Cancelling MATLAB object construction without exceptions? - oop

In a MATLAB class I am writing, if the constructor is given 0 arguments, the user is asked to provide a file using uigetfile. If the user cancels the prompt, uigetfile returns 0. In that case it makes no sense to make the object. Is there some way of cancelling the object construction without throwing an exception? If I do an early return I get a malformed object that cannot be used. Here is what the code looks like:
classdef MyClass
methods
function self = MyClass(filename)
if nargin == 0
filename = uigetfile;
if filename == 0
%cancel construction here
return; %I still get a MyClass object with self.filename == []
end
end
self.filename = filename;
end
end
properties
filename;
end
end
However I am unsure if using uigetfile in the constructor is the right thing to do. Maybe it should be the resposibility of another part of my code.

In modern Matlab objects, I don't think it's possible to get out of the constructor without either returning a constructed object or throwing an error. (In the old style classes, the constructor was actually allowed to return whatever it wanted, including objects or primitives of other types, and oh man could that turn in to a mess.) When a constructor is called, the output argument is already intialized with an object with the default property values, so when you call return there, it just skips the rest of initialization and returns the object. If you try to replace out with something besides a MyClass object, that's an error.
Just reorganize the control flow to pull the GUI code out of the constructor, like you're speculating on at the end. Mixing it in to the constructor, especially conditionally, can cause problems. In particular, Matlab expects the zero-arg constructor to always return a scalar object with some sort of default values, because the zero-arg gets called implicitly when filling in elements during array expansion and so on. It's basically used as a prototype.

Related

Why do I have to store the result of a function in a variable?

Is it because some functions will change the object and some don't so you have to store the returned value in a variable? I'm sure there's a better way to ask the question, but I hope that makes sense.
Example case: Why doesn't thisString stay capitalized? What happens to the output of the toUpperCase() function when I call it on thisString? Is there a name for this behavior?
var thisString: String = "this string"
var thatString: String = "that string"
thisString.toUpperCase()
thatString = thatString.toUpperCase()
println(thisString)
println(thatString)
which prints:
this string
THAT STRING
By convention if a function starts with the word to or a past participle, it always returns a new object and does not mutate the object it's called on. But that's not exclusively true. Functions that begin with a verb may or may not mutate the object, so you have to check the documentation to know for sure.
A mutable object might still have functions that return new objects. You have to check the documentation for the function you call.
For a function that returns a new object, if you don't do anything with the returned result or store it in a variable, it is lost to the garbage collector and you can never retrieve it.
String is an immutable class, so none of the functions you call on it will ever modify the original object. Immutable classes are generally less error-prone to work with because you can't accidentally modify an instance that's still being used somewhere else.
All the primitives are also immutable. If all the properties of a class are read-only vals and all the class types they reference are also immutable classes, then the class is immutable.
If you want an mutable alternative to String, you can use StringBuilder, StringBuffer, CharArray, or MutableList<Char>, depending on your needs. They all have different pros and cons.
Why doesn't thisString stay capitalized?
Because that's how the function was coded (emphasis mine):
"Returns a copy of this string converted to upper case using the rules of the default locale."
What happens to the output of the toUpperCase() function when I call it on thisString?
Nothing. If you don't assign it to a variable (save a reference to it) it's discarded.
Is there a name for this behavior?
AFAIK, this is simply "ignoring the return value".
Hope that helps.

Inherit from table returned from function

There is an API provided function, let's call it createBase which returns a table (object). I want to add methods to this table, but I can't just do x = createBase() and then function x:foo() because I have another function similar to createBase, but it's createExtended. It might be easier to explain with the code I have so far:
import api --I don't know how you'd do this in vanilla Lua, I'd use os.loadAPI("api") but that's computercraft specific, I think
Extended = {}
function Extended:foo()
print("foo from extended")
end
function createExtended(params)
x = api.createBase(params)
Extended.__index = x
return Extended --this is obviously wrong: you can't return a class and expect it to be an object
end
Of course, this doesn't work: but I don't know how I might make it work either. Let's assume the table returned by createBase has a function called bar which just prints bar from base. With this test code, the following outputs are given:
e = createExtended()
e.foo() --prints "foo from extended"
e.bar() --nil, therefor error
How can I make this possible, short of defining function x.bar() inside createExtended?
Thanks in advance.
The very simplest way is to attach the method to it directly, instead of using a metatable.
local function extend(super_instance)
super_instance.newMethod = newMethod
return super_instance
end
local function createExtended(...)
return extend(createSuper(...))
end
This will work, unless your superclass uses __newindex (for example, preventing you from writing to unknown properties/methods), or iterates over the keys using pairs or next, since it will now have an additional key.
If for some reason you cannot modify the object, you will instead have to 'wrap' it up.
You could make a new instance which "proxies" all of its methods, properties, and operators to another instance, except that it adds additional fields and methods.
local function extend(super_instance)
local extended_instance = {newMethod = newMethod}
-- and also `__add`, `__mul`, etc as needed
return setmetatable(extended_instance, {__index = super_instance, __newindex = super_instance})
end
local function createExtended(...)
return extend(createSuper(...))
end
This will work for simple classes, but won't work for all uses:
Table iteration like pairs and next won't find the keys from the original table, since they're not actually there. If the superclass inspects the metatable of the object it is given (or if the superclass is actually a userdata), it will also not work, since you'll find the extension metatable instead.
However, many pure-Lua classes will not do those things, so this is still a fairly simple approach that will probably work for you.
You could also do something similar to Go; instead of having a way to 'extend' a class, you simply embed that class as a field and offer convenience to directly calling methods on the wrapping class that just call the methods on the 'extended' class.
This is slightly complicated by how 'methods' work in Lua. You can't tell if a property is a function-that-is-a-property or if it's actually a method. The code below assumes that all of the properties with type(v) == "function" are actually methods, which will usually be true, but may not actually be for your specific case.
In the worst case, you could just manually maintain the list of methods/properties you want to 'proxy', but depending on how many classes you need to proxy and how many properties they have, that could become unwieldy.
local function extend(super_instance)
return setmetatable({
newMethod = newMethod, -- also could be provided via a more complicated __index
}, {
__index = function(self, k)
-- Proxy everything but `newMethod` to `super_instance`.
local super_field = super_instance[k]
if type(super_field) == "function" then
-- Assume the access is for getting a method, since it's a function.
return function(self2, ...)
assert(self == self2) -- assume it's being called like a method
return super_field(super_instance, ...)
end
end
return super_field
end,
-- similar __newindex and __add, etc. if necessary
})
end
local function createExtended(...)
return extend(createSuper(...))
end

Datarow's items not being treated as Integer in Extension Method, but exception implies it is being treated as an Integer

I implemented an extension method on Integer (this is a simplified example that also shows the error)
<Extension()>
Public Function IsPositive(ByVal item As Integer) As Boolean
Return item > 0
End Function
I then try to call the extension method on a datarow's item:
Dim dtMyTable As DataTable
dtMyTable = GetInfoFromDatabase()
If dtMyTable.Rows(0).Item("nCount").IsPositive() Then
This gives me the exception:
Public member 'IsPostive' on type 'Integer' not found.
I assume this is because dtMyTable.Rows(0).Item("nCount") is actually an object, not an integer. The exception seems to understand that that isn't the case, so I'm not sure why that's different, but it is.
However, if I try to call the same method as if it's just a regular method, it works without complaint
If IsPositive(dtMyTable.Rows(0).Item("nCount")) Then
I would rather call it the former way. I know it's possible to just save the value to a variable and then call the extension on that variable, but that seems like a needless extra step.
Is there any way to get the former method to work without adding an extra variable assignment every time I need to call it, or changing the extension method to work on Objects?

Is there some clever way to write a lua object so that it doubles up as an iterator?

Lets say I have some "object" that I've defined elsewhere. Maybe it represents a set of items, but is more complex than a simple table. Whatever it may be, it would be logical to iterate over it.
As such, it has a iterator method defined. So I can write this:
local myObject = AbstractObject:new()
for obj in myObject:iterator() do
obj:foo()
end
What I'm wondering is if there is some metamethod trickery that I can do, which will allow me to write this:
local myObject = AbstractObject:new()
for obj in myObject do
obj:foo()
end
So is there?
One slight change to your example would make the semantics a lot less painful:
local myObject = AbstractObject:new()
for obj in myObject() do
obj:foo()
end
That way, you can use a metatable to define the __call metamethod to return myObject:interator(), with code that looks something like this in AbstractObject:new():
setmetatable(newobject, {__call = function() return newobject:iterator() end})
Without the iterator construction, you'll be effectively reusing a single iterator for multiple iterations, which means you'll need to keep the iterator state in the object/creation closure, and reset it after it finishes so the next call will restart the iteration again. If you really want to do this, the best solution would really be to write something for the specific iteration implementation, but this would perform the generic iteration:
local iterator
--table.pack is planned for 5.2
local pack = table.pack or function(...)
local t = {...}
t.n = select('#',...)
return t
end
--in 5.1 unpack isn't in table
local unpack = table.unpack or unpack
function metamethods.__call(...)
if not iterator then
iterator = newobject:iterator()
end
local returns = pack(iterator(...))
if returns[1] == nil then
--iteration is finished: next call will restart iteration
iterator = nil
end
return unpack(returns, 1, returns.n)
end
Again: This should really be adjusted to fit your use case.
The object used after in must be a function, which will be called repeatedly by the generic for loop.
I'm not sure if you can make a table or user object callable like a function, but even then the problem would be that your object can only have one internal iterator state - i.e. it would not allow multiple iterations over the same object (neither concurrently nor sequentially), unless you are somehow explicitly resetting it.
As answered by Stuart, you could use the __call metamethod suitably to return the iterator, but then you would have to write
for obj in myObject() do
obj:foo()
end
This is not quite what we want.
Reading a bit more in PiL, I see that there are more components used in the for loop: the invariant loop state, and the current value of the control variable, which are passed to the iterator function in each call. If we don't provide them in the in expression, they are initialized to nil.
Thus, my idea would be to use these values to distinguish the individual calls.
If you can create a next(element) function for your collection which returns for each element the next one, the implementation would be simple:
metatable.__call = function(_state, _last)
if(_last == nil) then
return obj:first()
else
return obj:next(_last)
end
end
But often we would not have something like this, then it gets more complicated.
I thought about using coroutines here, but these still need a factory method (which we want to avoid).
It would result in something similar like what Stuart wrote (i.e. saving the iterator state somewhere in the object itself or in some other variable related to the object), and using the parameter and/or the iterators result to decide when to create/clean the iterator object/state.
Nothing won here.

How to preallocate an array of class in MATLAB?

I have an array of objects in MATLAB and I've called their constructors in a loop:
antsNumber = 5;
for counter = 1: antsNumber
ant(counter) = TAnt(source, target);
end
MATLAB warns me to use preallocation to speed up the process. I do know the benefits of preallocation but I don't know how to do that for objects.
Here are a few options, which require that you design the class constructor for TAnt so that it is able to handle a no input argument case:
You can create a default TAnt object (by calling the constructor with no input arguments) and replicate it with REPMAT to initialize your array before entering your for loop:
ant = repmat(TAnt(),1,5); %# Replicate the default object
Then, you can loop over the array, overwriting each default object with a new one.
If your TAnt objects are all being initialized with the same data, and they are not derived from the handle class, you can create 1 object and use REPMAT to copy it:
ant = repmat(TAnt(source,target),1,5); %# Replicate the object
This will allow you to avoid looping altogether.
If TAnt is derived from the handle class, the first option above should work fine but the second option wouldn't because it would give you 5 copies of the handle for the same object as opposed to 5 handles for distinct objects.
The following link might be of help:
http://www.mathworks.com/help/techdoc/matlab_oop/brd4btr.html#brd4nrh
Web archive of dead link
New link:
http://de.mathworks.com/help/matlab/matlab_oop/creating-object-arrays.html
The warning it gives is superfluous, unless you are doing computational heavy stuff, I would ignore it.
The reason why it's giving you the error, is because it has to find new space. Say, I give you a list of seven objects, and I tell you that you need to place them all in a row, I then go off, and give you a few more things you need to put somewhere. I then give you an eighth object and tell you to put it right after the seventh. Because you have stuff where the eighth object is, you either have to move it out of the way, or you have to move all seven objects. Matlab, is telling you it would be faster if you were to tell it beforehand that you want to put 5 things in there, rather than just giving it things one by one, having to look for a new spot each time. You can do that by adding this line to the top of your code:
ant = [1:5];
There are also other ways to do this too.
Not sure if I got your problem right, but if you want to initialize an array of your self-defined class "TAnt", here is how I would do it
For TAnt's constructor method, put something like:
function obj = TAnt(source, target)
if nargin > 0
obj.mySource = source;
obj.myTarget = target;
else
obj.mySource = defaultValue;
obj.myTarget = defaultValue;
end
end
Then to initialize/pre allocate an array of default TAnt objects,
ants(1,n) = TAnt(); % n is the length of your ants array