PHP8 ?-> in IF statements - if-statement

In the old PHP, IF statements were written as
if ($a && $a->b()) {
...
}
Can the above be written in PHP8 as
if ($a?->b()) {
...
}
Can a class method be used simply (without equation) as
$a?->b();
instead of
if ($a) {
$a->b();
}

The two statements are not technically equivalent, but may be what was intended.
The ?-> operator is called the nullsafe operator, and is specifically checking the left-hand side for null. As that manual page says:
The effect is similar to wrapping each access in an is_null() check first, but more compact.
So the following are all equivalent
if (is_null($a) && $a->b()) {
echo 'here';
}
if ($a === null && $a->b()) {
echo 'here';
}
if ($a?->b()) {
echo 'here';
}
However, that's not quite what you wrote; you used $a by itself "in boolean context", meaning all you were checking for was that it was "truthy" or "not empty". To demonstrate, consider this:
$a = false;
if ($a && $a->b()) {
echo 'here';
}
Here the existing code will shortcut, but a nullsafe operator would not. A fully verbose version of the intention might look like this:
$a = true;
if ($a instanceof SomeClass && $a->b()) {
echo 'here';
}
In practice, you probably already know that $a is either the correct object or null (e.g. it's passed a ?SomeClass type constraint on a parameter or property), in which case yes, the ?-> nullsafe operator means you no longer need the extra check.

Related

if statement - short circuit evaluation vs readability

Sometimes, an if statement can be rather complicated or long, so for the sake of readability it is better to extract complicated calls before the if.
e.g. this:
if (SomeComplicatedFunctionCall() || OtherComplicatedFunctionCall())
{
// do stuff
}
into this
bool b1 = SomeComplicatedFunctionCall();
bool b2 = OtherComplicatedFunctionCall();
if (b1 || b2)
{
//do stuff
}
(provided example is not that bad, it's just for illustration... imagine other calls with multiple arguments, etc.)
But with this extraction I lost the short circuit evaluation (SCE).
Do I really lose SCE every time? Is there some scenario where the compiler is allowed to "optimize it" and still provide SCE?
Are there ways of keeping the improved readability of the second snippet without losing SCE?
One natural solution would look like this:
bool b1 = SomeCondition();
bool b2 = b1 || SomeOtherCondition();
bool b3 = b2 || SomeThirdCondition();
// any other condition
bool bn = bn_1 || SomeFinalCondition();
if (bn)
{
// do stuff
}
This has the benefits of being easy to understand, being applicable to all cases and having short circuit behaviour.
This was my initial solution: A good pattern in method calls and for-loop bodies is the following:
if (!SomeComplicatedFunctionCall())
return; // or continue
if (!SomeOtherComplicatedFunctionCall())
return; // or continue
// do stuff
One gets the same nice performance benefits of shortcircuit evaluation, but the code looks more readable.
I tend to break down conditions onto multiple lines, i.e.:
if( SomeComplicatedFunctionCall()
|| OtherComplicatedFunctionCall()
) {
Even when dealing with multiple operators (&&) you just need to advance indention with each pair of brackets. SCE still kicks in - no need to use variables. Writing code this way made it much more readible to me for years already. More complex example:
if( one()
||( two()> 1337
&&( three()== 'foo'
|| four()
)
)
|| five()!= 3.1415
) {
If you have long chains of conditions and what to keep some of the short-circuiting, then you could use temporary variables to combine multiple conditions. Taking your example it would be possible to do e.g.
bool b = SomeComplicatedFunctionCall() || OtherComplicatedFunctionCall();
if (b && some_other_expression) { ... }
If you have a C++11 capable compiler you could use lambda expressions to combine expressions into functions, similar to the above:
auto e = []()
{
return SomeComplicatedFunctionCall() || OtherComplicatedFunctionCall();
};
if (e() && some_other_expression) { ... }
1) Yes, you no longer have SCE. Otherwise, you would have that
bool b1 = SomeComplicatedFunctionCall();
bool b2 = OtherComplicatedFunctionCall();
works one way or the other depending if there is an if statement later. Way too complex.
2) This is opinion based, but for reasonably complex expressions you can do:
if (SomeComplicatedFunctionCall()
|| OtherComplicatedFunctionCall()) {
If it ways too complex, the obvious solution is to create a function that evaluates the expression and call it.
You can also use:
bool b = someComplicatedStuff();
b = b || otherComplicatedStuff(); // it has to be: b = b || ...; b |= ...; is bitwise OR and SCE is not working then
and SCE will work.
But it's not much more readable than for example:
if (
someComplicatedStuff()
||
otherComplicatedStuff()
)
1) Do I really lose SCE every time? Is compiler is some scenario allowed to "optimize it" and still provide SCE?
I don't think such optimization is allowed; especially OtherComplicatedFunctionCall() might have some side effects.
2) What is the best practice in such situation? Is it only possibility (when I want SCE) to have all I need directly inside if and "just format it to be as readable as possible" ?
I prefer to refactor it into one function or one variable with a descriptive name; which will preserve both short circuit evaluation and readability:
bool getSomeResult() {
return SomeComplicatedFunctionCall() || OtherComplicatedFunctionCall();
}
...
if (getSomeResult())
{
//do stuff
}
And as we implement getSomeResult() based on SomeComplicatedFunctionCall() and OtherComplicatedFunctionCall(), we could decompose them recursively if they're still complicated.
1) Do I really lose SCE every time? Is compiler is some scenario
allowed to "optimize it" and still provide SCE?
No you don't, but it's applied differently:
if (SomeComplicatedFunctionCall() || OtherComplicatedFunctionCall())
{
// do stuff
}
Here, the compiler won't even run OtherComplicatedFunctionCall() if SomeComplicatedFunctionCall() returns true.
bool b1 = SomeComplicatedFunctionCall();
bool b2 = OtherComplicatedFunctionCall();
if (b1 || b2)
{
//do stuff
}
Here, both functions will run because they have to be stored into b1 and b2. Ff b1 == true then b2 won't be evaluated (SCE). But OtherComplicatedFunctionCall() has been run already.
If b2 is used nowhere else the compiler might be smart enough to inline the function call inside the if if the function has no observable side-effects.
2) What is the best practice in such situation? Is it only possibility
(when I want SCE) to have all I need directly inside if and "just
format it to be as readable as possible" ?
That depends.
Do you need OtherComplicatedFunctionCall() to run because of side-effects or the performance hit of the function is minimal then you should use the second approach for readability. Otherwise, stick to SCE through the first approach.
Another possibility that short circuits and has the conditions in one place:
bool (* conditions [])()= {&a, &b, ...}; // list of conditions
bool conditionsHold = true;
for(int i= 0; i < sizeOf(conditions); i ++){
if (!conditions[i]()){;
conditionsHold = false;
break;
}
}
//conditionsHold is true if all conditions were met, otherwise false
You could put the loop into a function and let the function accept a list of conditions and output a boolean value.
Very strange: you are talking about readability when nobody mentions the usage of comment within the code:
if (somecomplicated_function() || // let me explain what this function does
someother_function()) // this function does something else
...
In top of that, I always preceed my functions with some comments, about the function itself, about its input and output, and sometimes I put an example, as you can see here:
/*---------------------------*/
/*! interpolates between values
* #param[in] X_axis : contains X-values
* #param[in] Y_axis : contains Y-values
* #param[in] value : X-value, input to the interpolation process
* #return[out] : the interpolated value
* #example : interpolate([2,0],[3,2],2.4) -> 0.8
*/
int interpolate(std::vector<int>& X_axis, std::vector<int>& Y_axis, int value)
Obviously the formatting to use for your comments may depend on your development environment (Visual studio, JavaDoc under Eclipse, ...)
As far as SCE is concerned, I assume by this you mean the following:
bool b1;
b1 = somecomplicated_function(); // let me explain what this function does
bool b2 = false;
if (!b1) { // SCE : if first function call is already true,
// no need to spend resources executing second function.
b2 = someother_function(); // this function does something else
}
if (b1 || b2) {
...
}
Readability is necessary if you work in a company and your code will be read by someone else. If you write a program for yourself, it is up to you if you want to sacrifice performance for the sake of comprehensible code.

What is the proper C++ way of mapping objects to functions?

What I mean is, I'm making a program that takes parameters from the user (as many as he wishes to enter at one time) by means of the console, e.g.
-p /users/me/myFolder/myHtmlFile.html -d /users/me/myOtherFolder -n myHmtlFileStyles -r
would set the parameters -p, -d and -n, then run the program (cause that's what -r does). I've already written a function that goes through each substring surrounded by whitespace in the input string. So I suspect the n00b design pattern would be something like
if (this_substring == "-p")
{
// ... run some procedure
}
else if (this_substring == "-d")
{
// ... run some procedure
}
else if (this_substring == "-n")
{
// ... run some procedure
}
else if (this_substring == "-r")
{
// ... run some procedure
}
else
{
// ... trigger not recognized; throw an error
}
but I'm sure there is a more elegant and proper way to do it. For instance, is there a way of mapping strings to functions? Does there exist something like
std::map<std::string, function> triggerMap = {{"-p", function1()}, {"-d", function2()}, "-n", function3()}, {"-r", function4()}};
??????
You can build an std::unordered_map from strings to function objects, initialize the function object with a lambda and call it based on its key:
std::unordered_map<std::string, std::function<void()>> fns {
{
"-p",
[]() {
// do stuff
}
},
{
"-d",
[]() {
// do something else
}
}
};
fns[param]();
It depends upon which standard you are following. I strongly suggest to use C++11 (e.g. with a recent GCC 4.9 compiler, using -std=c++11). Then use std::function and anonymous lambdas closures.
BTW, you could use (if on Linux) glibc parsing program arguments facilities.
Of course, you can use function pointers.
But I would recommend you to just use getopt
See: http://www.gnu.org/software/libc/manual/html_node/Example-of-Getopt.html
In your case:
while ((c = getopt (argc, argv, "p:d:n:r:")) != -1)
{
switch (c)
{
case 'p':
function(optarg);
break;
case 'd':
function(optarg);
break;
case 'n':
function(optarg);
break;
case 'r':
function(optarg);
break;
}
}
Use switch and a bunch of cases. Identify the flags (-r, -n, etc), extract the character and use that as the case label. Not as elegant, perhaps, as anonymous lambda closures, but more generically C++.

Common If Structure

More and more I find myself writing a structure of If statements that looks like this:
if(something) {
if(somethingElse) {
// If both evaluate to true.
doSomething();
}
else {
// If the first if is true but the second is not.
doSomethingElse();
}
}
else {
// If the first evaluates the false.
doSomethingDifferent();
}
Now, to me, this looks horrific. Does anyone have a cleaner way of representing this logic?
The question as-is has three cases: something & somethingelse, something & !somethingelse, and !something. The alternative is to break it out into an if-else with three branches:
if(something & somethingElse) {
// If both evaluate to true.
doSomething();
}
elif(something) { // explicit test of somethingElse falsity not required
// If the first if is true but the second is not.
doSomethingElse();
}
else {
// If the first evaluates the false.
doSomethingDifferent();
}
For such a simple case, I usually prefer to flatten the structure as above. For more complex cases, it can end up being simpler to nest, or even better to reduce your tests to some kind of structure (a list or integer depending on your language) and switch on that value.

C - do{..} while(0); can be removed from code excluding usage nested if else?

do{...} while(0);
the usage of do{}while(0); in my coding is used because, i do not want to use long if else nested conditional statements. I eventually give an break at the time of failure and move out of the loop, with a assurance that my function would have been traversed at least 1 time.
Now, the problem comes with the code warning tools, I am getting a warning at the usage of do{...}while(0);
the usage of nested if(){} else{} is less readable, high complex. and lets the code to be having dead code.
if i exclude nested if(){} else{} and do{} while(0); , do we left part with some other way to make code readable with understandable logic;
if(status_of_funcA_ok != funcA())
{ //failure}
else if (status_of_funcB_ok != funcB())
{//failure}
else if (status_of_funcC_ok != funcC())
else
{//Great}
do{
if(status_of_funcA_ok != funcA())
break;
if (status_of_funcB_ok != funcB())
break;
if (status_of_funcC_ok != funcC())
break;
}while(0);
Move the complete logic of the do while{0} loop to a function, and replace the break with return. And call the function, instead of the loop.
You will not have to worry about the beauty.
The compiler also doesn't have to complain about the do while{0}.
All the more, by adding a bit of modularity, the program might be a little more readable.
In any case, before doing this, it would be nice to check whether your compiler is in an extremely pedantic mode, and you might want to turn that off. That might take the warning away.
ss.
PS: You don't seem to need a return value for the function, but you could have that to get a clue of which function was successful.
I am using this pattern too, for those who wonder, here's an abstract example:
do // while(0) for break
{
state1 = 0;
if (cond1())
{
if (cond2())
break;
state1 = opA();
}
if (cond3() || state1 && state1->cond4())
break;
...
Triumph(state1, ...);
// often here: return
}
Failure(state1, ...);
I consider this valid in the following circumstances:
you have a long-ish sequence (say, >~half a dozen of conditions)
the conditions are complex, and you use / build up significant state, so you can't
isolate the elements into functions
you are in an exception-unfriendly environment, or your break-ing code path is
not actually an exception
What you can do about it:
Silence the warning. It is just a warning, after all; and I don't see a "typical mistake" (like typing 0 instead of your condition) that would be caught by this warning.
[edit] Now, that was silly. the typical mistake that you catch with the warning is e.g. while (a1!=a1) instead of while (a1!=a2).[/edit]
Break into functions, move state to a class
this would transform above code to:
struct Garbler
{
State1 state1;
bool Step1()
{
state1 = 0;
if (cond1())
{
if (cond2())
return false;
state1 = opA();
}
return true;
}
bool Step2()
{
return cond3() || state1 && state1->cond4();
}
..
void Run()
{
if (Step1() && Step2() && ... && Step23())
Triumph(state1, ...);
else
Failure(state1, ...);
}
}
This is arguably less readable, worse is that you pull apart the sequence, which might lead to a very questionable class (where members may be called only in a certain order).
Scopeguards
This may allow to transform the breaks into early returns, which are more acceptable:
state1 = 0;
ScopeGuard gFailure = MakeGuard(&Failure, ByRef(state1), ...);
if (cond1())
{
if (cond2())
return;
state1 = opA();
}
if (cond3() || state1 && state1->cond4())
return;
// everything went ok, we can dismiss the scopeguard
gFailure.Dismiss();
Triumph(state1, ...);
They can be more elegantly written in C++0x, preserve the flow, but the solution isn't that flexible either, e.g. when Failure() cannot be isolated easily into a single function.
Nested nested if-else statements can become quite unreadable, but I think using do {..} while(0); as a replacement would be much worse. It is very unconventional and anybody else reading it would not really associate it with if-else statements.
There are a few things you can do to make nested if-else statements more readable. A few suggestions are:
optimize your logic - sometimes you can do away with a lot of if clauses when you 'refactor' your logic ex. grouping identical items.
use switch() - switch is generally more readable compared to if-else statements. You can associate an enum to each case and you can switch this.
encapsulate complicated logic with functions
You can use goto instead of do {} while(0) and break. This is not readable and not good practice either though. I think for each specific case there is a better way to avoid deep if/else structures. For example, sometimes using function calls can help:
for example instead of:
if(status_of_funcA_ok != funcA())
{ //failure}
else if (status_of_funcB_ok != funcB())
{//failure}
else if (status_of_funcC_ok != funcC())
else
{//Great}
you can write:
if (check_funcs() == 0) {
great();
}
int check_funcs() {
if (status_of_funcA_ok != funcA())
return -1;
if (if(status_of_funcB_ok != funcB()))
return -2;
if (if(status_of_funcC_ok != funcC()))
return -3;
return 0; /* great */
}
Sometimes, you can use exit().
Also, in c++ you can use throw() and try/catch:
try {
/* */
throw (this error);
/* */
throw (that error);
} catch (this error) {
} catch (that error) {
}
If there are more conditions to check avoid using if{} else{},
best practice is to Replace if else conditions with switch case

General programming - else or else if for clarity

In a situation where a variable could have two different values, and you do something if its one, something differnent if its the other, would you just do:
if(myVariable == FIRST_POSSIBLE_VALUE) { ... }
else { ... }
or would you do:
if(myVariable == FIRST_POSSIBLE_VALUE) { ... }
else if (myVariable == SECOND_POSSIBLE_VALUE) { ... }
for clarity, in a situation where a reader wouldn't necessarily be able to tell that they do the same thing (but the else if does a "needless" expression)?
So what would you do?
Thanks!
EDIT: There is actually about a lot more different options for something like this: ternary operator, if-else, if-elseif, if-elseif-else, -if-else(with assert), switch. Each one has its place, but its hard to decide..
I always prefer just plain else when there is no other possible state of the variable(ie, checking for null and all that). I may add a comment saying what the variable is if it isn't the first conditional, but that is only in cases where its like
if(color==red){
....
}else{ //our theme only allows for red and yellow, so the color must be yellow.
....
}
Also, this saves some time for the processor cause it won't have to check a useless variable(or worse in OOP, where checking that variable can take quite a few dereferences, function calls, and memory reads)
I never do something like
if(file.is_open==1){
....
}else if(file.is_open==0){
....
}
as is_open is a boolean, it is pointless to specify that because the only option left is 0, also this can save a little bit of typing when you must refactor your code to use is_open() instead, as now you only must change one line instead of two.
and 'else if' statements I think should be turned to switches if there is more than 1 'else if', unless of course the language makes it impossible(such as how C can't handle strings in switches)
Else is a default. Meaning that there are either a large number of possibilities for the data, or that it is unexpected data.
I go by the basic rule: If there is a parameter that can be met, use else if, and if there isn't, use else. I normally use else's for errors.
I only use the if-else for boolean checks, that means that if the expression doesn't match there only can be the else. Or i want to take everything with the else: think of it like default.
If you want to check enumeration or something, you should try check this via switch statement, if possible in your language.
In Java it's not possible to use a switch for Strings. So you could use something like this:
if(string.equals("foo")) {
// first case
} else if(string.equals("bar")) {
// second case
} else {
throw IllegalArgumentException(" ... ");
// or log it
}
If you're not sure that your check can't be extended, you should if you can provide an default way.
Isn't this what assert was made for?
if (condition1) { ... }
else { assert(condition2); }
This can be expanded for three-state logic, too.
if (condition1) { ... }
elsif (condition2) { ... }
else { assert(condition3); }
Using assert makes your code readable, easy to maintain, and clear. That being said, asserts and comments are almost interchangeable.
Sometimes the condition of the else statement is very obvious. For example
if(user.IsNew) { } else { /*in this case user.IsNew != true*/ }
But in some other cases the else isn't that obvious and it is better to clarify the else condition. This is also more future proof in case some other possible conditions are added.
Furthermore you are able to insert an exception in the (last) else to inform about unimplemented cases. This can be very useful when the for example backend and frontend are separated and somebody adds a new value to an enumerator (or when using text keys a new key is introduced) you will receive an error when the new value is first used. When not using if else if you won't see what happened and that could make debugging pretty hard.
if(user.SelectedStyle == Styles.Red) {
} else if(user.SelectedStyle == Styles.Basic) {
} else {
throw new Exception("Not implemented");
}
In the case above a new Style (for example Style.Blue) will cause your application to throw an exception.
It's really a matter of style and your own mental view of the world. The glass is BOTH half empty and half full, but you can get the darnedest arguments going about it.
If the boolean tests are all of the same type, a switch statement is best.
If not, I'd recommend leaving out the additional test but insert a comment about the operational meaning of falling through into that last statement. See Gertjan's comment, above.
When your input can be clearly separate into distinct cases, I feel it is mostly nicer to explicitly state what those cases are, for example if you are expecting 'n' to be a number between 0 and 100, and you have 3 cases:
if (n >= 0 && n < 30) {
case1();
} else if (n >=30 && n < 70) {
case2();
} else if (n >=70 && n < 100) {
case3();
}
in some situations the 'else' case is good for error checking
} else {
error("n should be between 0 and 100");
}
if your data is checked for erroneous values earlier, then there may be a case to use else for the final case, to provide a small performance improvement in languages like C:
} else { // (n >= 70 && n < 100)
case3();
}
but this is only necessary due to some languages inability to express the domain of a function, in languages where the domain can be expressed clearly, the optimiser should add this performance benefit for you, allowing you to be specific in your code, and making it easier to add more cases later
... of course this is an art, not a science, and in some cases you can't follow the hard-and-fast rule, I frequently find myself writing code like:
if (p == NULL) {
doSomething();
} else {
doSomethingElse();
}
...justified by the fact that is very obvious and implicit from the first if condition what the else is used for.
else was invented and is used for good reason. Where you use it should be dictated by the logic that you trying to achieve, not a contrived sense of style.
Some argue that it is more self-documenting by using explicit conditions in an else if; however, this may lead to gaps in logic with default or catch all conditions.
Also, some say that it is easier to modify in the future. This argument is bunk. Using design patterns and writing modular code is something that is easier to modify in the future, writing one line shouldn't qualify for these kinds of statements.
It depends on the situation. Do you only want to take action if certain criteria are met, or is there a special case for one value and another set of logic for any other value?