How to get string value of Tcl_Interp - tcl

I have structure of Tcl_Interp for which I don't know what is holding. I tried to print a string value of interp.result but it's not returning anything. I am using this function:
void debug_state(char *state);
like this:
debug_state(Tcl_GetStringResult(g_game.tcl_interp));
but it isn't returning anything. Is there other way to see string value of tcl_interp other than char *Tcl_GetStringResult(interp)

You are not supposed to use the Tcl_Interp* as anything other than an opaque handle to an interpreter. Once upon a time you used interp->result to access the result but this has been deprecated for over a decade. As you have found, Tcl_GetStringResult and often better, Tcl_GetObjResult should be used. In general, in new code you should try to use the Tcl_Obj functions rather than the string functions as this can avoid conversions to and from string types when not necessary.
Your code should be ok, provided debug_state doesn't expect the result value to be valid after your function returns. I would say if you are seeing an empty string that this point then that is what is in your interpreter result. You could check that by setting it to something just before eg: Tcl_SetObjResult(interp, Tcl_NewStringObj("testing, testing...", -1));. If you then call Tcl_GetStringResult(interp) you should get a char * pointer to a copy of the above string.

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.

Escape SQL statement passed to initWithFormat / stringWithFormat

I am writing an SQL statement class that will allow a user to create a properly formatted SQL statement string. This class will have a method -(id)initWithFormat:(NSString *)format, ... that needs to work just like the NSString variadic method. The one thing I want to change, however, is any NSString's passed as an argument must be automatically escaped by the initWithFormat.
For example, after initialising a statement like this (notice the string argument has a "'" that needs to be escaped):
MyStatement *statement = [[MyStatement alloc] initWithFormat:#"UPDATE myTable SET myField = %# WHERE myID = %lu", #"David's Room", 1234];
The resulting statement string should be:
#"UPDATE myTable SET myField = "David\'s Room WHERE myID = 1234"
Writing the function to escape a string is easy but I can't work out how to include this in the initWithFormat method. Can anyone tell me how to accomplish this? I have thought about emulating the NSString initWithFormat functionality by stepping through each character of the format string, finding any chars starting with % and somehow using a switch statement to append the correct type to a NSMutableString but this seems overly complicated (i.e. some format specifiers are more than 1 char e.g. Signed 16-bit integer %hi and the function should take into account positional specifiers such as %1$# etc).
All the variadic tutorials I have seen concentrate on nil-terminated lists and don't show how to emulate initWithFormat effectively (including the technical Q&A from Apple that is deceptively titled "How can I write a method that takes a variable number of arguments, like NSString's +stringWithFormat:?").
Thanks in advance.

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.

Is it possible to learn the functions using just header files?

In case of lack of proper updated tutorials for some particular library functions (in my case, latest allegro5), how can one learn by oneself how to call and use those functions? Is there some clue in header files?
thanks in advance
The header files are going to provide you with the bare minimum information required to correctly compile a program with those functions. It has the types, constants, and function prototypes. Nothing (short of comments) is going to explain how to correctly use the functions, just how to call them.
General
For example, if you see:
int do_something(int n, const char* desc);
You can only infer that you need to pass an integer n and a (C) string desc. That function returns an integer as well.
For a more complex example:
typedef struct {
int foo;
double bar;
} blam_t;
void munge(blam_t info);
You know that munge takes one argument of type blam_t which is a custom structure, as defined above. You could use that to create a blam_t variable and pass it to munge():
blam_t myvar;
myvar.foo = 42;
myvar.bar = 0.67;
munge(myar);
Allegro5
If we look at the source of include/allegro5/display.h we see things like this:
AL_FUNC(void, al_set_new_display_flags, (int flags));
This is an uncommon way of defining functions. They are using a macro AL_FUNC to define their functions. We see (by clicking on it) that AL_FUNC is defined as:
#define AL_FUNC(type, name, args) type name args
So that first example basically becomes:
void al_set_new_display_flags(int flags);
And we can call it with just an integer argument.
Without any documentation, you can only hope to learn by trying the functions. Then this becomes more a reverse engineering task.

What is the term for "catching" a return value

I was training a new developer the other day and realized I don't know the actual term for "catching" a return value in a variable. For example, consider this pseudocoded method:
String updateString(newPart) {
string += newPart;
return string;
}
Assume this is being called to simply update the string - the return value is not needed:
updateString("add this");
Now, assume we want to do something with the returned value. We want to change the call so that we can use the newly updated string. I found myself saying "catch the return value", meaning I wanted to see:
String returnedString = updateString("add this");
So, if you were trying to ask someone to make this change, what terminology would you use? Is it different in different languages (since technically, you may be calling either a function or a method, depending on the language)?
assign the return value to a variable?
Returned values can be assigned or discarded/ignored/not used/[insert synonym here].
There isn't really a technical term for it.
I would say "returnedString is to be initialised with the return value of updateString".
"Catch" makes me think of exceptions, which is a bit misleading. How about something like "use" or "store" or "assign"?
Common ones that I know:
You assign a value to a variable.
You store a value into a variable.
check the function's return value, do not ignore return values
In the example, you're simply assigning the return value of the function to a new variable.
When describing the behavior of that single line of code, it doesn't really matter that the return value is not essential to the use of the function. However, in a broader context, it is very important to know what purpose this "Interesting Return Value" serves.
As others have said there isn't really a word for what you describe. However, here's a bit of terminology for you to chew on: the example you give looks like it could be a Fluent Interface.
I suggest "cache", meaning store it for later.
Maybe there's a subliminal reason you're saying "catch".
It's better too state the purpose rather than the implementation details (because actual implementation can be different in different programming langugages).
Generally speaking:
- Save the return value of the call.
If you know the return value is a result of something:
- Save the result of the call.
If you know the return value is to signify a status (such as error):
- Save the status of the call.
By using the word "save", you can use that same statement across the board, regardless of the mechanism used in that particular language to save the return value.