Program against an interface in node.js? - node.js

Dependency injection and programming against an interface is standard in C# and Java. I am wondering can this be achieved in Node.js too? For example I am programming a memory cache module and ideally it should expose an interface, let's say with two methods getKey and putKey. I can have one implementation with ioredis and another one with just plain memory cache. But my application will only depend on the memory cache interface.

Javascript uses Duck Typing
In computer programming with object-oriented programming languages,
duck typing is a style of dynamic typing in which an object's current
set of methods and properties determines the valid semantics, rather
than its inheritance from a particular class or implementation of a
specific interface.
from Wikipedia - Duck typing
This means that you can make a function expect a object as an argument and assume it has some specific functions or properties. i.e:
function addAreas(s1, s2){
//We can't know for sure if s1 or s2 have a getArea() function before the code is executed
return s1.getArea() + s2.getArea();
}
To test if an object have a specific function, we can do the following:
function isShape(obj){
return obj.implements("getArea") && obj.implements("getPerimeter");
}
Both can be combined into the following:
function addAreas(s1, s2){
if(isShape(s1) && isShape(s2))
return s1.getArea() + s2.getArea();
throw "s1 or s2 are not a shape!"
}
Here you can find a great blog post on the subject.
In your example, both your implementations should have a getKey and putKey functions, and the code which expects an object with those functions must test if they were implemented before executing.

Related

task<...> construction vs create_task

According to Asynchronous programming in C++ (Windows Store apps):
// Explicit construction. (Not recommended)
// Pass the IAsyncOperation to a task constructor.
// task<DeviceInformationCollection^> deviceEnumTask(deviceOp);
// Recommended:
auto deviceEnumTask = create_task(deviceOp);
Why is assignment (create_task) preferred over construction?
I think you're just as bound either way. You're bound to the class you're constructing as well as the factory interface you may be using and subject to maintaining compatibility with whatever changes are made to the public interfaces utilitized in your implementation. Disruptive changes are just as possible in either location. Microsoft's answer to this question comes from the create_task() documentation: create_task() is just a convenience function as it allows the use of the 'auto' keyword while creating tasks. http://msdn.microsoft.com/en-us/library/vstudio/hh913025.aspx
I think the reason why using factories in general is more desirable rather than calling constructors is that this is less coupled with specific implementation of the interface. If you call constructor then your program is tightly coupled with given implementation.
Object construction with factories is less coupled, and also more flexible and extendable. For example, in the next version of the API providers might decide to deprecate certain implementation or replace it with something else. If you use only factory then they can simply change it's implementation to return instance of another class, or inject some more dependencies internally. But if your program is bound with specific class it would be much diffucult to achieve.

Is it possible, in any language, to implement rules that will affect every instance of an object?

For example, could I implement a rule that would change every string that followed the pattern '1..4' into the array [1,2,3,4]? In JavaScript:
//here you create a rule that changes every string that matches /$([0-9]+)_([0-9]+)*/
//ever created into range($1,$2) (imagine a b are the results of the regexp)
var a = '1..4';
console.log(a);
>> output: [1,2,3,4];
Of course, I'm pretty confident that would be impossible in most languages. My question is: is there any language in which that would be possible? Or have anyone ever proposed something like that? Does this thing have a 'name' for which I can google to read more about?
Modifying the language from whithin itself falls under the umbrell of reflection and metaprogramming. It is referred as behavioral reflection. It differs from structural reflection that opperates at the level of the application (e.g. classes, methods) and not the language level. Support for behavioral reflection varies greatly across languages.
We can broadly categorize language changes in two categories:
changes that modify the semantics (i.e. the rules) of the language itself (e.g. redefine the method lookup algorithm),
changes that modify the syntax (e.g. your syntax '1..4' to create arrays).
For case 1, certain languages expose the structure of the application (structural reflection) and the inner working of their implementation (behavioral reflection) to the application itself via special object, called meta-objects. Meta-objects are reifications of otherwise implicit aspects, that become then explicitely manipulable: the application can modify the meta-objects to redefine part of its structure, or part of the language. When it comes to langauge changes, the focus is usually on modifiying message sending / method invocation since it is the core mechanism of object-oriented language. But the same idea could be applied to expose other aspects of the language, e.g. field accesses, synchronization primitives, foreach enumeration, etc. depending on the language.
For case 2, the program must be representated in a suitable data structure to be modified. For languages of the lisp family, the program manipulates lists, and the program can be itself represented as lists. This is called homoiconicity and is handy for metaprogramming, hence the flexibility of lisp-like languages. For other languages, their representation is usually an AST. Transforming the representation of the program, or rewriting it, is possible with macro, preprocessors, or hooks during compilation or class loading.
The line between 1 and 2 is however blurry. Syntactical changes can appear to modify the semantics of the language. For instance, I can rewrite all fields accesses with proper getter and setter and perform additional logic there, say to implement transactional memory. Did I perform a semantical change of what a field access is, or merely a syntax change?
Also, there are other constructs the fall bewten the lines. For instance, proxies and #doesNotUnderstand trap are popular techniques to simulate the reification of message sends to some extent.
Lisp and Smalltalk have been very influencial in the field of metaprogramming, and I think the two following projects/platform are interesting to look at for a representative of each of these:
Racket, a lisp-like language focused on growing languages from within the langauge
Helvetia, a Smalltalk extension to embed new languages into the host language by leveraging the AST of the host environment.
I hope you enjoyed this even if I did not really address your question ;)
Your desired change require modifying the way literals are created. This is AFAIK not usually exposed to the application. The closed work that I can think of is Virtual Values for Language Extension, that tackled Javascript.
Yes. Common Lisp (and certain other lisps) have "reader macros" which allow the user to reprogram (incrementally) the mapping between the input stream and the actual language construct as parsed.
See http://dorophone.blogspot.com/2008/03/common-lisp-reader-macros-simple.html
If you want to operate on the level of objects, you will want to use a debugging/memory management framework that keeps track of all objects, and processes the rules on each evaluation step (nasty). This seems like the kind of thing you might be able to shoehorn into smalltalk.
CLOS (Common Lisp Object System) allows redefinition of live objects.
Ultimately you need two things to implement this:
Access to the running system's AST (Abstract Syntax Tree), and
Access to the running system's objects.
You'll want to study meta-object protocols and the languages that use them, then the implementations of both the MOPs and the environment within which these programs are executed.
Image-based systems will be the easiest to modify (e.g., Lisp, potentially Smalltalk).
(Image-based systems store a snapshot of a running system, allowing complete shutdown and restarts, redefinitions, etc. of a complete environment, including existing objects, and their definitions.)
Ruby allows you to extend classes. For instance, this example adds functionality to the String class. But you can do more than add methods to classes. You can also overwrite methods, but defining a method that's already been defined. You may want to preserve access to the original method using alias_method.
Putting all this together, you can overload a constructor in Ruby, but in your case, there's a catch: It sounds like you want the constructor to return a different type. Constructors by definition return instances of their class. If you just want it to return the string "[1,2,3,4]", that's simple enough:
class string
alias_method :initialize :old_constructor
def initialize
old_constructor
# code that applies your transformation
end
end
But there's no way to make it return an Array if that's what you want.

Alternatives to vtable

Vtables are ubiquitous in most OO implementations, but do they have alternatives? The wiki page for vtables has a short blurb, but not really to much info (and stubbed links).
Do you know of some language implementation which does not use vtables?
Are there are free online pages which discuss the alternatives?
Yes, there are many alternatives!
Vtables are only possible when two conditions hold.
All method calls can be determined statically. If you can call functions by string name, or if you have no type information about what objects you are calling methods on, you can't use vtables because you can't map each method to the index in some table. Similarly, if you can add functions to a class at runtime, you can't assign all methods an index in the vtable statically.
Inheritance can be determined statically. If you use prototypal inheritance, or another inheritance scheme where you can't tell statically what the inheritance structure looks like, you can't precompute the index of each method in the table or what particular class's method goes in a slot.
Commonly, inheritance is implemented by having a string-based table mapping names of functions to their implementations, along with pointers allowing each class to look up its base class. Method dispatch is then implemented by walking this structure looking for the lowest class at or above the class of the receiver object that implements the method. To speed up execution, techniques like inline caching are often used, where call sites store a guess of which method should be invoked based on the type of the object to avoid spending time traversing this whole structure. The Self programming language used this idea, which was then incorporates into the HotSpot JVM to handle interfaces (standard inheritance still uses vtables).
Another option is to use tracing, where the compiler emits code that guesses what the type of the object is and then hardcodes the method to call into the trace. Mozilla Firefox uses this in its JavaScript interpreter, since there isn't a way to build vtables for every object.
I just finished teaching a compilers course and one of my lectures was on implementations of objects in various programming languages and the associated tradeoffs. If you'd like, you can check out the slides here.
Hope this helps!

What programming languages will let me manipulate the sequence of instructions in a method?

I have an upcoming project in which a core requirement will be to mutate the way a method works at runtime. Note that I'm not talking about a higher level OO concept like "shadow one method with another", although the practical effect would be similar.
The key properties I'm after are:
I must be able to modify the method in such a way that I can add new expressions, remove existing expressions, or modify any of the expressions that take place in it.
After modifying the method, subsequent calls to that method would invoke the new sequence of operations. (Or, if the language binds methods rather than evaluating every single time, provide me a way to unbind/rebind the new method.)
Ideally, I would like to manipulate the atomic units of the language (e.g., "invoke method foo on object bar") and not the assembly directly (e.g. "pop these three parameters onto the stack"). In other words, I'd like to be able to have high confidence that the operations I construct are semantically meaningful in the language. But I'll take what I can get.
If you're not sure if a candidate language meets these criteria, here's a simple litmus test:
Can you write another method called clean which:
accepts a method m as input
returns another method m2 that performs the same operations as m
such that m2 is identical to m, but doesn't contain any calls to the print-to-standard-out method in your language (puts, System.Console.WriteLn, println, etc.)?
I'd like to do some preliminary research now and figure out what the strongest candidates are. Having a large, active community is as important to me as the practicality of implementing what I want to do. I am aware that there may be some unforged territory here, since manipulating bytecode directly is not typically an operation that needs to be exposed.
What are the choices available to me? If possible, can you provide a toy example in one or more of the languages that you recommend, or point me to a recent example?
Update: The reason I'm after this is that I'd like to write a program which is capable of modifying itself at runtime in response to new information. This modification goes beyond mere parameters or configurable data, but full-fledged, evolved changes in behavior. (No, I'm not writing a virus. ;) )
Well, you could always use .NET and the Expression libraries to build up expressions. That I think is really your best bet as you can build up representations of commands in memory and there is good library support for manipulating, traversing, etc.
Well, those languages with really strong macro support (in particular Lisps) could qualify.
But are you sure you actually need to go this deeply? I don't know what you're trying to do, but I suppose you could emulate it without actually getting too deeply into metaprogramming. Say, instead of using a method and manipulating it, use a collection of functions (with some way of sharing state, e.g. an object holding state passed to each).
I would say Groovy can do this.
For example
class Foo {
void bar() {
println "foobar"
}
}
Foo.metaClass.bar = {->
prinltn "barfoo"
}
Or a specific instance of foo without effecting other instances
fooInstance.metaClass.bar = {->
println "instance barfoo"
}
Using this approach I can modify, remove or add expression from the method and Subsequent calls will use the new method. You can do quite a lot with the Groovy metaClass.
In java, many professional framework do so using the open source ASM framework.
Here is a list of all famous java apps and libs including ASM.
A few years ago BCEL was also very much used.
There are languages/environments that allows a real runtime modification - for example, Common Lisp, Smalltalk, Forth. Use one of them if you really know what you're doing. Otherwise you can simply employ an interpreter pattern for an evolving part of your code, it is possible (and trivial) with any OO or functional language.

Is it a bad idea to use the new Dynamic Keyword as a replacement switch statement?

I like the new Dynamic keyword and read that it can be used as a replacement visitor pattern.
It makes the code more declarative which I prefer.
Is it a good idea though to replace all instances of switch on 'Type' with a class that implements dynamic dispatch.
class VistorTest
{
public string DynamicVisit(dynamic obj)
{
return Visit(obj);
}
private string Visit(string str)
{
return "a string was called with value " + str;
}
private string Visit(int value)
{
return "an int was called with value " + value;
}
}
It really depends on what you consider a "good idea".
This works, and it works in a fairly elegant manner. It has some advantages and some disadvantages to other approaches.
On the advantage side:
It's concise, and easy to extend
The code is fairly simple
For the disadvantages:
Error checking is potentially more difficult than a classic visitor implementation, since all error checking must be done at runtime. For example, if you pass visitorTest.DynamicVisit(4.2);, you'll get an exception at runtime, but no compile time complaints.
The code may be less obvious, and have a higher maintenance cost.
Personally, I think this is a reasonable approach. The visitor pattern, in a classic implementation, has a fairly high maintenance cost and is often difficult to test cleanly. This potentially makes the cost slightly higher, but makes the implementation much simpler.
With good error checking, I don't have a problem with using dynamic as an approach here. Personally, I'd probably use an approach like this, since the alternatives that perform in a reasonable manner get pretty nasty otherwise.
However, there are a couple of changes I would make here. First, as I mentioned, you really need to include error checking.
Second, I would actually make DynamicVisit take a dynamic directly, which might make it (slightly) more obvious what's happening:
class VistorTest
{
public string DynamicVisit(dynamic obj)
{
try
{
return Visit(obj);
}
catch (RuntimeBinderException e)
{
// Handle the exception here!
Console.WriteLine("Invalid type specified");
}
return string.Empty;
}
// ...Rest of code
The visitor pattern exists primarily to work around the fact that some languages do not allow double dispatch and multiple dispatch.
Multiple dispatch or multimethods is the feature of some object-oriented programming languages in which a function or method can be dynamically dispatched based on the run time (dynamic) type of more than one of its arguments. This is an extension of single dispatch polymorphism where a method call is dynamically dispatched based on the actual derived type of the object. Multiple dispatch generalizes the dynamic dispatching to work with a combination of two or more objects.
Until version 4, C# was one of those languages. With the introduction of the dynamic keyword, however, C# allows developers to opt-in to this dispatch mechanism just as you've shown. I don't see anything wrong with using it in this manner.
You haven't changed the type safety at all, because even a switch (or more likely dispatch dictionary, given that C# does not allow switching on type) would have to have a default case that throws when it can't match a function to call, and this will do exactly the same if it can't find a suitable function to bind to.

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