you need an operation with different parameters and/or return value (changes to classes all over the place is one thing this design pattern was supposed to avoid!?)
Adding a new type to the type hierarchy requires changes to all visitors. Also, your visitors cannot simply ignore a type - you need to create an empty visit method (boilerplate again)
It all just seems to be an awful lot of work when all you want to do is actually:
// Pseudocode
int SomeOperation(ISomeAbstractThing obj) {
switch (type of obj) {
case Foo: // do Foo-specific stuff here
case Bar: // do Bar-specific stuff here
case Baz: // do Baz-specific stuff here
default: return 0; // do some sensible default if type unknown or if we don't care
}
}
The only real advantage I see (which btw i haven't seen mentioned anywhere): The visitor pattern is probably the fastest method to implement the above code snippet in terms of cpu time (if you don't have a language with double dispatch or efficient type comparison in the fashion of the pseudocode above).
Questions:
So, what advantages of the visitor pattern have I missed?
What alternative concepts/data structures could be used to make the above fictional code sample run equally fast?
For as far as I have seen so far there are two uses / benefits for the visitor design pattern:
Double dispatch
Separate data structures from the operations on them
Double dispatch
Let's say you have a Vehicle class and a VehicleWasher class. The VehicleWasher has a Wash(Vehicle) method:
VehicleWasher
Wash(Vehicle)
Vehicle
Additionally we also have specific vehicles like a car and in the future we'll also have other specific vehicles. For this we have a Car class but also a specific CarWasher class that has an operation specific to washing cars (pseudo code):
CarWasher : VehicleWasher
Wash(Car)
Car : Vehicle
Then consider the following client code to wash a specific vehicle (notice that x and washer are declared using their base type because the instances might be dynamically created based on user input or external configuration values; in this example they are simply created with a new operator though):
Vehicle x = new Car();
VehicleWasher washer = new CarWasher();
washer.Wash(x);
Many languages use single dispatch to call the appropriate function. Single dispatch means that during runtime only a single value is taken into account when determining which method to call. Therefore only the actual type of washer we'll be considered. The actual type of x isn't taken into account. The last line of code will therefore invoke CarWasher.Wash(Vehicle) and NOT CarWasher.Wash(Car).
If you use a language that does not support multiple dispatch and you do need it (I can honoustly say I have never encountered such a situation though) then you can use the visitor design pattern to enable this. For this two things need to be done. First of all add an Accept method to the Vehicle class (the visitee) that accepts a VehicleWasher as a visitor and then call its operation Wash:
Accept(VehicleWasher washer)
washer.Wash(this);
The second thing is to modify the calling code and replace the washer.Wash(x); line with the following:
x.Accept(washer);
Now for the call to the Accept method the actual type of x is considered (and only that of x since we are assuming to be using a single dispatch language). In the implementation of the Accept method the Wash method is called on the washer object (the visitor). For this the actual type of the washer is considered and this will invoke CarWasher.Wash(Car). By combining two single dispatches a double dispatch is implemented.
Now to eleborate on your remark of the terms like Accept and Visit and Visitor being very unspecific. That is absolutely true. But it is for a reason.
Consider the requirement in this example to implement a new class that is able to repair vehicles: a VehicleRepairer. This class can only be used as a visitor in this example if it would inherit from VehicleWasher and have its repair logic inside a Wash method. But that ofcourse doesn't make any sense and would be confusing. So I totally agree that design patterns tend to have very vague and unspecific naming but it does make them applicable to many situations. The more specific your naming is, the more restrictive it can be.
Your switch statement only considers one type which is actually a manual way of single dispatch. Applying the visitor design pattern in the above way will provide double dispatch.
This way you do not necessarily need additional Visit methods when adding additional types to your hierarchy. Ofcourse it does add some complexity as it makes the code less readable. But ofcourse all patterns come at a price.
Ofcourse this pattern cannot always be used. If you expect lots of complex operations with multiple parameters then this will not be a good option.
An alternative is to use a language that does support multiple dispatch. For instance .NET did not support it until version 4.0 which introduced the dynamic keyword. Then in C# you can do the following:
washer.Wash((dynamic)x);
Because x is then converted to a dynamic type its actual type will be considered for the dispatch and so both x and washer will be used to select the correct method so that CarWasher.Wash(Car) will be called (making the code work correctly and staying intuitive).
Separate data structures and operations
The other benefit and requirement is that it can separate the data structures from the operations. This can be an advantage because it allows new visitors to be added that have there own operations while it also allows data structures to be added that 'inherit' these operations. It can however be only applied if this seperation can be done / makes sense. The classes that perform the operations (the visitors) do not know the structure of the data structures nor do they have to know that which makes code more maintainable and reusable. When applied for this reason the visitors have operations for the different elements in the data structures.
Say you have different data structures and they all consist of elements of class Item. The structures can be lists, stacks, trees, queues etc.
You can then implement visitors that in this case will have the following method:
Visit(Item)
The data structures need to accept visitors and then call the Visit method for each Item.
This way you can implement all kinds of visitors and you can still add new data structures as long as they consist of elements of type Item.
For more specific data structures with additional elements (e.g. a Node) you might consider a specific visitor (NodeVisitor) that inherits from your conventional Visitor and have your new data structures accept that visitor (Accept(NodeVisitor)). The new visitors can be used for the new data structures but also for the old data structures due to inheritence and so you do not need to modify your existing 'interface' (the super class in this case).
In my personal opinion, the visitor pattern is only useful if the interface you want implemented is rather static and doesn't change a lot, while you want to give anyone a chance to implement their own functionality.
Note that you can avoid changing everything every time you add a new method by creating a new interface instead of modifying the old one - then you just have to have some logic handling the case when the visitor doesn't implement all the interfaces.
Basically, the benefit is that it allows you to choose the correct method to call at runtime, rather than at compile time - and the available methods are actually extensible.
For more info, have a look at this article - http://rgomes-info.blogspot.co.uk/2013/01/a-better-implementation-of-visitor.html
By experience, I would say that "Adding a new type to the type hierarchy requires changes to all visitors" is an advantage. Because it definitely forces you to consider the new type added in ALL places where you did some type-specific stuff. It prevents you from forgetting one....
This is an old question but i would like to answer.
The visitor pattern is useful mostly when you have a composite pattern in place in which you build a tree of objects and such tree arrangement is unpredictable.
Type checking may be one thing that a visitor can do, but say you want to build an expression based on a tree that can vary its form according to a user input or something like that, a visitor would be an effective way for you to validate the tree, or build a complex object according to the items found on the tree.
The visitor may also carry an object that does something on each node it may find on that tree. this visitor may be a composite itself chaining lots of operations on each node, or it can carry a mediator object to mediate operations or dispatch events on each node.
You imagination is the limit of all this. you can filter a collection, build an abstract syntax tree out of an complete tree, parse a string, validate a collection of things, etc.

What language feature can allow transition from visitor to sequence?

I will use C# syntax since I am familiar with it, but it is not really language-specific.
Let's say we want to provide an API to go over a Tree and do something with each Node.
Solution 1: void Visit(Tree tree, Action<Node> action)
It takes a tree, and calls action on each node in the tree.
Solution 2: IEnumerable<Node> ToEnumerable(Tree tree)
It converts tree to a flat lazy sequence so we can go over and call action on each node.
Now, let's see how we can convert one API to another.
It is pretty trivial to provide Visit on top of ToEnumerable:
void Visit(Tree tree, Action<Node> action) {
ToEnumerable(tree).ForEach(action);
}
However, is there a concept/feature in any language that will allow to provide ToEnumerable on top of Visit (as lazy sequence, so list is not created in advance)?
Not sure if I understand you correctly, but in Python, you can create iterable interface on any object.
So you would just add special method __iter__ (which will yield nodes while traversing the tree).
The visit procedure is then just about iterating through Tree object and calling action on each node.
If you are writing the code that will visit each node (as with a tree), it's possible to have an iterator call iterators for each branch, and perform a yield return on leaf nodes. This approach will work, and is very simple, but has the serious disadvantage that it's very easy to end up with code that will be very readable but execute very slowly. Some other questions and answers on this site will offer insight as to how to traverse trees efficiently within an iterator.
If the "tree" was just an example, and what you really have is a class which exposes a routine to call some delegate upon each node (similar to List.ForEach()), but does not expose an IEnumerable, you may be able to use the former to produce a List, which you could then iterate. Use something like var myList = new List<someThing>(); myCollection.ForEach( (x) => myList.Add(x) ); and then you may be able to enumerate myList.
If even that isn't sufficient, because the objects that were added to the list may not be valid by the time enumeration is complete, it may in rare cases be possible to use multiple threading to accomplish what's needed. For example, if you have two sorted collections whose ForEach method prepares each items for use, does the specified action, and then cleans up each item before proceeding to the next, and if you need to interleave the actions on items from two independent collections, one might be able to iterate the collections on separate threads, and use synchronization primitives so each thread will wait as necessary for the other.
Note that collections which only expose themselves via ForEach method are apt to restrict access during the execution of such a ForEach (if such restriction weren't necessary, they would probably implement IEnumerable). It may be possible for the "item action" called by one ForEach to perform another ForEach on the same collection on the same thread, since the latter ForEach would have to complete before the former one could resume. While one ForEach is running, however, an attempt to call a ForEach on a second thread would likely either malfunction or wait for the first operation to complete. If the first ForEach was waiting for some action by the second, deadlock would result. Because of this, scenarios where multi-threading will work better than simply building a List are rare. Nonetheless, there are a few cases where it may be helpful (e.g. the above-mentioned "zipper" operation on independent collections).
I think now I understand the idea. The concept that I need here is called first-class continuations or, specifically, call/cc. The confusing thing about it for me is that C# already provides a limited implementation of this concept in yield return, but it is not applicable to my scenario.
So if C# provided full implementation, the solution would look like:
IEnumerable<Node> ToEnumerable(Tree tree) {
tree.Visit(node => magic yield return node);
}
where magic yield return instead of returning sequence from node => ... lambda returns next element from ToEnumerable.
However, this answer is still not complete as I do not see the exact correlation between yield return and call/cc. I will update the answer when I understand this.

Programming style: should you return early if a guard condition is not satisfied?

One thing I've sometimes wondered is which is the better style out of the two shown below (if any)? Is it better to return immediately if a guard condition hasn't been satisfied, or should you only do the other stuff if the guard condition is satisfied?
For the sake of argument, please assume that the guard condition is a simple test that returns a boolean, such as checking to see if an element is in a collection, rather than something that might affect the control flow by throwing an exception. Also assume that methods/functions are short enough not to require editor scrolling.
// Style 1
public SomeType aMethod() {
SomeType result = null;
if (!guardCondition()) {
return result;
}
doStuffToResult(result);
doMoreStuffToResult(result);
return result;
}
// Style 2
public SomeType aMethod() {
SomeType result = null;
if (guardCondition()) {
doStuffToResult(result);
doMoreStuffToResult(result);
}
return result;
}
I prefer the first style, except that I wouldn't create a variable when there is no need for it. I'd do this:
// Style 3
public SomeType aMethod() {
if (!guardCondition()) {
return null;
}
SomeType result = new SomeType();
doStuffToResult(result);
doMoreStuffToResult(result);
return result;
}
Having been trained in Jackson Structured Programming in the late '80s, my ingrained philosophy was always "a function should have a single entry-point and a single exit-point"; this meant I wrote code according to Style 2.
In the last few years I have come to realise that code written in this style is often overcomplex and hard to read/maintain, and I have switched to Style 1.
Who says old dogs can't learn new tricks? ;)
Style 1 is what the Linux kernel indirectly recommends.
From https://www.kernel.org/doc/Documentation/process/coding-style.rst, chapter 1:
Now, some people will claim that having 8-character indentations makes
the code move too far to the right, and makes it hard to read on a
80-character terminal screen. The answer to that is that if you need
more than 3 levels of indentation, you're screwed anyway, and should fix
your program.
Style 2 adds levels of indentation, ergo, it is discouraged.
Personally, I like style 1 as well. Style 2 makes it harder to match up closing braces in functions that have several guard tests.
I don't know if guard is the right word here. Normally an unsatisfied guard results in an exception or assertion.
But beside this I'd go with style 1, because it keeps the code cleaner in my opinion. You have a simple example with only one condition. But what happens with many conditions and style 2? It leads to a lot of nested ifs or huge if-conditions (with || , &&). I think it is better to return from a method as soon as you know that you can.
But this is certainly very subjective ^^
Martin Fowler refers to this refactoring as :
"Replace Nested Conditional with Guard Clauses"
If/else statements also brings cyclomatic complexity. Hence harder to test cases. In order to test all the if/else blocks you might need to input lots of options.
Where as if there are any guard clauses, you can test them first, and deal with the real logic inside the if/else clauses in a clearer fashion.
If you dig through the .net-Framework using .net-Reflector you will see the .net programmers use style 1 (or maybe style 3 already mentioned by unbeli).
The reasons are already mentioned by the answers above. and maybe one other reason is to make the code better readable, concise and clear.
the most thing this style is used is when checking the input parameters, you always have to do this if you program a kind of frawework/library/dll.
first check all input parameters than work with them.
It sometimes depends on the language and what kinds of "resources" that you are using (e.g. open file handles).
In C, Style 2 is definitely safer and more convenient because a function has to close and/or release any resources that it obtained during execution. This includes allocated memory blocks, file handles, handles to operating system resources such as threads or drawing contexts, locks on mutexes, and any number of other things. Delaying the return until the very end or otherwise restricting the number of exits from a function allows the programmer to more easily ensure that s/he properly cleans up, helping to prevent memory leaks, handle leaks, deadlock, and other problems.
In C++ using RAII-style programming, both styles are equally safe, so you can pick one that is more convenient. Personally I use Style 1 with RAII-style C++. C++ without RAII is like C, so, again, Style 2 is probably better in that case.
In languages like Java with garbage collection, the runtime helps smooth over the differences between the two styles because it cleans up after itself. However, there can be subtle issues with these languages, too, if you don't explicitly "close" some types of objects. For example, if you construct a new java.io.FileOutputStream and do not close it before returning, then the associated operating system handle will remain open until the runtime garbage collects the FileOutputStream instance that has fallen out of scope. This could mean that another process or thread that needs to open the file for writing may be unable to until the FileOutputStream instance is collected.
Although it goes against best practices that I have been taught I find it much better to reduce the nesting of if statements when I have a condition such as this. I think it is much easier to read and although it exits in more than one place it is still very easy to debug.
I would say that Style1 became more used because is the best practice if you combine it with small methods.
Style2 look a better solution when you have big methods. When you have them ... you have some common code that you want to execute no matter how you exit. But the proper solution is not to force a single exit point but to make the methods smaller.
For example if you want to extract a sequence of code from a big method, and this method has two exit points you start to have problems, is hard to do it automatically. When i have a big method written in style1 i usually transform it in style2, then i extract methods then in each of them i should have Style1 code.
So Style1 is best but is compatible with small methods.
Style2 is not so good but is recommended if you have big methods that you don't want, have time to split.
I prefer to use method #1 myself, it is logically easier to read and also logically more similar to what we are trying to do. (if something bad happens, exit function NOW, do not pass go, do not collect $200)
Furthermore, most of the time you would want to return a value that is not a logically possible result (ie -1) to indicate to the user who called the function that the function failed to execute properly and to take appropriate action. This lends itself better to method #1 as well.
I would say "It depends on..."
In situations where I have to perform a cleanup sequence with more than 2 or 3 lines before leaving a function/method I would prefer style 2 because the cleanup sequence has to be written and modified only once. That means maintainability is easier.
In all other cases I would prefer style 1.
Number 1 is typically the easy, lazy and sloppy way. Number 2 expresses the logic cleanly. What others have pointed out is that yes it can become cumbersome. This tendency though has an important benefit. Style #1 can hide that your function is probably doing too much. It doesn't visually demonstrate the complexity of what's going on very well. I.e. it prevents the code from saying to you "hey this is getting a bit too complex for this one function". It also makes it a bit easier for other developers that don't know your code to miss those returns sprinkled here and there, at first glance anyway.
So let the code speak. When you see long conditions appearing or nested if statements it is saying that maybe it would be better to break this stuff up into multiple functions or that it needs to be rewritten more elegantly.