is there any practical difference between these two if() statements? - actionscript-3

Is there any practical (faster/slower, functionality, etc) difference between these two sets of if statements?
1:
var myVar:Boolean;
if (myVar == true)
{
//do stuff
}
//waldo:
if (myVar == false)
{
//do other stuff
}
2:
var myVar:Boolean;
if (myVar == true)
{
//do stuff
}
//waldo:
else
{
//do other stuff
}
This is specifically a question about if() statements for variables that only have two possible values (other than null), like Boolean variables.

These examples are not functionally same. As #Nicolas already mentioned that myVar can be changed in first block and then second if statement will be true. Something like this:
if (myVar == true)
{
//do stuff
myVar = false;
}
if (myVar == false)
{
// now this will be executed
}
This won't happen in the second case.
In first example boolean value is checked twice (i.e. two if statements), but in second one boolean value is checked only once. This gives a slight performance benefit. It won't be much if this is done rarely, but if this code is executed many many time per seconds (e.g. inside enter frame event for hundreds of movie clips) then performance benefit like this can become crucial. For example, if you can save 50 milliseconds per second then that will be 5 percent performance improvement.
In my opinion, second example is more readable.

The main difference is that in the first example, if the value of myVar changes between the two blocks to false, the second statement will still execute. In the second example, even if myVar becomes false after the first block completes, the else clause will not be executed because the associated if clause has already been executed (only one of them will run).
As far as performance and code quality go, you'll usually want to use something like the second example (unless the side effects of the first example are necessary).

Related

what are `switch` statements for?

Switch statements: I know what they do - I use them so many times, as per convention normally when I want to do different stuff based on the value of an Enum, but now it just hit me: Why are we using it? What was its original purpose? I mean, this:
switch(myVar) {
case Foo:
doSomething();
break;
case Bar:
doSomethingElse();
break;
default:
justAnotherThing();
break;
}
Has the exact same behaviour as:
if(myVar == Foo) {
doSomething()
}else if(myVar == Bar) {
doSomethingElse();
}else {
justAnotherThing();
}
Plus if's lets you make inequality comparisons (>, <, !=) if you need it. The only case that I may find a switch more useful is when you don't use the break statement inside: but this happens not too often and I find it terrible on code-quality.
I really can't find any benefit of using switch over if... So why was it defined for?
Some languages allow inequality comparisons in switch statements as well, e.g. Visual Basic:
Select Case x
Case < 5
// ...
Case 7
// ...
Case 10 To 15
// ...
Case Else
// ...
End Select
Basically, yes, the switch can often be written as an if/else if ladder, with the distinction that switch compares one value against a number of comparison values, if/else if can do anything in every single branch. But even that isn't the case in all languages, e.g. in PowerShell a switch can do plenty of things that you usually have to use if for:
switch -Regex ($x) {
'^\d+$' {'Number'}
}
or
switch ($x) {
{ $_ is [int] -or $_ is [double] } {'Number'}
{ $_ is [string] } {'Text'}
}
Generally, however, switch is easier to read for the common case of comparing a single value against a finite set of options. Furthermore, it enables the compiler to do certain optimizations which are harder to analyse on if/else if, such as using binary search to determine the correct case instead of linear search, or even using a jump table or arithmetic. E.g. the following switch
switch (x) {
case 0:
// Do something with 0
break;
case 1:
// Do something with 1
break;
case 2:
// Do something with 2
break;
...
}
could be compiled into the equivalent of
Action[] actions = {
() => { /* Do something with 0 */ },
() => { /* Do something with 1 */ },
() => { /* Do something with 2 */ },
...
};
if (x >=0 && x <= n) {
actions[x]();
}
The simplicity and limitations of switch are helpful in this case for an optimizing compiler because there's much less to analyse to determine what the overall structure is trying to do.
There are other features (sometimes maybe of dubious value), such as Duff's device, or being able to fall through to other cases (or goto arbitrary other cases, which, e.g. C# allows).
You may just as well ask the question why we have if statements and loops instead of just using goto. Yes, structured programming constructs are, taken one by one, strictly inferior in what they can express, compared to the more general construct. But they are more readable, make the intent clearer, and tend to be safer and easier to maintain.
switch is a pretty low-level statement, in the sense that the code in the case statements is compiled into a continuous block of instructions in memory which is simply conditionally jumped into (depends on the language in question of course, modern high-level languages may behave quite different under the hood). That's also why you have the fall-through behaviour, once a starting address is determined simply all following instructions are executed unless broken out of.
So initially it was a very natural way to jump over or into a block of instructions. Many languages have adopted the switch statement, many likely due to familiarity, but many likely also because it is indeed rather readable for certain cases, e.g.:
switch (someComplicatedCalculation($foo, $bar)) {
case CONSTANT_A:
...
case CONSTANT_B:
...
...
}
That's a pretty succinct way to express this, especially if you're maybe also depending on the fall-through behaviour.
Of course, other languages have never adopted switch, e.g. Python, and require the use of if..elif..else instead. In the end you can write similar code using either language construct, it's up to you.

True until disproven or false until proven?

I've noticed something about my coding that is slightly undefined. Say we have a two dimension array, a matrix or a table and we are looking through it to check if a property is true for every row or nested dimension.
Say I have a boolean flag that is to be used to check if a property is true or false. My options are to:
Initialize it to true and check each cell until proven false. This
gives it a wrong name until the code
is completely executed.
Start on false and check each row until proven true. Only if all rows are true will the data be correct. What is the cleanest way to do this, without a counter?
I've always done 1 without thinking but today it got me wondering. What about 2?
Depends on which one dumps you out of the loop first, IMHO.
For example, with an OR situation, I'd default to false, and as soon as you get a TRUE, return the result, otherwise return the default as the loop falls through.
For an AND situation, I'd do the opposite.
They actually both amount to the same thing and since you say "check if a property is true for every row or nested dimension", I believe the first method is easier to read and perhaps slightly faster.
You shouldn't try to read the value of the flag until the code is completely executed anyway, because the check isn't finished. If you're running asynchronous code, you should guard against accessing the value while it is unstable.
Both methods "give a wrong name" until the code is executed. 1 gives false positives and 2 gives false negatives. I'm not sure what you're trying to avoid by saying this - if you can get the "correct" value before fully running your code, you didn't have run your code in the first place.
How to implement each without a counter (if you don't have a foreach syntax in your language, use the appropriate enumerator->next loop syntax):
1:
bool flag = true;
foreach(item in array)
{
if(!check(item))
{
flag = false;
break;
}
}
2:
bool flag = false;
foreach(item in array)
{
if(!check(item))
{
break;
}
else if(item.IsLast())
{
flag = true;
}
}
Go with the first option. An algorithm always has preconditions, postconditions and invariants. If your invariant is "bool x is true iff all rows from 0-currentN have a positve property", then everything is fine.
Don't make your algorithm more complex just to make the full program-state valid per row-iteration. Refactor the method, extract it, and make it "atomic" with your languages mechanics (Java: synchronized).
Personally I just throw the whole loop into a somewhat reusable method/function called isPropertyAlwaysTrue(property, array[][]) and have it return a false directly if it finds that it finds a case where it's not true.
The inversion of logic, by the way, does not get you out of there any quicker. For instance, if you want the first non-true case, saying areAnyFalse or areAllTrue will have an inverted output, but will have to test the exact same cases.
This is also the case with areAnyTrue and areAllFalse--different words for the exact same algorithm (return as soon as you find a true).
You cannot compare areAnyFalse with areAnyTrue because they are testing for a completely different situation.
Make the property name something like isThisTrue. Then it's answered "yes" or "no" but it's always meaningful.
In Ruby and Scheme you can use a question mark in the name: isThisTrue?. In a lot of other languages, there is a convention of puttng "p" for "predicate" on the name -- null-p for a test returning true or false, in LISP.
I agree with Will Hartung.
If you are worried about (1) then just choose a better name for your boolean. IsNotSomething instead of IsSomething.

What is the difference between IF-ELSE and SWITCH?

Can someone please explain this to me?
They are pretty similar but each has a few special features.
switch
switch is usually more compact than lots of nested if else and therefore, more readable
If you omit the break between two switch cases, you can fall through to the next case in many C-like languages. With if else you'd need a goto (which is not very nice to your readers ... if the language supports goto at all).
In most languages, switch only accepts primitive types as key and constants as cases. This means it can be optimized by the compiler using a jump table which is very fast.
It is not really clear how to format switch correctly. Semantically, the cases are jump targets (like labels for goto) which should be flush left. Things get worse when you have curly braces:
case XXX: {
} break;
Or should the braces go into lines of their own? Should the closing brace go behind the break? How unreadable would that be? etc.
In many languages, switch only accepts only some data types.
if-else
if allows complex expressions in the condition while switch wants a constant
You can't accidentally forget the break between ifs but you can forget the else (especially during cut'n'paste)
it accepts all data types.
The main difference is that switch despatches immediately to the case concerned, typically via an indexed jump, rather than having to evaluate all the conditions that would be required in an if-else chain, which means that code at the end of the chain is reached more slowly than code at the beginning.
That in turn imposes some restrictions on the switch statement that the if-else chain doesn't have: it can't handle all datatypes, and all the case values have to be constant.
IF else - IT is used for taking a decisions
Switch statement - It is used to test the value of the given variable against a list of case value .
Differences Between if-else and switch
Expression inside if statement decide whether to execute the statements inside if block or under else block. On the other hand, expression inside switch statement decide which case to execute.
If-esle statement checks for equality as well as for logical expression . On the other hand, switch checks only for equality.
The if statement evaluates integer, character, pointer or floating-point type or boolean type. On the other hand, switch statement evaluates only character or a integer datatype.
Sequence of execution is like either statement under if block will execute or statements under else block statement will execute. On the other hand the expression in switch statement decide which case to execute and if you do not apply a break statement after each case it will execute till the end of switch statement.
If expression inside if turn outs to be false, statement inside else block will be executed. If expression inside switch statement turn out to be false then default statements is executed.
It is difficult to edit if-else statements as it is tedious to trace where the correction is required. On the other hand it is easy to edit switch statements as they are easy to trace.
in one word we can say
switch acts a little bit faster than if else statement!!!
The difference between Switch and if-else statement is below:
This is the general syntax of if-else ladder:
if (condition1) { //Body of if }
else if (condition2) { //Body of if }
else if (condition3) { //Body of if }
else { //default if all conditions return false }
And this is the general syntax for switch:
switch ( variable )
{
case <variable value1>: //Do Something
break;
case <variable value2>://Do Something
break;
default: //Do Something
break;
}
The if-else ladder is of type strict condition check,
while switch is of type jump value catching.
Advantages of switch over if-else ladder:
A switch statement works much faster than equivalent if-else ladder. It is because compiler generates a jump table for a switch during compilation. Consequently, during execution, instead of checking which case is satisfied, it only decides which case has to be executed.
It is more readable and in compare to if-else statements.
A Clear difference:
The if...else statement checks whether the conditions in the parenthesis evaluates to true or false
The switch statement checks if the equality of the value in the parenthesis against the value of the case keyword evaluates to true.
Example
var a = 'hello'
Example - if...else
if(a == 'hello') {
print('right!')
} else if (a == 'hi')
print('left!')
} else {
print('wrong!')
}
Example - Switch
switch(a) {
case 'hello': // a == 'hello'
print('right!')
break // You should add this
case 'hi': // a == 'hi'
print('left!')
break
default: // this executes if no equality was met in the values above.
print('wrong!')
}
// If you are not sure of either of the parenthesis value or the
// case value or you want to make more complex conditioning, you can use `true`:
var age = 18:
switch(true) {
case age < "18": // 18 < 18 == false
print("under age!");
break;
case age == 18: // 18 == 18 == true
print("right age!");
break;
default:
print("18+!");
}
i think that main difference is that in if-else blocks we can test conditions.but does not go exactly in same way in switch

Does the last element in a loop deserve a separate treatment?

When reviewing, I sometimes encounter this kind of loop:
i = begin
while ( i != end ) {
// ... do stuff
if ( i == end-1 (the one-but-last element) ) {
... do other stuff
}
increment i
}
Then I ask the question: would you write this?
i = begin
mid = ( end - begin ) / 2 // (the middle element)
while ( i != end ) {
// ... do stuff
if ( i > mid ) {
... do other stuff
}
increment i
}
In my opinion, this beats the intention of writing a loop: you loop because there is something common to be done for each of the elements. Using this construct, for some of the elements you do something different. So, I conclude, you need a separate loop for those elements:
i = begin
mid = ( end - begin ) / 2 //(the middle element)
while ( i != mid ) {
// ... do stuff
increment i
}
while ( i != end ) {
// ... do stuff
// ... do other stuff
increment i
}
Now I even saw a question on SO on how to write the if-clause in a nice way... And I got sad: something isn't right here.
Am I wrong? If so, what's so good about cluttering the loop body with special cases, which you are aware of upfront, at coding time?
I don't think this question should be answered by a principle (e.g. "in a loop, treat every element equally"). Instead, you can look at two factors to evaluate if an implementation is good or bad:
Runtime effectivity - does the compiled code run fast, or would it be faster doing it differently?
Code maintainability - Is it easy (for another developer) to understand what is happening here?
If it is faster and the code is more readable by doing everything in one loop, do it that way. If it is slower and less readable, do it another way.
If it is faster and less readably, or slower but more readable, find out which of the factors matters more in your specific case, and then decide how to loop (or not to loop).
I know I've seen this when people tried to join elements of an array into a comma-seperated string:
for(i=0;i<elements.size;i++) {
if (i>0) {
string += ','
}
string += elements[i]
}
You either have that if clause in there, or you have to duplicate the string += line again at the end.
The obvious solution in this case is
string = elements.join(',')
But the join method does the same loop internally. And there isn't always a method to do what you want.
#xtofl,
I agree with your concern.
Million times I encountered similar problem.
Either developer adds special handling for first or for last element.
In most cases it is worth to just loop from startIdx + 1 or to endIdx - 1 element or even split one long loop into multiple shorter loops.
In a very rare cases it's not possible to split loop.
In my opinion uncommon things should be handled outside of the loop whenever possible.
I came to a realization that when I put special cases in a for loop, I'm usually being too clever for my own good.
In the last snippet you posted, you are repeating code for // .... do stuff.
It makes sense of keeping 2 loops when you have completely different set of operations on a different set of indices.
i = begin
mid = ( end - begin ) / 2 //(the middle element)
while ( i != mid ) {
// ... do stuff
increment i
}
while ( i != end ) {
// ... do other stuff
increment i
}
This not being the case, you would still want to keep one single loop. However fact remains that you still save ( end - begin ) / 2 number of comparisons. So it boils down to whether you want your code to look neat or you want to save some CPU cycles. Call is yours.
I think you have it entirely nailed. Most people fall into the trap of including conditional branches in loops, when they could do them outside: which is simply faster.
For example:
if(items == null)
return null;
StringBuilder result = new StringBuilder();
if(items.Length != 0)
{
result.Append(items[0]); // Special case outside loop.
for(int i = 1; i < items.Length; i++) // Note: we start at element one.
{
result.Append(";");
result.Append(items[i]);
}
}
return result.ToString();
And the middle case you described is just plain nasty. Imagine if that code grows and needs to be refactored into different methods.
Unless you are parsing XML <grin> loops should be kept as simple and concise as possible.
I think you are right about the loop being meant to deal with all elements equally. Unfortunately sometimes there are special cases though and these should be dealt with inside the loop construct via if statements.
If there are lots of special cases though you should probably think about coming up with some way to deal with the two different sets of elements in separate constructs.
I prefer to simply, exclude the element from the loop
and give a spearate treatment outside the loop
For eg: Lets consider the case of EOF
i = begin
while ( i != end -1 ) {
// ... do stuff for element from begn to second last element
increment i
}
if(given_array(end -1) != ''){
// do stuff for the EOF element in the array
}
Of course, special-casing things in a loop which can be pulled out is silly. I wouldn't duplicate the do_stuff either though; I'd either put it in a function or a macro so I don't copy-paste code.
Another thing I hate to see is the for-case pattern:
for (i=0; i<5; i++)
{
switch(i)
{
case 0:
// something
break;
case 1:
// something else
break;
// etc...
}
}
I've seen this in real code.
Which one performs better?
If the number of items is very large then I would always loop once, especially if you are going to perform some operation on every item. The cost of evaluating the conditional is likely to be less than looping twice.
Oops, of course you are not looping twice... In which case two loops is preferable. However, I maintain that the primary consideration should be performance. There's no need to incur the conditional in the loop (N times) if you can partition the work by a simple manipulation of the loop bounds (once).
The special case should be done outside the loop if it is only to be performed once.
However, there may be an index or some other variable(s) that are just easier to keep inside the loop due to scoping. There may also be a contextual reason for keeping all the operations on the datastructure together inside the loop control structure, though I think that is a weak argument on its own.
Its just about using it as per need and convenience. There is as such no mentions to treat elements equally and there is certainly no harm clubbing the features which language provides.

Should a function have only one return statement?

Locked. This question and its answers are locked because the question is off-topic but has historical significance. It is not currently accepting new answers or interactions.
Are there good reasons why it's a better practice to have only one return statement in a function?
Or is it okay to return from a function as soon as it is logically correct to do so, meaning there may be many return statements in the function?
I often have several statements at the start of a method to return for "easy" situations. For example, this:
public void DoStuff(Foo foo)
{
if (foo != null)
{
...
}
}
... can be made more readable (IMHO) like this:
public void DoStuff(Foo foo)
{
if (foo == null) return;
...
}
So yes, I think it's fine to have multiple "exit points" from a function/method.
Nobody has mentioned or quoted Code Complete so I'll do it.
17.1 return
Minimize the number of returns in each routine. It's harder to understand a routine if, reading it at the bottom, you're unaware of the possibility that it returned somewhere above.
Use a return when it enhances readability. In certain routines, once you know the answer, you want to return it to the calling routine immediately. If the routine is defined in such a way that it doesn't require any cleanup, not returning immediately means that you have to write more code.
I would say it would be incredibly unwise to decide arbitrarily against multiple exit points as I have found the technique to be useful in practice over and over again, in fact I have often refactored existing code to multiple exit points for clarity. We can compare the two approaches thus:-
string fooBar(string s, int? i) {
string ret = "";
if(!string.IsNullOrEmpty(s) && i != null) {
var res = someFunction(s, i);
bool passed = true;
foreach(var r in res) {
if(!r.Passed) {
passed = false;
break;
}
}
if(passed) {
// Rest of code...
}
}
return ret;
}
Compare this to the code where multiple exit points are permitted:-
string fooBar(string s, int? i) {
var ret = "";
if(string.IsNullOrEmpty(s) || i == null) return null;
var res = someFunction(s, i);
foreach(var r in res) {
if(!r.Passed) return null;
}
// Rest of code...
return ret;
}
I think the latter is considerably clearer. As far as I can tell the criticism of multiple exit points is a rather archaic point of view these days.
I currently am working on a codebase where two of the people working on it blindly subscribe to the "single point of exit" theory and I can tell you that from experience, it's a horrible horrible practice. It makes code extremely difficult to maintain and I'll show you why.
With the "single point of exit" theory, you inevitably wind up with code that looks like this:
function()
{
HRESULT error = S_OK;
if(SUCCEEDED(Operation1()))
{
if(SUCCEEDED(Operation2()))
{
if(SUCCEEDED(Operation3()))
{
if(SUCCEEDED(Operation4()))
{
}
else
{
error = OPERATION4FAILED;
}
}
else
{
error = OPERATION3FAILED;
}
}
else
{
error = OPERATION2FAILED;
}
}
else
{
error = OPERATION1FAILED;
}
return error;
}
Not only does this make the code very hard to follow, but now say later on you need to go back and add an operation in between 1 and 2. You have to indent just about the entire freaking function, and good luck making sure all of your if/else conditions and braces are matched up properly.
This method makes code maintenance extremely difficult and error prone.
Structured programming says you should only ever have one return statement per function. This is to limit the complexity. Many people such as Martin Fowler argue that it is simpler to write functions with multiple return statements. He presents this argument in the classic refactoring book he wrote. This works well if you follow his other advice and write small functions. I agree with this point of view and only strict structured programming purists adhere to single return statements per function.
As Kent Beck notes when discussing guard clauses in Implementation Patterns making a routine have a single entry and exit point ...
"was to prevent the confusion possible
when jumping into and out of many
locations in the same routine. It made
good sense when applied to FORTRAN or
assembly language programs written
with lots of global data where even
understanding which statements were
executed was hard work ... with small methods and mostly local data, it is needlessly conservative."
I find a function written with guard clauses much easier to follow than one long nested bunch of if then else statements.
In a function that has no side-effects, there's no good reason to have more than a single return and you should write them in a functional style. In a method with side-effects, things are more sequential (time-indexed), so you write in an imperative style, using the return statement as a command to stop executing.
In other words, when possible, favor this style
return a > 0 ?
positively(a):
negatively(a);
over this
if (a > 0)
return positively(a);
else
return negatively(a);
If you find yourself writing several layers of nested conditions, there's probably a way you can refactor that, using predicate list for example. If you find that your ifs and elses are far apart syntactically, you might want to break that down into smaller functions. A conditional block that spans more than a screenful of text is hard to read.
There's no hard and fast rule that applies to every language. Something like having a single return statement won't make your code good. But good code will tend to allow you to write your functions that way.
I've seen it in coding standards for C++ that were a hang-over from C, as if you don't have RAII or other automatic memory management then you have to clean up for each return, which either means cut-and-paste of the clean-up or a goto (logically the same as 'finally' in managed languages), both of which are considered bad form. If your practices are to use smart pointers and collections in C++ or another automatic memory system, then there isn't a strong reason for it, and it become all about readability, and more of a judgement call.
I lean to the idea that return statements in the middle of the function are bad. You can use returns to build a few guard clauses at the top of the function, and of course tell the compiler what to return at the end of the function without issue, but returns in the middle of the function can be easy to miss and can make the function harder to interpret.
Are there good reasons why it's a better practice to have only one return statement in a function?
Yes, there are:
The single exit point gives an excellent place to assert your post-conditions.
Being able to put a debugger breakpoint on the one return at the end of the function is often useful.
Fewer returns means less complexity. Linear code is generally simpler to understand.
If trying to simplify a function to a single return causes complexity, then that's incentive to refactor to smaller, more general, easier-to-understand functions.
If you're in a language without destructors or if you don't use RAII, then a single return reduces the number of places you have to clean up.
Some languages require a single exit point (e.g., Pascal and Eiffel).
The question is often posed as a false dichotomy between multiple returns or deeply nested if statements. There's almost always a third solution which is very linear (no deep nesting) with only a single exit point.
Update: Apparently MISRA guidelines promote single exit, too.
To be clear, I'm not saying it's always wrong to have multiple returns. But given otherwise equivalent solutions, there are lots of good reasons to prefer the one with a single return.
Having a single exit point does provide an advantage in debugging, because it allows you to set a single breakpoint at the end of a function to see what value is actually going to be returned.
In general I try to have only a single exit point from a function. There are times, however, that doing so actually ends up creating a more complex function body than is necessary, in which case it's better to have multiple exit points. It really has to be a "judgement call" based on the resulting complexity, but the goal should be as few exit points as possible without sacrificing complexity and understandability.
No, because we don't live in the 1970s any more. If your function is long enough that multiple returns are a problem, it's too long.
(Quite apart from the fact that any multi-line function in a language with exceptions will have multiple exit points anyway.)
My preference would be for single exit unless it really complicates things. I have found that in some cases, multiple exist points can mask other more significant design problems:
public void DoStuff(Foo foo)
{
if (foo == null) return;
}
On seeing this code, I would immediately ask:
Is 'foo' ever null?
If so, how many clients of 'DoStuff' ever call the function with a null 'foo'?
Depending on the answers to these questions it might be that
the check is pointless as it never is true (ie. it should be an assertion)
the check is very rarely true and so it may be better to change those specific caller functions as they should probably take some other action anyway.
In both of the above cases the code can probably be reworked with an assertion to ensure that 'foo' is never null and the relevant callers changed.
There are two other reasons (specific I think to C++ code) where multiple exists can actually have a negative affect. They are code size, and compiler optimizations.
A non-POD C++ object in scope at the exit of a function will have its destructor called. Where there are several return statements, it may be the case that there are different objects in scope and so the list of destructors to call will be different. The compiler therefore needs to generate code for each return statement:
void foo (int i, int j) {
A a;
if (i > 0) {
B b;
return ; // Call dtor for 'b' followed by 'a'
}
if (i == j) {
C c;
B b;
return ; // Call dtor for 'b', 'c' and then 'a'
}
return 'a' // Call dtor for 'a'
}
If code size is an issue - then this may be something worth avoiding.
The other issue relates to "Named Return Value OptimiZation" (aka Copy Elision, ISO C++ '03 12.8/15). C++ allows an implementation to skip calling the copy constructor if it can:
A foo () {
A a1;
// do something
return a1;
}
void bar () {
A a2 ( foo() );
}
Just taking the code as is, the object 'a1' is constructed in 'foo' and then its copy construct will be called to construct 'a2'. However, copy elision allows the compiler to construct 'a1' in the same place on the stack as 'a2'. There is therefore no need to "copy" the object when the function returns.
Multiple exit points complicates the work of the compiler in trying to detect this, and at least for a relatively recent version of VC++ the optimization did not take place where the function body had multiple returns. See Named Return Value Optimization in Visual C++ 2005 for more details.
Having a single exit point reduces Cyclomatic Complexity and therefore, in theory, reduces the probability that you will introduce bugs into your code when you change it. Practice however, tends to suggest that a more pragmatic approach is needed. I therefore tend to aim to have a single exit point, but allow my code to have several if that is more readable.
I force myself to use only one return statement, as it will in a sense generate code smell. Let me explain:
function isCorrect($param1, $param2, $param3) {
$toret = false;
if ($param1 != $param2) {
if ($param1 == ($param3 * 2)) {
if ($param2 == ($param3 / 3)) {
$toret = true;
} else {
$error = 'Error 3';
}
} else {
$error = 'Error 2';
}
} else {
$error = 'Error 1';
}
return $toret;
}
(The conditions are arbritary...)
The more conditions, the larger the function gets, the more difficult it is to read. So if you're attuned to the code smell, you'll realise it, and want to refactor the code. Two possible solutions are:
Multiple returns
Refactoring into separate functions
Multiple Returns
function isCorrect($param1, $param2, $param3) {
if ($param1 == $param2) { $error = 'Error 1'; return false; }
if ($param1 != ($param3 * 2)) { $error = 'Error 2'; return false; }
if ($param2 != ($param3 / 3)) { $error = 'Error 3'; return false; }
return true;
}
Separate Functions
function isEqual($param1, $param2) {
return $param1 == $param2;
}
function isDouble($param1, $param2) {
return $param1 == ($param2 * 2);
}
function isThird($param1, $param2) {
return $param1 == ($param2 / 3);
}
function isCorrect($param1, $param2, $param3) {
return !isEqual($param1, $param2)
&& isDouble($param1, $param3)
&& isThird($param2, $param3);
}
Granted, it is longer and a bit messy, but in the process of refactoring the function this way, we've
created a number of reusable functions,
made the function more human readable, and
the focus of the functions is on why the values are correct.
I would say you should have as many as required, or any that make the code cleaner (such as guard clauses).
I have personally never heard/seen any "best practices" say that you should have only one return statement.
For the most part, I tend to exit a function as soon as possible based on a logic path (guard clauses are an excellent example of this).
I believe that multiple returns are usually good (in the code that I write in C#). The single-return style is a holdover from C. But you probably aren't coding in C.
There is no law requiring only one exit point for a method in all programming languages. Some people insist on the superiority of this style, and sometimes they elevate it to a "rule" or "law" but this belief is not backed up by any evidence or research.
More than one return style may be a bad habit in C code, where resources have to be explicitly de-allocated, but languages such as Java, C#, Python or JavaScript that have constructs such as automatic garbage collection and try..finally blocks (and using blocks in C#), and this argument does not apply - in these languages, it is very uncommon to need centralised manual resource deallocation.
There are cases where a single return is more readable, and cases where it isn't. See if it reduces the number of lines of code, makes the logic clearer or reduces the number of braces and indents or temporary variables.
Therefore, use as many returns as suits your artistic sensibilities, because it is a layout and readability issue, not a technical one.
I have talked about this at greater length on my blog.
There are good things to say about having a single exit-point, just as there are bad things to say about the inevitable "arrow" programming that results.
If using multiple exit points during input validation or resource allocation, I try to put all the 'error-exits' very visibly at the top of the function.
Both the Spartan Programming article of the "SSDSLPedia" and the single function exit point article of the "Portland Pattern Repository's Wiki" have some insightful arguments around this. Also, of course, there is this post to consider.
If you really want a single exit-point (in any non-exception-enabled language) for example in order to release resources in one single place, I find the careful application of goto to be good; see for example this rather contrived example (compressed to save screen real-estate):
int f(int y) {
int value = -1;
void *data = NULL;
if (y < 0)
goto clean;
if ((data = malloc(123)) == NULL)
goto clean;
/* More code */
value = 1;
clean:
free(data);
return value;
}
Personally I, in general, dislike arrow programming more than I dislike multiple exit-points, although both are useful when applied correctly. The best, of course, is to structure your program to require neither. Breaking down your function into multiple chunks usually help :)
Although when doing so, I find I end up with multiple exit points anyway as in this example, where some larger function has been broken down into several smaller functions:
int g(int y) {
value = 0;
if ((value = g0(y, value)) == -1)
return -1;
if ((value = g1(y, value)) == -1)
return -1;
return g2(y, value);
}
Depending on the project or coding guidelines, most of the boiler-plate code could be replaced by macros. As a side note, breaking it down this way makes the functions g0, g1 ,g2 very easy to test individually.
Obviously, in an OO and exception-enabled language, I wouldn't use if-statements like that (or at all, if I could get away with it with little enough effort), and the code would be much more plain. And non-arrowy. And most of the non-final returns would probably be exceptions.
In short;
Few returns are better than many returns
More than one return is better than huge arrows, and guard clauses are generally ok.
Exceptions could/should probably replace most 'guard clauses' when possible.
You know the adage - beauty is in the eyes of the beholder.
Some people swear by NetBeans and some by IntelliJ IDEA, some by Python and some by PHP.
In some shops you could lose your job if you insist on doing this:
public void hello()
{
if (....)
{
....
}
}
The question is all about visibility and maintainability.
I am addicted to using boolean algebra to reduce and simplify logic and use of state machines. However, there were past colleagues who believed my employ of "mathematical techniques" in coding is unsuitable, because it would not be visible and maintainable. And that would be a bad practice. Sorry people, the techniques I employ is very visible and maintainable to me - because when I return to the code six months later, I would understand the code clearly rather seeing a mess of proverbial spaghetti.
Hey buddy (like a former client used to say) do what you want as long as you know how to fix it when I need you to fix it.
I remember 20 years ago, a colleague of mine was fired for employing what today would be called agile development strategy. He had a meticulous incremental plan. But his manager was yelling at him "You can't incrementally release features to users! You must stick with the waterfall." His response to the manager was that incremental development would be more precise to customer's needs. He believed in developing for the customers needs, but the manager believed in coding to "customer's requirement".
We are frequently guilty for breaking data normalization, MVP and MVC boundaries. We inline instead of constructing a function. We take shortcuts.
Personally, I believe that PHP is bad practice, but what do I know. All the theoretical arguments boils down to trying fulfill one set of rules
quality = precision, maintainability
and profitability.
All other rules fade into the background. And of course this rule never fades:
Laziness is the virtue of a good
programmer.
I lean towards using guard clauses to return early and otherwise exit at the end of a method. The single entry and exit rule has historical significance and was particularly helpful when dealing with legacy code that ran to 10 A4 pages for a single C++ method with multiple returns (and many defects). More recently, accepted good practice is to keep methods small which makes multiple exits less of an impedance to understanding. In the following Kronoz example copied from above, the question is what occurs in //Rest of code...?:
void string fooBar(string s, int? i) {
if(string.IsNullOrEmpty(s) || i == null) return null;
var res = someFunction(s, i);
foreach(var r in res) {
if(!r.Passed) return null;
}
// Rest of code...
return ret;
}
I realise the example is somewhat contrived but I would be tempted to refactor the foreach loop into a LINQ statement that could then be considered a guard clause. Again, in a contrived example the intent of the code isn't apparent and someFunction() may have some other side effect or the result may be used in the // Rest of code....
if (string.IsNullOrEmpty(s) || i == null) return null;
if (someFunction(s, i).Any(r => !r.Passed)) return null;
Giving the following refactored function:
void string fooBar(string s, int? i) {
if (string.IsNullOrEmpty(s) || i == null) return null;
if (someFunction(s, i).Any(r => !r.Passed)) return null;
// Rest of code...
return ret;
}
One good reason I can think of is for code maintenance: you have a single point of exit. If you want to change the format of the result,..., it's just much simpler to implement. Also, for debugging, you can just stick a breakpoint there :)
Having said that, I once had to work in a library where the coding standards imposed 'one return statement per function', and I found it pretty tough. I write lots of numerical computations code, and there often are 'special cases', so the code ended up being quite hard to follow...
Multiple exit points are fine for small enough functions -- that is, a function that can be viewed on one screen length on its entirety. If a lengthy function likewise includes multiple exit points, it's a sign that the function can be chopped up further.
That said I avoid multiple-exit functions unless absolutely necessary. I have felt pain of bugs that are due to some stray return in some obscure line in more complex functions.
I've worked with terrible coding standards that forced a single exit path on you and the result is nearly always unstructured spaghetti if the function is anything but trivial -- you end up with lots of breaks and continues that just get in the way.
Single exit point - all other things equal - makes code significantly more readable.
But there's a catch: popular construction
resulttype res;
if if if...
return res;
is a fake, "res=" is not much better than "return". It has single return statement, but multiple points where function actually ends.
If you have function with multiple returns (or "res="s), it's often a good idea to break it into several smaller functions with single exit point.
My usual policy is to have only one return statement at the end of a function unless the complexity of the code is greatly reduced by adding more. In fact, I'm rather a fan of Eiffel, which enforces the only one return rule by having no return statement (there's just a auto-created 'result' variable to put your result in).
There certainly are cases where code can be made clearer with multiple returns than the obvious version without them would be. One could argue that more rework is needed if you have a function that is too complex to be understandable without multiple return statements, but sometimes it's good to be pragmatic about such things.
If you end up with more than a few returns there may be something wrong with your code. Otherwise I would agree that sometimes it is nice to be able to return from multiple places in a subroutine, especially when it make the code cleaner.
Perl 6: Bad Example
sub Int_to_String( Int i ){
given( i ){
when 0 { return "zero" }
when 1 { return "one" }
when 2 { return "two" }
when 3 { return "three" }
when 4 { return "four" }
...
default { return undef }
}
}
would be better written like this
Perl 6: Good Example
#Int_to_String = qw{
zero
one
two
three
four
...
}
sub Int_to_String( Int i ){
return undef if i < 0;
return undef unless i < #Int_to_String.length;
return #Int_to_String[i]
}
Note this is was just a quick example
I vote for Single return at the end as a guideline. This helps a common code clean-up handling ... For example, take a look at the following code ...
void ProcessMyFile (char *szFileName)
{
FILE *fp = NULL;
char *pbyBuffer = NULL:
do {
fp = fopen (szFileName, "r");
if (NULL == fp) {
break;
}
pbyBuffer = malloc (__SOME__SIZE___);
if (NULL == pbyBuffer) {
break;
}
/*** Do some processing with file ***/
} while (0);
if (pbyBuffer) {
free (pbyBuffer);
}
if (fp) {
fclose (fp);
}
}
This is probably an unusual perspective, but I think that anyone who believes that multiple return statements are to be favoured has never had to use a debugger on a microprocessor that supports only 4 hardware breakpoints. ;-)
While the issues of "arrow code" are completely correct, one issue that seems to go away when using multiple return statements is in the situation where you are using a debugger. You have no convenient catch-all position to put a breakpoint to guarantee that you're going to see the exit and hence the return condition.
The more return statements you have in a function, the higher complexity in that one method. If you find yourself wondering if you have too many return statements, you might want to ask yourself if you have too many lines of code in that function.
But, not, there is nothing wrong with one/many return statements. In some languages, it is a better practice (C++) than in others (C).