X++ container to CSV string - csv

I was wondering whether a container with values such as ["abc", 50, myDate, myRealNumber] can be converted to "abc","50","1/1/1900","-50.34" using a single function.
The con2Str global function fails if the input type is anything other than str.
I tried creating my own version of con2str function to use an "anyType" instead of str, but it fails because anyType cannot be assigned a different type after the first assignment.

If such a function exists (it does not), it would have to deal with strings containing quotes etc.
This is all handled in class CommaIo method writeExp.
But it writes to a file of cause.

Regarding your problem with anytype you could use the class SysAnyType which wraps your value in another object so that multiple assignments are possible.

Related

Construct object on function ccall in Julia

I am trying to simplify some binding to C but I am not sure if this is even possible, what I am trying to do is pass an array and expect to receive in a function so an object can be constructed by the type specified in the parameter or by ccall calling the correct convert function and initialize a struct object.
Previous code, the bindings are full of Vector3(v...) and Color(c...), is there a way to avoid this be automatic handling?
drawline(startPos, endPos, color) = ccall((:DrawLine3D, "my_lib"), Cvoid, (Vector3,Vector3,Color), Vector3(startPos...), Vector3(endPos...), Color(color...))
drawpoint([10,10,10],[100,100,100],[155,155,155,255]) # call example
Is it possible to reduce the code with something like this?:
struct Vector3
x::Cfloat
y::Cfloat
z::Cfloat
Vector3((x,y,z))=new(x,y,z)
end
#first attempt
#trying to call the Vector3 constructor without calling explicitly
drawpoint(startpos::Vector3,endpos::Vector3,color::Color) = ccall((:DrawPoint3D, "my_lib"), Cvoid, (Vector3,Vector3,Color), startpos,endpos,color)
#second attempt (should be the simplest way to go)
#trying to receive arrays so ccall can convert from list or tuple to Struct object
drawpoint(startpos,endpos,color) = ccall((:DrawPoint3D, "my_lib"), Cvoid, (Vector3,Vector3,Color), startpos,endpos,color)
Is something like this even possible in Julia?
You just need to define the appropriate conversion. ccall will call this for you. I think this should do it:
Base.convert(::Type{Vector3}, x::AbstractVector) = Vector3(x)
You'll probably want to add some length checks and such, and I'd probably recommend using tuples or StaticArrays instead of Vectors for efficiency's sake.

In Lua, what is the difference between functions that use ":" and functions that do not? [duplicate]

This question already has answers here:
Difference between . and : in Lua
(3 answers)
Closed 7 years ago.
Let's say we have two function declarations:
function MyData:New
end
and
function New(MyData)
end
What is the difference between them? Does using : have any special purpose when it comes to inheritance and OOP? Can I only call functions declared with : by using :?
I'm coming from using only C# -- so if there's any comparison to be made, what would it be?
Adapted from the manual, end of ยง3.4.10:
The colon syntax is used for defining methods, that is, functions that have an implicit extra parameter self. Thus, the statement
function t:f (params) body end
is syntactic sugar for
t.f = function (self, params) body end
You should search SO as there are many questions about this but you have a set of questions so I can't say this is a duplicate.
Q. What is the difference between them?
A. The one with colon causes a method to be added to the MyData table, and the Lua interpreter to automatically insert a "self" before the first parameter when called, with this "self" pointing to the MyData instance that the "method" is being called upon. It is the same as writing MyData.New = function(self) end. The second signature has a parameter called MyData and is a global function. It is unrelated to the MyData table (or class).
Q. Does using ":" have any special purpose when it comes to inheritance and OOP?
A. No; it is merely syntactic sugar so that when you call MyData.New you can just write MyData:New() instead of the clunky looking MyData.New(MyData). Note that a "new" function is typically to create instances of a class, so you wouldn't have such a function be a method, rather just a function in the MyData table. For inheritence and OOP, you use metatables, and this does not interact with : in any special way.
Q. Can I only call functions declared with ":" by using ":"?
A. No, as mentioned, it just syntactic sugar, you can define one way and call a different way.
Q. I'm coming from using only C# -- so if there's any comparison to be made, what would it be?
A. For functions, the : is like the . in C#, whether used in a call or definition. The "." in Lua is more like "attribute", there is no equivalent in C# for functions.
MyData = {} -- a table
function MyData.func(self)
print('hello')
end
MyData:func()
MyData.func(MyData) -- same as previous
function MyData:func2() -- self is implicit
print('hello')
end
MyData:func2()
MyData.func2(MyData) -- same as previous
Note that MyData as defined above is not a class, because you cannot create "instances" of it (without doing extra work not shown there). Definitely read the Programming in Lua online book on the Lua.org website, lots of useful discussions of these notions.
Lua doesn't have functions declarations per se; It has function definition expressions. The syntax you have used is shorthand for a function definition expression and assignment.
The only difference in your examples is when the first statement is executed a new function is created and assigned to the field New in the table referenced by the variable MyData, whereas the second is an assignment to a non-field variable (local, if previously declared, otherwise global).
Keep in mind that these are only the first references to the created function values. Like any other value, you can assign references to functions to any variable and pass them as parameters.
If you add formal parameter usage to the bodies then there is another difference: The first has an implicit first parameter named self.
If you add function calling to the scenarios, the ":" syntax is used with an expression on the left. It should reference a table. The identifier to the right should be a field in that table and it should reference a function. The value of the left expression is passed as the first actual argument to the function with any additional arguments following it.
A function definition with a ":" is called a method. A function call with a ":" is called a method call. You can construct a function call to a function value that is a field in a table with the first argument being a reference to the table using any function call syntax you wish. The Lua method definition and method call syntax makes it easier, as if the function was an instance method. In this way, a Lua method is like a C# Extension Method.

Junit assertEquals on objects with double fields

I have two Lists of Objects. These objects reference other objects which in turn contain doubles. I want to use assertEquals to test that the two objects are the same. I have verified by hand that they are, but assertEquals is still returning false. I think the reason is because the doubles are not the same because of precision issues. I know that I can solve this problem by drilling down to the double fields and using assertEquals(d1, d2, delta), but that seems cumbersome. Is there anyway to provide a delta to assertEquals (or another method), such that it can use that delta whenever it encounters doubles to compare?
Hamcrest matchers may make this a little easier. You can create a custom Matcher (or a FeatureMatcher - Is there a simple way to match a field using Hamcrest?), then compose it with a closeTo to test for doubles, and then use container matchers (How do I assert an Iterable contains elements with a certain property?) to check the list.
For example, to check for a list containing exactly one Thing, which has a getValue method returning approximately 10:
Matcher<Thing> thingWithExpectedDouble =
Matchers.<Thing>hasProperty("value", Matchers.closeTo(10, 0.0001));
assertThat(listOfItems, Matchers.contains(thingWithExpectedDouble));

What are better ways to create a method that takes many arguments? (10+?)

I was looking at some code of a fellow developer, and almost cried. In the method definition there are 12 arguments. From my experience..this isn't good. If it were me, I would have sent in an object of some sort.
Is there another / more preferred way to do this (in other words, what's the best way to fix this and explain why)?
public long Save (
String today,
String name,
String desc,
int ID,
String otherNm,
DateTime dt,
int status,
String periodID,
String otherDt,
String submittedDt
)
ignore my poor variable names - they are examples
It highly depends on the language.
In a language without compile-time typechecking (e.g. python, javascript, etc.) you should use keyword arguments (common in python: you can access them like a dictionary passed in as an argument) or objects/dictionaries you manually pass in as arguments (common in javascript).
However the "argument hell" you described is sometimes "the right way to do things" for certain languages with compile-time typechecking, because using objects will obfuscate the semantics from the typechecker. The solution then would be to use a better language with compile-time typechecking which allows pattern-matching of objects as arguments.
Yes, use objects. Also, the function is probably doing too much if it needs all of this information, so use smaller functions.
Use objects.
class User { ... }
User user = ...
Save(user);
It decision provides easy way for adding new parameters.
It depends on how complex the function is. If it does something non-trivial with each of those arguments, it should probably be split. If it just passes them through, they should probably be collected in an object. But if it just creates a row in a table, it's not really big deal. It's less of a deal if your language supports keyword arguments.
I imagine the issue you're experiencing is being able to look at the method call and know what argument is receiving what value. This is a pernicious problem in a language like Java, which lacks something like keyword arguments or JSON hashes to pass named arguments.
In this situation, the Builder pattern is a useful solution. It's more objects, three total, but leads to more comprehensible code for the problem you're describing. So the three objects in this case would be as such:
Thing: stateful entity, typically immutable (i.e. getters only)
ThingBuilder: factory class, creates a Thing entity and sets its values.
ThingDAO: not necessary for using the Builder pattern, but addresses your question.
Interaction
/*
ThingBuilder is a static inner class of Thing, where each of its
"set" method calls returns the ThingBuilder instance being worked with
while the final "build()" call returns the instantiated Thing instance.
*/
Thing thing = Thing.createBuilder().
.setToday("2012/04/01")
.setName("Example")
// ...etc...
.build();
// the Thing instance as get methods for each property
thing.getName();
// get your reference to thingDAO however it's done
thingDAO.save(thing);
The result is you get named arguments and an immutable instance.

How to Map Data Types to Custom Types?

Consider the following function:
public function foo(bar1:int, bar2:uint, bar3:String, bar4:Boolean):void{}
What I want is to have the different types of data represented by custom named types which are essentially representing the original data types. In other words, I would like to proxy the data types and have a valid function as following:
public function foo(bar1:PAR_Bar1, bar2:PAR_Bar2, bar3:PAR_Bar3, bar4:PAR_Bar4):void{}
so PAR_Bar1 would proxy the int data type, PAR_Bar2 would proxy the uint data type, so on and so forth.
The reason I need this is because I'm using a debugger with a GUI that can run methods and allows changing function parameter values in real-time, the issue is that the debugger can't tell me what parameter I'm changing, it only displays the data type of a parameter. So if I need to change 10 different parameters all of type int, the debuggers display all of them as int and not by their names.
I think that if I use proxy types I can easily differentiate between parameters.
So, my question: Is it possible to proxy data types? I mean map specific data types to custom data types that would represent the base data types?
EDIT: I'm using the Monster Debugger and this is the window of a method called in real-time:
As you can see, I don't get the parameters' names but their type (int).
I would recommend you changed your debugger but since this is a proper question...
You can create a class just like any constant:
const PAR_Bar1:Class = uint;
Let's hope your debugger will identify this class and not its mother.
Not exactly sure what you are going to use this for but have you considered using an untyped variable definition?
public function foo(bar1:*, bar2:*, bar3:*, bar4:*):void{}
Then using this to get the class of the variables?
var PAR_Bar1:Class = Object(bar1).constructor;
EDIT: Ah ignore this one, re-read your question and realised this won't help you.
It seems that there are no ways of aliasing types.