checking reference to a node object - reference

i have a question about this code.
class Queue {
Node first, last
void enqueue(Object item){
if(!first){
last = new Node(item);
first = last;
} else {
last.next = new Node(item);
last = last.next;
}
}
}
i guess im not really sure what exactly Node last is. When i write the line Node first, last, i heard i am making a reference to a node object. What exactly does that mean? Is it pointing to anywhere in memory? I know I never call the constructor so its not a new object. Could you give me some insight?
And what exactly does if(!first) mean? What is the if statement checking for since first is not a boolean? Thanks!
I would much appreciate clear and simple help. Thanks = )

The Node first, last line is declaring two variables of type Node. One of them is named first, the second is named last. These node objects are reference objects, because they contain the address to the data in memory, rather than containing the data itself.
More on reference vs value types: http://cplus.about.com/od/learnc/ss/value.htm
The line last = new Node(item); is actually calling the Node's constructor. A new node is created, and it contains the item that was passed in.
if(!first) checks to see if the first node is empty. If it is empty, then that code block is executed. Otherwise the second block is executed.

Related

Why would you use the spread operator to spread a variable onto itself?

In the Google Getting started with Node.js tutorial they perform the following operation
data = {...data};
in the code for sending data to Firestore.
You can see it on their Github, line 63.
As far as I can tell this doesn't do anything.
Is there a good reason for doing this?
Is it potentially future proofing, so that if you added your own data you'd be less likely to do something like data = {data, moreData}?
#Manu's answer details what the line of code is doing, but not why it's there.
I don't know exactly why the Google code example uses this approach, but I would guess at the following reason (and would do the same myself in this situation):
Because objects in JavaScript are passed by reference, it becomes necessary to rebuild the 'data' object from it's constituent parts to avoid the original data object being further modified by the ref.set(data) call on line 64 of the example code:
await ref.set(data);
For example, in MongoDB, when you pass an object into a write or update method, Mongo will actually modify the object to add extra properties such as the datetime it was insert into a collection or it's ID within the collection. I don't know for sure if Firestore does the same, but if it doesn't now, it's possible that it may in future. If it does, and if your original code that calls the update method from Google's example code goes on to further manipulate the data object that it originally passed, that object would now have extra properties on it that may cause unexpected problems. Therefore, it's prudent to rebuild the data object from the original object's properties to avoid contamination of the original object elsewhere in code.
I hope that makes sense - the more I think about it, the more I'm convinced that this must be the reason and it's actually a great learning point.
I include the full original function from Google's code here in case others come across this in future, since the code is subject to change (copied from https://github.com/GoogleCloudPlatform/nodejs-getting-started/blob/master/bookshelf/books/firestore.js at the time of writing this answer):
// Creates a new book or updates an existing book with new data.
async function update(id, data) {
let ref;
if (id === null) {
ref = db.collection(collection).doc();
} else {
ref = db.collection(collection).doc(id);
}
data.id = ref.id;
data = {...data};
await ref.set(data);
return data;
}
It's making a shallow copy of data; let's say you have a third-party function that mutates the input:
const foo = input => {
input['changed'] = true;
}
And you need to call it, but don't want to get your object modified, so instead of:
data = {life: 42}
foo(data)
// > data
// { life: 42, changed: true }
You may use the Spread Syntax:
data = {life: 42}
foo({...data})
// > data
// { life: 42 }
Not sure if this is the particular case with Firestone but the thing is: spreading an object you get a shallow copy of that obj.
===
Related: Object copy using Spread operator actually shallow or deep?

Typescript Multi Dimensional Array's Values Not Updating (to null)

What I am Doing
I am trying to create a Sudoku solver and generator in Vue. Right now, I have the solving algorithm set up, and just need to generate new problems. I am generating problems by creating a completed Sudoku problem (complete with no bugs), then I have to remove nodes so that there is still only 1 solution to the problem.
The Problem
When I try to access a node from the multi-dimensional array that represents the board, and change it to null (what I am using to display a blank node), the board does not update that value. I am changing it with the following code: newGrid[pos[0]][pos[1]] = null; (where pos[0] is the row, pos[1] is the column , and newGrid is grid we want to mutate). Note that the array is an array with 9 arrays inside, and each of those arrays has 9 numbers (or null) which represent the values for that position in the grid. To elaborate on the bug, if I put a console.log(newGrid), there are normal looking values, and no null.
What I Know and Have Tried
I know it has to do with this specific line, and the fact that I am setting the value equal to null because changing null to another value (i.e. newGrid[pos[0]][pos[1]] = 0;) works and changes the array. The reason I don't just use a value other than null is: null renders and nothing and other values (0) render as something (null nodes should be blank), null is simple to understand in this situation (the logic is node has null, node has nothing, node is blank), and null is already implemented throughout my codebase.
Additionally, if I use console.log(newGrid[pos[0]][pos[1]]), null (the correct output) is outputted, even though console.log(newGrid) shows a number there, not null. Also, oddly enough, this works for one specific node. In row 1 (indexing starts at 0), column 8, null is set. Even though the input (completed) grid is always different, this node is always set to null. Edit: this bug had to do with the input grid already having null here, so it actually doesn't let any nulls be set.
To summarize: I expect an array with a null in a few positions I update, but I get a number instead. Also, there are no errors when the Typescript compiles to Javascript or during runtime.
Code
Given that I am not exactly sure where the problem may be (i.e. maybe I create the array wrong) I am including the minimum code with a pastebin link to the whole file (this is the full code). To restate, the goal of this function is to remove nodes from the list (by replacing them with null) in order to create a Sudoku puzzle with one solution. The code on Stack Overflow only includes some of the whole file, and the pastebin link includes the rest.
//global.d.ts
type Nullable<T> = T | null;
type Grid = Array<Array<number | null>>;
import { Solver } from './Solve';
// Inside the function that does the main work
const rowLen: number = grid.length;
const colLen: number = grid[0].length;
let newGrid: Grid = grid; // Grid is a argument for this function
let fullNodes = GetFirstFull(grid, colLen, rowLen);
let fullNodesLen: number = fullNodes.length;
// Some stuff that figures out how many solutions there are (we only want 1) is excluded
if (solutions != 1) {
fullNodesLen++;
rounds--;
} else {
newGrid[pos[0]][pos[1]] = null;
}
Note that if anything seems confusing check out the pastebin or ask. Thank you so much for taking the time to look at my problem!
Also, it isn't just 0 that works, undefined also makes it set correctly. So, this problem seems to be something with the null keyword...
EDIT:
Given that no one has responded yet, I assume: my problem is a bit hard, there isn't enough information, my post isn't good quality, or not enough people have seen it. To control the problem of not enough information, I would like to include the function that calls this function (just to see if that might be related).
generate(context: ActionContext<State, any>) {
let emptyArray = new Array(9);
for (let i = 0; i < 9; ++i)
emptyArray[i] = [null, null, null, null, null, null, null, null, null];
const fullGrid = Solver(emptyArray);
const puzzle = fullGrid ? Remover(fullGrid, 6) : state.gridLayout;
context.commit('resetBoard', puzzle);
},
Note: If you aren't familiar with Vuex, what context.commit does is changes the state (except it is changing a global state rather than a component state). Given that this function isn't refactored or very easy to read code in the first place, if you have any questions, please ask.
To solve other potential problems: I have been working on this, I have tried a lot of console.log()ing, changing the reference (newGrid) to a deepcopy, moving stuff out of the if statements, verifying code execution, and changing the way the point on the newGrid is set (i.e. by using newgrid.map() with logic to return that point as null). If you have any questions or I can help at all, please ask.

in BST i am coping a node into another node and deleting the first node and returning the copied node but the copied node values are garbage

ok so in c++ BST I am trying to delete a node and return the values in the node. what I am doing is setting x node = node to be deleted. so when I delete the node and return x and display its values it has some garbage values in it.
BSTNode* x=n;
x->set_id(n->get_id());
x->set_price(n->get_price());
x->set_quantity(n->get_quantity());
BSTNode* temp = find_prev(n, root);
if (n->get_id() <= root->get_id())
{
temp->set_left(n->get_left());
}
else if (n->get_id() >= root->get_id())
{
temp->set_right(n->get_right());
}
delete n;
return x;
I expect the ouput to be some value , but its showing garbage values.
BSTNode* x=n; does not create a new node. It declares a new pointer pointing to the same node. x->set_id(n->get_id()); then does absolutely nothing - it reads a value from the node, and puts it right back into that same node, which of course already has that value.
Moreover, after delete n;, x becomes a dangling pointer, pointing to a node that has already been deleted. Any attempt to use x afterwards exhibits undefined behavior.
If you want to create a new node with the same data as the original, you likely want BSTNode* x = new BSTNode(*n);. Assuming BSTNode has a suitable copy constructor.
However, the point of that exercise is unclear. Why again do you want to create a new node, copy data over, and delete the original? It seems rather pointless - at the end, you are right were you started, with a single node carrying certain data. Why can't you just continue using the original node?

How to prevent loops in jointjs / rappid

I'm building an application which uses jointjs / rappid and I want to be able to avoid loops from occuring across multiple cells.
Jointjs already has some examples on how to avoid this in a single cell (connecting an "out" port to an "in" port of the same cell) but has nothing on how to detect and prevent loops from occuring further up in the chain.
To help understand, imagine each cell in the paper is a step to be completed. Each step should only ever be run once. If the last step has an "out" port that connects to the "in" port of the first cell, it will just loop forever. This is what I want to avoid.
Any help is greatly appreciated.
I actually found a really easy way to do this for anyone else who wishes to achieve the same thing. Simply include the graphlib dependancy and use the following:
paper.on("link:connect", function(linkView) {
if(graphlib.alg.findCycles(graph.toGraphLib()).length > 0) {
linkView.model.remove();
// show some error message here
}
});
This line:
graphlib.alg.findCycles(graph.toGraphLib())
Returns an array that contains any loops, so by checking the length we can determine whether or not the paper contains any loops and if so, remove the link that the user is trying to create.
Note: This isn't completely full-proof because if the paper already contains a loop (before the user adds a link) then simply removing the link that the user is creating won't remove any loop that exists. For me this is fine because all of my papers will be created from scratch so as long as this logic is always in place, no loops can ever be created.
Solution through graphlib
Based on Adam's graphlib solution, instead of findCycles to test for loops, the graphlib docs suggests to use the isAcyclic function, which:
returns true if the graph has no cycles and returns false if it does. This algorithm returns as soon as it detects the first cycle.
Therefore this condition:
if(graphlib.alg.findCycles(graph.toGraphLib()).length > 0)
Can be shortened to:
if(!graphlib.alg.isAcyclic(graph))
JointJS functions solution
Look up the arrays of ancestors and successors of a newly connected element and intersect them:
// invoke inside an event which tests if a specific `connectedElement` is part of a loop
function isElementPartOfLoop (graph, connectedElement) {
var elemSuccessors = graph.getSuccessors(connectedElement, {deep: true});
var elemAncestors = connectedElement.getAncestors();
// *** OR *** graph.getPredecessors(connectedElement, {deep: true});
var commonElements = _.intersection(elemSuccessors, elemAncestors);
// if an element is repeated (non-empty intersection), then it's part of a loop
return !_.isEmpty(commonElements);
}
I haven't tested this, but the theory behind the test you are trying to accomplish should be similar.
This solution is not as efficient as using directly the graphlib functions.
Prevention
One way you could prevent the link from being added to the graph is by dealing with it in an event:
graph.on('add', _.bind(addCellOps, graph));
function addCellOps (cell, collection, opt) {
if (cell.isLink()){
// test link's target element: if it is part of a loop, remove the link
var linkTarget = cell.getTargetElement();
// `this` is the graph
if(target && isElementPartOfLoop(this, linkTarget)){
cell.remove();
}
}
// other operations ....
}

Can't modify/remove a field from an ActivityNode using sbt

I created an ActivityNode (an Entry) and I can add custom fields with the
setFields(List<Field> newListField)
fonction.
BUT
I am unable to modify these fields. (In this case I try to modify the value of the field named LIBENTITE)
FieldList list = myEntry.getTextFields();
List<Field> updatedList = new ArrayList<Field>();
//I add each old field in the new list, but I modify the field LIBENTITE
for(Field myField : list){
if(myField.getName().equals("LIBENTITE")){
((TextField)myField).setTextSummary("New value");
}
updatedList.add(myField);
}
myEntry.setFields(updatedList);
activityService.updateActivityNode(myEntry);
This code should replace the old list of fields with the new one, but I can't see any change in the custom field LIBENTITE of myEntry in IBM connections.
So I tried to create a new list of fields, not modifying my field but adding a new one :
for(Field myField:list){
if(!myField.getName().equals("LIBENTITE")){
updatedList.add(myField);
}
}
Field newTextField = new TextField("New Value");
newTextField .setFieldName("LIBENTITE");
updatedList.add(newTextField );
And this code is just adding the new field in myEntry. What I see is that the other custom fields did not change and I have now two custom fields named LIBENTITE, one with the old value and the second with the new value, in myEntry.
So I though that maybe if I clear the old list of Fields, and then I add the new one, it would work.
I tried the two fonctions
myEntry.clearFieldsMap();
and
myEntry.remove("LIBENTITE");
but none of them seems to work, I still can't remove a custom field from myEntry using SBT.
Any suggestions ?
I have two suggestions, as I had (or have) similar problems:
If you want to update an existing text field in an activity node, you have to call node.setField(fld) to update the field in the node object.
Code snippet from my working application, where I'm updating a text field containing a (computed) start time:
ActivityNode node = activityService.getActivityNode(id);
node.setTitle(formatTitle()); // add/update start and end time in title
boolean startFound = false;
// ...
FieldList textfields =node.getTextFields();
Iterator<Field> iterFields = textfields.iterator();
while (iterFields.hasNext()) {
TextField fld = (TextField) iterFields.next();
if (fld.getName().equals(Constants.FIELDNAME_STARTTIME)) {
fld.setTextSummary(this.getStartTimeString()); // NOTE: .setFieldValue does *not* work
node.setField(fld); // write updated field back. This seems to be the only way updating fields works
startFound=true;
}
}
If there is no field with that name, I create a new one (that's the reason I'm using the startFound boolean variable).
I think that the node.setField(fld) should do the trick. If not, there might be a way to sidestep the problem:
You have access to the underlying DOM object which was parsed in. You can use this to tweak the DOM object, which finally will be written back to Connections.
I had to use this as there seems to be another nasty bug in the SBT SDK: If you read in a text field which has no value, and write it back, an error will be thrown. Looks like the DOM object misses some required nodes, so you have to create them yourself to avoid the error.
Some code to demonstrate this:
// ....
} else if (null == fld.getTextSummary()) { // a text field without any contents. Which is BAD!
// there is a bug in the SBT API: if we read a field which has no value
// and try to write the node back (even without touching the field) a NullPointerException
// will be thrown. It seems that there is no value node set for the field. We
// can't set a value with fld.setTextSummary(), the error will still be thrown.
// therefore we have to remove the field, and - optionally - we set a defined "empty" value
// to avoid the problem.
// node.remove(fld.getName()); // remove the field -- this does *not* work! At least not for empty fields
// so we have to do it the hard way: we delete the node of the field in the cached dom structure
String fieldName = fld.getName();
DeferredElementNSImpl fldData = (DeferredElementNSImpl) fld.getDataHandler().getData();
fldData.getParentNode().removeChild(fldData); // remove the field from the cached dom structure, therefore delete it
// and create it again, but with a substitute value
Field newEmptyField = new TextField (Constants.FIELD_TEXTFIELD_EMPTY_VALUE); // create a field with a placeholder value
newEmptyField.setFieldName(fieldName);
node.setField(newEmptyField);
}
Hope that helps.
Just so that post does not stay unanswered I write the answer that was in a comment of the initial question :
"currently, there is no solution to this issue, the TextFields are read-only map. we have the issue recorded on github.com/OpenNTF/SocialSDK/issues/1657"

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