What constitutes "one action" in "one line - one action"? - readability

I was going through this Javascript tutorial when I came across a call for “one line – one action”.
alert( 2 * counter++ );
Though technically okay, such notation usually makes code less readable. One line does multiple things – not good.
While reading code, a fast “vertical” eye-scan can easily miss something like counter++ and it won’t be obvious that the variable increased.
We advise a style of “one line – one action”:
alert( 2 * counter );
counter++;
Later, I came across a very highly upvoted answer on Stack Overflow:
const randomElement = array[Math.floor(Math.random() * array.length)];
Which looks like a lot of actions to me.
I understand style is a matter of personal preference, but I wonder if more experienced programmers might see the above as constituting one larger action (and so still one line - one action).
I searched through the internet but could not find an authoritative source in describing what I was looking for regarding "one line - one action".

If you are unsure, add another variable.
As you correctly said, there are a lot of operations in this line:
const randomElement = array[Math.floor(Math.random() * array.length)];
If you want to make your code more readable, I would write something like this:
const index = Math.floor(Math.random() * array.length);
const randomElement = array[index];
In addition, if you get an exception / error on these lines, you can differentiate if the index calculation or something with the array is wrong.

Related

range.address throws context related errors

We've been developing using Excel JavaScript API for quite a few months now. We have been coming across context related issues which got resolved for unknown reasons. We weren't able to replicate these issues and wondered how they got resolved. Recently similar issues have started popping up again.
Error we consistently get:
property 'address' is not available. Before reading the property's
value, call the load method on the containing object and call
"context.sync()" on the associated request context.
We thought as we have multiple functions defined to modularise code in project, may be context differs somewhere among these functions which has gone unnoticed. So we came up with single context solution implemented via JavaScript Module pattern.
var ContextManager = (function () {
var xlContext;//single context for entire project/application.
function loadContext() {
xlContext = new Excel.RequestContext();
}
function sync(object) {
return (object === undefined) ? xlContext.sync() : xlContext.sync(object);
}
function getWorksheetByName(name) {
return xlContext.workbook.worksheets.getItem(name.toString());
}
//public
return {
loadContext: loadContext,
sync: sync,
getWorksheetByName: getWorksheetByName
};
})();
NOTE: above code shortened. There are other methods added to ensure that single context gets used throughout application.
While implementing single context, this time round, we have been able to replicate the issue though.
Office.initialize = function (reason) {
$(document).ready(function () {
ContextManager.loadContext();
function loadRangeAddress(rng, index) {
rng.load("address");
ContextManager.sync().then(function () {
console.log("Address: " + rng.address);
}).catch(function (e) {
console.log("Failed address for index: " + index);
});
}
for (var i = 1; i <= 1000; i++) {
var sheet = ContextManager.getWorksheetByName("Sheet1");
loadRangeAddress(sheet.getRange("A" + i), i);//I expect to see a1 to a1000 addresses in console. Order doesn't matter.
}
});
}
In above case, only "A1" gets printed as range address to console. I can't see any of the other addresses (A2 to A1000)being printed. Only catch block executes. Can anyone explain why this happens?
Although I've written for loop above, that isn't my use case. In real use case, such situations occur where one range object in function a needs to load range address. In the mean while another function b also wants to load range address. Both function a and function b work asynchronously on separate tasks such as one creates table object (table needs address) and other pastes data to sheet (there's debug statement to see where data was pasted).
This is something our team hasn't been able to figure out or find a solution for.
There is a lot packed into this code, but the issue you have is that you're calling sync a whole bunch of times without awaiting the previous sync.
There are several problems with this:
If you were using different contexts, you would actually see that there is a limit of ~50 simultaneous requests, after which you'll get errors.
In your case, you're running into a different (and almost opposite) problem. Given the async nature of the APIs, and the fact that you're not awaiting on the sync-s, your first sync request (which you'd think is for just A1) will actually contain all the load requests from the execution of the entire for loop. Now, once this first sync is dispatched, the action queue will be cleared. Which means that your second, third, etc. sync will see that there is no pending work, and will no-op, executing before the first sync ever came back with the values!
[This might be considered a bug, and I'll discuss with the team about fixing it. But it's still a very dangerous thing to not await the completion of a sync before moving on to the next batch of instructions that use the same context.]
The fix is to await the sync. This is far and away the simplest to do in TypeScript 2.1 and its async/await feature, otherwise you need to do the async version of the for loop, which you can look up, but it's rather unintuitive (requires creating an uber-promise that keeps chaining a bunch of .then-s)
So, your modified TypeScript-ified code would be
ContextManager.loadContext();
async function loadRangeAddress(rng, index) {
rng.load("address");
await ContextManager.sync().then(function () {
console.log("Address: " + rng.address);
}).catch(function (e) {
OfficeHelpers.Utilities.log(e);
});
}
for (var i = 1; i <= 1000; i++) {
var sheet = ContextManager.getWorksheetByName("Sheet1");
await loadRangeAddress(sheet.getRange("A" + i), i);//I expect to see a1 to a1000 addresses in console. Order doesn't matter.
}
Note the async in front of the loadRangeAddress function, and the two await-s in front of ContextManager.sync() and loadRangeAddress.
Note that this code will also run quite slowly, as you're making an async roundtrip for each cell. Which means you're not using batching, which is at the very core of the object-model for the new APIs.
For completeness sake, I should also note that creating a "raw" RequestContext instead of using Excel.run has some disadvantages. Excel.run does a number of useful things, the most important of which is automatic object tracking and un-tracking (not relevant here, since you're only reading back data; but would be relevant if you were loading and then wanting to write back into the object).
Finally, if I may recommend (full disclosure: I am the author of the book), you will probably find a good bit of useful info about Office.js in the e-book "Building Office Add-ins using Office.js", available at https://leanpub.com/buildingofficeaddins. In particular, it has a very detailed (10-page) section on the internal workings of the object model ("Section 5.5: Implementation details, for those who want to know how it really works"). It also offers advice on using TypeScript, has a general Promise/async-await primer, describes what .run does, and has a bunch more info about the OM. Also, though not available yet, it will soon offer information on how to resume using the same context (using a newer technique than what was originally described in How can a range be used across different Word.run contexts?). The book is a lean-published "evergreen" book, son once I write the topic in the coming weeks, an update will be available to all existing readers.
Hope this helps!

Clicking Sounds When Playing Clips in Rapid Succession

I have a very simple program that plays 4 different tones, depending on what button is pressed. I have found that if I play multiple tones or the same tone in rapid succession, there are unpleasant clicking noises produced. I have made sure that these clicks are not present in my audio samples; it is definitely caused by playing the clips quickly one after another.
After googling around, I'm fairly sure that the clicks are due to the rapid change in pitch between clips. Looking at the waveform of the playback from the offending audio, it looks like a clip is first cancelled for a fraction of a second before starting the next clip. I have highlighted the section where this seems particularly obvious.
The clip that showcases these audio clicks can also be downloaded here.
My code is very simple. I am using XInput to read input from a connected controller, which determines the tone to play, and I am using WinMM to output sound from wav files. It is written in the D programming language, but I have modified it to use no D-specific features to make it as C-like as possible and to avoid confusion.
SHORT keyPressed(int vkey)
{
enum highBit { val = 0x8000 }
return cast(SHORT)(GetKeyState(vkey) & highBit.val);
}
enum Button
{
DPAD_UP = 0x0001,
DPAD_DOWN = 0x0002,
DPAD_LEFT = 0x0004,
DPAD_RIGHT = 0x0008,
START = 0x0010,
BACK = 0x0020,
LEFT_THUMB = 0x0040,
RIGHT_THUMB = 0x0080,
LEFT_SHOULDER = 0x0100,
RIGHT_SHOULDER = 0x0200,
A = 0x1000,
B = 0x2000,
X = 0x4000,
Y = 0x8000,
}
struct XINPUT_GAMEPAD
{
WORD wButtons;
BYTE bLeftTrigger;
BYTE bRightTrigger;
SHORT sThumbLX;
SHORT sThumbLY;
SHORT sThumbRX;
SHORT sThumbRY;
}
struct XINPUT_STATE
{
DWORD dwPacketNumber;
XINPUT_GAMEPAD Gamepad;
bool isPressed(int button)
{
return cast(bool)(Gamepad.wButtons & button);
}
}
int main()
{
HANDLE xinputDLL = initXinput();
XINPUT_STATE oldState;
XINPUT_STATE newState;
while (!keyPressed(VK_ESCAPE))
{
oldState = newState;
XInputGetState(0, &newState);
enum flags { val = SND_ASYNC | SND_FILENAME | SND_NODEFAULT }
if (newState.isPressed(Button.A) && !oldState.isPressed(Button.A))
{
PlaySoundA(toStringz("Piano.ff.A4.wav"), null, flags.val);
}
if (newState.isPressed(Button.B) && !oldState.isPressed(Button.B))
{
PlaySoundA(toStringz("Piano.ff.B4.wav"), null, flags.val);
}
if (newState.isPressed(Button.X) && !oldState.isPressed(Button.X))
{
PlaySoundA(toStringz("Piano.ff.C5.wav"), null, flags.val);
}
if (newState.isPressed(Button.Y) && !oldState.isPressed(Button.Y))
{
PlaySoundA(toStringz("Piano.ff.F4.wav"), null, flags.val);
}
}
denitXinput(xinputDLL);
return 0;
}
Assuming that I'm correct in regards to the source of the clicking sounds, I think the solution is to have each sample fade into the next one. However, I am not sure how to do this as the WinMM documentation seems relatively sparse, and I am inexperienced with it.
Is the solution to my problem of clicks when playing audio samples to have each sample fade into the next one? If so, how can I accomplish this using WinMM? If not, is there another solution that I can try?
I know how we can solve this in theory, but I don't have actual working code yet for all cases. (When I do, I'll edit this.)
First, the simple case which kinda works: instead of using PlaySound, try mciSendStringA:
if(auto err = mciSendStringA("play test.wav", null, 0, null))
writeln(err);
I am not making that up, Windows actually has that function, and it actually works with a lot of little command strings and file formats (though if your program terminates, all sound stops, so make sure the program keeps running e.g. stay in your controller loop or call Sleep(something)).
I've used a lot of Win32 and sometimes I'm amazed by how much stuff it has. Prototype:
extern(Windows) uint mciSendStringA(in char*,char*,uint,void*);
found in winmm.lib.
That basically works, but in my test, playing the same file twice at the same time has no effect. Playing different files together mixes them though. So it is a partial solution.
Next step from that would be to use the mciSendCommand function - a bit lower level than send string, so you can open multiple devices and try to get more overlap that way:
http://msdn.microsoft.com/en-us/library/windows/desktop/dd743675%28v=vs.85%29.aspx
I haven't tried this yet, but it looks fairly simple and I suspect it might be good enough for you. Open up a few devices for each button so you can hit them a few times fast and it cycles through them, hopefully mixing the same sound more than once when needed.
The prototype to that is:
extern(Windows) uint /*MCIERROR*/ mciSendCommandA(MCIDEVICEID,UINT,DWORD,DWORD);
Yes, it casts to void* then to DWORD in the msdn example. Blargh. Relevant structs:
struct MCI_OPEN_PARMSA {
DWORD dwCallback;
MCIDEVICEID wDeviceID; // aka uint
LPCSTR lpstrDeviceType;
LPCSTR lpstrElementName;
LPCSTR lpstrAlias;
}
struct MCI_PLAY_PARMS {
DWORD dwCallback;
DWORD dwFrom;
DWORD dwTo;
}
and you can borrow some constants from here too:
https://github.com/AndrejMitrovic/DWinProgramming/blob/master/WindowsAPI/win32/mmsystem.d#L693
(if you are already using the win32 bindings, great! But I think they are kinda a pain for little things so I try to avoid them, preferring to copy/paste prototypes+structs+constants off MSDN as I need them.)
You should be able to get the MSDN example working with those definitions and core.sys.windows.windows. Don't forget pragma(lib, "winmm"); too.
I think a full solution that will certainly work, but is also quite a bit harder, will be using the low level interface to mix the sounds yourself as they happen and send that result to the device. I don't have this working yet and I'm out of time today, but hopefully I can get something to you tomorrow.
The basic steps are:
1) call waveOutOpen to get a device. Set up a callback function which it calls when it needs more data.
2) prepare a buffer - or perhaps more than one - with waveOutPrepareHeader
3) feed data with waveOutWrite when requested by your callback (might want this in a separate thread) with the current notes. Mixing two samples is simply a case of adding the values together (and clipping if they overflow - sounds awful btw but hopefully that won't actually happen) so if you are doing more than one sound, just add them as you go.
Don't forget extern(Windows) on any callback function!
4) Loading your samples probably means reading the .wav file. That's not super hard, Windows has helper functions or you can do it yourself. I'll show code for this too.
What I have so far is in my simpleaudio.d https://github.com/adamdruppe/arsd/blob/master/simpleaudio.d find struct AudioOutput and the WinMM version. It has a horrible API right now that must be radically changed - it was acceptable on Linux but sucks on Windows. A callback feeder instead of write(data) should work better on both platforms, so that's what I'll do.
Problem I'm having with the demo right now is gaps between buffers... leading to clicky sounds. Yeah. But I'm sure it is just latency that should be solved with the proper callback approach and buffer sizing.
That MCI function might work for you as a next step though, maybe even a final step if the multiple devices works.
BTW: you could also prolly make it do MIDI commands instead of playing wavs and get all kinds of cool stuff. Simpleaudio.d's low level midi is already functioning - the demo main even shows a piano scale. Rigging it into the xbox controller shouldn't be too hard... note on when the button is pressed, note off when released, and not even think about timing.. Not really an answer to the question but a cool thing to play with in the same vein!

What is more efficient one function with an if statement or two functions? (Node.js)

So I created this jsperf test which leaves me still clueless
http://jsperf.com/testing-extra-function-vs-if-statement
Basically I have two different searches and items that are able to be created, now I can have option 1:
2 functions:
export.create_item_1 ... and export.create_item_2... to be called from the clientside which is more code on the serverside but less thinking...
or option 2 is to have less code but more thinking/nesting:
export.create_item () {
var item = req.query.item;
if(item == 1) {
method1();
}
if(item == 2) {
method2();
}
}
Not sure which one is more efficient for the server side... is more code but less thinking/nesting or less code with an if statement... I am assuming option 1
I wouldn't worry about optimizations like this unless you have determined that it is a major bottleneck in your application. More likely than not, other things will be your bottleneck before issues like this.
Either way, running the jsperf in Chrome (or viewing the Chrome results from others) is all you should really need to do to answer your question.

Breaking up node module code (for a library/api client)

I'm writing a node module to consume a REST API for a service. For all intents and purposes we might as well say it's twitter (though it's not).
The API is not small. Over a dozen endpoints. Given that I want to offer convenience methods for each of the endpoints I need to split up the code over multiple files. One file would be far too large.
Right now I am testing the pattern I will outline below, but would appreciate any advice as to other means by which I might break up this code. My goal essentially is to extend the prototype of a single object, but do so using multiple files.
Here's the "model" I'm using so far, but don't think is really a good idea:
TwitterClient.js
function TwitterClient(){
this.foo = "bar";
}
require("fs").readdirSync("./endpoints").forEach(function(file) {
require("./endpoints/" + file)(TwitterClient);
});
var exports = module.exports = TwitterClient;
endpoints/endpointA.js etc
module.exports = function(TwitterClient){
TwitterClient.prototype.someMethod = function(){
//do things here
}
}
The basic idea obviously is that any file in the endpoints folder is automatically loaded and the TwitterClient is passed in to it, so that it's prototype can be accessed/extended.
I don't plan to stick with this pattern because for some reason it seems like a bad idea to me.
Any suggestions of better patterns are very much appreciated, cheers

Drupal - Security check all site paths by role

I'm writing this in the forlorn hope that someone has already done something similar. I would have posted on drupal.org - but that site is about as user-friendly as a kick in the tomatoes.
I don't know about you, but when I develop I leave all my Drupal paths with open access, and then think about locking them down with access permissions at the end.
What would be be really useful is a module which parses all the paths available (by basically deconstructing the contents of the menu_router table) and then trying them (curl?) in turn whilst logged-in as a given user with a given set of roles.
The output would be a simple html page saying which paths are accessible and which are not.
I'm almost resigned to doing this myself, but if anyone knows of anything vaguely similar I'd be more than grateful to hear about it.
Cheers
UPDATE
Following a great idea from Yorirou, I knocked together a simple module to provide the output I was looking for.
You can get the code here: http://github.com/hymanroth/Path-Lockdown
My first attempt would be a function like this:
function check_paths($uid) {
global $user;
$origuser = $user;
$user = user_load($uid);
$paths = array();
foreach(array_keys(module_invoke_all('menu')) as $path) {
$result = menu_execute_active_handler($path);
if($result != MENU_ACCESS_DENIED && $result != MENU_NOT_FOUND) {
$paths[$path] = TRUE;
}
else {
$paths[$path] = FALSE;
}
}
$user = $origuser;
return $paths;
}
This is good for a first time, but it can't handle wildcard paths (% in the menu path). Loading all possible values can be an option, but it doesn't work in all cases. For instance, if you have %node for example, then you can use node_load, but if you have just %, then you have no idea what to load. Also, it is a common practice to omit the last argument, which is a variable, in order to correctly handle if no argument is given (eg. display all elements).
Also, it might be a good idea to integrate this solution with the Drupal's testing system.
I did a bit of research and wasn't able to find anything. Though I'm inclined to think there is a way to check path access through Drupal API as opposed to CURL - but please keep me updated on your progress / let me know if you would like help developing. This would a great addition to the Drupal modules.

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