composition. Pass a variables back - multithreading

Say you had two classes A and B. If the relationship between is has-a
i.e. A has-a B
how can you pass information from B into A? Say for example in B you work out a calculation and need the answer in A.
Is there any other way of doing this besides passing a pointer to class A into class B and calling a function which takes the answer as a parameter.
Hope this makes sense,
MD.
Sorry I should have been more specific
quote from my comment below.
"well I gave a simple example. I am programming this in java and my class B runs a new thread and and will calculate the answer. Therefore I cannot just call the function from class A as I don't know when the calculation will be completed."

The method in A that needs the result of the computation should call into the method in B that does the computation.
This answer is so obvious that there may be something you're not telling us (?)
Ok, so the question is really about threading. Yes, then passing a reference to owner object and calling back into it may be a good idea. A better idea might be to return a future object that encapsulates the result of the computation.

If I understand correctly, you have this kind of relationship:
class Car {
Engine engine;
int test() {
int fuelLevel = engine.getFuelLevel();
// do sth with fuel level, store it, use it etc.
}
}
This example shows how can you pass information between the two classes: for instance as a result of function. Car object (your class A) calls a method on Engine object (class B) and int this way he obtains desired information. This can be easily translated to any kind of work that class B does.

There are basically two ways to manage "asynchronous" calls.
The first is having a callback and the other polling.
Having a callback is what , you describe. When B has finished, it needs to call A somehow that it has finished. That can been done by "giving" the adress of A to B, so it knows what to call, or by using a intermediate object C, which calls B synchronously and send the result back to A. C then needs to know about A.
Polling is when A check regularly if B has finished. This solution is usually less satisfying intellectually and more CPU consuming. You are also not notified exactly when B finished. (When B finish, nothing happend, you'll have to wait for the next poll to be aware of it). However, that way , B doesn't need no know anything about A.
I would use the first pattern with an intermediate object (and special class C). So that your model is still clean (B doesn't need to know about A or C). I suggest also you have a look at the Observer pattern.

Related

In Python, is what are the differences between a method outside a class definition, or a method in it using staticmethod?

I have been working a a very dense set of calculations. It all is to support a specific problem I have.
But the nature of the problem is no different than this. Suppose I develop a class called 'Matrix' that has the machinery to implement matrices. Instantiation would presumably take a list of lists, which would be the matrix entries.
Now I want to provide a multiply method. I have two choices. First, I could define a method like so:
class Matrix():
def __init__(self, entries)
# do the obvious here
return
def determinant(self):
# again, do the obvious here
return result_of_calcs
def multiply(self, b):
# again do the obvious here
return
If I do this, the call signature for two matrix objects, a and b, is
a.multiply(b)...
The other choice is a #staticmethod. Then, the definition looks like:
#staticethod
def multiply(a,b):
# do the obvious thing.
Now the call signature is:
z = multiply(a,b)
I am unclear when one is better than the other. The free-standing function is not truly part of the class definition, but who cares? it gets the job done, and because Python allows "reaching into an object" references from outside, it seems able to do everything. In practice they'll (the class and the method) end up in the same module, so they're at least linked there.
On the other hand, my understanding of the #staticmethod approach is that the function is now part of the class definition (it defines one of the methods), but the method gets no "self" passed in. In a way this is nice because the call signature is the much better looking:
z = multiply(a,b)
and the function can access all the instances' methods and attributes.
Is this the right way to view it? Are there strong reasons to do one or the other? In what ways are they not equivalent?
I have done quite a bit of Python programming since answering this question.
Suppose we have a file named matrix.py, and it has a bunch of code for manipulating matrices. We want to provide a matrix multiply method.
The two approaches are:
define a free:standing function with the signature multiply(x,y)
make it a method of all matrices: x.multiply(y)
Matrix multiply is what I will call a dyadic function. In other words, it always takes two arguments.
The temptation is to use #2, so that a matrix object "carries with it everywhere" the ability to be multiplied. However, the only thing it makes sense to multiply it with is another matrix object. In such cases there are two equally good ways to do that, viz:
z=x.multiply(y)
or
z=y.multiply(x)
However, a better way to do it is to define a function inside the file that is:
multiply(x,y)
multiply(), as such, is a function any code using the 'library' expects to have available. It need not be associated with each matrix. And, since the user will be doing an 'import', they will get the multiply method. This is better code.
What I was wrongly confounding was two things that led me to the method attached to every object instance:
Functions which need to be generally available inside the file that should be
exposed outside it; and
Functions which are needed only inside the file.
multiply() is an example of type 1. Any matrix 'library' ought to likely define matrix multiplication.
What I was worried about was needing to expose all the 'internal' functions. For example, suppose we want to make externally available matrix add(), multiple() and invert(). Suppose, however, we did not want to make externally available - but needed inside - determinant().
One way to 'protect' users is to make determinant a function (a def statement) inside the class declaration for matrices. Then it is protected from exposure. However, nothing stops a user of the code from reaching in if they know the internals, by using the method matrix.determinant().
In the end it comes down to convention, largely. It makes more sense to expose a matrix multiply function which takes two matrices, and is called like multiply(x,y). As for the determinant function, instead of 'wrapping it' in the class, it makes more sense to define it as __determinant(x) at the same level as the class definition for matrices.
You can never truly protect internal methods by their declaration, it seems. The best you can do is warn users. the "dunder" approach gives warning 'this is not expected to be called outside the code in this file'.

Guarantee of sameness of output after switching order in functional programming

I started reading some of Haskell's documentation, and there's a fundamental concept I just don't understand. I read about it in other places as well, but I want to understand it once and for all.
In many places discussing functional programing, I keep reading that if the functions you're using are pure (have no side effects, and give same response for the same input at every call) then you can switch the order in which they are called when composing them, with it being guaranteed that the output of this composed call will remain the same regardless of the order.
For example, here is an entry from the Haskell Wiki:
Haskell is a pure language, which means that the result of any
function call is fully determined by its arguments. Pseudo-functions
like rand() or getchar() in C, which return different results on each
call, are simply impossible to write in Haskell. Moreover, Haskell
functions can't have side effects, which means that they can't effect
any changes to the "real world", like changing files, writing to the
screen, printing, sending data over the network, and so on. These two
restrictions together mean that any function call can be replaced by
the result of a previous call with the same parameters, and the
language guarantees that all these rearrangements will not change the
program result!
But when I fiddle with this idea I can quickly think of examples that contradict the statement above. For instance, let's say I have two functions (I will use pseudo code rather than Haskell):
x(a)->a+3
y(a)->a*3
z(a)->x(y(a))
w(a)->y(x(a))
Now, if we execute z and w, we get:
z(5) //gives 3*5+3=18
w(5) //gives (5+3)*3=24
That being so, I think I misunderstood the promised guarantee they speak about. Can anybody explain it to me?
When you compare x(y(a)) to y(x(a)), those two expressions are not equivalent because x and y aren't called with the same arguments in each. In the first expression x is called with the argument y(a) and y is called with the argument a. Whereas in the second y is called with x(a), not a, as its argument and x is called with a, not y(a). So: different arguments, (possibly) different results.
When people say that the order does not matter, they mean that in the following code:
a = f(x)
b = g(y)
you can switch the definition of a and b without affecting their values. That is it makes no difference whether f is called before g or vice versa. This is clearly not true for the following code:
a = getchar()
b = getchar()
If you switch a and b here, their values are switched as well, because getchar returns a (possibly) different character each time that it's called. So a purely functional language can't have a function exactly like getchar.

Maintaining complex state in Haskell

Suppose you're building a fairly large simulation in Haskell. There are many different types of entities whose attributes update as the simulation progresses. Let's say, for the sake of example, that your entities are called Monkeys, Elephants, Bears, etc..
What is your preferred method for maintaining these entities' states?
The first and most obvious approach I thought of was this:
mainLoop :: [Monkey] -> [Elephant] -> [Bear] -> String
mainLoop monkeys elephants bears =
let monkeys' = updateMonkeys monkeys
elephants' = updateElephants elephants
bears' = updateBears bears
in
if shouldExit monkeys elephants bears then "Done" else
mainLoop monkeys' elephants' bears'
It's already ugly having each type of entity explicitly mentioned in the mainLoop function signature. You can imagine how it would get absolutely awful if you had, say, 20 types of entities. (20 is not unreasonable for complex simulations.) So I think this is an unacceptable approach. But its saving grace is that functions like updateMonkeys are very explicit in what they do: They take a list of Monkeys and return a new one.
So then the next thought would be to roll everything into one big data structure that holds all state, thus cleaning up the signature of mainLoop:
mainLoop :: GameState -> String
mainLoop gs0 =
let gs1 = updateMonkeys gs0
gs2 = updateElephants gs1
gs3 = updateBears gs2
in
if shouldExit gs0 then "Done" else
mainLoop gs3
Some would suggest that we wrap GameState up in a State Monad and call updateMonkeys etc. in a do. That's fine. Some would rather suggest we clean it up with function composition. Also fine, I think. (BTW, I'm a novice with Haskell, so maybe I'm wrong about some of this.)
But then the problem is, functions like updateMonkeys don't give you useful information from their type signature. You can't really be sure what they do. Sure, updateMonkeys is a descriptive name, but that's little consolation. When I pass in a god object and say "please update my global state," I feel like we're back in the imperative world. It feels like global variables by another name: You have a function that does something to the global state, you call it, and you hope for the best. (I suppose you still avoid some concurrency problems that would be present with global variables in an imperative program. But meh, concurrency isn't nearly the only thing wrong with global variables.)
A further problem is this: Suppose the objects need to interact. For example, we have a function like this:
stomp :: Elephant -> Monkey -> (Elephant, Monkey)
stomp elephant monkey =
(elongateEvilGrin elephant, decrementHealth monkey)
Say this gets called in updateElephants, because that's where we check to see if any of the elephants are in stomping range of any monkeys. How do you elegantly propagate the changes to both the monkeys and elephants in this scenario? In our second example, updateElephants takes and returns a god object, so it could effect both changes. But this just muddies the waters further and reinforces my point: With the god object, you're effectively just mutating global variables. And if you're not using the god object, I'm not sure how you'd propagate those types of changes.
What to do? Surely many programs need to manage complex state, so I'm guessing there are some well-known approaches to this problem.
Just for the sake of comparison, here's how I might solve the problem in the OOP world. There would be Monkey, Elephant, etc. objects. I'd probably have class methods to do lookups in the set of all live animals. Maybe you could lookup by location, by ID, whatever. Thanks to the data structures underlying the lookup functions, they'd stay allocated on the heap. (I'm assuming GC or reference counting.) Their member variables would get mutated all the time. Any method of any class would be able to mutate any live animal of any other class. E.g. an Elephant could have a stomp method that would decrement the health of a passed-in Monkey object, and there would be no need to pass that
Likewise, in an Erlang or other actor-oriented design, you could solve these problems fairly elegantly: Each actor maintains its own loop and thus its own state, so you never need a god object. And message passing allows one object's activities to trigger changes in other objects without passing a bunch of stuff all the way back up the call stack. Yet I have heard it said that actors in Haskell are frowned upon.
The answer is functional reactive programming (FRP). It it a hybrid of two coding styles: component state management and time-dependent values. Since FRP is actually a whole family of design patterns, I want to be more specific: I recommend Netwire.
The underlying idea is very simple: You write many small, self-contained components each with their own local state. This is practically equivalent to time-dependent values, because each time you query such a component you may get a different answer and cause a local state update. Then you combine those components to form your actual program.
While this sounds complicated and inefficient it's actually just a very thin layer around regular functions. The design pattern implemented by Netwire is inspired by AFRP (Arrowized Functional Reactive Programming). It's probably different enough to deserve its own name (WFRP?). You may want to read the tutorial.
In any case a small demo follows. Your building blocks are wires:
myWire :: WireP A B
Think of this as a component. It is a time-varying value of type B that depends on a time-varying value of type A, for example a particle in a simulator:
particle :: WireP [Particle] Particle
It depends on a list of particles (for example all currently existing particles) and is itself a particle. Let's use a predefined wire (with a simplified type):
time :: WireP a Time
This is a time-varying value of type Time (= Double). Well, it's time itself (starting at 0 counted from whenever the wire network was started). Since it doesn't depend on another time-varying value you can feed it whatever you want, hence the polymorphic input type. There are also constant wires (time-varying values that don't change over time):
pure 15 :: Wire a Integer
-- or even:
15 :: Wire a Integer
To connect two wires you simply use categorical composition:
integral_ 3 . 15
This gives you a clock at 15x real time speed (the integral of 15 over time) starting at 3 (the integration constant). Thanks to various class instances wires are very handy to combine. You can use your regular operators as well as applicative style or arrow style. Want a clock that starts at 10 and is twice the real time speed?
10 + 2*time
Want a particle that starts and (0, 0) with (0, 0) velocity and accelerates with (2, 1) per second per second?
integral_ (0, 0) . integral_ (0, 0) . pure (2, 1)
Want to display statistics while the user presses the spacebar?
stats . keyDown Spacebar <|> "stats currently disabled"
This is just a small fraction of what Netwire can do for you.
I know this is old topic. But I am facing the same problem right now while trying to implement Rail Fence cipher exercise from exercism.io. It is quite disappointing to see such a common problem having such poor attention in Haskell. I don't take it that to do some as simple as maintaining state I need to learn FRP. So, I continued googling and found solution looking more straightforward - State monad: https://en.wikibooks.org/wiki/Haskell/Understanding_monads/State

Should/does loose coupling also be applied between methods of the same class?

Assume class A with methods M1 and M2 has low coupling with other classes
a) Should we also make sure that each individual method in class A is not tightly coupled with any other method in the same class? Thus, should we make sure that changing code in A.M1 doesn't also require us to change code in A.M2?
b) I assume if A.M1 is performing two closely related tasks T1 and T2 instead of just a single task, then T1 and T2 are tightly coupled, since changes in T1 may also require changes in T2?
thank you
Write code that follows single-point-of-maintenance. If you change something, only change it in one place. This will reduce bugs throughout your code. That being said avoid code duplication and split classes, methods, namespaces, etc. into parts parts with a single responsibility.
Changing something in method A() should not force you to make a change in method B(). Maybe use a helper function in both that shares common functionality.
EDIT: The SOLID acronym is a good one to follow for software design/engineering: http://en.wikipedia.org/wiki/SOLID_(object-oriented_design)

Access the configuration parameters through a monad?

Quote from here: http://www.haskell.org/haskellwiki/Global_variables
If you have a global environment,
which various functions read from (and
you might, for example, initialise
from a configuration file) then you
should thread that as a parameter to
your functions (after having, very
likely, set it up in your 'main'
action). If the explicit parameter
passing annoys you, then you can
'hide' it with a Monad.
Now I'm writing something that needs access to configuration parameters and I wonder if someone could point me to a tutorial or any other resource that describes how monads can be used for this purpose. Sorry if this question is stupid, I'm just starting to grok monads. Reading Mike Vainer's tutorial on them now.
The basic idea is that you write code like this:
main = do
parameters <- readConfigurationParametersSomehow
forever $ do
myData <- readUserInput
putStrLn $ bigComplicatedFunction myData parameters
bigComplicatedFunction d params = someFunction params x y z
where x = function1 params d
y = function2 params x d
z = function3 params y
You read the parameters in the "main" function with an IO action, and then pass those parameters to your worker function(s) as an extra argument.
The trouble with this style is that the parameter block has to be passed down to every little function that needs to access it. This is a nuisance. You find that some function ten levels down in the call tree now needs some run-time parameter, and you have to add that run-time parameter as an argument to all the functions in between. This is known as tramp data.
The monad "solution" is to embed the run-time parameter in the Reader Monad, and make all your functions into monadic actions. This gets rid of the explicit tramp data parameter, but replaces it with a monadic type, and under the hood this monad is actually doing the data tramping for you.
The imperative world solves this problem with a global variable. In Haskell you can sort-of do the same thing like this:
parameters = unsafePerformIO readConfigurationParametersSomehow
The first time you use "parameters" the "readConfigurationParametersSomehow" gets executed, and from then on it behaves like a constant value, at least as long as your program is running. This is one of the few righteous uses for unsafePerformIO.
However if you find yourself needing such a solution then you really need to have a think about your design. Odds are you are not thinking hard enough about generalising your functions lower down; if some previously pure function suddenly needs a run-time parameter then look at the reason and see if you can exploit higher order functions in some way. For instance:
Pass down a function built using the parameter rather than the parameter itself.
Have the worker function at the bottom return a function as a result, which gets
passed up to be composed with a parameter-based function at the higher level.
Refactor your call stack so that fundamental operations are done by lower level
primitives at the bottom which are composed in a parameter-dependent way at the top.
Either way is going to involve

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