Some questions on enum and streamwriters vb - vb.net

Some questions i had regarding vb.net functions:
How do you differentiate between an enumeration and a record? As far as i'm aware an enumerated type is simply one constant with multiple identifiers and that a structure contains different data types?
When declared, does a variable of a structure type need to use all its fields or can some be omitted?
Am i correct in saying sets don't exist in vb.net and the closest thing is an arraylist?
Is there much of a difference in streamreaders/writers and binaryreaders/writers when referring to reading and writing to text/binary files in terms of being called and used? (Aka is the only difference the data being read? [2-3 line examples would help]
I'm a bit confused about transformation variables; I know that they gain their value from the fixed calculation of another variable, but i can't seem to gain an understanding of it.

How do you differentiate between an enumeration and a record?
In what context? Basically an Enum is a list of constants and can be used pretty much anywhere. Records mainly have to do with Databases and Datasets, which means a record could be made up of any data types
As far as i'm aware an enumerated type is simply one constant with multiple
identifiers and that a structure contains different data types?
A structure is basically a way of organizing a certain set of variables.
When declared, does a variable of a structure type need to use all its
fields or can some be omitted?
Every field is part of the structure when it is declared.
Am i correct in saying sets don't exist in vb.net and the closest
thing is an arraylist?
Not sure what you mean by set. .net contains classes for several different types of collections, of which arraylist is just one.
Is there much of a difference in streamreaders/writers and
binaryreaders/writers when referring to reading and writing to
text/binary files in terms of being called and used?
Basically the main difference is that because binary doesn't normally include line breaks, that method uses buffers, where as text readers use strings and recognize line breaks.
I'm a bit confused about transformation variables; I know that they
gain their value from the fixed calculation of another variable, but i
can't seem to gain an understanding of it.
Not really sure what you're getting at here. I suspect that that has to do with higher math functions and not really .net specific.

Related

Whats the purpose of using method overloading?

I want to know the exact reason why the method overloading is done in OOP without using different method names to every variation as it was asked at an interview. Please help me to understand this concept.
Without using any fancy terms, let's say you're building an API, and there's a method called crush which let's say crushes or destroys whatever parameter is given to it. If you follow your way, you'll have to use atleast three different methods, each for an int, float and char (I'm using the most general types as an example). Now the more types there are, the more methods you'll have to create with that so many different names. Therefore the developer using your API, is going to have to remember so many different names for something as simple as a method that destroys its parameter. As much as it's difficult, it's also much less readable because again, remembering too many names for a singular function (function as in job).
Method overloading isn't used for everything, it's intended to be used for methods or functions that might take different types of data at different points, but internally follow a constant procedure or does a singular thing no matter what type of data it's passed.
You won't be writing one version of print that takes an int as a parameter, and returns the modulus of that, and another version of print that takes a string as an argument, and prints that to stdout. You can, but that's not how it's meant to be used.
It is mainly so as to be able to follow a relatively well-known software design principle called "Syntactic Consistency" from the book "Principles of Programming Languages" by Bruce J. MacLennan, which says the following:
Similar things should look similar, whereas
different things should look different.
When you see two functions with different names, you might be tempted to believe that they do different things. If they do in fact do different things, it is okay, but what if they do the same thing? In that case, it would be nice if the functions have the exact same name, so as to indicate that they do, in fact, do the same thing.
Of course you can misuse overloading. If you go around writing functions that do different things, taking advantage of overloading to give them the same name, then you are shooting yourself in the foot.

Behavior of components when structures are in an array

I am currently working on the simulation of a physical system in Fortran90 with something like 50 millions particles. Each has a position x (to simplify).
For now, I am using a 1D vector that contains the position of each particle. And when I have to iterate on every particle, I just go through that vector (as I took care to sort the particles to limit cache misses).
I am now considering creating a particle class. But what about the access to its position as I iterate ? Will it be as fast as the previous case ?
So, what does the compiler do to store the attributes of an object ? And a fortiori, what about the case with more than one attributes?
Thank you for your time.
On "how are derived types stored":
Fortran Standard requires components of a sequence type to be stored (in memory) as a sequence of contiguous storage, in components' declaration order. Sequence types are those declared with a SEQUENCE statement, which implies that the type shall have at least one component, each component shall be of an intrinsic or sequence type, shall not be a parameterized or extensible type, and can't have type-bound procedures. If you want this behavior and your type is suitable, make it a sequence type (you may take data alignment into consideration).
On the other hand, Fortran Standard does not state how compilers have to organize storage for non-sequence derived types. That's not bad at all, as compilers are free to optimize storage. Most of times, you may expect almost the same as sequence types: things stored contiguously whenever posible (padding may apply). Arrays and strings are always contiguous. Pointer and allocatable components are a only reference, for obvious reasons, and their targets lay somewhere else.
From the Standard:
A structure resolves into a sequence of components. Unless the
structure includes a SEQUENCE statement, the use of this terminology
in no way implies that these components are stored in this, or any
other, order. Nor is there any requirement that contiguous storage be
used. The sequence merely refers to the fact that in writing the
definitions there will necessarily be an order in which the components
appear, and this will define a sequence of components. This order is
of limited significance because a component of an object of derived
type will always be accessed by a component name except in the
following contexts: the sequence of expressions in a derived-type
value constructor, intrinsic assignment, the data values in namelist
input data, and the inclusion of the structure in an input/output list
of a formatted data transfer, where it is expanded to this sequence of
components. Provided the processor adheres to the defined order in
these cases, it is otherwise free to organize the storage of the
components for any nonsequence structure in memory as best suited to
the particular architecture.
On "Is it faster to have a derived type than independent arrays":
As #VladmirF said in comment, its a broad topic, depends highly on how are you accessing and operating your data, and has been asked and answered before (Check links on its comment). You may find a lot about it arround (link1, link2) and I'll add this one on "cache blocking" thay may interest you.

Requesting a check in my understanding of Objective-C

I have been learning Objective-C as my first language and understand Classes, Objects, instances, methods, OOP in general, etc enough to use the language and make simple applications work, but I wanted to check on a few fundamental questions that have never been explained in examples I followed.
I think the questions are so simple that they will confuse a lot of people, but I hope it will make sense to someone out there.
(While learning Objective-C the authors are assuming I have a basic computer programming background, yet I have found that a basic computer programming background is hard to come by since everyone teaching computer programming assumes you already have one to start teaching you something else. Hence the help with the fundamentals)
Passing and Returning:
When declaring methods with parameters how is the parameter stuff actually working if the arguments being passed into the parameters can have different names then the parameter names? I hope that makes sense. I know parameter names are variables for that very reason, but...
are the arguments themselves getting mapped to a look up table or something?
Second the argument "types" (int for example) have to match the parameter return types in order for them to be passed into the method, and you always have to make your arguments values equal the parameter names somewhere else in your code listing before passing them into the method?
Is the following correct: After a method gets executed it returns a particular value (if it is not void) to the class or instances that is calling the method in the first place.
Is object oriented programming really just passing "your" Objects instance methods around with the system generated classes and methods to produce a result? If we are passing things to methods so they can do some work to them and then return something back why not do the work in the first place eliminating the need to pass anything? Theoretical question I guess? I assume the answer would be: Because that would be a crazy big tangled mess of a method with everything happening all at once, but I wanted to ask anyway.
Thank you for your time.
Variables are just places where values are stored. When you pass a variable as an argument, you aren't actually passing the variable itself — you're passing the value of the variable, which is copied into the argument. There's no mapping table or anything — it just takes the value of the variable and sticks it in the argument.
In the case of objects, the variable is a pointer to an object that exists somewhere in the program's memory space. In this case, the value of the pointer is copied just like any other variable, but it still points to the same object.
(the argument "types" … have to match the parameter return types…) It isn't technically true that the types have to be the same, though they usually should be. Some types can be automatically converted to another type. For example, a char or short will be promoted to an int if you pass them to a function or method that takes an int. There's a complicated set of rules around type conversions. One thing you usually should not do is use casts to shut up compiler warnings about incompatible types — the compiler takes that to mean, "It's OK, I know what I'm doing," even if you really don't. Also, object types cannot ever be converted this way, since the variables are just pointers and the objects themselves live somewhere else. If you assign the value of an NSString*variable to an NSArray* variable, you're just lying to the compiler about what the pointer is pointing to, not turning the string into an array.
Non-void functions and methods return a value to the place where they're called, yes.
(Is object-oriented programming…) Object-oriented programming is a way of structuring your program so that it can be conceptually described as a collection of objects sending messages to each other and doing things in response to those messages.
(why not do the work in the first place eliminating the need to pass anything) The primary problem in computer programming is writing code that humans can understand and improve later. Functions and methods allow us to break our code into manageable chunks that we can reason about. They also allow us to write code once and reuse it all over the place. If we didn't factor repeated code into functions, then we'd have to repeat the code every time it is needed, which both makes the program code much longer and introduces thousands of new opportunities for bugs to creep in. 50,000-line programs would become 500 million-line programs. Not only would the program be horrendously bug-ridden, but it would be such a huge ball of spaghetti that finding the bugs would be a Herculean task.
By the way, I think you might like Uli Kusterer's Masters of the Void. It's a programming tutorial for Mac users who don't know anything about programming.
"If we are passing things to methods so they can do some work to them and then return something back why not do the work in the first place eliminating the need to pass anything?"
In the beginning, that's how it was done.
But then smart programers noticed that they were repeating copies of some work and also running out of memory, so they decided to put that chunk of work in one central place to save memory, and then call it by passing in the data from where it was before.
They gave the locations, where the data was stuffed, names, because the programs were big enough that nobody memorized all the numerical address for every bit of data any more.
Then really really big computers finally got more 16k of memory, and the programs started to become big unmanageable messes, so they codified the practice as part of structured programming. It's now a religious tenet.
But it's still done, by compilers when the inline flag is set, and also sometimes by hand on code that has to be really really fast on some very constrained processors by programmers who know when and where to make targeted trade-offs.
A little reading on the History of Computers is quite informative about how we got to where we are today, and why we do such strange things.
All that type checks used (at most) only during compilation stage, to fix errors in code.
Actually, during execution, all variables are just a block of memory, which is sent somewhere. For example, 'id' type and 'int' are both represented as 4-byte raw value, and you can write (int)id and (id)int to convert those type one to another.
And, about parameters names - they are used by compiler only to let it know, to which memory area send some data.
That's easy explanation, actually all that stuff is complicated, but I think you'll get the main idea - during execution there are no variable names/types, everything is done via operations over memory blocks.

VB.NET: is using Structures considered nasty?

I use to use Structures quite a lot in the VB6 days, and try to avoid them now with .NET. Just wondering if using structures in 2010 instead of a Class is considered nasty?
Thanks for the help.
Choosing a Structure takes consideration instead of being inherently "nasty". There are reasons why a Structure can be nasty; however there are also reasons a Class can be nasty in its own way...
Basically when you decide between these two object oriented kinds of containers, you're deciding how memory will be used.
There are different semantics associated with Structure and Class in VB.NET and they represent different memory usage patterns.
By creating a Class you're creating a reference type.
good for large data
memory contains a reference to the object location on the heap (like the concept of pointing to an object) though happens transparently to the VB.NET programmer because you're in "managed mode".
By creating a Structure you're creating a value type.
good for small data
memory allocated contains the actual value
be judicious because these are apt to get pushed on the stack area of memory (i.e. for local vars, but not class fields) - too large and you could run into stack issues.
Also some good video resources on YouTube if you're an audio learner.
Many articles on the Internet like these MSDN articles to teach the basics and details:
Value Types and Reference Types
7.1 Types - Reference and Value
MSDN Type Fundamentals - subheading: Reference and Value Types
Example
Structures exist because in some scenarios they make more sense than classes. They are particular useful for representing small abstract data types such as 3D points, latitude-longitude, rational numbers, etc.
The basic motivation for using structs is to avoid GC pressure. Since structs live inline (on the stack or inside whatever container you put them in) rather than on the heap, they typically result in far fewer small allocations, which makes a huge difference if you need to hold an array of one million points or rationals.
A key issue to watch out for is that structs are value types, and thus are generally passed around by value (the obvious exception being ref and out parameters). This has important implications. For instance:
Point3D[] points = ...;
points[9].Move(0, 0, 5);
The above code works fine, and increases the z coordinate of the 10th point by 5. The following code, however:
List<Point3D> points = ...;
points[9].Move(0, 0, 5);
Will still compile and run, but you will find that the z coordinate of the 10th point remains unchanged. This is because the List's index operator returns a copy of the point, and it is the copy that you are calling Move on.
The solution is quite simple. Always make structs immutable by marking all fields readonly. If you still need to Move points around, define + on the Point3D type and use assignment:
points[9] = points[9] + new Point3D(0, 0, 5);
It's considered pretty bad to use anything without understanding the implications.
Structures are value types, not reference types - and as such, they behave slightly differently. When you pass a value type, modifications are on a copy, not on the original. When you assign a value type to an object reference (say, in a non-generic list), boxing occurs. Make sure you read up on the full effect of choosing one over the other.
Read this for some understanding benefits of structures vs classes and vice-versa.
A structure can be preferable when:
You have a small amount of data and simply want the equivalent of the UDT
(user-defined type) of previous versions of Visual Basic
You perform a large number of operations on each instance and would incur
performance degradation with heap management
You have no need to inherit the structure or to specialize
functionality among its instances
You do not box and unbox the structure
You are passing blittable data across a managed/unmanaged boundary
A class is preferable when:
You need to use inheritance and polymorphism
You need to initialize one or more members at creation time
You need to supply an unparameterized constructor
You need unlimited event handling support
To answer your question directly, there is nothing inherantly wrong with using a structure in VB.NET. As with any design decision you do need to consider the consequences of this decision.
It's important that you're aware of the difference between a class and a structure so that you can make an educated decision about which is appropriate. As stated by Alex et al, one of the key differences between a structure and a class is that a structure is considered a value type and a class is considered a reference type.
Reference types use copy-by-reference sematics, this means that when an object is created or copied, only a pointer to the actual object is allocated on the stack, the actual object data is allocated on the heap.
In contrast, value types have copy-by-value sematics which means that each time a value type (e.g. a structure) is copied, then the entire object is copied to a new location on the stack/
For objects with a small amount of data, this isn't really a problem, but if you have a large amount of data then using a reference type will likely be less expensive in terms of stack allocations because only a pointer will be copied to the stack.
Microsoft have guidelines on the use of structures that more precisely describe the differences between classes and structures and the consequences of choosing one over the other
From a behavioral standpoints, there are three types of 'things' in .net:
Mutable reference types
Value types which can be mutated without being entirely replaced
Immutable reference and value types
Eric Lippert really dislikes group #2 above, since .net isn't terribly good at handling them, and sometimes treats them as though they're in group #1 or #3. Nonetheless, there are times when mutable value types make more sense semantically than would anything else.
Suppose, for example, that one has a rectangle and one wants to make another rectangle which is like the first one, but twice as tall. It is IMHO cleaner to say:
Rect2 = Rect1 ' Makes a new Rectangle that's just like Rect1
Rect2.Height = Rect2.Height*2
than to say either
Rect2 = Rect1.Clone ' Would be necessary if Rect1 were a class
Rect2.Height = Rect2.Height*2
or
Rect2 = New Rectangle(Rect1.Left, Rect1.Top, Rect1.Width, Rect1.Height*2)
When using classes, if one wants an object that's slightly different from an existing object, one must consider before mutating the object whether anyone else might want to use the original; if so, one must make a copy of it and then make the desired changes to the copy. With structs, there's no such restriction.
A simple way to think of value types is to regard every assignment operation as making a clone of the original, but in a way that's considerably cheaper than cloning a class type. If one would end up cloning a lot of objects as often as one would assign references without cloning, that's a substantial argument in favor of structs.

Variable Naming Conventions For Maps/Lists in Dynamically-Typed languages

I am getting into Groovy language, which has dynamic typing (as well as optional static typing). It also has native support for Lists, Maps, and Ranges, so I find myself using lists and maps a lot, especially lists of lists, lists of maps, maps of lists, etc.
In static languages (esp with Generics) you always have an idea of what your type is. I am fairly new to dynamic languages, and it's getting a bit difficult to keep track of what my variable is supposed to be, so I was wondering if other people use some kind of variable naming conventions to keep these straight.
For example, suppose I have a map of dates as key and integers as values. Or List of integers, or List of Maps that contain strings as keys and account objects as values.
It seems like creating a clear convention behind variable names will help me keep track of what data type structure I am dealing with without having to look it up.
Any tips?
This is a common beginner's lament. You could use a naming convention, but odds are you'll drop it before too long and focus on what the variable represents (its meaning in relation to the rest of the code) rather than worrying about how it's represented (it's "type").
The name of your variable should explain to someone reading the code what it is supposed to be, what it stands for. If you have a map of dates to integers, does it represent, for example (suggested variable names are in brackets):
a number of payments due on that date (paymentsDue)
a number of days between mapped date and some other point in time (daysPassed)
a number of messages posted on that date on Stack Overflow (numberOfPostedMessages)
In languages where variable type is not readily available, you might want to append a prefix of suffix, such as paymentsDueMap. I would, however, advise against encoding any additional type information inside a variable name, such as datesToInts - that routinely does more harm than good.
Finally, if you have a complex data structure, such as a list of maps between strings and accounts, the best thing would be to encapsulate that into a separate class, and name it according to its intent.
In static languages (esp with Generics) you always have an idea of what your type is.
After a while of programming in dynamic languages, you learn that using types this way is a crutch. Two pieces of advice:
Use good variable naming. For instance, if you have a map of dates to ints, you can name it something like BirthdateToTotalLookup.
Learn what visual clues to look for. It may seem obvious, but it took me a while to get in the habit of looking for clues like this:
sum += x['10-16-92']
From the piece of code above, I can tell that x is a map that has a date as a key and returns a number of some kind.
If the names can be kept short, then I tend to name maps something like "nounToNoun". So using your example of dates mapping to integers, I would name that "dateToCount" (if the integers are counters for something). That way its obvious that it is a map, and its obvious what is being mapped to what. The problem is that sometimes it is difficult to keep these sort of names short and readable. For example, "userToLoginHistory" starts getting a little unwieldy.
For lists I generally use a plural for the variable name. So "user" would be a single user, and "users" would be a list of users.
To be honest, I am not sure what a good name would be for a list of maps.
One of the benefits of dynamic languages is that even if you're using an object as a Map - it doesn't HAVE to be a map. All it has to do is support whatever messages are sent to it. In Groovy, if I know that a given method expects a map so it can look up things by a String key - I can give it the full map, a stripped-down map, an Expando with a property named the same thing as the key, or any other object that has a property named the same thing as the key. This is because someObject["keyname"] and someObject.keyname are the same thing. (Of course if the code calls someObject.get("keyname") I've got to wire that method up somehow.)
The point is, in a dynamic language like Groovy you think less about TYPES and more about SUPPORTED MESSAGES. If it's conceptually a map, fine - naming it birthdateToTotal would make sense (though I prefer to call it 'totals', because totals[birthdate] looks better than birthdateToTotal[birthdate]) - but if it doesn't have to be specified, don't specify it. You leave yourself flexibility later.
This is something you'll outgrow over time. Not to say I don't know a 20-year programmer still using Hungarian, but he's coding in a static-typed language, so it's almost understandable.
Consider this. That variable you're naming might be a HashMap, so what type do you add to the name? Map? This is a middle-of-the-road answer. Why not Collection? Since that way if you decide to change the WAY the data is stored, you don't have to change the variable name. Why not HashMap, if you really want to let the reader know what's going on.
As you may suspect, none of these are necessary. The point of a dynamic language (and even of polymorphism) is that you don't need to know the exact type of the variable being presented, only the data itself is important. While you might like a hint as to how to interface to that data, you'll soon find you already know in most cases, or can easily put that info in the variable without specifying types: addressesByZipCode, totalByBirthdate, etc.