Circular Linked List in Cocoa - arrays

Is there something similar to a circular linked list available in Cocoa?
I know that an NSArray is ordered - but I don't think I can use 'nextItem' or 'previousItem' - correct? Furthermore, I need the nextItem of the last item to be the first item.
I could add my own nextItem and previousItem methods, but I'm surprised if Apple haven't implemented something suitable already. I can't find it though if they have.

While you can certainly use a category to add the behavior to NSArray (as #darren suggests), it's possible that you might actually need a true circular buffer. If that's the case, check out the CHDataStructures framework. Besides a CHCircularBufferStack, there's also a CHCircularBufferQueue and a CHCircularBufferDeque.

I'm not aware of any such circular list data structure. Your idea about implementing it manually seems like a good idea. I would use a category:
#implementation NSArray (myCircularList)
-(id)nextItem;
-(id)previousItem;

Related

I have MDLAsset created from an SCNScene. How do I extract MDLMeshs, MDLCamera(s), and MDLLights?

I am struggling trying to traverse an MDLAsset instance created by loading an SCNScene file (.scn).
I want to identify and extract the MDLMeshs as well as camera(s) and lights. I see no direct way to do that.
For example I see this instance method on MDLAsset:
func childObjects(of objectClass: Swift.AnyClass) -> [MDLObject]
Is this what I use?
I have carefully labeled things in the SceneKit modeler. Can I not refer to those which would be ideal. Surely, there is a dictionary of ids/labels that I can get access to. What am I missing here?
UPDATE 0
I had to resort to pouring over the scene graph in the Xcode debugger due to the complete lack of Apple documentation. Sigh ...
A few things. I see the MDLMesh and MDLSubmesh that is what I am after. What is the traversal approach to get it? Similarly for lights, and camera.
I also need to know the layout of the vertex descriptors so I can sync with my shaders. Can I force a specifc vertex layout on the parsed SCNScene?
MDLObject has a name (because of its conformance to the MDLNamed protocol), and also a path, which is the slash-separated concatenation of the names of its ancestors, but unfortunately, these don't contain the names of their SceneKit counterparts.
If you know you need to iterate through the entire hierarchy of an asset, you may be better off explicitly recursing through it yourself (by first iterating over the top-level objects of the asset, then recursively enumerating their children), since using childObjects(of:) repeatedly will wind up internally iterating over the entire hierarchy to collect all the objects of the specified type.
Beware that even though MDLAsset and MDLObjectContainerComponent conform to NSFastEnumeration, enumerating over them in Swift can be a little painful, and you might want to manually extend them to conform to Sequence to make your work a little easier.
To get all cameras,
[asset childObjectsOfClass:[MDLCamera class]]
Similarly, to get all MDLObjects,
[asset childObjectsOfClass:[MDLObjects class]]
Etc.
MDLSubmeshes aren't MDLObjects, so you traverse those on the MDLMesh.
There presently isn't a way to impose a vertex descriptor on MDL objects created from SCN objects, but that would be useful.
One thing you can do is to impose a new vertex descriptor on an existing MDL object by setting a mesh's vertexDescriptor property. See the MDLMesh.h header for some discussion.

Implementing Intelligent design sort

This might be frivolous question, so please have understanding for my poor soul.
After reading this article about Intelligent Design sort (http://www.dangermouse.net/esoteric/intelligentdesignsort.html) which is in no way made to be serious in any way, I started wondering whether this could be possible.
An excerpt from article says:
The probability of the original input list being in the exact order it's in is 1/(n!). There is such a small likelihood of this that it's clearly absurd to say that this happened by chance, so it must have been consciously put in that order by an intelligent Sorter.
Let's for a second forget about intelligent Sorter, and think about possibility that random occurrences of members in array are in some way sorted. Our algorithm should determine the pattern without changing array's structure.
Is there any way to do this? Speed is not a requirement.
The implementation is very easy actually. The entire point of the article is that you don't actually sort anything. In other words, a correct implementation is a simple NOP. As my preferred language is Java, I'll show a simple in-place implementation in Java as a lambda function:
list->{}
Funny article, I had a good laugh.
If the only thing you're interested in is that whether your List is sorted, then you could simply keep an internal sorted flag (defaulted to true for an empty list) and override your add() method to check if the element you're adding fits the ordering of the List - that is, compare it to the adjacent elements and setting the sorted flag appropriately.

Optional array vs. empty array in Swift

I have a simple Person class in Swift that looks about like this:
class Person {
var name = "John Doe"
var age = 18
var children = [Person]?
\\ init function goes here, but does not initialize children array
}
Instead of declaring children to be an optional array, I could simply declare it and initialize it as an empty array like this:
var children = [Person]()
I am trying to decide which approach is better. Declaring the array as an optional array means that it will not take up any memory at all, whereas an empty array has at least some memory allocated for it, correct? So using the optional array means that there will be at least some memory saving. I guess my first question is: Is there really any actual memory saving involved here, or are my assumptions about this incorrect?
On the other hand, if it is optional then each time I try to use it I will have to check to see if it is nil or not before adding or removing objects from it. So there will be be some loss of efficiency there (but not much, I imagine).
I kind of like the optional approach. Not every Person will have children, so why not let children be nil until the Person decides to settle down and raise a family?
At any rate, I would like to know if there are any other specific advantages or disadvantages to one approach or the other. It is a design question that will come up over and over again.
I'm going to make the opposite case from Yordi - an empty array just as clearly says "this Person has no children", and will save you a ton of hassle. children.isEmpty is an easy check for the existence of kids, and you won't ever have to unwrap or worry about an unexpected nil.
Also, as a note, declaring something as optional doesn't mean it takes zero space - it's the .None case of an Optional<Array<Person>>.
The ability to choose between an empty array or an optional gives us the ability to apply the one that better describe the data from a semantic point of view.
I would choose:
An empty array if the list can be empty, but it's a transient status and in the end it should have at least one element. Being non optional makes clear that the array should not be empty
An optional if it's possible for the list to be empty for the entire life cycle of the container entity. Being an optional makes clear that the array can be empty
Let me make some examples:
Purchase order with master and details (one detail per product): a purchase order can have 0 details, but that's a transient status, because it wouldn't make sense having a purchase order with 0 products
Person with children: a person can have no children for his entire life. It is not a transient status (although not permanent as well), but using an optional it's clear that it's legit for a person to have no children.
Note that my opinion is only about making the code more clear and self-explainatory - I don't think there is any significant difference in terms of performance, memory usage, etc. for choosing one option or the other.
Interestingly enough, we have recently had few discussions regarding this very same question at work.
Some suggest that there are subtle semantic differences. E.g. nil means a person has no children whatsoever, but then what does 0 mean? Does it mean "has children, the whole 0 of them"? Like I said, pure semantics "has 0 children" and "has no children" makes no difference when working with this model in code. In that case why not choosing more straightforwards and less guard-let-?-y approach?
Some suggest that keeping a nil there may be an indication that, for example, when fetching model from backend something went wrong and we got error instead of children. But I think model should not try to have this type of semantics and nil should not be used as indication of some error in the past.
I personally think that the model should be as dumb as possible and the dumbest option in this case is empty array.
Having an optional will make you drag that ? until the end of days and use guard let, if let or ?? over and over again.
You will have to have extra unwrapping logic for NSCoding implementation, you will have to do person.children?.count ?? 0 instead of straightforward person.children.count when you display that model in any view controller.
The final goal of all that manipulation is to display something on UI.
Would you really say
"This person has no children" and "This person has 0 children" for nil and empty array correspondingly? I hope you would not :)
Last Straw
Finally, and this is really the strongest argument I have
What is the type of subviews property of UIView: it's var subviews: [UIView] { get }
What is the type of children property of SKNode: it's var children: [SKNode] { get }
There's tons of examples like this in Cocoa framework: UIViewController::childViewControllers and more.
Even from pure Swift world: Dictionary::keys though this may be a bit far fetched.
Why is it OK for person to have nil children, but not for SKNode? For me the analogy is perfect. Hey, even the SKNode's method name is children :)
My view: there must be an obvious reason for keeping those arrays as optionals, like a really good one, otherwise empty array offers same semantics with less unwrapping.
The Last Last Straw
Finally, some references to very good articles, each of those
http://www.theswiftlearner.com/2015/05/08/empty-or-optional-arrays/
https://www.natashatherobot.com/ios-optional-vs-empty-data-source-swift/
In Natasha's post, you will find a link to NSHipster's blog post and in Swiftification paragraph you can read this:
For example, instead of marking NSArray return values as nullable, many APIs have been modified to return an empty array—semantically these have the same value (i.e., nothing), but a non-optional array is far simpler to work with
Sometimes there's a difference between something not existing and being empty.
Let's say we have an app where a user can modify a list of phone numbers and we save said modifications as modifiedPhoneNumberList. If no modification has ever occurred the array should be nil. If the user has modified the parsed numbers by deleting them all the array should be empty.
Empty means we're going to delete all the existing phone numbers, nil means we keep all the existing phone numbers. The difference matters here.
When we can't differentiate between a property being empty or not existing or it doesn't matter empty is the way to go. If a Person were to lose their only child we should simply have to remove that child and have an empty array rather than have to check if the count is 1 then set the entire array to nil.
I always use empty arrays.
In my humble opinion, the most important purpose of optionals in Swift is to safely wrap some value that may be nil. An array already act as this type of wrapper - you can ask the array if it has anything inside & access its value(s) safely with for loops, mapping, etc. Do we need to put a wrapper within a wrapper? I don't think so.
Swift is designed to take advantage of optional value's and optional unwrapping.
You could also declare the array as nil, as it will save you a very small (almost not noticable) amount of memory.
I would go with an optional array instead of an array that represents a nil value to keep Swift's Design Patterns happy :)
I also think
if let children = children {
}
looks nicer than :
if(children != nil){
}

How to randomly access a point in a CvSeq?

Can we randomly access a point in a CvSeq object? We can traverse it, so I imagine it's possible in a simple manner. How is this accomplished?
I have found it. There is a method called cvGetSeqElem, which takes in the sequence and the index. Thanks for the help though. This might just follow the linked list linearly, but it's simpler than manually coding the search.
Looking at the OpenCV API (http://opencv.willowgarage.com/documentation/dynamic_structures.html) it doesn't sound possible. Looks to be some form of linked list implementation, which means that the only way to access an element part way though is to follow the links.
cvSeq is a linked list - you have to follow the chain of links, you have no idea where the next entry is stored in memory.

Does using lists of structs make sense in cocoa?

This question has spawned out of this one. Working with lists of structs in cocoa is not simple. Either use NSArray and encode/decode, or use a C type array and lose the commodities of NSArray. Structs are supposed to be simple, but when a list is needed, one would tend to build a class instead.
When does using lists of structs make sense in cocoa?
I know there are already many questions regarding structs vs classes, and I've read users argue that it's the same answer for every language, but at least cocoa should have its own specific answers to this, if only because of KVC or bindings (as Peter suggested on the first question).
Cocoa has a few common types that are structs, not objects: NSPoint, NSRect, NSRange (and their CG counterparts).
When in doubt, follow Cocoa's lead. If you find yourself dealing with a large number of small, mostly-data objects, you might want to make them structs instead for efficiency.
Using NSArray/NSMutableArray as the top-level container, and wrapping the structs in an NSValue will probably make your life a lot easier. I would only go to a straight C-type array if you find NSArray to be a performance bottleneck, or possibly if the array is essentially read-only.
It is convenient and useful at times to use structs, especially when you have to drop down to C, such as when working with an existing library or doing system level stuff. Sometimes you just want a compact data structure without the overhead of a class. If you need many instances of such structs, it can make a real impact on performance and memory footprint.
Another way to do an array of structs is to use the NSPointerArray class. It takes a bit more thought to set up but it works pretty much just like an NSArray after that and you don't have to bother with boxing/unboxing or wrapping in a class so accessing the data is more convenient, and it doesn't take up the extra memory of a class.
NSPointerFunctions *pf = [[NSPointerFunctions alloc] initWithOptions:NSPointerFunctionsMallocMemory |
NSPointerFunctionsStructPersonality |
NSPointerFunctionsCopyIn];
pf.sizeFunction = keventSizeFunction;
self.pending = [[NSPointerArray alloc] initWithPointerFunctions:pf];
In general, the use of a struct implies the existence of a relatively simple data type that has no logic associated with it nor should have any logic associated with it. Take an NSPoint for instance - it is merely a (x,y) representation. Given this, there are also some issues that arise from it's use. In general, this is OK for this type of data as we usually observe for a change in the point rather than the y-coordinate of a point (fundamentally, (0,1) isn't the same as (1,1) shifted down by 1 unit). If this is an undesirable behavior, it may be a better idea to use a class.

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