Variables vs declarations for simple values - variables

I am not an amateur programmer, but this question surely sounds somewhat amateurish, that may be because I learned programming by experimentation, tutorials, and advice from forums and stackoverflow among other things.
But, I was just thinking while working with some (javascript) code I was making the other day where I realized with simple numbers I was using in part of some algebra equation I had in there - some of them were being used twice, or a few times, and so I had done what I've done in similar situations. That is, I put them into variables representing them, and then using them in the multiple instances they were needed. Although, this might be obvious, something along the lines of this example:
var two = 2;
var seven = 7;
var eighteen = 18;
var calculate = (((seven * 140) / (seven + eighteen)) + ((eighteen * 50) + two) * two);
Now I know this calculation makes no sense, but it's not meant to make any sense, it's just a random calculation I made up to illustrate my point.
But the question I have is is this correct? My logic is why set the same value over and over when I can declare it in a variable and then have it served up from memory rather than repeatedly given. Truthfully this question has been in my mind for quite some time, but I never bothered asking it in risk of looking somewhat stupid, but I just decided I just want to know a definitive answer to it once and for all. For example, I remember having a conversation with somebody a long time ago about this very topic, I don't remember who, maybe it was a teacher in some html class in school, or who knows now. But I remember that person telling me that when it comes to simple values like these, it's best to give the actual value there then having it declared beforehand and calling it from memory, because apparently, this calling and reading of this (or those) variable(s) takes more processing than it would to have it set repeatedly when its needed. Obviously a complex value (like my "calculate" variable) would be better declared before and remembered, but with simple values, this is where I'm not 100% sure.
As I said, this question has been at the back of my mind for quite some time, and I just wanted to know for sure the truth on the matter. I've been using this concept (not frequently, just in rare cases where it becomes necessary) on javascript, jQuery, C#, and T-SQL rarely.

Don't do what you showed in your example. It's good to not have "magic numbers" in code (like 2, 7, and 18), but if you're going to replace them with either macro constants or variables, name them to indicate their purpose. That way, if you have to change a value for some reason, you don't have "two" with a value of 3! "array_stride" with a value of 2 can be changed to value 3 with no confusion.
Now, as to whether or not it's better to put these values in a constant macro literal, or to make variables out of them, that's hard to give a definite answer to. It depends on whether the compiler or whatever can recognize repeated uses of the same constant value, and optimize it to only allocate one piece of storage for it. If it can, it really doesn't matter which you do, as it will store the value in one place and load it wherever needed (with sufficient registers, you might get it kept in a register, which would load faster). If it can't, you'd be better off making a variable. So, perhaps it would be better to have a full-fledged variable.

Related

Is it better to use a boolean variable to replace an if condition for readability or not?

I am in the second year of my bachelor study in information technology. Last year in one of my courses they taught me to write clean code so other programmers have an easier time working with your code. I learned a lot about writing clean code from a video ("clean code") on pluralsight (paid website for learning which my school uses). There was an example in there about assigning if conditions to boolean variables and using them to enhance readability. In my course today my teacher told me it's very bad code because it decreases performance (in bigger programs) due to increased tests being executed. I was wondering now whether I should continue using boolean variables for readability or not use them for performance. I will illustrate in an example (I am using python code for this example):
example boolean variable
Let's say we need to check whether somebody is legal to drink alcohol we get the persons age and we know the legal drinking age is 21.
is_old_enough = persons_age >= legal_drinking_age
if is_old_enough:
do something
My teacher told me today that this would be very bad for performance since 2 tests are performed first persons_age >= legal_drinking_age is tested and secondly in the if another test occurs whether the person is_old_enough.
My teacher told me that I should just put the condition in the if, but in the video they said that code should be read like natural language to make it clear for other programmers. I was wondering now which would be the better coding practice.
example condition in if:
if persons_age >= legal_drinking_age:
do something
In this example only 1 test is tested whether persons_age >= legal_drinking_age. According to my teacher this is better code.
Thank you in advance!
yours faithfully
Jonas
I was wondering now which would be the better coding practice.
The real safe answer is : Depends..
I hate to use this answer, but you won't be asking unless you have faithful doubt. (:
IMHO:
If the code will be used for long-term use, where maintainability is important, then a clearly readable code is preferred.
If the program speed performance crucial, then any code operation that use less resource (smaller dataSize/dataType /less loop needed to achieve the same thing/ optimized task sequencing/maximize cpu task per clock cycle/ reduced data re-loading cycle) is better. (example keyword : space-for-time code)
If the program minimizing memory usage is crucial, then any code operation that use less storage and memory resource to complete its operation (which may take more cpu cycle/loop for the same task) is better. (example: small devices that have limited data storage/RAM)
If you are in a race, then you may what to code as short as possible, (even if it may take a slightly longer cpu time later). example : Hackathon
If you are programming to teach a team of student/friend something.. Then readable code + a lot of comment is definitely preferred .
If it is me.. I'll stick to anything closest to assembly language as possible (as much control on the bit manipulation) for backend development. and anything closest to mathematica-like code (less code, max output, don't really care how much cpu/memory resource is needed) for frontend development. ( :
So.. If it is you.. you may have your own requirement/preference.. from the user/outsiders/customers point of view.. it is just a working/notWorking program. YOur definition of good program may defer from others.. but this shouldn't stop us to be flexible in the coding style/method.
Happy exploring. Hope it helps.. in any way possible.
Performance
Performance is one of the least interesting concerns for this question, and I say this as one working in very performance-critical areas like image processing and raytracing who believes in effective micro-optimizations (but my ideas of effective micro-optimization would be things like improving memory access patterns and memory layouts for cache efficiency, not eliminating temporary variables out of fear that your compiler or interpreter might allocate additional registers and/or utilize additional instructions).
The reason it's not so interesting is, because, as pointed out in the comments, any decent optimizing compiler is going to treat those two you wrote as equivalent by the time it finishes optimizing the intermediate representation and generates the final results of the instruction selection/register allocation to produce the final output (machine code). And if you aren't using a decent optimizing compiler, then this sort of microscopic efficiency is probably the last thing you should be worrying about either way.
Variable Scopes
With performance aside, the only concern I'd have with this convention, and I think it's generally a good one to apply liberally, is for languages that don't have a concept of a named constant to distinguish it from a variable.
In those cases, the more variables you introduce to a meaty function, the more intellectual overhead it can have as the number of variables with a relatively wide scope increases, and that can translate to practical burdens in maintenance and debugging in extreme cases. If you imagine a case like this:
some_variable = ...
...
some_other_variable = ...
...
yet_another_variable = ...
(300 lines more code to the function)
... in some function, and you're trying to debug it, then those variables combined with the monstrous size of the function starts to multiply the difficulty of trying to figure out what went wrong. That's a practical concern I've encountered when debugging codebases spanning millions of lines of code written by all sorts of people (including those no longer on the team) where it's not so fun to look at the locals watch window in a debugger and see two pages worth of variables in some monstrous function that appears to be doing something incorrectly (or in one of the functions it calls).
But that's only an issue when it's combined with questionable programming practices like writing functions that span hundreds or thousands of lines of code. In those cases it will often improve everything just focusing on making reasonable-sized functions that perform one clear logical operation and don't have more than one side effect (or none ideally if the function can be programmed as a pure function). If you design your functions reasonably then I wouldn't worry about this at all and favor whatever is readable and easiest to comprehend at a glance and maybe even what is most writable and "pliable" (to make changes to the function easier if you anticipate a future need).
A Pragmatic View on Variable Scopes
So I think a lot of programming concepts can be understood to some degree by just understanding the need to narrow variable scopes. People say avoid global variables like the plague. We can go into issues with how that shared state can interfere with multithreading and how it makes programs difficult to change and debug, but you can understand a lot of the problems just through the desire to narrow variable scopes. If you have a codebase which spans a hundred thousand lines of code, then a global variable is going to have the scope of a hundred thousands of lines of code for both access and modification, and crudely speaking a hundred thousand ways to go wrong.
At the same time that pragmatic sort of view will find it pointless to make a one-shot program which only spans 100 lines of code with no future need for extension avoid global variables like the plague, since a global here is only going to have 100 lines worth of scope, so to speak. Meanwhile even someone who avoids those like the plague in all contexts might still write a class with member variables (including some superfluous ones for "convenience") whose implementation spans 8,000 lines of code, at which point those variables have a much wider scope than even the global variable in the former example, and this realization could drive someone to design smaller classes and/or reduce the number of superfluous member variables to include as part of the state management for the class (which can also translate to simplified multithreading and all the similar types of benefits of avoiding global variables in some non-trivial codebase).
And finally it'll tend to tempt you to write smaller functions as well, since a variable towards the top of some function spanning 500 lines of code is going to also have a fairly wide scope. So anyway, my only concern when you do this is to not let the scope of those temporary, local variables get too wide. And if they do, then the general answer is not necessarily to avoid those variables but to narrow their scope.

Programming Principles: Assignement vs Conditions

I did some research but couldn't find the answer I was looking for so I figured I'd address this issue here. I guess it's better to demonstrate it using examples, so consider the following snippets of code:
int delta = 0;
if (some_condition)
delta = 42;
x1 = regular_value1 + delta;
x2 = regular_value2 + delta;
// ...
// where delta is used a lot of times
// basically - if (some_condition == true) => add delta to all variables
// if FALSE - add 0 (thus, effectively not changing anything)
versus
int delta = 42;
if (some_condition)
{
x1 = regular_value1 + delta;
x2 = regular_value2 + delta;
// ...
}
else
{
x1 = regular_value1;
x2 = regular_value2;
// ...
}
For example, a very simple real-world scenario would be: Let's say I'm creating a windows form that might contain an image on the left and might not. If there's no image - create all the rest of form controls on the left, and if there's an image, shift all other controls to the right of the image (add delta to every control's X location).
I'm programming a C# XNA game (therefore performance is somewhat relevant, but OOP principles shouldn't be omitted by any means), thus my question is - which code would run faster provided that "some_condition" would be TRUE 50% of time? As well as, which code block is easier to maintain/read?
I'm aware that this isn't a huge issue, but I'm just trying to get into a habit of writing "the best" code possible. Any input and even personal experiences would be appreciated.
Thanks.
The latter might be slightly faster, or they may both be optimized to the same thing. That doesn't matter, you can always change it later if you find that it becomes an issue (which this particular case certainly won't - this is just general advice). But the former, I find at least, is easier to read and maintain. If you wanted to change regular_value1 or regular_value2, you only have to change it in one place, not two. Go for that.
This is certainly a trivial case, and both might indeed optomize to the same code. I'd suggest using whichever is easiest to understand--a decision that ought to be based on more of the program than you've shown here.
But the second solution is apt to be faster, particularly if "delta" is turned into a constant. If "some_condition" is false, no adds need to be done, and an optmizer might be able to come up with some way to speed the actual assignments, so I see a performance edge there. I think it's best to write the fastest code you can if you don't hurt maintainability. Even with something with a much bigger performance difference than this, you are realistically never going to come back later looking for ways to speed it up. You may as well code for performance now and forget about it. Keep this up over time and your code will run faster at no cost to you.
Maybe someday profiling will point to this code as being the slowest point in your program. But most likely you--and others--will just accept the fact that the code runs at a certain speed and use it accordingly. The fact that it could be speeded up and used in new places--say between keystrokes--without annoying the user will never be thought of.
The difference in performance here is minor and the code will probably never be used in speed-critical conditions anyway, but I do think coding for speed is a good idea. It doesn't really take any time once you get into the habit, and you know what your code can do if tweaked because its already tweaked and doing it.
(It's been my experience that fast code and readable code are much the same thing. If a human can understand the code easily then so can the optimizer, and these days the optimizer is king. On those rare occasions where I have to choose, I do go for clarity rather than speed unless I know everything depends on the code being fast. Then I document like crazy to atone.)
This is a bit of a subjective question, but one the things that affects readability (and also importantly maintainability) is how much code is repeated. In this case the first option results in less code to maintain and read through (less redundancy) and would be my preferred method
As pointed out by #minitech, the second approach can and will certainly cause problems in maintainability (points to ponder: how long is the life cycle of the application? Is the code you are writing going to be reused or consumed by others?) and readability. Given, that you have already considered these factors, I would recommend that you decide and set some performance numbers that your application should conform to.
Once the performance requirements have been clearly established, then you can decide on which approach to follow. OOP principles and readability are every programmers dream, but remember that once you ship the application to the customer, it does not matter which approach you had followed, the only thing that matters is your application runs as expected (from the point of view of both functionality and performance).
You will need to gauge with the stakeholders on the implications of writing the 'best' vs actual performance impact that the 'best' code might cause.

determine what vars are constant in what situations

The idea is somewhat similar to what Apple has done in the OpenGL stack. I want to have that a bit more general.
Basically, I want to have specialised and optimised variants of some code for some specific cases.
In other words: I have given an algorithm/code for a function (let B = {0,1})
f : B^n -> B^m
Now, I special a specific case by a function (which predefines part of the input of f)
preset : {1..n} -> {0,1,unset}
The amount of predefinitions (∈ {0..n}) is then given by
pn := |preset⁻¹({0,1})|
Canonically, we now get a specialised function
f_preset : B^(n-pn) -> B^m
Also canonically, we get the code/algorithm for this specialised function. Naturally, the code for f_preset will be somewhat more fast than f with pn > 0. Then, you also can optimise this code further (there might be some dead code now, some loops can be unpacked now, some calculations can be precalculated, etc). In some cases, it can have noteable improvements.
Apple does roughly this for their OpenGL stack (from what I have read / know): They try to find a good preset at runtime after everything is setup for variables which will not change anymore, then make an optimised version of the specialised function and only use that one instead of the original function.
Initially, I thought about a way to optimise the physics simulation of some own game. There I have a lot of particle objects and a set of particle types (which is unknown at compile time). A particle type is a set of attributes. The particle types are fixed and constant once they are loaded. Each particle object is of one of theye particle types. The physic simulation for a particle object is some very heavy peace of code with many many branches and very heavily depends on the particle type. My idea was now to have an optimised physics simulation function for each particle type.
After thinking a bit about this, I wanted to go a bit further:
I want to automatically calculate a set of such presets at runtime and maintain the optimised code for each. And I want to automatically add or remove presets when the circumstances change.
There are several questions now:
Is there an easy way to calculate a good preset? How do I know what variables are constant for a given situation?
Is there an easy way to check how good a preset is? 'Good' refers to the performance of the resulting optimised code.
How to compare two algorithms/codes for performance? Via some heuristic? Or by testing with random input?
How many presets (and optimised code variants) should there be for a function? A fixed limit for all functions? Or is this different for every function? Is it maybe even depending on the current computer state?
How to maintain the different optimised code variants? A wrapper function around f which chooses automatically the best optimised variant doesn't seem to be very nice as this maybe not so easy check would be needed for every single call. A solution to this problem might also be deeply related to the question about how to find the set/amount of good presets. (In the particle type case, the optimised code would be attached to / saved together with the particle type. The amount of particle types also define the amount of presets.)
For my initial case, most of these questions are kind of obsolete but am really interested now in how to do this in a more general way. Of course, most/all of these questions are also uncalculateable but I wonder to what degree you may still get good results.
This whole topic is also very important for optimisations in JIT compilers. Are they doing these kind of optimisations already? To what degree?
Are there good recent research works which answers some of my questions? Or maybe also some results which say that it is just too hard to do this in such a general way?
It seems to me you are asking about partial evaluation.
I actually have a bit of a problem with that concept, because it is usually couched in terms that are over-academic and over-difficult.
The way it is usually expressed is that you have some general function F(Islow, Ifast) having arguments that can take different values at different times. The Islow arguments change seldom, and the Ifast arguments can be different every time it is called.
Then the problem is to write some kind of partial-evaluator function G(F, Islow) -> F1(Ifast) that takes function F and the Islow arguments, and generates a new (simpler) function F1 that only takes the Ifast arguments.
The problem with this is 1) somebody has to write the general function F, and 2) somebody has to write the general partial evaluator G.
What makes more sense to me is to write from scratch a function H(Islow) -> F1(Ifast), that is, write a code-generator specifically for F1, rather than writing two functions F and G, especially where G is very difficult to write.
H is usually much easier to write than F, and G need not be written at all! The result function F1 usually is smaller and has much higher performance than F, so it's a win-win situation.
When people write code generators, that is what they are doing, and it is a very effective programming technique.

When to join name and when not to?

Most languages give guidelines to separate different words of a name by underscores (python, C etc.) or by camel-casing (Java). However the problem is when to consider the names as separate. The options are:
1) Do it at every instance when separate words from the English dictionary occur e.g. create_gui(), recv_msg(), createGui(), recvMsg() etc.
2) Use some intuition to decide when to do this and when not to do this e.g. recvmsg() is OK, but its better to have create_gui() .
What is this intuition?
The question looks trivial. But it presents a problem which is common and takes at least 5 seconds for each instance whenever it appears.
I always do your option 1, and as far as I can tell, all modern frameworks do.
One thing that comes to mind that just sticks names together is the standard C library. But its function names are often pretty cryptic anyway.
I'm probably biased as an Objective-C programmer, where things tend to be quite spelled out, but I'd never have a method like recvMsg. It would be receiveMessage (and the first parameter should be of type Message; if it's a string, then it should be receiveString or possibly receiveMessageString depending on context). When you spell things out this way, I think the question tends to go away. You would never say receivemessage.
The only time I abbreviate is when the abbreviation is more clear than the full version. createGUI is good because "GUI" (gooey) is the common way we say it in English. createGraphicalUserInterface is actually more confusing, so should be avoided.
So to the original question, I believe #1 is best, but coupled with an opposition to unclear abbreviations.
One of the most foolish naming choices ever made in Unix was creat(), making a nonsense word to save one keystroke. Code is written once and read many times, so it should be biased towards ease of reading rather than writing.
For me, and this is just me, I prefer to follow whatever is conventional for the language, thus camelCase for Java and C++, underscore for C and SQL.
But whatever you do, be consistent within any source file or project. The reader of your code will thank you; seeing an identifier that is inconsistent with most others makes the reader pause and ask "is something different going on with this identifier? Is there something here I should be noticing?"
Or in other words, follow the Principal of Least Surprise.
Edit: This got downmodded why??
Just follow coding style, such moments usually well described.
For example:
ClassNamesInCamelNotaionWithFirstLetterCapitalized
classMethod()
classMember
CONSTANTS_IN_UPPERCASE_WITH_UNDERSCORE
local_variables_in_lowercase_with_underscores

What techniques are available for memory optimizing in 8051 assembly language?

I need to optimize code to get room for some new code. I do not have the space for all the changes. I can not use code bank switching (80c31 with 64k).
You haven't really given a lot to go on here, but there are two main levels of optimizations you can consider:
Micro-Optimizations:
eg. XOR A instead of MOV A,0
Adam has covered some of these nicely earlier.
Macro-Optimizations:
Look at the structure of your program, the data structures and algorithms used, the tasks performed, and think VERY hard about how these could be rearranged or even removed. Are there whole chunks of code that actually aren't used? Is your code full of debug output statements that the user never sees? Are there functions specific to a single customer that you could leave out of a general release?
To get a good handle on that, you'll need to work out WHERE your memory is being used up. The Linker map is a good place to start with this. Macro-optimizations are where the BIG wins can be made.
As an aside, you could - seriously- try rewriting parts of your code with a good optimizing C compiler. You may be amazed at how tight the code can be. A true assembler hotshot may be able to improve on it, but it can easily be better than most coders. I used the IAR one about 20 years ago, and it blew my socks off.
With assembly language, you'll have to optimize by hand. Here are a few techniques:
Note: IANA8051P (I am not an 8501 programmer but I have done lots of assembly on other 8 bit chips).
Go through the code looking for any duplicated bits, no matter how small and make them functions.
Learn some of the more unusual instructions and see if you can use them to optimize, eg. A nice trick is to use XOR A to clear the accumulator instead of MOV A,0 - it saves a byte.
Another neat trick is if you call a function before returning, just jump to it eg, instead of:
CALL otherfunc
RET
Just do:
JMP otherfunc
Always make sure you are doing relative jumps and branches wherever possible, they use less memory than absolute jumps.
That's all I can think of off the top of my head for the moment.
Sorry I am coming to this late, but I once had exactly the same problem, and it became a repeated problem that kept coming back to me. In my case the project was a telephone, on an 8051 family processor, and I had totally maxed out the ROM (code) memory. It kept coming back to me because management kept requesting new features, so each new feature became a two step process. 1) Optimize old stuff to make room 2) Implement the new feature, using up the room I just made.
There are two approaches to optimization. Tactical and Strategical. Tactical optimizations save a few bytes at a time with a micro optimization idea. I think you need strategic optimizations which involve a more radical rethinking about how you are doing things.
Something I remember worked for me and could work for you;
Look at the essence of what your code has to do and try to distill out some really strong flexible primitive operations. Then rebuild your top level code so that it does nothing low level at all except call on the primitives. Ideally use a table based approach, your table contains stuff like; Input state, event, output state, primitives.... In other words when an event happens, look up a cell in the table for that event in the current state. That cell tells you what new state to change to (optionally) and what primitive(s) (if any) to execute. You might need multiple sets of states/events/tables/primitives for different layers/subsystems.
One of the many benefits of this approach is that you can think of it as building a custom language for your particular problem, in which you can very efficiently (i.e. with minimal extra code) create new functionality simply by modifying the table.
Sorry I am months late and you probably didn't have time to do something this radical anyway. For all I know you were already using a similar approach! But my answer might help someone else someday who knows.
In the whacked-out department, you could also consider compressing part of your code and only keeping some part that is actively used decompressed at any particular point in time. I have a hard time believing that the code required for the compress/decompress system would be small enough a portion of the tiny memory of the 8051 to make this worthwhile, but has worked wonders on slightly larger systems.
Yet another approach is to turn to a byte-code format or the kind of table-driven code that some state machine tools output -- having a machine understand what your app is doing and generating a completely incomprehensible implementation can be a great way to save room :)
Finally, if the code is indeed compiled in C, I would suggest compiling with a range of different options to see what happens. Also, I wrote a piece on compact C coding for the ESC back in 2001 that is still pretty current. See that text for other tricks for small machines.
1) Where possible save your variables in Idata not in xdata
2) Look at your Jmp statements – make use of SJmp and AJmp
I assume you know it won't fit because you wrote/complied and got the "out of memory" error. :) It appears the answers address your question pretty accurately; short of getting code examples.
I would, however, recommend a few additional thoughts;
Make sure all the code is really
being used -- code coverage test? An
unused sub is a big win -- this is a
tough step -- if you're the original
author, it may be easier -- (well, maybe) :)
Ensure the level of "verification"
and initialization -- sometimes we
have a tendency to be over zealous
in insuring we have initialized
variables/memory and sure enough
rightly so, how many times have we
been bitten by it. Not saying don't
initialize (duh), but if we're doing
a memory move, the destination
doesn't need to be zero'd first --
this dovetails with
1 --
Eval the new features -- can an
existing sub be be enhanced to cover
both functions or perhaps an
existing feature replaced?
Break up big code if a piece of the
big code can save creating a new
little code.
or perhaps there's an argument for hardware version 2.0 on the table now ... :)
regards
Besides the already mentioned (more or less) obvious optimizations, here is a really weird (and almost impossible to achieve) one: Code reuse. And with Code reuse I dont mean the normal reuse, but to a) reuse your code as data or b) to reuse your code as other code. Maybe you can create a lut (or whatever static data) that it can represented by the asm hex opcodes (here you have to look harvard vs von neumann architecture).
The other would reuse code by giving code a different meaning when you address it different. Here an example to make clear what I mean. If the bytes for your code look like this: AABCCCDDEEFFGGHH at address X where each letter stands for one opcode, imagine you would now jump to X+1. Maybe you get a complete different functionality where the now by space seperated bytes form the new opcodes: ABC CCD DE EF GH.
But beware: This is not only tricky to achieve (maybe its impossible), but its a horror to maintain. So if you are not a demo code (or something similiar exotic), I would recommend to use the already other mentioned ways to save mem.