Declare a function in Swift before defining it - function

If I run this code in the Swift playground it works fine. The function is defined before it is called.
import Cocoa
func addValues(valueA:Double, valueB:Double)
{
let result = valueB + valueB
println("Result \(result)")
}
addValues(23.83, 87.12)
If I try to call the function before it is defined I get an error message. Not unexpected because the function is still unknown to the compiler. (For some reason it still seems to work)
import Cocoa
addValues(23.83, 87.12)
func addValues(valueA:Double, valueB:Double)
{
let result = valueB + valueB
println("Result \(result)")
}
In Objective-C I was able to declare the function head only on top of the file and define the function later at the end of the code. So the second version of my sample would work too.
Can I do this in Swift too?
I found nothing in the documentations.
EDIT:
andyvn22 wrote this will only happen in the playground and not in actual projects so I tried it.
Just a simple command line tool with a function. I get the same error and it will not compile. If I move the call after the function definition it works fine.

I believe that in Swift you generally cannot call functions before they have been declared, as they are unknown to the compiler at that time. In Objective C this was different because declaring the function in the header introduced it to the compiler at import time as a pointer to the function definition. Then, when the function was called the compiler could reference the imported pointer which would then take it to the function definition in the file. In Swift, this is different because we are not required to declare our properties in a header file - we simultaneously declare and define in one file. While simpler, this creates a problem resembling yours, where the compiler is unaware of the function until its declaration/definition. In classes, the rules are changed because we can call functions like this:
class HypnosisViewController: UIViewController {
override func viewDidLoad() {
// Function call
addValues(30.0, 40.0)
}
// Function declaration
func addValues(valueA:Double, valueB:Double){
let result = valueB + valueB
println("Result \(result)")
}
}
even though the function isn't declared until after the function call. We can do this because when an instance of a class is created, all of the instance variables and methods of that class are initialized to that object. This means the compiler has already initialized - and therefore recognized - the addValues function, so it doesn't complain. However, when code is executed linearly, such as in Playground, we do not have this initialization so it is not possible to call a function before it's declaration for the reasons previously stated (the compiler is unaware of the function). Playground's atypical behavior with this kind of situation is a little more ambiguous to me, because it complains about the function call preceding the function declaration however it still shows the result of the call to the right. I believe this is due to the unique way that Playground compiles its code. I apologize because I am unaware of a technique to retain this Objective C functionality in Swift, which I know was part of your question. However I hope this gave you some background as to why this is happening.

Related

Are function declarations and function expressions implemented differently in Go? If yes, why?

I just got into programming again with Go (with no experience whatsoever in low-level languages), and I noticed that function expressions are not treated the same as function declarations (go1.18.5 linux/amd64).
For instance, this works (obviously):
package main
import "fmt"
func main() {
fmt.Println("Do stuff")
}
But this outputs an error:
package main
import "fmt"
var main = func() {
fmt.Println("Do stuff")
}
./prog.go:3:8: imported and not used: "fmt"
./prog.go:5:5: cannot declare main - must be func
Go build failed.
Even specifying the type as in var main func() = func() {} does nothing for the end result. Go seems to, first of all, evaluate if the main identifier is being used in any declaration, ignoring the type. Meanwhile, Javascript folks seem to choose what is more readable, like there's no underlying difference between them.
Questions:
Are function declarations and function expressions implemented differently under the hood, or is this behavior just hard-coded?
If yes, is the difference between these implementations critical?
Is Go somewhat better in any way for doing it the way it does?
From the spec:
The main package must [...] declare a function main that takes no arguments and returns no value.
The moment you write var main you prevent the above requirement from being met, because what you are creating is a variable storing a reference to a function literal as opposed to being a function declaration.
A function declaration binds an identifier, the function name, to a function.
A function literal represents an anonymous function.
So:
Are function declarations and function expressions implemented differently under the hood?
Yes.
Is Go somewhat better in any way for doing it the way it does?
Generally, no. It comes with the territory of being a typed language, which has all sorts of pros and cons depending on use.
If yes, is the difference between these implementations critical?
By what standard? As an example, a variable referencing a function literal could be nil, which isn't usually something you'd like to call. The same cannot happen with function declarations (assuming package unsafe is not used).
The code
func main() {
fmt.Println("Do stuff")
}
binds a function to the identifier main.
The code
var main = func() {
fmt.Println("Do stuff")
}
binds a variable of type func () to the identifier main and initializes the variable to the result of a function expression.
Are function declarations and function expressions implemented differently under the hood, or is this behavior just hard-coded?
A function expression evaluates to a function value. A function declaration binds a function value to a name. There is no difference in the implementation of these function values (but the result of an expressions can additionally close over function scoped variables).
If yes, is the difference between these implementations critical?
Yes.
The question points out one scenario where the difference is important (program execution starts at the function main in package main)
The compiler cannot inline a function called through a variable.
Functions cannot be declared inside another function, but a function expression can be assigned to a variable in a function.
Is Go somewhat better in any way for doing it the way it does?
Other languages make a distinction between an identifier bound a function and and identifier bound to a variable with a function type. Go is no better or worse in than those languages with regards to the binding of identifiers.
The OP says in a comment:
The question was about the difference between javascript and go, though, but you also answered it with "It comes with the territory of being a typed language".
The difference is unrelated to being a typed language. Identifiers can be bound to constants, types, variables and functions in Go. I may be going out on a limb here, but non-reserved identifiers in Javascript are always bound to variables.

What is the memory allocation when you return a function in Golang?

Here is a simplified code
func MyHandler(a int) http.Handler {
return http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
w.WriteCode(a)
})
}
Whenever a http request comes MyHandler will be called, and it will return a function which will be used to handle the request. So whenever a http request comes a new function object will be created. Function is taken as the first class in Go. I'm trying to understand what actually happened when you return a function from memory's perspective. When you return a value, for example an integer, it will occupy 4 bytes in stack. So how about return a function and lots of things inside the function body? Is it an efficient way to do so? What's shortcomings?
If you're not used to closures, they may seem a bit magic. They are, however, easy to implement in compilers:
The compiler finds any variables that must be captured by the closure. It puts them into a working area that will be allocated and remain allocated as long as the closure itself exists.
The compiler then generates the inner function with a secret extra parameter, or some other runtime trickery,1 such that calling the function activates the closure.
Because the returned function accesses its closure variables through the compile-time arrangement, there's nothing special needed. And since Go is a garbage-collected language, there's nothing else needed either: the pointer to the closure keeps the closure data alive until the pointer is gone because the function cannot be called any more, at which point the closure data evaporates (well, at the next GC).
1GCC sometimes uses trampolines to do this for C, where trampolines are executable code generated at runtime. The executable code may set a register or pass an extra parameter or some such. This can be expensive since something treated as data at runtime (generated code) must be turned into executable code at runtime (possibly requiring a system call and potentially requiring that some supervisory code "vet" the resulting runtime code).
Go does not need any of this because the language was defined with closures in mind, so implementors don't, er, "close off" any easy ways to make this all work. Some runtime ABIs are defined with closures in mind as well, e.g., register r1 is reserved as the closure-variables pointer in all pointer-to-function types, or some such.
Actual function size is irrelevant. When you return a function like this, memory will be allocated for the closure, that is, any variables in the scope that the function uses. In this case, a pointer will be returned containing the address of the function and a pointer to the closure, which will contain a reference to the variable a.

How are functions implemented?

I've been playing around with the reflect package, and I notice how limited the functionality of functions are.
package main
import (
"fmt"
"reflect"
"strings"
)
func main() {
v := reflect.ValueOf(strings.ToUpper)
fmt.Printf("Address: %v\n", v) // 0xd54a0
fmt.Printf("Can set? %d\n", v.CanSet()) // False
fmt.Printf("Can address? %d\n", v.CanAddr()) // False
fmt.Printf("Element? %d\n", v.Elem()) // Panics
}
Playground link here.
I've been taught that functions are addresses to memory with a set of instructions (hence v prints out 0xd54a0), but it looks like I can't get an address to this memory address, set it, or dereference it.
So, how are Go functions implemented under the hood? Eventually, I'd ideally want to manipulate the strings.ToUpper function by making the function point to my own code.
Disclaimers:
I've only recently started to delve deeper into the golang compiler, more specifically: the go assembler and mapping thereof. Because I'm by no means an expert, I'm not going to attempt explaining all the details here (as my knowledge is most likely still lacking). I will provide a couple of links at the bottom that might be worth checking out for more details.
What you're trying to do makes very, very little sense to me. If, at runtime, you're trying to modify a function, you're probably doing something wrong earlier on. And that's just in case you want to mess with any function. The fact that you're trying to do something with a function from the strings package makes this all the more worrying. The reflect package allows you to write very generic functions (eg a service with request handlers, but you want to pass arbitrary arguments to those handlers requires you to have a single handler, process the raw request, then call the corresponding handler. You cannot possibly know what that handler looks like, so you use reflection to work out the arguments required...).
Now, how are functions implemented?
The go compiler is a tricky codebase to wrap ones head around, but thankfully the language design, and the implementation thereof has been discussed openly. From what I gather, golang functions are essentially compiled in pretty much the same way as a function in, for example, C. However, calling a function is a bit different. Go functions are first-class objects, that's why you can pass them as arguments, declare a function type, and why the reflect package has to allow you to use reflection on a function argument.
Essentially, functions are not addressed directly. Functions are passed and invoked through a function "pointer". Functions are effectively a type like similar to a map or a slice. They hold a pointer to the actual code, and the call data. In simple terms, think of a function as a type (in pseudo-code):
type SomeFunc struct {
actualFunc *func(...) // pointer to actual function body
data struct {
args []interface{} // arguments
rVal []interface{} // returns
// any other info
}
}
This means that the reflect package can be used to, for example, count the number of arguments and return values the function expects. It also tells you what the return value(s) will be. The overall function "type" will be able to tell you where the function resides, and what arguments it expects and returns, but that's about it. IMO, that's all you really need though.
Because of this implementation, you can create fields or variables with a function type like this:
var callback func(string) string
This would create an underlying value that, based on the pseudo code above, looks something like this:
callback := struct{
actualFunc: nil, // no actual code to point to, function is nil
data: struct{
args: []interface{}{string}, // where string is a value representing the actual string type
rVal: []interface{}{string},
},
}
Then, by assigning any function that matches the args and rVal constraints, you can determine what executable code the callback variable points to:
callback = strings.ToUpper
callback = func(a string) string {
return fmt.Sprintf("a = %s", a)
}
callback = myOwnToUpper
I hope this cleared 1 or 2 things up a bit, but if not, here's a bunch of links that might shed some more light on the matter.
Go functions implementation and design
Introduction to go's ASM
Rob Pike on the go compiler written in go, and the plan 9 derived asm mapping
Writing a JIT in go asm
a "case study" attempting to use golang ASM for optimisation
Go and assembly introduction
Plan 9 assembly docs
Update
Seeing as you're attempting to swap out a function you're using for testing purposes, I would suggest you not use reflection, but instead inject mock functions, which is a more common practice WRT testing to begin with. Not to mention it being so much easier:
type someT struct {
toUpper func(string) string
}
func New(toUpper func(string) string) *someT {
if toUpper == nil {
toUpper = strings.ToUpper
}
return &someT{
toUpper: toUpper,
}
}
func (s *someT) FuncToTest(t string) string {
return s.toUpper(t)
}
This is a basic example of how you could inject a specific function. From within your foo_test.go file, you'd just call New, passing a different function.
In more complex scenario's, using interfaces is the easiest way to go. Simply implement the interface in the test file, and pass the alternative implementation to the New function:
type StringProcessor interface {
ToUpper(string) string
Join([]string, string) string
// all of the functions you need
}
func New(sp StringProcessor) return *someT {
return &someT{
processor: sp,
}
}
From that point on, simply create a mock implementation of that interface, and you can test everything without having to muck about with reflection. This makes your tests easier to maintain and, because reflection is complex, it makes it far less likely for your tests to be faulty.
If your test is faulty, it could cause your actual tests to pass, even though the code you're trying to test isn't working. I'm always suspicious if the test code is more complex than the code you're covering to begin with...
Underneath the covers, a Go function is probably just as you describe it- an address to a set of instructions in memory, and parameters / return values are filled in according to your system's linkage conventions as the function executes.
However, Go's function abstraction is much more limited, on purpose (it's a language design decision). You can't just replace functions, or even override methods from other imported packages, like you might do in a normal object-oriented language. You certainly can't do dynamic replacement of functions under normal circumstances (I suppose you could write into arbitrary memory locations using the unsafe package, but that's willful circumvention of the language rules, and all bets are off at that point).
Are you trying to do some sort of dependency injection for unit testing? If so, the idiomatic way to do this in Go is to define interface that you pass around to your functions/methods, and replace with a test version in your tests. In your case, an interface may wrap the call to strings.ToUpper in the normal implementation, but a test implementation might call something else.
For example:
type Upper interface {
ToUpper(string) string
}
type defaultUpper struct {}
func (d *defaultUpper) ToUpper(s string) string {
return strings.ToUpper(s)
}
...
// normal implementation: pass in &defaultUpper{}
// test implementation: pass in a test version that
// does something else
func SomethingUseful(s string, d Upper) string {
return d.ToUpper(s)
}
Finally, you can also pass function values around. For example:
var fn func(string) string
fn = strings.ToUpper
...
fn("hello")
... but this won't let you replace the system's strings.ToUpper implementation, of course.
Either way, you can only sort of approximate what you want to do in Go via interfaces or function values. It's not like Python, where everything is dynamic and replaceable.

How to pass object, MouseEvent.CLICK and function to trigger

I want to pass to function object, const of type MouseEvent.CLICK and function to trigger. In my case:
my class Assistant:
public static function addEventListenerTo(obj:Object, MouseEventConst:String, functinToTrigger:Function) {
obj.addEventListener(MouseEventConst, functinToTrigger:Function);
}
and my class Engine which invokes
Assistant.addEventListenerTo(deck,"MouseEvent.CLICK",showObject);
Please give me advice how to make it work. Thanks.
In the code you provide there is one compiler error (the one Tahir Ahmed pointed to in his second comment).
Fixing this by removing the second :Function in the first code block:
public static function addEventListenerTo
(obj:Object, MouseEventConst:String, functinToTrigger:Function)
{
obj.addEventListener(MouseEventConst, functinToTrigger);
}
will let the code compile. (I wrapped the Method signature to avoid the scrollbar, this is not required to make it compile.)
The other major problem is a configuration error (or maybe a typo): the one about MouseEvent.CLICK. (the one Tahir Ahmed pointed to in his first comment)
Looking at the documentation it is defined to have the value "click" (a String literal following the AS3 convention of the lowercase constant name). So to pass it to your method you can either put in a reference to the constant by writing MouseEvent.CLICK (without the "s around it) or reach the same goal with passing its value by writing "click".
As using the reference will prevent mistyping because the compiler checks it, the first approach should be preferred.
So calling the Method should look like this:
Assistant.addEventListenerTo(deck, MouseEvent.CLICK, showObject);
If you want to know why your version didn't work you should read a simple introduction to AS3 Events and EventDispatchers. As a short hint: if deck would dispatch an Event that has its type property set to "MouseEvent.CLICK" your listener would get fired.
While you are at it, you could improve the quality of your code by to major things:
the first one is about avoiding getting runtime Errors and prefering compile time errors: Not every instance of type Object has a method called addEventListener. In your current code, when you pass an instance to Assistant.addEventListenerTo as first parameter, that doesn't have this method (e.g. {} or an instance of type Array), the error will get thrown while your swf is displayed and it might stop displaying anything and might show an error message to the user.
If the type of the parameter is IEventDispatcher instead, the compiler will already tell you that you passed an incompatible instance.
The second one is about names and conventions, which helps other developers to read your code (an having more fun helping you).
what you called MouseEventConst is called an event type in AS3, which provides a better name for a parameter, as it being a String nobody stops anybody from passing contants of other event types like Event
the functionToTrigger is what is called a listener (or event listener)
the first letter of parameter names should be lower case
So if I would have written the static method it would look like this:
import flash.events.*;
public class Assistent{
public static function addEventListenerTo
(dispatcher:IEventDispatcher, eventType:String, listener:Function)
{
dispatcher.addEventListener(eventType, listener);
}
}

Reference to "this" changed inside Sortables Class

I was testing Jakobs patch on the Sortables Class and this line this.reset() gave me a Uncaught TypeError: undefined is not a function.
I don't understand why since the Class has a method reset.
So my solution was to a var self = this; inside the same end: method (here), and called self.reset(); in the same line as I had this.reset(); before. Worked good. Why?
Then just to check (I suspected already) I did a console.log(this == self) and gave false.
Why does using self work but not this?
Fiddle
In javascript the this keyword change accordingly with the execution context
in global code this refer to the global object
inside eval the scope is the same as the calling context one, if no context provided then is the same as above
in all the case below if the this argument passed to .bind .call or .apply is not an object (or null) this will be the global object
when using a function which has been binded to a specific object using .bind then this refers to the this argument passed to bind, the function is now permabinded.
when running a function the context is provided from the caller, if before the function call operator () there is a dot(.) or a [] operator then this refers to the part on the left of such operator, unless the function is permabinded to something else or we are using .call or .apply if so this refers to the this argument unless the function was previously permabinded;
if before the function call operator () there neither the . nor the [] operators then this will refer to the global object (unless the function stores the result of the .bind function)
when running a constructor function (basically when using new) this refers to the object we are creating
now when using the use strict directive things changes a bit, mostly instead of the global object when the context is not given this will be null, but not in all the cases.
I rarely use "use strict" so I just suggest to try it by yourself when in need.
now, what happens when a function is cached inside a variable like this:
var cache = 'A.foo'
if that you lose the context in which the original function was stored, so in this case foo will not be anymore a property on the instance A and when you run it using
cache()
the context will be evaluated using the rules I wrote above in this case the this will refer to the global object.
The semantics of "this" in Javascript are not what is expected by OO programmers. The symbol "this" refers to the dynamic/runtime calling context, not the lexicographic context. For example, if you have an object A with "method" and then do B.method = A.method; B.method(); then the context is now B and that is what this will point to. The difference becomes very apparent in "handler" type situations where the calling context is usually the object with the handler installed.
Your solution using self is sound.
kentaromiura's answer is absolutely right.
That said, mootools provides function.bind() as a way to decide what this will refer inside of your function. this means that if you simply do this :
var destroy = function () {
`bind() [...]
this.reset();
}.bind(this);
it will work as you intended (that is, this will be the same inside of destroy() and outside).
Now, a lot of coders will balk at fiddling with the context, with good reason as it is very difficult to read and maintain. But here you have it and I think bind() is a very nifty trick of mootools.