private functions vs nested functions - function

the question is:
when to use private functions and when to use nested functions? (i'm asking about F# but maybe answers can be relevant in other functional languages)
a small example
namespace SomeName
module BinaryReaderExt =
open System.IO
let seek (reader : BinaryReader) positions =
reader.BaseStream.Seek(positions, SeekOrigin.Current) |> ignore
module Mod =
open System.IO
let private prFun reader:BinaryReader =
//do something
BinaryReaderExt.seek reader 10L
let outerFun (stream :System.IO.Stream) =
let reader = new System.IO.BinaryReader(stream)
let seek = BinaryReaderExt.seek reader
let nestedFun () =
seek 10L
//do something
nestedFun()
prFun reader
it's a big bonus that a nested function can use data from higher scope. also it does not pollute the surrounding module. but is looks clumsy, isn't it? especially when there are some large nested functions
on opposite, private functions can be made public and be tested. and it seems that they look more readable
what's your opinion?

I use private functions in modules quite often -- usually for "helper" functions that are consumed by other functions in the module, but which don't need to be exposed to outside code.
One other use case for private functions is to simply make the code more readable. If a function is nested within another function, but it gets too long to read -- e.g., if the nested function's code makes up more than half of the length of the function it's contained by -- I'll usually move it out to the module level and make it private so the caller function's code is easier to understand.

It's a big bonus that a nested function can use data from higher scope. also it does not pollute the surrounding module.
I agree with your points. My advice is to keep functions at the right scopes. For example, if the function is used in only one place, it's better to be a nested function. For example, there's no point to move loop upwards and make it a private function.
let length xs =
let rec loop acc = function
| [] -> acc
| _::xs -> loop (acc + 1) xs
loop 0 acc
But is looks clumsy, isn't it? especially when there are some large nested functions
If you need large nested functions, it's likely you're doing it wrong. They should be broken into multiple small nested functions or the outermost function should be converted to a type.
On opposite, private functions can be made public and be tested. and it seems that they look more readable.
Readability is a subjective matter. I think organization issue is more important. The points of nested functions are that they're simple and could be tested by testing outermost functions.
When functions have more applicability, you can put them into a utility module and open that module when needed. Note that there are other techniques to hide functions other than marking them private. For example, you can use an fsi file to indicate what interface is exposed.

Related

Different ways to define a function in Kotlin

I'm new at Kotlin, migrating from Java. One thing I think is a little bit confusing is the fact we may declare a function using different ways. Bellow are at least 3 ways to accomplish that:
package me.bruno.santana
class MyClass {
fun square(number: Int) = number * number
fun square2(number: Int): Int{
return number * number
}
}
fun MyClass.square3(number: Int) = number * number
fun main(){
val obj = MyClass()
println(obj.square(3))
println(obj.square2(3))
println(obj.square3(3))
}
What is the difference between this 3 ways in practical terms? I know the last one is related to extension funcion concept, but I don't know what it differs from the conventional way in practical terms.
Another thing is weird for me is the assignment in the function definition(using equals sign to associate the function's body to the function's signature). Is it in any way different from the convetional way using curly braces as in Java?
Thank you.
1. This is single expression function:
When a function returns a single expression, the curly braces can be omitted and the body is specified after a = symbol
Explicitly declaring the return type is optional when this can be inferred by the compiler:
fun square(number: Int) = number * number
2. This is normal function
That can have single-line or multi-lines and required return type (but Unit is optional):
fun square2(number: Int): Int {
return number * number
}
3. This is Extension functions:
Kotlin provides the ability to extend a class with new functionality without having to inherit from the class or use design patterns such as Decorator.
Extensions are resolved statically: Extensions do not actually modify classes they extend. By defining an extension, you do not insert new members into a class, but merely make new functions callable with the dot-notation on variables of this type
Often used to write utility functions and enhance readability via dot-notation.
If an extension is declared outside its receiver type, such an extension cannot access the receiver's private members.
fun MyClass.square3(number: Int) = number * number
To add something about extension functions: there are four common reasons to use them that I can think of.
You don't control the source code of the class you're adding the function to.
You want to add functions only to specifically typed instances of a class. For example, you could write a function for your Foo<T: Animal> class that is only available on instances that are a Foo<Pet>.
You want to add something like a final function to an interface. This is used frequently in the standard library. If you define a function inside an interface, its behavior is unpredictable because interface functions cannot be final. By declaring it outside the interface as an extension, it can be hidden (by writing a different extension function with the same signature), but it cannot be overridden. Hiding it still requires the user to import the other version of the function, so it must be done explicitly.
You want to confine the scope of the added function. Maybe the function only really makes sense in a certain context, so you don't want it to clutter the IDE auto-complete everywhere. Or maybe it uses a property of a certain class, so it must be defined within that class.
When you're just composing one of your own typical classes, you won't frequently need to use an extension function.

In OOP, is function same things as a method? [duplicate]

Can someone provide a simple explanation of methods vs. functions in OOP context?
A function is a piece of code that is called by name. It can be passed data to operate on (i.e. the parameters) and can optionally return data (the return value). All data that is passed to a function is explicitly passed.
A method is a piece of code that is called by a name that is associated with an object. In most respects it is identical to a function except for two key differences:
A method is implicitly passed the object on which it was called.
A method is able to operate on data that is contained within the class (remembering that an object is an instance of a class - the class is the definition, the object is an instance of that data).
(this is a simplified explanation, ignoring issues of scope etc.)
A method is on an object or is static in class.
A function is independent of any object (and outside of any class).
For Java and C#, there are only methods.
For C, there are only functions.
For C++ and Python it would depend on whether or not you're in a class.
But in basic English:
Function: Standalone feature or functionality.
Method: One way of doing something, which has different approaches or methods, but related to the same aspect (aka class).
'method' is the object-oriented word for 'function'. That's pretty much all there is to it (ie., no real difference).
Unfortunately, I think a lot of the answers here are perpetuating or advancing the idea that there's some complex, meaningful difference.
Really - there isn't all that much to it, just different words for the same thing.
[late addition]
In fact, as Brian Neal pointed out in a comment to this question, the C++ standard never uses the term 'method' when refering to member functions. Some people may take that as an indication that C++ isn't really an object-oriented language; however, I prefer to take it as an indication that a pretty smart group of people didn't think there was a particularly strong reason to use a different term.
In general: methods are functions that belong to a class, functions can be on any other scope of the code so you could state that all methods are functions, but not all functions are methods:
Take the following python example:
class Door:
def open(self):
print 'hello stranger'
def knock_door():
a_door = Door()
Door.open(a_door)
knock_door()
The example given shows you a class called "Door" which has a method or action called "open", it is called a method because it was declared inside a class. There is another portion of code with "def" just below which defines a function, it is a function because it is not declared inside a class, this function calls the method we defined inside our class as you can see and finally the function is being called by itself.
As you can see you can call a function anywhere but if you want to call a method either you have to pass a new object of the same type as the class the method is declared (Class.method(object)) or you have to invoke the method inside the object (object.Method()), at least in python.
Think of methods as things only one entity can do, so if you have a Dog class it would make sense to have a bark function only inside that class and that would be a method, if you have also a Person class it could make sense to write a function "feed" for that doesn't belong to any class since both humans and dogs can be fed and you could call that a function since it does not belong to any class in particular.
Simple way to remember:
Function → Free (Free means it can be anywhere, no need to be in an object or class)
Method → Member (A member of an object or class)
A very general definition of the main difference between a Function and a Method:
Functions are defined outside of classes, while Methods are defined inside of and part of classes.
The idea behind Object Oriented paradigm is to "treat" the software is composed of .. well "objects". Objects in real world have properties, for instance if you have an Employee, the employee has a name, an employee id, a position, he belongs to a department etc. etc.
The object also know how to deal with its attributes and perform some operations on them. Let say if we want to know what an employee is doing right now we would ask him.
employe whatAreYouDoing.
That "whatAreYouDoing" is a "message" sent to the object. The object knows how to answer to that questions, it is said it has a "method" to resolve the question.
So, the way objects have to expose its behavior are called methods. Methods thus are the artifact object have to "do" something.
Other possible methods are
employee whatIsYourName
employee whatIsYourDepartmentsName
etc.
Functions in the other hand are ways a programming language has to compute some data, for instance you might have the function addValues( 8 , 8 ) that returns 16
// pseudo-code
function addValues( int x, int y ) return x + y
// call it
result = addValues( 8,8 )
print result // output is 16...
Since first popular programming languages ( such as fortran, c, pascal ) didn't cover the OO paradigm, they only call to these artifacts "functions".
for instance the previous function in C would be:
int addValues( int x, int y )
{
return x + y;
}
It is not "natural" to say an object has a "function" to perform some action, because functions are more related to mathematical stuff while an Employee has little mathematic on it, but you can have methods that do exactly the same as functions, for instance in Java this would be the equivalent addValues function.
public static int addValues( int x, int y ) {
return x + y;
}
Looks familiar? That´s because Java have its roots on C++ and C++ on C.
At the end is just a concept, in implementation they might look the same, but in the OO documentation these are called method.
Here´s an example of the previously Employee object in Java.
public class Employee {
Department department;
String name;
public String whatsYourName(){
return this.name;
}
public String whatsYourDeparmentsName(){
return this.department.name();
}
public String whatAreYouDoing(){
return "nothing";
}
// Ignore the following, only set here for completness
public Employee( String name ) {
this.name = name;
}
}
// Usage sample.
Employee employee = new Employee( "John" ); // Creates an employee called John
// If I want to display what is this employee doing I could use its methods.
// to know it.
String name = employee.whatIsYourName():
String doingWhat = employee.whatAreYouDoint();
// Print the info to the console.
System.out.printf("Employee %s is doing: %s", name, doingWhat );
Output:
Employee John is doing nothing.
The difference then, is on the "domain" where it is applied.
AppleScript have the idea of "natural language" matphor , that at some point OO had. For instance Smalltalk. I hope it may be reasonable easier for you to understand methods in objects after reading this.
NOTE: The code is not to be compiled, just to serve as an example. Feel free to modify the post and add Python example.
In OO world, the two are commonly used to mean the same thing.
From a pure Math and CS perspective, a function will always return the same result when called with the same arguments ( f(x,y) = (x + y) ). A method on the other hand, is typically associated with an instance of a class. Again though, most modern OO languages no longer use the term "function" for the most part. Many static methods can be quite like functions, as they typically have no state (not always true).
Let's say a function is a block of code (usually with its own scope, and sometimes with its own closure) that may receive some arguments and may also return a result.
A method is a function that is owned by an object (in some object oriented systems, it is more correct to say it is owned by a class). Being "owned" by a object/class means that you refer to the method through the object/class; for example, in Java if you want to invoke a method "open()" owned by an object "door" you need to write "door.open()".
Usually methods also gain some extra attributes describing their behaviour within the object/class, for example: visibility (related to the object oriented concept of encapsulation) which defines from which objects (or classes) the method can be invoked.
In many object oriented languages, all "functions" belong to some object (or class) and so in these languages there are no functions that are not methods.
Methods are functions of classes. In normal jargon, people interchange method and function all over. Basically you can think of them as the same thing (not sure if global functions are called methods).
http://en.wikipedia.org/wiki/Method_(computer_science)
A function is a mathematical concept. For example:
f(x,y) = sin(x) + cos(y)
says that function f() will return the sin of the first parameter added to the cosine of the second parameter. It's just math. As it happens sin() and cos() are also functions. A function has another property: all calls to a function with the same parameters, should return the same result.
A method, on the other hand, is a function that is related to an object in an object-oriented language. It has one implicit parameter: the object being acted upon (and it's state).
So, if you have an object Z with a method g(x), you might see the following:
Z.g(x) = sin(x) + cos(Z.y)
In this case, the parameter x is passed in, the same as in the function example earlier. However, the parameter to cos() is a value that lives inside the object Z. Z and the data that lives inside it (Z.y) are implicit parameters to Z's g() method.
Historically, there may have been a subtle difference with a "method" being something which does not return a value, and a "function" one which does.Each language has its own lexicon of terms with special meaning.
In "C", the word "function" means a program routine.
In Java, the term "function" does not have any special meaning. Whereas "method" means one of the routines that forms the implementation of a class.
In C# that would translate as:
public void DoSomething() {} // method
public int DoSomethingAndReturnMeANumber(){} // function
But really, I re-iterate that there is really no difference in the 2 concepts.
If you use the term "function" in informal discussions about Java, people will assume you meant "method" and carry on. Don't use it in proper documents or presentations about Java, or you will look silly.
Function or a method is a named callable piece of code which performs some operations and optionally returns a value.
In C language the term function is used. Java & C# people would say it a method (and a function in this case is defined within a class/object).
A C++ programmer might call it a function or sometimes method (depending on if they are writing procedural style c++ code or are doing object oriented way of C++, also a C/C++ only programmer would likely call it a function because term 'method' is less often used in C/C++ literature).
You use a function by just calling it's name like,
result = mySum(num1, num2);
You would call a method by referencing its object first like,
result = MyCalc.mySum(num1,num2);
Function is a set of logic that can be used to manipulate data.
While, Method is function that is used to manipulate the data of the object where it belongs.
So technically, if you have a function that is not completely related to your class but was declared in the class, its not a method; It's called a bad design.
In OO languages such as Object Pascal or C++, a "method" is a function associated with an object. So, for example, a "Dog" object might have a "bark" function and this would be considered a "Method". In contrast, the "StrLen" function stands alone (it provides the length of a string provided as an argument). It is thus just a "function." Javascript is technically Object Oriented as well but faces many limitations compared to a full-blown language like C++, C# or Pascal. Nonetheless, the distinction should still hold.
A couple of additional facts: C# is fully object oriented so you cannot create standalone "functions." In C# every function is bound to an object and is thus, technically, a "method." The kicker is that few people in C# refer to them as "methods" - they just use the term "functions" because there isn't any real distinction to be made.
Finally - just so any Pascal gurus don't jump on me here - Pascal also differentiates between "functions" (which return a value) and "procedures" which do not. C# does not make this distinction explicitly although you can, of course, choose to return a value or not.
Methods on a class act on the instance of the class, called the object.
class Example
{
public int data = 0; // Each instance of Example holds its internal data. This is a "field", or "member variable".
public void UpdateData() // .. and manipulates it (This is a method by the way)
{
data = data + 1;
}
public void PrintData() // This is also a method
{
Console.WriteLine(data);
}
}
class Program
{
public static void Main()
{
Example exampleObject1 = new Example();
Example exampleObject2 = new Example();
exampleObject1.UpdateData();
exampleObject1.UpdateData();
exampleObject2.UpdateData();
exampleObject1.PrintData(); // Prints "2"
exampleObject2.PrintData(); // Prints "1"
}
}
Since you mentioned Python, the following might be a useful illustration of the relationship between methods and objects in most modern object-oriented languages. In a nutshell what they call a "method" is just a function that gets passed an extra argument (as other answers have pointed out), but Python makes that more explicit than most languages.
# perfectly normal function
def hello(greetee):
print "Hello", greetee
# generalise a bit (still a function though)
def greet(greeting, greetee):
print greeting, greetee
# hide the greeting behind a layer of abstraction (still a function!)
def greet_with_greeter(greeter, greetee):
print greeter.greeting, greetee
# very simple class we can pass to greet_with_greeter
class Greeter(object):
def __init__(self, greeting):
self.greeting = greeting
# while we're at it, here's a method that uses self.greeting...
def greet(self, greetee):
print self.greeting, greetee
# save an object of class Greeter for later
hello_greeter = Greeter("Hello")
# now all of the following print the same message
hello("World")
greet("Hello", "World")
greet_with_greeter(hello_greeter, "World")
hello_greeter.greet("World")
Now compare the function greet_with_greeter and the method greet: the only difference is the name of the first parameter (in the function I called it "greeter", in the method I called it "self"). So I can use the greet method in exactly the same way as I use the greet_with_greeter function (using the "dot" syntax to get at it, since I defined it inside a class):
Greeter.greet(hello_greeter, "World")
So I've effectively turned a method into a function. Can I turn a function into a method? Well, as Python lets you mess with classes after they're defined, let's try:
Greeter.greet2 = greet_with_greeter
hello_greeter.greet2("World")
Yes, the function greet_with_greeter is now also known as the method greet2. This shows the only real difference between a method and a function: when you call a method "on" an object by calling object.method(args), the language magically turns it into method(object, args).
(OO purists might argue a method is something different from a function, and if you get into advanced Python or Ruby - or Smalltalk! - you will start to see their point. Also some languages give methods special access to bits of an object. But the main conceptual difference is still the hidden extra parameter.)
for me:
the function of a method and a function is the same if I agree that:
a function may return a value
may expect parameters
Just like any piece of code you may have objects you put in and you may have an object that comes as a result. During doing that they might change the state of an object but that would not change their basic functioning for me.
There might be a definition differencing in calling functions of objects or other codes. But isn't that something for a verbal differenciations and that's why people interchange them? The mentions example of computation I would be careful with. because I hire employes to do my calculations:
new Employer().calculateSum( 8, 8 );
By doing it that way I can rely on an employer being responsible for calculations. If he wants more money I free him and let the carbage collector's function of disposing unused employees do the rest and get a new employee.
Even arguing that a method is an objects function and a function is unconnected computation will not help me. The function descriptor itself and ideally the function's documentation will tell me what it needs and what it may return. The rest, like manipulating some object's state is not really transparent to me. I do expect both functions and methods to deliver and manipulate what they claim to without needing to know in detail how they do it.
Even a pure computational function might change the console's state or append to a logfile.
From my understanding a method is any operation which can be performed on a class. It is a general term used in programming.
In many languages methods are represented by functions and subroutines. The main distinction that most languages use for these is that functions may return a value back to the caller and a subroutine may not. However many modern languages only have functions, but these can optionally not return any value.
For example, lets say you want to describe a cat and you would like that to be able to yawn. You would create a Cat class, with a Yawn method, which would most likely be a function without any return value.
To a first order approximation, a method (in C++ style OO) is another word for a member function, that is a function that is part of a class.
In languages like C/C++ you can have functions which are not members of a class; you don't call a function not associated with a class a method.
IMHO people just wanted to invent new word for easier communication between programmers when they wanted to refer to functions inside objects.
If you are saying methods you mean functions inside the class.
If you are saying functions you mean simply functions outside the class.
The truth is that both words are used to describe functions. Even if you used it wrongly nothing wrong happens. Both words describe well what you want to achieve in your code.
Function is a code that has to play a role (a function) of doing something.
Method is a method to resolve the problem.
It does the same thing. It is the same thing. If you want to be super precise and go along with the convention you can call methods as the functions inside objects.
Let's not over complicate what should be a very simple answer. Methods and functions are the same thing. You call a function a function when it is outside of a class, and you call a function a method when it is written inside a class.
Function is the concept mainly belonging to Procedure oriented programming where a function is an an entity which can process data and returns you value
Method is the concept of Object Oriented programming where a method is a member of a class which mostly does processing on the class members.
I am not an expert, but this is what I know:
Function is C language term, it refers to a piece of code and the function name will be the identifier to use this function.
Method is the OO term, typically it has a this pointer in the function parameter. You can not invoke this piece of code like C, you need to use object to invoke it.
The invoke methods are also different. Here invoke meaning to find the address of this piece of code. C/C++, the linking time will use the function symbol to locate.
Objecive-C is different. Invoke meaning a C function to use data structure to find the address. It means everything is known at run time.
TL;DR
A Function is a piece of code to run.
A Method is a Function inside an Object.
Example of a function:
function sum(){
console.log("sum")l
}
Example of a Method:
const obj = {
a:1,
b:2,
sum(){
}
}
So thats why we say that a "this" keyword inside a Function is not very useful unless we use it with call, apply or bind .. because call, apply, bind will call that function as a method inside object ==> basically it converts function to method
I know many others have already answered, but I found following is a simple, yet effective single line answer. Though it doesn't look a lot better than others answers here, but if you read it carefully, it has everything you need to know about the method vs function.
A method is a function that has a defined receiver, in OOP terms, a method is a function on an instance of an object.
A class is the collection of some data and function optionally with a constructor.
While you creating an instance (copy,replication) of that particular class the constructor initialize the class and return an object.
Now the class become object (without constructor)
&
Functions are known as method in the object context.
So basically
Class <==new==>Object
Function <==new==>Method
In java the it is generally told as that the constructor name same as class name but in real that constructor is like instance block and static block but with having a user define return type(i.e. Class type)
While the class can have an static block,instance block,constructor, function
The object generally have only data & method.
Function - A function in an independent piece of code which includes some logic and must be called independently and are defined outside of class.
Method - A method is an independent piece of code which is called in reference to some object and are be defined inside the class.
General answer is:
method has object context (this, or class instance reference),
function has none context (null, or global, or static).
But answer to question is dependent on terminology of language you use.
In JavaScript (ES 6) you are free to customising function context (this) for any you desire, which is normally must be link to the (this) object instance context.
In Java world you always hear that "only OOP classes/objects, no functions", but if you watch in detailes to static methods in Java, they are really in global/null context (or context of classes, whithout instancing), so just functions whithout object. Java teachers could told you, that functions were rudiment of C in C++ and dropped in Java, but they told you it for simplification of history and avoiding unnecessary questions of newbies. If you see at Java after 7 version, you can find many elements of pure function programming (even not from C, but from older 1988 Lisp) for simplifying parallel computing, and it is not OOP classes style.
In C++ and D world things are stronger, and you have separated functions and objects with methods and fields. But in practice, you again see functions without this and methods whith this (with object context).
In FreePascal/Lazarus and Borland Pascal/Delphi things about separation terms of functions and objects (variables and fields) are usually similar to C++.
Objective-C comes from C world, so you must separate C functions and Objective-C objects with methods addon.
C# is very similar to Java, but has many C++ advantages.
In C++, sometimes, method is used to reflect the notion of member function of a class. However, recently I found a statement in the book «The C++ Programming Language 4th Edition», on page 586 "Derived Classes"
A virtual function is sometimes called a method.
This is a little bit confusing, but he said sometimes, so it roughly makes sense, C++ creator tends to see methods as functions can be invoked on objects and can behave polymorphic.

How would Object.defineProperty be in AS3?

I'm an architect from a strong JavaScript background, but I did some .NET and Java in the past.
However, I wanted to put a hand on ActionScript3, which I was promised that is very related to JavaScript.
As a startup project I took on myself to try port to ActionScript3 one of my favorite assertion utils - should.js - that makes your test codes really pleasant to read.
Updated: 2013-02-19
I saw I confuse with my abstract speaking, so I replaced some of the post with the concrete question in mind.
Here's the full picture:
Consider the following JavaScript code:
Object.defineProperty(Object.prototype, 'should'
, { set: function(){}
, get:
function(){
return new Assertion(Object(this).valueOf());
}
, configurable: true
, enumerable : false
}
);
That is part of the implementation of the JavaScript module Should. The other part is a definition of a the class Assertion, that is constructed with a value, and implements a wide and nice set of assertion methods, against that value. Methods like like
var o = Assertion(actualValue)
o.equals(expectedValue1)
o.moreThan(expectedValue2)
o.contains(expectedValue3)
and aliases to keep english grammer
var o = Assertion(actualValue)
o.equal(expectedValue1)
o.contain(expectedValue3)
and aliases for the lazy sharpshooters, like
o.eql(expectedValue)
o.gt(expectedValue) //greater then
o.gte(...) //greater then or equal
//and so on...
and some connectors that just return this, (which is the instance of Assertion constructed with the test value) like
o.be
o.and
What does it give you?
A test code that looks like this:
var person = getPerson();
Should.exist(person); //that's a static call, and that's easy
//but these are a member calls:
person.should.have("name","age","address","friends");
person.name.should.equal("John");
person.age
.should
.be.number()
.and.be.between(20,30);
person.address
.should
.be.string().and
.startWith("\d").and
.endWith(" st.")
//or even
.and.match(/^[0-9]{1,9}\s+[A-Z][a-z0-9 ]* st\.$/);
person.friends
.should
.be.array().and
.be.between(3,5).and
.containOnlyType(String);
Isn't that wonderful? it's plain English!
You could argue about aesthetics of indentation, where to put the and, and if they are at all necessary, but besides that - anybody can read or write it:
Once you took the 'should' attribute that exists on every object but does not spoil map iterations - you can go on chaining whatever you have to claim regarding the value you started from.
It could have more nifty iteration tools, reflection utilities, be augmented with test functions relevant for your object model, and so on and so forth, but lets just get over the first step :)
But for that, you need every object in the system to feature a non-enumerable smart property called should that in it's getter function returns an Assertion object constructed with the this as the tested value.
(you ain't seen nothing yet - wait to see the beautiful rejection messages it gives! Yummie!!
So yea - I would happily sacrifice the option to call an attribute "should"... and will happily give up intelisense as well - at least as long as it's plain English)
So, in comments, bfavaretto gave us the first step - we know how to prevent enumeration of an attribute - great & thanks!!
Now, can we make it a getter-attribute who's function can access the this?
When I'm done I'm going to put it in some public repo licensed under MIT, for all of us to have fun with :)
Help anybody?
You example is actually 90% correct - but define it like actionscript, not like javascript!
You can still define prototypes in AS3 and they will still work just like prototypes in AS2. The only difference in AS3 is the compiler. AVM2 for some reason does not cast prototypes to native classes (although I didn't test custom classes).
The Prototype Trick: Cast the class as an object.
Eg: if you create:
Array.prototype.random = function():void{}
Then create the object:
var myProtoArray:Array = new Array;
2 things will happen:
myProtoArray.random() //ERROR - this will fail, AVM2 did not map the prototype to Array
but
Object(myProtoArray).random() //WORKS
random() was cast to the Object class, then mapped to Array - I have no idea why!
Hope this helps, cheers.
I confess I'm not keenly familiar with how Javascript works, but if I'm understanding defineProperties purpose correctly, it is a runtime dictation of not just what a property should be, but also the associated namespace to which it belongs (or at least what AS3 considers a namespace).
Class properties are either predefined & only modifiable via custom get() set() functions, or dynamic. Once compiled, their namespace cannot be changed (to my knowledge), so any non-private property is implicitly enumerable, and modifiable whether or not you've written getter/setters (ie: foo.a = value). According to Adobe...
Properties that you create are enumerable, but built-in properties are
generally not enumerable.
That said, you can get a complete list of properties from a class by using describeType. Quite an exhaustive amount of info can be gleaned this way, and I suspect should suit your needs if you wanted to port Mozilla's recreated defineProperties example. Below is an example printing out only property values.
function showProps(obj:*):void {
var desc:XML= describeType(obj);
// public vars
for each (var n:XML in desc.variable){
trace(n.#name + ": " + obj[n.#name]);
}
// getters
for each (n in desc.accessor){
try {
trace(n.#name + ": " + obj[n.#name]);
} catch (error:Error) {
trace("Unable to read write-only property.");
}
}
}
I hope this helps, but I'm certain I don't fully understand what you're trying to accomplish. If you could elaborate, that'd be appreciated.
Ok, guys, thanks for all the help, 22+
I'll give a summary for the people that are interested in the original question, and after that - I'll show you the outcome of my efforts.
The challange was made of two parts:
1 - prevent the augmented (=added on runtime) property from being enumerated
To the first part - thanks to #bfavaretto, commented on the question level - Object.setPropertyIsEnumerable - did the trick great.
2 - make the augmented property operate a getter function with access to the this so it can use it on the constructor of the returned value.
About this second part - Basically - I could not find a way to augment (=add) a property getter to a prototype, and have it operate on instances that enjoy it's API through the inheritance tree.
Anyway, within these limits - here's the outcome:
https://github.com/osher/should.as
Not exact porting because of the platform differences,
and I still have some methods to catch up with the original should.js (like the HTTP testing methods)
but close enough.
The main difference is that instead
var o:Object =
{ name : "Radagast"
, color: "Brown"
}
o.should.have.properties("name","color")
.and.have.property("name","Radagast");
o.name.should.not.equal("Palandoo");
o.color.should.equal("Brown");
you have to go
o.should().have.properties("name","color")
and.have.property("name","Radagast");
o.name.should().not.equal("Palandoo");
o.color.should().equal("Brown");
(the brackets - no getter possible - so the should attribute is a method, and you have to invoke it yourself)
Now if you get stuck and need help from the intellisense, you have to do this:
var should:tdd.Should = o.color.should();
should. <ctrl+space>
which kind'a takes the sting out, but for a peek in the intelisense - it helps
Important
One more thing - you have to force the static constructor of Should as soon in execution as you can,
for example, I do it here:
[Suite]
[RunWith("org.flexunit.runners.Suite")]
public class my_awsome_test_suite
{
//forces the static constructor of tdd.Should
import tdd.Should;
private static var s:Should = new Should();
public var c1:testCase1;
public var c2:testCase2;
public var c3:testCase3;
public var c4:testCase4;
}
I'll probably add some propper README.md later, and more awsome member functions to tdd.Should
Have fun

Scala style: how far to nest functions?

One of the advantages of Scala is that it gives you great control over scope. You can nest
functions like this:
def fn1 = {
def fn11 = {
...
}
def fn12 = {
...
def fn121 = {
...
}
}
...
def fn13 = {
...
}
}
The problem here is that fn1 may start to look a bit intimidating. Coming from a Java background, we are advised to keep functions small enough to be viewed on a single "page" in the IDE.
What would you think about taking fn12 out of fn1 based on the reasoning: "It's only used in fn1 right now, but it might come in useful somewhere else in the class later on..."
Also, would you have a preference as to where to place the nested functions - before or after the code that calls them?
In general I don't see that much nesting of functions in real code. It runs against the ethos of keeping methods simple and concise. Such nesting is mainly useful for closures where you'll be using some of the parameters from the outer scope (e.g. the inner loop of a recursive function), so it's cleaner than declaring it outside and having to re-pass those arguments explicitly.
You have to place the nested functions before the code that calls them or it's a forward reference and won't compile. (In objects / classes you can place them after, but not in methods.)
There are a few patterns that take advantage of one layer of nesting.
Recursion, where it is used to hide implementation details (and is cleaner than separating into two separate top-level methods):
def callsRecursive(p: Param): Result = {
def recursive(p: Param, o: OtherParam, pr: PartialResult = default): Result = {
...
}
}
Scope-safe don't-repeat-yourself:
def doesGraphics(p: Point) {
def up(p: Point): Point = // ...
def dn(p: Point): Point = // ...
def lf(p: Point): Point = // ...
def rt(p: Point): Point = // ...
/* Lots of turtle-style drawing */
}
And more esoteric tricks like shadowing implicit conversions for a local block.
If you need both of these, I could envision nesting twice. More than that is likely overkill, mostly because you are probably making one method do too much. You should think about how to subdivide the problem with clean interfaces that can then become their own methods, rather than having a messy hodge-podge of closures around all sorts of variables defined within the method. Big methods are like global variables: everything becomes too dependent on the details of implementation and too hard to keep track of. If you're ready to do the appropriate amount of thinking to make something have a decent interface, even if you only need it once, then consider taking it out to the top level. If you aren't going to think that hard, my inclination is to leave it inside to avoid polluting the interface.
In any case, don't be afraid to create a method anywhere you need it. For example, suppose you find yourself deep within some method with two collections each of which have to have the same operation performed on them at specific points in the logic. Don't worry if you're one or two or three methods deep! Just create the method where it's needed, and call it instead of repeating yourself. (Just keep in mind that creating a list and mapping is an alternative if you simply need to process several things at the same place.)
If you have a top level function like the one you describe it is probably doing to much.
TDD helps as well in the decision if this is the case: Is still everything easily testable.
If I come to the conclusion that this is actually the case I refactor to get the inner functions out as dependencies, with their own tests.
In the end result I make very limited use of functions defined in functions defined ... I also put a much stricter limit on method size: about 10-15 lines in java, even less in scala, since it less verbose.
I put internal functions mostly at the top of the outer method, but it hardly matters since its so short anyway.
I consider it as a best practice to always use the lowest visibility. If a nested function is needed for a different function, it could be moved anyway.
That looks pretty scary indeed! If you want to fine-control the scope of private methods, you can declare them as
private[scope] def fn12 = { ... }
where scope is a package. You can read more in The busy Java developer's guide to Scala.
I personally avoid nesting named methods (def), whereas I don't mind nesting anonymous functions (e.g., closures in continuation-passing style programming).
Nested functions are useful (helpers in recursion for example). But if they get too numerous then there is nothing stopping you extracting them into a new type and delegating to that.

Function Parameter best practice

I have question regarding the use of function parameters.
In the past I have always written my code such that all information needed by a function is passed in as a parameter. I.e. global parameters are not used.
However through looking over other peoples code, functions without parameters seem to be the norm. I should note that these are for private functions of a class and that the values that would have been passed in as paramaters are in fact private member variables for that class.
This leads to neater looking code and im starting to lean towards this for private functions but would like other peoples views.
E.g.
Start();
Process();
Stop();
is neater and more readable than:
ParamD = Start(paramA, ParamB, ParamC);
Process(ParamA, ParamD);
Stop(ParamC);
It does break encapsulation from a method point of view but not from a class point of view.
There's nothing wrong in principle with having functions access object fields, but the particular example you give scares me, because the price of simplifying your function calls is that you're obfuscating the life cycle of your data.
To translate your args example into fields, you'd have something like:
void Start() {
// read FieldA, FieldB, and FieldC
// set the value of FieldD
}
void Process() {
// read FieldA and do something
// read FieldD and do something
}
void Stop() {
// read the value of FieldC
}
Start() sets FieldD by side effect. This means that it's probably not valid to call Process() until after you've called Start(). But the code doesn't tell you that. You only find out by searching to see where FieldD is initialized. This is asking for bugs.
My rule of thumb is that functions should only access an object field if it's always safe to access that field. Best if it's a field that's initialized at construction time, but a field that stores a reference to a collaborator object or something, which could change over time, is okay too.
But if it's not valid to call one function except after another function has produced some output, that output should be passed in, not stored in the state. If you treat each function as independent, and avoid side effects, your code will be more maintainable and easier to understand.
As you mentioned, there's a trade-off between them. There's no hard rule for always preferring one to another. Minimizing the scope of variables will keep their side effect local, the code more modular and reusable and debugging easier. However, it can be an overkill in some cases. If you keep your classes small (which you should do) then the shared variable would generally make sense. However, there can be other issues such as thread safety that might affect your choice.
Not passing the object's own member attributes as parameters to its methods is the normal practice: effectively when you call myobject.someMethod() you are implicitly passing the whole object (with all its attributes) as a parameter to the method code.
I generally agree with both of Mehrdad and Mufasa's comments. There's no hard and fast rule for what is best. You should use the approach that suits the specific scenarios you work on bearing in mind:
readability of code
cleanliness of code (can get messy if you pass a million and one parameters into a method - especially if they are class level variables. Alternative is to encapsulate parameters into groups, and create e.g. a struct to whole multiple values, in one object)
testability of code. This is important in my opinion. I have occassionally refactored code to add parameters to a method purely for the purpose of improving testability as it can allow for better unit testing
This is something you need to measure on a case by case basis.
For example ask yourself if you were to use parameter in a private method is it ever going to be reasonable to pass a value that is anything other than that of a specific property in the object? If not then you may as well access the property/field directly in the method.
OTH you may ask yourself does this method mutate the state of the object? If not then perhaps it may be better as a Static and have all its required values passed as parameters.
There are all sorts of considerations, the upper most has to be "What is most understandable to other developers".
In an object-oriented language it is common to pass in dependencies (classes that this class will communicate with) and configuration values in the constructor and only the values to actually be operated on in the function call.
This can actually be more readable. Consider code where you have a service that generates and publishes an invoice. There can be a variety of ways to do the publication - via a web-service that sends it to some sort of centralized server, or via an email sent to someone in the warehouse, or maybe just by sending it to the default printer. However, it is usually simpler for the method calling Publish() to not know the specifics of how the publication is happening - it just needs to know that the publication went off without a hitch. This allows you to think of less things at a time and concentrate on the problem better. Then you are simply making use of an interface to a service (in C#):
// Notice the consuming class needs only know what it does, not how it does it
public interface IInvoicePublisher {
pubic void Publish(Invoice anInvoice);
}
This could be implemented in a variety of ways, for example:
public class DefaultPrinterInvoicePublisher
DefaultPrinterInvoicePublisher _printer;
public DefaultPrinterInvoicePublisher(DefaultPrinterFacade printer) {
_printer = printer
}
public void Publish(Invoice anInvoice) {
printableObject = //Generate crystal report, or something else that can be printed
_printer.Print(printableObject);
}
The code that uses it would then take an IInvoicePublisher as a constructor parameter too so that functionality is available to be used throughout.
Generally, it's better to use parameters. Greatly increases the ability to use patterns like dependency injection and test-driven design.
If it is an internal only method though, that's not as important.
I don't pass the object's state to the private methods because the method can access the state just like that.
I pass parameters to a private method when the private method is invoked from a public method and the public method gets a parameter which it then sends to the private method.
Public DoTask( string jobid, object T)
{
DoTask1(jobid, t);
DoTask2(jobid, t);
}
private DoTask1( string jobid, object T)
{
}
private DoTask2( string jobid, object T)
{
}