eval in function scope (accessing function args) - eval

Given:
abstract ABSGene
type NuGene <: Genetic.ABSGene
fqnn::ANN
dcqnn::ANN
score::Float32
end
function mutate_copy{T<:ABSGene}(gene::T)
all_fields_except_score = filter(x->x != :score, names(T))
all_fields_except_score = map(x->("mutate_copy(gene.$x)"),all_fields_except_score)
eval(parse("$(T)("*join(all_fields_except_score,",")*")"))
end
ng = NuGene()
mutated_ng = mutate_copy(ng)
results in:
ERROR: gene not defined
in mutate_copy at none:4
If I just look at it as a string (prior to running parse and eval) it looks fine:
"NuGene(mutate_copy(gene.fqnn),mutate_copy(gene.dcqnn))"
However, eval doesn't seem to know about gene that has been passed into the mutate_copy function.
How do I access the gene argument that's been passed into the mutate copy?
I tried this:
function mutate_copy{T<:ABSGene}(gene::T)
all_fields_except_score = filter(x->x != :score, names(T))
all_fields_except_score = map(x-> ("mutate_copy($gene.$x)"),all_fields_except_score)
eval(parse("$(T)("*join(all_fields_except_score,",")*")"))
end
But that expands the gene in the string which is not what I want.

Don't use eval! In almost all cases, unless you really know what you're doing, you shouldn't be using eval. And in this case, eval simply won't work because it operates in the global (or module) scope and doesn't have access to the variables local to the function (like the argument gene).
While the code you posted isn't quite enough for a minimal working example, I can take a few guesses as to what you want to do here.
Instead of map(x->("mutate_copy(gene.$x)"),all_fields_except_score), you can dynamically look up the field name:
map(x->mutate_copy(gene.(x)), all_fields_except_score)
This is a special syntax that may eventually be replaced by getfield(gene, x). Either one will work right now, though.
And then instead of eval(parse("$(T)("*join(all_fields_except_score,",")*")")), call T directly and "splat" the field values:
T(all_fields_except_score...)
I think the field order should be stable through all those transforms, but it looks a pretty fragile (you're depending on the score being the last field, and all constructors to have their arguments in the same order as their fields). It looks like you're trying to perform a deepcopy sort of operation, but leaving the score field uninitialized. You could alternatively use Base's deepcopy and then recursively set the scores to zero.

Related

Eiffel separate object into ensure statement

Is there a way to have a separate object to be checked as ensure with the separate obj as l_obj statement?
I guess having a boolean function should work.
Any reason for that I don't understand?
set_position (a_pos: like position)
do
position := a_pos
separate status_keeper as l_status_keeper_sep do
l_status_keeper_sep.set_position (position)
end
ensure
position = a_pos
separate status_keeper as l_status_keeper_sep do -- the compiler doesn't agree with separate keyword here
l_status_keeper_sep.position = a_pos
end
end
At the moment there is no "separate expression" similar to "separate instruction". And, as you mention, separate instructions are not allowed in the context where only a boolean expression is expected, in postconditions in particular.
Even if there were such a construct, it would not work. The separate object could change its state between two subsequent separate instructions. For example, the following code is wrong:
separate foo as x do
x.put (something) -- Set `foo.item` to `something`.
end
separate foo as x do
check
item_is_known: x.item = something
end
end
The check instruction could easily lead to assertion violation in the following execution scenario:
The first separate instruction is executed.
Some other processor makes a call to foo.put.
The check instruction compares something to the value set in step 2.
If the code has to ensure some property of a separate object, it should be enclosed in a routine body, and the separate object should be passed as an argument:
set_position (value: like position; keeper: like status_keeper)
do
position := value
keeper.set_position (value)
ensure
position = value
keeper.position = value
end
Separate instructions were invented only to avoid writing single-line wrappers just to make a call on a separate object. Anything else is better using the original SCOOP approach with full-fledged features with separate arguments.

Applying Julia function to nested array of arrays

Is there a simpler way to do apply a function in Julia to nested array than defining a new function? - e.g. for this simple example:
a = collect(1:10)
b = [ a*i for i in 100:100:400]
arraylog(x) = log.(x) ## Need to define an extra function to do the inner array?
arraylog.(b)
I would use a comprehension just like you used it to define b: [log.(x) for x in b].
The benefit of this approach is that such code should be easy to read later.
EDIT
Referring to the answer by Tasos actually a comprehension implicitly defines an anonymous function that is passed to Base.Generator. In this use case a comprehension and map should be largely equivalent.
I assumed that MR_MPI-BGC wanted to avoid defining an anonymous function.
If it were allowed one could also use a double broadcast like this:
(x->log.(x)).(b)
which is even shorer but I thought that it would not be very readable in comparison to a comprehension.
You could define it as a lambda instead.
Obviously the distinction may be moot, depending on how you're using this later in your code, but if all you want is to not waste a line in your code for the sake of conciseness, you could easily dump this inside a map statement, for instance:
map( x->log.(x), b )
or, if you prefer do syntax:
map(b) do x
log.(x)
end
PS. I'm not familiar with a syntax which allows the broadcasted version of a function to be plugged directly into map, but if one exists it would be even cleaner than a lambda here ... but alas 'map( log., b )' is not valid syntax.

get fieldname of a data struct matlab

I have the following nested struct:
hole 1x200 struct, diam 1x12 struct, which has the following fields: pos, freq1, fre12
That is:
hole(1 to 200).diam(1 to 12).pos
.freq1
.freq2
From a value (freq1 and freq2), I would like to obtain the field name of the struct. So I will need to find the value that matches with freq1 and freq2 and show the fieldname.
I tried to use structfun in order to apply a function to each field.
[struct.field]=structfun(#(x) find(x.freq1==27.059783995484867 & freq2==76.468355874897000))
But I guess I am writing something wrong on the code.
Also I create an anonymous fuction but I have the following error:
'Error using structfun / Inputs to STRUCTFUN must be scalar
structures'
. How ever when I verified if an specific value of the struct is scalar, I have a positive answerd: isscalar(hole(130).diam(10))
I belive I more near the solution using this script:
myfun=#(yourarray,desiredvalue) yourarray==desiredvalue;
%//Apply function to each field of scalar structure, it SCALAR??
desiredfieldindex=myfun(structfun(#(x) x,hole),26.697046257785030)
desiredFieldName=fNames(desiredFieldIndex)
I don´t know if I am in the rigth path, or I should utilize the function find. ALso I that case I don´t know how to implement it.
Couple of things.
FLOATING POINT VALUES! Careful!! Never compare a floating point value as val==0.3! do abs(val-0.3)<10^-8 or something similar. Read more here.
You are using structfun wrong. The function needs 2 arguments, and you are just passing 1! However, structfun will apply a function to each field so you are not using it rigth either in that sense. Lets see an example
example:
a.hithere=5;
a.notthis=3;
fun=#(x)x==5;
[isfive]=structfun(fun,a)
isfive =
1
0
As you can see, it applies the function to each of them. If you try to change the function to fun=#(x)x.hithere==5 you will get an error! As the function is applied to each field, and x.hithere.hithere or x.notthis.hithere do not exist.
If you want to check both values, you will need to check them independently making two separated calls to structfun or avoiding structfun and just making a for loop.

Using C variable inside Lua alongside nested functions

This is a sort of followup to my previous question about nested registered C functions found here:
Trying to call a function in Lua with nested tables
The previous question gave me the answer to adding a nested function like this:
dog.beagle.fetch()
I also would like to have variables at that level like:
dog.beagle.name
dog.beagle.microchipID
I want this string and number to be allocated in C and accessible by Lua. So, in C code, the variables might be defined as:
int microchipIDNumber;
char dogname[500];
The C variables need to be updated by assignments in Lua and its value needs to be retrieved by Lua when it is on the right of the equal sign. I have tried the __index and __newindex metamethod concept but everything I try seems to break down when I have 2 dots in the Lua path to the variable. I know I am probably making it more complicated with the 2 dots, but it makes the organization much easier to read in the Lua code. I also need to get an event for the assignment because I need to spin up some hardware when the microchipIDNumber value changes. I assume I can do this through the __newindex while I am setting the value.
Any ideas on how you would code the metatables and methods to accomplish the nesting? Could it be because my previous function declarations are confusing Lua?
The colon operator (:) in Lua is used only for functions. Consider the following example:
meta = {}
meta["__index"] = function(n,m) print(n) print(m) return m end
object = {}
setmetatable(object,meta)
print(object.foo)
The index function will simply print the two arguments it is passed and return the second one (which we will also print, because just doing object.foo is a syntax error). The output is going to be table: 0x153e6d0 foo foo with new lines. So __index gets the object in which we're looking up the variable and it's name. Now, if we replace object.foo with object:foo we get this:
input:5: function arguments expected near ')'
This is the because : in object:foo is syntactic sugar for object.foo(object), so Lua expects that you will provide arguments for a function call. If we did provide arguments (object:foo("bar")) we get this:
table: 0x222b3b0
foo
input:5: attempt to call method 'foo' (a string value)
So our __index function still gets called, but it is not passed the argument - Lua simply attemps to call the return value. So don't use : for members.
With that out of the way, let's look at how you can sync variables between Lua and C. This is actually quite involved and there are different ways to do it. One solution would be to use a combination of __index and __newindex. If you have a beagle structure in C, I'd recommend making these C functions and pushing them into the metatable of a Lua table as C-closures with a pointer to your C struct as an upvalue. Look at this for some info on lua_pushcclosure and this on closures in Lua in general.
If you don't have a single structure you can reference, it gets a lot more complicated, since you'll have to somehow store pairs variableName-variableLocation on the C side and know what type each is. You could maintain such a list in the actual Lua table, so dog.beagle would be a map of variable name to one or two something's. There a couple of options for this 'something'. First - one light user data (ie - a C pointer), but then you'll have the issue of figuring out what that is pointing to, so that you know what Lua type to push in for __index and what to pop out for __newindex . The other option is to push two functions/closures. You can make a C function for each type you'll have to handle (number, string, table, etc) and push the appropriate one for each variable, or make a uber-closure that takes a parameter what type it's being given and then just vary the up-values you push it with. In this case the __index and __newindex functions will simply lookup the appropriate function for a given variable name and call it, so it would be probably easiest to implement it in Lua.
In the case of two functions your dog.beagle might look something like this (not actual Lua syntax):
dog.beagle = {
__metatable = {
__index = function(table,key)
local getFunc = rawget(table,key).get
return getFunc(table,key)
end
__newindex = function(table,key,value)
local setFunc = rawget(table,key).set
setFunc(table,key,value)
end
}
"color" = {
"set" = *C function for setting color or closure with an upvalue to tell it's given a color*,
"get" = *C function for getting color or closure with an upvalue to tell it to return a color*
}
}
Notes about the above: 1.Don't set an object's __metatable field directly - it's used to hide the real metatable. Use setmetatable(object,metatable). 2. Notice the usage of rawget. We need it because otherwise trying to get a field of the object from within __index would be an infinite recursion. 3. You'll have to do a bit more error checking in the event rawget(table,key) returns nil, or if what it returns does not have get/set members.

Sorting and managing numerous variables

My project has classes which, unavoidably, contain hundreds upon hundreds of variables that I'm always having to keep straight. For example, I'm always having to keep track of specific kinds of variables for a recurring set of "items" that occur inside of a class, where placing those variables between multiple classes would cause a lot of confusion.
How do I better sort my variables to keep from going crazy, especially when it comes time to save my data?
Am I missing something? Actionscript is an Object Oriented language, so you might have hundreds of variables, but unless you've somehow treated it like a grab bag and dumped it all in one place, everything should be to hand. Without knowing what all you're keeping track of, it's hard to give concrete advice, but here's an example from a current project I'm working on, which is a platform for building pre-employment assessments.
The basic unit is a Question. A Question has a stem, text that can go in the status bar, a collection of answers, and a collection of measures of things we're tracking about what the user does in that particular type of questions.
The measures are, again, their own type of object, and come in two "flavors": one that is used to track a time limit and one that isn't. The measure has a name (so we know where to write back to the database) and a value (which tells us what). Timed ones also have a property for the time limit.
When we need to time the question, we hand that measure to yet another object that counts the time down and a separate object that displays the time (if appropriate for the situation). The answers, known as distractors, have a label and a value that they can impart to the appropriate measure based on the user selection. For example, if a user selects "d", its value, "4" is transferred to the measure that stores the user's selection.
Once the user submits his answer, we loop through all the measures for the question and send those to the database. If those were not treated as a collection (in this case, a Vector), we'd have to know exactly what specific measures are being stored for each question and each question would have a very different structure that we'd have to dig through. So if looping through collections is your issue, I think you should revisit that idea. It saves a lot of code and is FAR more efficient than "var1", "var2", "var3."
If the part you think is unweildy is the type checking you have to do because literally anything could be in there, then Vector could be a good solution for you as long as you're using at least Flash Player 10.
So, in summary:
When you have a lot of related properties, write a Class that keeps all of those related bits and pieces together (like my Question).
When objects have 0-n "things" that are all of the same or very similar, use a collection of some sort, such as an Array or Vector, to allow you to iterate through them as a group and perform the same operation on each (for example, each Question is part of a larger grouping that allows each question to be presented in turn, and each question has a collection of distractors and another of measures.
These two concepts, used together, should help keep your information tidy and organized.
While I'm certain there are numerous ways of keeping arrays straight, I have found a method that works well for me. Best of all, it collapses large amounts of information into a handful of arrays that I can parse to an XML file or other storage method. I call this method my "indexed array system".
There are actually multiple ways to do this: creating a handful of 1-dimensional arrays, or creating 2-dimensional (or higher) array(s). Both work equally well, so choose the one that works best for your code. I'm only going to show the 1-dimensional method here. Those of you who are familiar with arrays can probably figure out how to rewrite this to use higher dimensional arrays.
I use Actionscript 3, but this approach should work with almost any programming or scripting language.
In this example, I'm trying to keep various "properties" of different "activities" straight. In this case, we'll say these properties are Level, High Score, and Play Count. We'll call the activities Pinball, Word Search, Maze, and Memory.
This method involves creating multiple arrays, one for each property, and creating constants that hold the integer "key" used for each activity.
We'll start by creating the constants, as integers. Constants work for this, because we never change them after compile. The value we put into each constant is the index the corresponding data will always be stored at in the arrays.
const pinball:int = 0;
const wordsearch:int = 1;
const maze:int = 2;
const memory:int = 3;
Now, we create the arrays. Remember, arrays start counting from zero. Since we want to be able to modify the values, this should be a regular variable.
Note, I am constructing the array to be the specific length we need, with the default value for the desired data type in each slot. I've used all integers here, but you can use just about any data type you need.
var highscore:Array = [0, 0, 0, 0];
var level:Array = [0, 0, 0, 0];
var playcount:Array = [0, 0, 0, 0];
So, we have a consistent "address" for each property, and we only had to create four constants, and three arrays, instead of 12 variables.
Now we need to create the functions to read and write to the arrays using this system. This is where the real beauty of the system comes in. Be sure this function is written in public scope if you want to read/write the arrays from outside this class.
To create the function that gets data from the arrays, we need two arguments: the name of the activity and the name of the property. We also want to set up this function to return a value of any type.
GOTCHA WARNING: In Actionscript 3, this won't work in static classes or functions, as it relies on the "this" keyword.
public function fetchData(act:String, prop:String):*
{
var r:*;
r = this[prop][this[act]];
return r;
}
That queer bit of code, r = this[prop][this[act]], simply uses the provided strings "act" and "prop" as the names of the constant and array, and sets the resulting value to r. Thus, if you feed the function the parameters ("maze", "highscore"), that code will essentially act like r = highscore[2] (remember, this[act] returns the integer value assigned to it.)
The writing method works essentially the same way, except we need one additional argument, the data to be written. This argument needs to be able to accept any
GOTCHA WARNING: One significant drawback to this system with strict typing languages is that you must remember the data type for the array you're writing to. The compiler cannot catch these type errors, so your program will simply throw a fatal error if it tries to write the wrong value type.
One clever way around this is to create different functions for different data types, so passing the wrong data type in an argument will trigger a compile-time error.
public function writeData(act:String, prop:String, val:*):void
{
this[prop][this[act]] = val;
}
Now, we just have one additional problem. What happens if we pass an activity or property name that doesn't exist? To protect against this, we just need one more function.
This function will validate a provided constant or variable key by attempting to access it, and catching the resulting fatal error, returning false instead. If the key is valid, it will return true.
function validateName(ID:String):Boolean
{
var checkthis:*
var r:Boolean = true;
try
{
checkthis = this[ID];
}
catch (error:ReferenceError)
{
r = false;
}
return r;
}
Now, we just need to adjust our other two functions to take advantage of this. We'll wrap the function's code inside an if statement.
If one of the keys is invalid, the function will do nothing - it will fail silently. To get around this, just put a trace (a.k.a. print) statement or a non-fatal error in the else construct.
public function fetchData(act:String, prop:String):*
{
var r:*;
if(validateName(act) && validateName(prop))
{
r = this[prop][this[act]];
return r;
}
}
public function writeData(act:String, prop:String, val:*):void
{
if(validateName(act) && validateName(prop))
{
this[prop][this[act]] = val;
}
}
Now, to use these functions, you simply need to use one line of code each. For the example, we'll say we have a text object in the GUI that shows the high score, called txtHighScore. I've omitted the necessary typecasting for the sake of the example.
//Get the high score.
txtHighScore.text = fetchData("maze", "highscore");
//Write the new high score.
writeData("maze", "highscore", txtHighScore.text);
I hope ya'll will find this tutorial useful in sorting and managing your variables.
(Afternote: You can probably do something similar with dictionaries or databases, but I prefer the flexibility with this method.)

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