I am trying to understand Functions - function

Ok I am coming into a stumbling block no matter what language I am using. I am trying to understand when I need to pass arguments in a Function and when I don't need to pass arguments in a function. Can someone give me some direction on where to find guidance on this?

I would rather say if your function needs data, you MUST pass parameters, cuz the other alternative is to put the data in a global store and let the function access it from there. DO NOT DO IT as it will make your code nearly impossible to maintain as it grows more complex.

Does the function need external data to perform its job? If so, then you need to pass arguments.
If the function doesn't need external data to perform its job, you don't need to worry about passing arguments.
That handles creating your own functions. If you're simply trying to call somebody else's function, you need to pass arguments for each required function parameter.

Well...if a function takes parameters, then you have to pass arguments to it. If it takes no parameters, then you don't. (If you happen to be working in a language in which functions have optional parameters, you only have to pass an argument if you want something other than the default value.)

Well that pretty much depends on what are you trying to accomplish. If your functions needs some values to modify or use you will probably need to pass arguments. Why don't you try it with some examples in some books. Most of them are pretty relevant.
You should not think on what you "need" to pass to a function, you should try to think what are you writing that function for and then you will see if you need arguments or not.

Are you talking about existing function or writing your own?
If it is an existing one - you have no choice - in order for it to work you need to pass it whatever it wants. To figure out what it wants - read the manual, the function code, or harass the author of the function
If you are talking about designing your own - it is a much bigger discussion which goes way beyond a single function. You need to understand what the function (and any other components) have to do to accomplish the ultimate goal, how they interact with each other, etc.

Related

Replicate http.HandleFunc()'s "coding style" to create our own methods/functions

There is an answered question which will help you understand what exactly I want to say.
How does the function passed to http.HandleFunc get access to http.ResponseWriter and http.Request?
There are many built-in Go functions where the function parameters get assigned this way. I want to use that coding style in my daily coding life.
I want to write a similar function/method which will get its parameter values from somewhere just like http.Handlefunc's w and r.
func (s SchoolStruct) GetSchoolDetails(name string){
// here the parameter "name" should get assigned exactly like http.HandleFunc()'s "w" and "r".
}
What http does is that it registers a callback and uses it when the time comes. You don't have to pass the arguments it takes, as servers implementation provides these arguments with correct state. If you want to copy this approach, first you have to ask:
Is there some kind of generic abstraction that computes these parameters? Is the function I write just reacting to something? Does this function have any side effects? Does it return value back to the system?
This approach is very good when you are modifying existing system, extending its behavior with independent units. So to speak, integrating into robust API.
You may be correct that this is a style of doing things, but you cannot use this style on everything. Its just too specific and good at certain group of tasks.
As #mkopriva pointed out, declaring rules and requirements, your logic should satisfy, is known way to execute this style in Go. You have to realize that your logic, encapsulated behind function pointer or interface, has to be passed and controlled by some other code you call indirectly.
I cannot possibly imagine going to such lengths when all components of the system are under your control and system has only one logic to run.

How to run Lua code directly inline with Scribunto

I have a very short piece of lua code (example: os.date("%Z") ).
I want to know if it is possible (currently or planned) to invoke that code directly on the same page, rather than creating a module with only one function, which job is to call that code.
I know creating a module with other time functions would be approach, but no wiki user will need to use others functions in the future. So creating I don't think it worth creating a library(module) of that kind.
No, that's not possible, currently or planned. You must create a module with one function, and invoke it.
Note that this code snippet is an obviously reusable function, which one might call "getDefaultTimezone".

User-defined functions vs. Built-in / Pre-defined functions

Which is more preferable? between the two? like for example in sorting arrays, would it be more practical to use pre-defined sorting function than creating your own sorting function?
What are the advantages and disadvantages between using a Pre-defined Function and User-defined function?
Typically, pre-defined functions are better, if they exist. They usually are optimized to operate in the least amount of time, no matter what the input (they optimize based on input type and size). Really, the only reason you should user-define something is if the functionality of the pre-defined code does not meet some certain requirement that you have. For example, there may be a search function that has been pre-defined and returns a boolean, but you need to know the index of the found item.
Long story short: it's often best to use pre-defined if it's defined.
Only use user defined functions if the pre defined function doesn't meet your need for a "very good" reason. Never good to reinvent the wheel
A diligent programmer always tries to know how built-in functions are implemented. For the reason that he's got to choose among multiple solutions every time and has to make the best choice to fit his needs. Moreover, to know if coding his own feature is pertinent or not compared to existing ones.
Most of the time built-in functions are optimized for the best, but sometimes you will need more accurate or faster implementation, and will have to do your own version.
Example : If you need to compute the intersection between two std::set of integers (C++ STL), you will get very poor performance on large sets. If computing fast is your priority better write your own representation of a set. Here is a sample case where I had to do such a thing.
Note : As mentioned by TGH, it is Never good to reinvent the wheel. So before implementing your own feature, you should also try to find out if a qualitative third party library as not already been written (taking care of the license requirements, of course). Such that you can use it directly, or get some inspiration from it.
A built in function is a predefined function or statement or operator that supplied along with compiler used i c program.
while user defined function is a self contained building blocks of statement which are written by the user to compute the value or to program a task, they can be called by the main function as per requirement of the called function.

Strategy for handling parameter validation in class library

I got a rather big class library that contains a lot of code.
I am looking at how to optimize the performance of some of the code, and for some rather simple utility methods I've found that the parameter validation occupies a rather large portion of the runtime for some core methods.
Let me give a typical example:
A.MethodA1 runs a loop, iterating over a collection, calling B.MethodB1 for each element
B.MethodB1 processes the element and returns the result, it's a rather basic calculation, but since it is used many places, it has been put into its own method instead of being copied and pasted where needed
A.MethodA1 calls C.MethodC1 with the results of B.MethodB1, and puts the result into a list that is returned at the end of the loop
In the case I've found now, B.MethodB1 does rudimentary parameter validation. Since the method calls other internal methods, I'd like to avoid having NullReferenceExceptions several layers deep into the code, and rather fail early, hence B.MethodB1 validates the parameters, like checking for null and some basic range checks on another parameter.
However, in this particular call scenario, it is impossible (due to other program logic) for these parameters to ever have the wrong values. If they had, from the program standpoint, B.MethodB1 would never be called at all for those values, A.MethodA1 would fail before the call to B.MethodB1.
So I was considering removing the parameter validation in B.MethodB1, since it occupies roughly 65% of the method runtime (and this is part of some heavily used code.)
However, B.MethodB1 is a public method, and can thus be called from the program, in which case I want the parameter validation.
So how would you solve this dilemma?
Keep the parameter validation, and take the performance hit
Remove the parameter validation, and have potentially fail-late problems in the method
Split the method into two, one internal that doesn't have parameter validation, called by the "safe" path, and one public that has the parameter validation + a call to the internal version.
The latter one would give me the benefits of having no parameter validation, while still exposing a public entrypoint which does have parameter validation, but for some reason it doesn't sit right with me.
Opinions?
I would go with option 3. I tend to use assertions for private and internal methods and do all the validation in public methods.
By the way, is the performance hit really that big?
That's an interesting question.
Hmmm, makes me think ... "code contracts" .. It would seem like it might be technically possible to statically (at compile time) have certain code contracts be proven to be fulfilled. If this were the case and you had such a compilation validation option you could state these contracts without ever having to validate the conditions at runtime.
It would require that the client code itself be validated against the code contacts.
And, of course it would inevitably be highly dependent on the type of conditions you'd want to write, and it would probably only be feasible to prove these contracts to a certain point (how far up the possible call graph would you go?). Beyond this point the validator might have to beg off, and insist that you place a runtime check (or maybe a validation warning suppression?).
All just idle speculation. Does make me wonder a bit more about C# 4.0 code contracts. I wonder if these have support for static analysis. Have you checked them out? I've been meaning to, but learning F# is having to take priority at the moment!
Update:
Having read up a little on it, it appears that C# 4.0 does indeed have a 'static checker' as well as a binary rewriter (which takes care of altering the output binary so that pre and post condition checks are in the appropriate location)
What's not clear from my extremely quick read, is whether you can opt out of the binary rewriting - what I'm thinking here is that what you'd really be looking for is to use the code contracts, have the metadata (or code) for the contracts maintained within the various assemblies but use only the static checker for at least a selected subset of contracts, so that you in theory get proven safety without any runtime hit.
Here's a link to an article on the code contracts

How to design a class that has only one heavy duty work method and data returning other methods?

I want to design a class that will parse a string into tokens that are meaningful to my application.
How do I design it?
Provide a ctor that accepts a string, provide a Parse method and provide methods (let's call them "minor") that return individual tokens, count of tokens etc. OR
Provide a ctor that accepts nothing, provide a Parse method that accepts a string and minor methods as above. OR
Provide a ctor that accepts a string and provide only minor methods but no parse method. The parsing is done by the ctor.
1 and 2 have the disadvantage that the user may call minor methods without calling the Parse method. I'll have to check in every minor method that the Parse method was called.
The problem I see in 3 is that the parse method may potentially do a lot of things. It just doesn't seem right to put it in the ctor.
2 is convenient in that the user may parse any number of strings without instantiating the class again and again.
What's a good approach? What are some of the considerations?
(the language is c#, if someone cares).
Thanks
I would have a separate class with a Parse method that takes a string and converts it into a separate new object with a property for each value from the string.
ValueObject values = parsingClass.Parse(theString);
I think this is a really good question...
In general, I'd go with something that resembles option 3 above. Basically, think about your class and what it does; does it have any effective data other than the data to parse and the parsed tokens? If not, then I would generally say that if you don't have those things, then you don't really have an instance of your class; you have an incomplete instance of your class; something which you'd like to avoid.
One of the considerations that you point out is that the parsing of the tokens may be a relatively computationally complicated process; it may take a while. I agree with you that you may not want to take the hit for doing that in the constructor; in that case, it may make sense to use a Parse() method. The question that comes in, though, is whether or not there's any sensible operations that can be done on your class before the parse() method completes. If not, then you're back to the original point; before the parse() method is complete, you're effectively in an "incomplete instance" state of your class; that is, it's effectively useless. Of course, this all changes if you're willing and able to use some multithreading in your application; if you're willing to offload the computationally complicated operations onto another thread, and maintain some sort of synchronization on your class methods / accessors until you're done, then the whole parse() thing makes more sense, as you can choose to spawn that in a new thread entirely. You still run into issues of attempting to use your class before it's completely parsed everything, though.
I think an even more broad question that comes into this design, though, is what is the larger scope in which this code will be used? What is this code going to be used for, and by that, I mean, not just now, with the intended use, but is there a possibility that this code may need to grow or change as your application does? In terms of the stability of implementation, can you expect for this to be completely stable, or is it likely that something about the set of data you'll want to parse or the size of the data to parse or the tokens into which you will parse will change in the future? If the implementation has a possibility of changing, consider all the ways in which it may change; in my experience, those considerations can strongly lead to one or another implementation. And considering those things is not trivial; not by a long shot.
Lest you think this is just nitpicking, I would say, at a conservative estimate, about 10 - 15 percent of the classes that I've written have needed some level of refactoring even before the project was complete; rarely has a design that I've worked on survived implementation to come out the other side looking the same way that it did before. So considering the possible permutations of the implementation becomes very useful for determining what your implementation should be. If, say, your implementation will never possibly want to vary the size of the string to tokenize, you can make an assumption about the computatinal complexity, that may lead you one way or another on the overall design.
If the sole purpose of the class is to parse the input string into a group of properties, then I don't see any real downside in option 3. The parse operation may be expensive, but you have to do it at some point if you're going to use it.
You mention that option 2 is convenient because you can parse new values without reinstantiating the object, but if the parse operation is that expensive, I don't think that makes much difference. Compare the following code:
// Using option 3
ParsingClass myClass = new ParsingClass(inputString);
// Parse a new string.
myClass = new ParsingClass(anotherInputString);
// Using option 2
ParsingClass myClass = new ParsingClass();
myClass.Parse(inputString);
// Parse a new string.
myClass.Parse(anotherInputString);
There's not much difference in use, but with Option 2, you have to have all your minor methods and properties check to see if parsing had occurred before they can proceed. (Option 1 requires to you do everything that option 2 does internally, but also allows you to write Option 3-style code when using it.)
Alternatively, you could make the constructor private and the Parse method static, having the Parse method return an instance of the object.
// Option 4
ParsingClass myClass = ParsingClass.Parse(inputString);
// Parse a new string.
myClass = ParsingClass.Parse(anotherInputString);
Options 1 and 2 provide more flexibility, but require more code to implement. Options 3 and 4 are less flexible, but there's also less code to write. Basically, there is no one right answer to the question. It's really a matter of what fits with your existing code best.
Two important considerations:
1) Can the parsing fail?
If so, and if you put it in the constructor, then it has to throw an exception. The Parse method could return a value indicating success. So check how your colleagues feel about throwing exceptions in situations which aren't show-stopping: default is to assume they won't like it.
2) The constructor must get your object into a valid state.
If you don't mind "hasn't parsed anything yet" being a valid state of your objects, then the parse method is probably the way to go, and call the class SomethingParser.
If you don't want that, then parse in the constructor (or factory, as Garry suggests), and call the class ParsedSomething.
The difference is probably whether you are planning to pass these things as parameters into other methods. If so, then having a "not ready yet" state is a pain, because you either have to check for it in every callee and handle it gracefully, or else you have to write documentation like "the parameter must already have parsed a string". And then most likely check in every callee with an assert anyway.
You might be able to work it so that the initial state is the same as the state after parsing an empty string (or some other base value), thus avoiding the "not ready yet" problem.
Anyway, if these things are likely to be parameters, personally I'd say that they have to be "ready to go" as soon as they're constructed. If they're just going to be used locally, then you might give users a bit more flexibility if they can create them without doing the heavy lifting. The cost is requiring two lines of code instead of one, which makes your class slightly harder to use.
You could consider giving the thing two constructors and a Parse method: the string constructor is equivalent to calling the no-arg constructor, then calling Parse.