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Julia: invoke a function by a given string
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Closed 6 years ago.
I know that you can call functions using their name as follows
f = x -> println(x)
y = :f
eval(:($y("hi")))
but this is slow since it is using eval is it possible to do this in a different way? I know it's easy to go the other direction by just doing symbol(f).
What are you trying to accomplish? Needing to eval a symbol sounds like a solution in search of a problem. In particular, you can just pass around the original function, thereby avoiding issues with needing to track the scope of f (or, since f is just an ordinary variable in your example, the possibility that it would get reassigned), and with fewer characters to type:
f = x -> println(x)
g = f
g("hi")
I know it's easy to go the other direction by just doing symbol(f).
This is misleading, since it's not actually going to give you back f (that transform would be non-unique). But it instead gives you the string representation for the function (which might happen to be f, sometimes). It is simply equivalent to calling Symbol(string(f)), since the combination is common enough to be useful for other purposes.
Actually I have found use for the above scenario. I am working on a simple form compiler allowing for the convenient definition of variational problems as encountered in e.g. finite element analysis.
I am relying on the Julia parser to do an initial analysis of the syntax. The equations entered are valid Julia syntax, but will trigger errors on execution because some of the symbols or methods are not available at the point of the problem definition.
So what I do is roughly this:
I have a type that can hold my problem description:
type Cmd f; a; b; end
I have defined a macro so that I have access to the problem description AST. I travers this expression and create a Cmd object from its elements (this is not completely unlike the strategy behind the #mat macro in MATLAB.jl):
macro m(xp)
c = Cmd(xp.args[1], xp.args[3], xp.args[2])
:($c)
end
At a later step, I run the Cmd. Evaluation of the symbols happens only at this stage (yes, I need to be careful of the evaluation context):
function run(c::Cmd)
xp = Expr(:call, c.f, c.a, c.b)
eval(xp)
end
Usage example:
c = #m a^b
...
a, b = 2, 3
run(c)
which returns 9. So in short, the question is relevant in at least some meta-programming scenarios. In my case I have to admit I couldn't care less about performance as all of this is mere preprocessing and syntactic sugar.
If you look at Rust, Go, Swift, TypeScript and a few others, and compare them to C/C++, the first thing that I noticed was how the types have moved positions.
int one = 1;
In comparsion to:
let one:int = 1;
My question: Why?
To me, personally, it is weird reading type specifiers that far into the line, since I am very used to them being on the left. So it interests me on why the type specifiers are being moved - and this not being the case with just one, but many modern/new languages that are on the table.
To me, personally, it is weird reading type specifiers that far into the line, since I am very used to them being on the left
And English is the best language because it is the only language where the words are spoken in the same order I think them. One wonders why anyone speaks French at all, with the words all in the wrong order!
So it interests me on why the type specifiers are being moved - and this not being the case with just one, but many modern/new languages that are on the table.
I note that you ignore the existence of the many older languages which use this pattern. Visual Basic (mid 1990s) immediately comes to mind.
Function F(x As String) As Object
Pascal, 1970s:
var
Set1 : set of 1..10;
Simply-typed lambda calculus, a programming language invented before computers, in the 1940s:
λx:S.λy:T:S-->T-->S
The whole ML family. I could go on. There are plenty of very old languages that use the types on the right convention.
But we can get far older than the 1940s. When you say in mathematics f : Q --> R, you are putting the name of the function on the left and the type -- a map from Q to R -- on the right. When you say x∈R to indicate that x is a real, you're putting the type on the right. "Type on the right" predates type on the left in C by literally centuries. This is not anything new!
In fact the "types on the left" syntax is the weird one! It just seems natural to you because you happen to have used a language that uses this convention in your formative years.
The types on the right syntax is much superior, for numerous reasons. Just a few:
var x : int = 1;
function y(z : int) : string { ... }
emphasizes that x is a variable and y is a function. If the type comes to the left and you see int y then you don't know whether it is a function or a variable until later. This makes programs harder for humans to read, which is bad enough. As a compiler developer, let me tell you it is quite inconvenient that the type comes on the left in C#. (I could point out numerous inconsistencies in how C# syntax deals with the positions of types.)
Another reason: In the "type on the right" syntax you can make types optional. If you have
var x : int = 1;
then you can easily say "well, we can infer the int, and so eliminate it"
var x = 1;
but if the int is on the left, then what do you do?
Inverting this: you mention TypeScript. TypeScript is a gradually-typed JavaScript. The convention in JavaScript is already
var x = 1;
function f(y) { }
Given that, plainly it is easier to modify both existing code, and the language as a whole, to introduce optional type elements on the right than it would be to make the "var" and "function" keywords replaced by a type.
Consider also the positioning. When you say:
int x = 1;
then the two things that must be consistent -- the type and the initializer -- are as far apart as they possibly can be. With var x : int = 1; they are side by side. And in
int f() {
...
...
return 123;
}
what have we got? The return is logically as far to the right as possible, so why does the function declaration move the type of the return as far to the left as possible?" With the type on the right syntax we have this nice flow:
function f(x : string) : int
{ ... ... ... return 123; }
What happens in a function call? The flow of the declaration is now the same as the flow of control: the things on the left -- initialization of formal parameters -- happens first, and the things on the right -- production of a return value -- happen last.
I could go on at some additional length pointing out how the C style gets it completely backwards, but it is late. Summing up: first, type on the right is superior in almost every possible way, and second, it is very, very old. New languages which use this convention are the ones that are being consistent with traditional practice.
If you do a web search, it is not hard to find the developers of newer languages answering this question in their own words. For example, the Go developers have a FAQ entry on this, as well as an entire article on their language blog. Many programmers are so used to C-like languages that any alternative seems weird, so this question tends to come up a lot...
However, you could argue that the C type declaration syntax itself is odd at best. The pattern-like features for pointers and function types become awkward and unintuitive very quickly, and were never developed as part of, or into, any kind of more general pattern-matching facility. For the sake of familiarity, they were adopted to a greater or lesser degree by many successive C-like languages, but the feature itself sticks out as more of a failed experiment that we have to live with for the sake of backwards compatibility.
One advantage of extricating yourself from C type syntax is that it makes it easier to use types in more places than just declarations. If you can place types conveniently wherever they make sense, you can use your types as annotation, as described in the Swift documentation.
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
I have never seen the usecase for pre-increment and post-increment in actual code. The only place i see them most often are puzzles.
My opinion is, it introduces more confusion rather than being useful.
is there any real use case scenario for this
can't this can be done by using +=
y = x++
y = x
x += 1
It's just a shorter way of writing the same thing and it's only confusing to those who don't deeply understand C (a). The same argument could be made for replacing:
for (i = 0; i < 10; i++)
printf ("%d\n", i);
with:
i = 0;
while (i < 10) {
printf ("%d\n", i);
i = i + 1;
}
since any for can also be done with while, or:
i = 0;
loop: if (i < 10) {
printf ("%d\n", i);
i = i + 1;
goto loop;
}
since any loop construct can be built out of conditions and goto. But (I'm hoping) you wouldn't do that, would you?
(a) I sometimes like to explain this to my students as simple statements and side effects, something that allows C code to be more succinct with usually no or minimal loss in readability.
For the statement:
y = x++;
the statement is assigning x to y with the side effect that x is incremented afterwards. ++x is the same, it's just that the side effect happens beforehand.
Similarly, the side effect of an assignment is that it evaluates as the value assigned, meaning you can do things like:
while ((c = getchar()) != -1) count++;
and which makes things like:
42;
perfectly valid, but useless, C statements.
The pre- and post-increment operators make much more sense if you consider them in the light of history and when they were conceived.
Back in the days when C was basically a high-level assembler for PDP-11 machines</flamebait>, and long before we had the nice optimizing compilers we have now, there were common idioms used that the post-increment operators were perfect for. Things like this:
char* strcpy(char* src, char* dest)
{
/* highly simplified version and likely not compileable as-is */
while (*dest++ = *src++);
return dest;
}
The code in question generated PDP-11 (or other) machine language code that made heavy use of the underlying addressing modes (like relative direct and relative indirect) that incorporated exactly these kinds of pre- and post-increment and decrement operations.
So to answer your question: do languages "need" these nowadays? No, of course not. It's provable that you need very little in terms of instructions to compute things. The question is more interesting if you ask "are these features desirable?" To that I'd answer a qualified "yes".
Using your examples:
y = x;
x += 1;
vs.
y = x++;
I can see two advantages right off the top of my head.
The code is more succinct. Everything I need to know to understand what you're doing is in one place (as long as I know the language, naturally!) instead of spread out. "Spreading out" across two lines seems like a picky thing but if you're doing thousands of them it can make a big difference in the end.
It is far more likely that the code generated even by a crappy compiler will be atomic in the second case. In the first case it very likely will not be unless you have a nice compiler. (Not all platforms have good, strong optimizing compilers.)
Also, I find it very telling that you're talking about += when that itself is an "unneeded" way of saying x = x + 1;.... After all there is no use case scenario I can think of for += that couldn't be served fine by _ = _ + _ instead.
You're accidentally raising a much larger issue here, and it's one that will make itself more and more known to you as the years (decades) go by.
Languages often make the mistake of supplying "abilities" when they shouldn't. IMO, ++ should be a stand-alone statement only, and absolutely not an expression operator.
Try to keep the following close to heart: The goal is not to create code for the competent engineer to read. The goal is to create code for the competent engineer to read when he is exhausted at 3am and hopped up on caffeine.
If an engineer says to you "All code constructs can get you into trouble. You just have to know what you're doing.", then walk away laughing, because he's just exposed himself as part of the problem.
In other words, please don't ever code anything like this:
a[aIndex++] = b[++bIndex];
You can find a interesting conversation about this kind of thing here:
Why avoid increment ("++") and decrement ("--") operators in JavaScript?
I just came from Simple Design and Testing Conference. In one of the session we were talking about evil keywords in programming languages. Corey Haines, who proposed the subject, was convinced that if statement is absolute evil. His alternative was to create functions with predicates. Can you please explain to me why if is evil.
I understand that you can write very ugly code abusing if. But I don't believe that it's that bad.
The if statement is rarely considered as "evil" as goto or mutable global variables -- and even the latter are actually not universally and absolutely evil. I would suggest taking the claim as a bit hyperbolic.
It also largely depends on your programming language and environment. In languages which support pattern matching, you will have great tools for replacing if at your disposal. But if you're programming a low-level microcontroller in C, replacing ifs with function pointers will be a step in the wrong direction. So, I will mostly consider replacing ifs in OOP programming, because in functional languages, if is not idiomatic anyway, while in purely procedural languages you don't have many other options to begin with.
Nevertheless, conditional clauses sometimes result in code which is harder to manage. This does not only include the if statement, but even more commonly the switch statement, which usually includes more branches than a corresponding if would.
There are cases where it's perfectly reasonable to use an if
When you are writing utility methods, extensions or specific library functions, it's likely that you won't be able to avoid ifs (and you shouldn't). There isn't a better way to code this little function, nor make it more self-documented than it is:
// this is a good "if" use-case
int Min(int a, int b)
{
if (a < b)
return a;
else
return b;
}
// or, if you prefer the ternary operator
int Min(int a, int b)
{
return (a < b) ? a : b;
}
Branching over a "type code" is a code smell
On the other hand, if you encounter code which tests for some sort of a type code, or tests if a variable is of a certain type, then this is most likely a good candidate for refactoring, namely replacing the conditional with polymorphism.
The reason for this is that by allowing your callers to branch on a certain type code, you are creating a possibility to end up with numerous checks scattered all over your code, making extensions and maintenance much more complex. Polymorphism on the other hand allows you to bring this branching decision as closer to the root of your program as possible.
Consider:
// this is called branching on a "type code",
// and screams for refactoring
void RunVehicle(Vehicle vehicle)
{
// how the hell do I even test this?
if (vehicle.Type == CAR)
Drive(vehicle);
else if (vehicle.Type == PLANE)
Fly(vehicle);
else
Sail(vehicle);
}
By placing common but type-specific (i.e. class-specific) functionality into separate classes and exposing it through a virtual method (or an interface), you allow the internal parts of your program to delegate this decision to someone higher in the call hierarchy (potentially at a single place in code), allowing much easier testing (mocking), extensibility and maintenance:
// adding a new vehicle is gonna be a piece of cake
interface IVehicle
{
void Run();
}
// your method now doesn't care about which vehicle
// it got as a parameter
void RunVehicle(IVehicle vehicle)
{
vehicle.Run();
}
And you can now easily test if your RunVehicle method works as it should:
// you can now create test (mock) implementations
// since you're passing it as an interface
var mock = new Mock<IVehicle>();
// run the client method
something.RunVehicle(mock.Object);
// check if Run() was invoked
mock.Verify(m => m.Run(), Times.Once());
Patterns which only differ in their if conditions can be reused
Regarding the argument about replacing if with a "predicate" in your question, Haines probably wanted to mention that sometimes similar patterns exist over your code, which differ only in their conditional expressions. Conditional expressions do emerge in conjunction with ifs, but the whole idea is to extract a repeating pattern into a separate method, leaving the expression as a parameter. This is what LINQ already does, usually resulting in cleaner code compared to an alternative foreach:
Consider these two very similar methods:
// average male age
public double AverageMaleAge(List<Person> people)
{
double sum = 0.0;
int count = 0;
foreach (var person in people)
{
if (person.Gender == Gender.Male)
{
sum += person.Age;
count++;
}
}
return sum / count; // not checking for zero div. for simplicity
}
// average female age
public double AverageFemaleAge(List<Person> people)
{
double sum = 0.0;
int count = 0;
foreach (var person in people)
{
if (person.Gender == Gender.Female) // <-- only the expression
{ // is different
sum += person.Age;
count++;
}
}
return sum / count;
}
This indicates that you can extract the condition into a predicate, leaving you with a single method for these two cases (and many other future cases):
// average age for all people matched by the predicate
public double AverageAge(List<Person> people, Predicate<Person> match)
{
double sum = 0.0;
int count = 0;
foreach (var person in people)
{
if (match(person)) // <-- the decision to match
{ // is now delegated to callers
sum += person.Age;
count++;
}
}
return sum / count;
}
var males = AverageAge(people, p => p.Gender == Gender.Male);
var females = AverageAge(people, p => p.Gender == Gender.Female);
And since LINQ already has a bunch of handy extension methods like this, you actually don't even need to write your own methods:
// replace everything we've written above with these two lines
var males = list.Where(p => p.Gender == Gender.Male).Average(p => p.Age);
var females = list.Where(p => p.Gender == Gender.Female).Average(p => p.Age);
In this last LINQ version the if statement has "disappeared" completely, although:
to be honest the problem wasn't in the if by itself, but in the entire code pattern (simply because it was duplicated), and
the if still actually exists, but it's written inside the LINQ Where extension method, which has been tested and closed for modification. Having less of your own code is always a good thing: less things to test, less things to go wrong, and the code is simpler to follow, analyze and maintain.
Huge runs of nested if/else statements
When you see a function spanning 1000 lines and having dozens of nested if blocks, there is an enormous chance it can be rewritten to
use a better data structure and organize the input data in a more appropriate manner (e.g. a hashtable, which will map one input value to another in a single call),
use a formula, a loop, or sometimes just an existing function which performs the same logic in 10 lines or less (e.g. this notorious example comes to my mind, but the general idea applies to other cases),
use guard clauses to prevent nesting (guard clauses give more confidence into the state of variables throughout the function, because they get rid of exceptional cases as soon as possible),
at least replace with a switch statement where appropriate.
Refactor when you feel it's a code smell, but don't over-engineer
Having said all this, you should not spend sleepless nights over having a couple of conditionals now and there. While these answers can provide some general rules of thumb, the best way to be able to detect constructs which need refactoring is through experience. Over time, some patterns emerge that result in modifying the same clauses over and over again.
There is another sense in which if can be evil: when it comes instead of polymorphism.
E.g.
if (animal.isFrog()) croak(animal)
else if (animal.isDog()) bark(animal)
else if (animal.isLion()) roar(animal)
instead of
animal.emitSound()
But basically if is a perfectly acceptable tool for what it does. It can be abused and misused of course, but it is nowhere near the status of goto.
A good quote from Code Complete:
Code as if whoever maintains your program is a violent psychopath who
knows where you live.
— Anonymous
IOW, keep it simple. If the readability of your application will be enhanced by using a predicate in a particular area, use it. Otherwise, use the 'if' and move on.
I think it depends on what you're doing to be honest.
If you have a simple if..else statement, why use a predicate?
If you can, use a switch for larger if replacements, and then if the option to use a predicate for large operations (where it makes sense, otherwise your code will be a nightmare to maintain), use it.
This guy seems to have been a bit pedantic for my liking. Replacing all if's with Predicates is just crazy talk.
There is the Anti-If campaign which started earlier in the year. The main premise being that many nested if statements often can often be replaced with polymorphism.
I would be interested to see an example of using the Predicate instead. Is this more along the lines of functional programming?
Just like in the bible verse about money, if statements are not evil -- the LOVE of if statements is evil. A program without if statements is a ridiculous idea, and using them as necessary is essential. But a program that has 100 if-else if blocks in a row (which, sadly, I have seen) is definitely evil.
I have to say that I recently have begun to view if statements as a code smell: especially when you find yourself repeating the same condition several times. But there's something you need to understand about code smells: they don't necessarily mean that the code is bad. They just mean that there's a good chance the code is bad.
For instance, comments are listed as a code smell by Martin Fowler, but I wouldn't take anyone seriously who says "comments are evil; don't use them".
Generally though, I prefer to use polymorphism instead of if statements where possible. That just makes for so much less room for error. I tend to find that a lot of the time, using conditionals leads to a lot of tramp arguments as well (because you have to pass the data needed to form the conditional on to the appropriate method).
if is not evil(I also hold that assigning morality to code-writing practices is asinine...).
Mr. Haines is being silly and should be laughed at.
I'll agree with you; he was wrong. You can go too far with things like that, too clever for your own good.
Code created with predicates instead of ifs would be horrendous to maintain and test.
Predicates come from logical/declarative programming languages, like PROLOG. For certain classes of problems, like constraint solving, they are arguably superior to a lot of drawn out step-by-step if-this-do-that-then-do-this crap. Problems that would be long and complex to solve in imperative languages can be done in just a few lines in PROLOG.
There's also the issue of scalable programming (due to the move towards multicore, the web, etc.). If statements and imperative programming in general tend to be in step-by-step order, and not scaleable. Logical declarations and lambda calculus though, describe how a problem can be solved, and what pieces it can be broken down into. As a result, the interpreter/processor executing that code can efficiently break the code into pieces, and distribute it across multiple CPUs/cores/threads/servers.
Definitely not useful everywhere; I'd hate to try writing a device driver with predicates instead of if statements. But yes, I think the main point is probably sound, and worth at least getting familiar with, if not using all the time.
The only problem with a predicates (in terms of replacing if statements) is that you still need to test them:
function void Test(Predicate<int> pr, int num)
{
if (pr(num))
{ /* do something */ }
else
{ /* do something else */ }
}
You could of course use the terniary operator (?:), but that's just an if statement in disguise...
Perhaps with quantum computing it will be a sensible strategy to not use IF statements but to let each leg of the computation proceed and only have the function 'collapse' at termination to a useful result.
Sometimes it's necessary to take an extreme position to make your point. I'm sure this person uses if -- but every time you use an if, it's worth having a little think about whether a different pattern would make the code clearer.
Preferring polymorphism to if is at the core of this. Rather than:
if(animaltype = bird) {
squawk();
} else if(animaltype = dog) {
bark();
}
... use:
animal.makeSound();
But that supposes that you've got an Animal class/interface -- so really what the if is telling you, is that you need to create that interface.
So in the real world, what sort of ifs do we see that lead us to a polymorphism solution?
if(logging) {
log.write("Did something");
}
That's really irritating to see throughout your code. How about, instead, having two (or more) implementations of Logger?
this.logger = new NullLogger(); // logger.log() does nothing
this.logger = new StdOutLogger(); // logger.log() writes to stdout
That leads us to the Strategy Pattern.
Instead of:
if(user.getCreditRisk() > 50) {
decision = thoroughCreditCheck();
} else if(user.getCreditRisk() > 20) {
decision = mediumCreditCheck();
} else {
decision = cursoryCreditCheck();
}
... you could have ...
decision = getCreditCheckStrategy(user.getCreditRisk()).decide();
Of course getCreditCheckStrategy() might contain an if -- and that might well be appropriate. You've pushed it into a neat place where it belongs.
It probably comes down to a desire to keep code cyclomatic complexity down, and to reduce the number of branch points in a function. If a function is simple to decompose into a number of smaller functions, each of which can be tested, you can reduce the complexity and make code more easily testable.
IMO:
I suspect he was trying to provoke a debate and make people think about the misuse of 'if'. No one would seriously suggest such a fundamental construction of programming syntax was to be completely avoided would they?
Good that in ruby we have unless ;)
But seriously probably if is the next goto, that even if most of the people think it is evil in some cases is simplifying/speeding up the things (and in some cases like low level highly optimized code it's a must).
I think If statements are evil, but If expressions are not. What I mean by an if expression in this case can be something like the C# ternary operator (condition ? trueExpression : falseExpression). This is not evil because it is a pure function (in a mathematical sense). It evaluates to a new value, but it has no effects on anything else. Because of this, it works in a substitution model.
Imperative If statements are evil because they force you to create side-effects when you don't need to. For an If statement to be meaningful, you have to produce different "effects" depending on the condition expression. These effects can be things like IO, graphic rendering or database transactions, which change things outside of the program. Or, it could be assignment statements that mutate the state of the existing variables. It is usually better to minimize these effects and separate them from the actual logic. But, because of the If statements, we can freely add these "conditionally executed effects" everywhere in the code. I think that's bad.
If is not evil! Consider ...
int sum(int a, int b) {
return a + b;
}
Boring, eh? Now with an added if ...
int sum(int a, int b) {
if (a == 0 && b == 0) {
return 0;
}
return a + b;
}
... your code creation productivity (measured in LOC) is doubled.
Also code readability has improved much, for now you can see in the blink of an eye what the result is when both argument are zero. You couldn't do that in the code above, could you?
Moreover you supported the testteam for they now can push their code coverage test tools use up more to the limits.
Furthermore the code now is better prepared for future enhancements. Let's guess, for example, the sum should be zero if one of the arguments is zero (don't laugh and don't blame me, silly customer requirements, you know, and the customer is always right).
Because of the if in the first place only a slight code change is needed.
int sum(int a, int b) {
if (a == 0 || b == 0) {
return 0;
}
return a + b;
}
How much more code change would have been needed if you hadn't invented the if right from the start.
Thankfulness will be yours on all sides.
Conclusion: There's never enough if's.
There you go. To.