Declaring a function without printing the signature [SML] - sml

Is it possible to declare a function in SML without printing the signature?
I found out that you can print a string without printing val it = () : unit by doing:
val _ = print("Test1");
Is it possible to the same with functions? something like:
val _ = fun foo x = x + 5;
foo 10;
The following program won't compile in SML.
I'm know that I can use let\local but then I can't use them outside the closure. Also I am looking for a way, without importing additional libraries.

What you ask of relates only to the REPL, as function signatures are only printed in the REPL. You can avoid for functions (or other value declarations) to show up by defining them in a local scope, as you suggest (let, local or opaque struct).
A little hack is that multiple re-definitions in a row will yield the latest definition, but then you still need one at the end.
If you want to re-use a value in your code without the REPL printing it, perhaps you are looking to completely disable REPL declaration output, or run a compiled binary?
In Moscow ML you can run the REPL without declaration output with
mosml -quietdec file.sml
But with SML/NJ and others I don't know.

Related

How to make OCaml compiler report unused functions?

I wonder if is there any ways to make OCaml compiler report warnings about unused functions? I googled but there are not much topics discussed about this feature.
In particular, in the following program, there are two functions "foo" and "bar" which are declared but "bar" is not used in the "_" function. So I think that the OCaml compiler should report "bar" as an unused function.
let foo x y = x + y
let bar x y z = x + y + z (* should be reported unused *)
let _ =
let x = foo 1 2 in
x
You need to define a (possibly-empty) .mli interface file saying what this module exports. Otherwise, you're just defining a bar function for other modules to use.
(and make sure you're compiling with warnings on, of course)
You can have a look at https://github.com/alainfrisch/dead_code_analyzer , which is a "global" dead code detector. It collects from .cmi files the set of exported values and from .cmt files the set of external references, thus allowing to detect exported values which are never used. (There is also some logic to analyze optional arguments and report which ones are never or always passed.)

What namespaces Clojure uses for def-ing

According to spec, def should intern the var in the current ns (i.e. *ns*). However, the following code does not look anything like it:
(ns namespace-b)
(defn def_something []
(ns namespace-a)
(println *ns*) ;prints namespace-a as it should
(def something 1)
)
(def_something)
(println namespace-b/something) ; prints 1
(println namespace-a/something) ; throws
What am I missing?
Notes:
defn is used just for clarity. Defining and running anonymous function works just as well.
I know that using def inside function is probably not very idiomatic. However, this is just extracted essence of a bigger problem I ran into.
The parser already interns the var to the current namespace at compile time, although it won't be bound immediately:
(defn dd [] (def x 0))
x ;; => #<Unbound Unbound: #'user/x>
The relevant piece of code can be found here, with the second parameter to lookupVar triggering the aforementioned interning for non-existing vars here.
The parses then generates an expression that references the previously created var, so the expression logic never leaves the current namespace.
TL;DR: def is something that the compiler handles in a special kind of way.
The key thing to understand about def is that it is a macro. This means that it does not resolve the namespace or create the binding at runtime, but beforehand, while the code is being compiled.
If you call a function that calls def, that call to def was already resolved to use the namespace in which the function was defined. Similarly, if you call functions inside a function body, the functions to call are resolved at compile time within the namespace where that function was defined.
If you want to generally bind values to namespaces at runtime, you should use the function intern, which lets you explicitly set the namespace to mutate.
All this said, namespace mutation is just that, it's procedural and is not thread safe and does not have nice declarative semantics like other options Clojure makes available. I would strongly suggest finding a way to express your solution that does not involve unsafe runtime mutation.

D: finding all functions with certain attribute

Is it currently possible to scan/query/iterate all functions (or classes) with some attribute across modules?
For example:
source/packageA/something.d:
#sillyWalk(10)
void doSomething()
{
}
source/packageB/anotherThing.d:
#sillyWalk(50)
void anotherThing()
{
}
source/main.d:
void main()
{
for (func; /* All #sillWalk ... */) {
...
}
}
Believe it or not, but yes, it kinda is... though it is REALLY hacky and has a lot of holes. Code: http://arsdnet.net/d-walk/
Running that will print:
Processing: module main
Processing: module object
Processing: module c
Processing: module attr
test2() has sillyWalk
main() has sillyWalk
You'll want to take a quick look at c.d, b.d, and main.d to see the usage. The onEach function in main.d processes each hit the helper function finds, here just printing the name. In the main function, you'll see a crazy looking mixin(__MODULE__) - this is a hacky trick to get a reference to the current module as a starting point for our iteration.
Also notice that the main.d file has a module project.main; line up top - if the module name was just main as it is automatically without that declaration, the mixin hack would confuse the module for the function main. This code is really brittle!
Now, direct your attention to attr.d: http://arsdnet.net/d-walk/attr.d
module attr;
struct sillyWalk { int i; }
enum isSillyWalk(alias T) = is(typeof(T) == sillyWalk);
import std.typetuple;
alias hasSillyWalk(alias what) = anySatisfy!(isSillyWalk, __traits(getAttributes, what));
enum hasSillyWalk(what) = false;
alias helper(alias T) = T;
alias helper(T) = T;
void allWithSillyWalk(alias a, alias onEach)() {
pragma(msg, "Processing: " ~ a.stringof);
foreach(memberName; __traits(allMembers, a)) {
// guards against errors from trying to access private stuff etc.
static if(__traits(compiles, __traits(getMember, a, memberName))) {
alias member = helper!(__traits(getMember, a, memberName));
// pragma(msg, "looking at " ~ memberName);
import std.string;
static if(!is(typeof(member)) && member.stringof.startsWith("module ")) {
enum mn = member.stringof["module ".length .. $];
mixin("import " ~ mn ~ ";");
allWithSillyWalk!(mixin(mn), onEach);
}
static if(hasSillyWalk!(member)) {
onEach!member;
}
}
}
}
First, we have the attribute definition and some helpers to detect its presence. If you've used UDAs before, nothing really new here - just scanning the attributes tuple for the type we're interested in.
The helper templates are a trick to abbreviate repeated calls to __traits(getMember) - it just aliases it to a nicer name while avoiding a silly parse error in the compiler.
Finally, we have the meat of the walker. It loops over allMembers, D's compile time reflection's workhorse (if you aren't familiar with this, take a gander at the sample chapter of my D Cookbook https://www.packtpub.com/application-development/d-cookbook - the "Free Sample" link is the chapter on compile time reflection)
Next, the first static if just makes sure we can actually get the member we want to get. Without that, it would throw errors on trying to get private members of the automatically imported object module.
The end of the function is simple too - it just calls our onEach thing on each element. But the middle is where the magic is: if it detects a module (sooo hacky btw but only way I know to do it) import in the walk, it imports it here, gaining access to it via the mixin(module) trick used at the top level... thus recursing through the program's import graph.
If you play around, you'll see it actually kinda works. (Compile all those files together on the command line btw for best results: dmd main.d attr.d b.d c.d)
But it also has a number of limitations:
Going into class/struct members is possible, but not implemented here. Pretty straightforward though: if the member is a class, just descend into it recursively too.
It is liable to break if a module shares a name with a member, such as the example with main mentioned above. Work around by using unique module names with some package dots too, should be ok.
It will not descend into function-local imports, meaning it is possible to use a function in the program that will not be picked up by this trick. I'm not aware of any solution to this in D today, not even if you're willing to use every hack in the language.
Adding code with UDAs is always tricky, but doubly so here because the onEach is a function with its on scope. You could perhaps build up a global associative array of delegates into handlers for the things though: void delegate()[string] handlers; /* ... */ handlers[memberName] = &localHandlerForThis; kind of thing for runtime access to the information.
I betcha it will fail to compile on more complex stuff too, I just slapped this together now as a toy proof of concept.
Most D code, instead of trying to walk the import tree like this, just demands that you mixin UdaHandler!T; in the individual aggregate or module where it is used, e.g. mixin RegisterSerializableClass!MyClass; after each one. Maybe not super DRY, but way more reliable.
edit:
There's another bug I didn't notice when writing the answer originally: the "module b.d;" didn't actually get picked up. Renaming it to "module b;" works, but not when it includes the package.
ooooh cuz it is considered "package mod" in stringof.... which has no members. Maybe if the compiler just called it "module foo.bar" instead of "package foo" we'd be in business though. (of course this isn't practical for application writers... which kinda ruins the trick's usefulness at this time)

the reasons of errors in ML code

The below code is just a kind of prototype. What I want to know is why it fails to compile.
fun test(list) =
let
fun inner(list) =
let
val from = #1(hd(list))
in
if null(tl(list)) = false then innerinner(tl(list),from)
else false
end
fun innerinner(list,from) =
if #2(hd(list)) = from then true
else if null(list) = false then innerinner(tl(list),from)
else false
in
inner(list)
end;
The error messages are:
test.txt:7.34-7.44 Error: unbound variable or constructor: innerinner
test.txt:3.2-9.6 Error: unresolved flex record
(can't tell what fields there are besides #1)
test.txt:10.2-13.13 Error: unresolved flex record
(can't tell what fields there are besides #2)
uncaught exception Error
raised at: ../compiler/Toplevel/interact/evalloop.sml:66.19-66.27
....
I am a kind beginner of ML programming. Could anyone teach me what is wrong?
You have quite a few things going on here. If we first look at the errors you are getting.
unbound variable or constructor: innerinner
In sml you can't "use" stuff before it has been declared. It is easily fixed in your case by
swapping the function declarations around, and thus declaring innerinner before inner.
If you ever end up in a case where you want to for example declare two mutually recursive
functions, then this is not an option. In this case you would have to use the keyword and.
unresolved flex record
This is a bit more complicated. It is a type error and has something to do with the fact
that tuples are represented as records internally (I would recommend you go read about
it). Thus when you don't supply enough information, the type system will complain.
I think this QA explains it quite good. In summary, you can't have unbounded tuples
and thus you need to make it clear to the type system how many elements it contains. This
could be done by explicitly type annotating the function declaration.
However in general you ought to use pattern matching instead, as often as feasible.
In general you should always use pattern matching rather than tuple selectors (#1, #2, ...), or list selectors (hd or tl). You just saw why tuple selectors can be "bad" but using list selectors without testing whether or not the list is empty first will give you runtime errors (exceptions).
Putting in such test cases in your code will "blow it up" and make it messy to read. But if you use pattern matching instead you will have some nice clear cut cases in your function definition.
Also often you will tend to writer less code (in my opinion).
Btw, you don't need to put parentheses around single arguments to functions, such as you main definition of the test function.
All in all your function could look something like this:
fun test list =
let
fun innerinner ((x1, x2)::xs,from) =
if x1 = from then true
else innerinner(xs,from)
| innerinner ([], from) = false
fun inner ((x1, x2)::xs) = innerinner(xs,x1)
| inner [] = false
in
inner(list)
end

Name variable Lua

I have the following code in Lua:
ABC:
test (X)
The test function is implemented in C + +. My problem is this: I need to know what the variable name passed as parameter (in this case X). In C + + only have access to the value of this variable, but I must know her name.
Help please
Functions are not passed variables; they are passed values. Variables are just locations that store values.
When you say X somewhere in your Lua code, that means to get the value from the variable X (note: it's actually more complicated than that, but I won't get into that here).
So when you say test(X), you're saying, "Get the value from the variable X and pass that value as the first parameter to the function test."
What it seems like you want to do is change the contents of X, right? You want to have the test function modify X in some way. Well, you can't really do that directly in Lua. Nor should you.
See, in Lua, you can return values from functions. And you can return multiple values. Even from C++ code, you can return multiple values. So whatever it is you wanted to store in X can just be returned:
X = test(X)
This way, the caller of the function decides what to do with the value, not the function itself. If the caller wants to modify the variable, that's fine. If the caller wants to stick it somewhere else, that's also fine. Your function should not care one way or the other.
Also, this allows the user to do things like test(5). Here, there is no variable; you just pass a value directly. That's one reason why functions cannot modify the "variable" that is passed; because it doesn't have to be a variable. Only values are passed, so the user could simply pass a literal value rather than one stored in a variable.
In short: you can't do it, and you shouldn't want to.
The correct answer is that Lua doesn't really support this, but there is the debug interface. See this question for the solution you're looking for. If you can't get a call to debug to work directly from C++, then wrap your function call with a Lua function that first extracts the debug results and then calls your C++ function.
If what you're after is a string representation of the argument, then you're kind of stuck in lua.
I'm thinking something like in C:
assert( x==y );
Which generates a nice message on failure. In C this is done through macros.
Something like this (untested and probably broken).
#define assert(X) if(!(X)) { printf("ASSERION FAILED: %s\n", #X ); abort(); }
Here #X means the string form of the arguments. In the example above that is "x==y". Note that this is subtly different from a variable name - its just the string used in the parser when expanding the macro.
Unfortunately there's no such corresponding functionality in lua. For my lua testing libraries I end up passing the stringified version as part of the expression, so in lua my code looks something like this:
assert( x==y, "x==y")
There may be ways to make this work as assert("x==y") using some kind of string evaluation and closure mechanism, but it seemed to tricky to be worth doing to me.
EDIT:
While this doesn't appear to be possible in pure lua, there's a patched version that does seem to support macros: http://lua-users.org/wiki/LuaMacros . They even have an example of a nicer assert.