static initialization inside lambda (or function) C++ - c++

How do I ensure that the initialization of a static field happens only once inside a lambda's body (or a function's)?
[] (string foo) {
static flat_hash_set<string> set;
// code to populate the set with some items.
// Question: how do I ensure this population code executed exactly once?
return set.contains(foo);
}

Static local variables are initialized only once, i.e. only the first time control passes through their declaration. On all further calls, the declaration is skipped. So you can put the code which populates the set into a function (or another lambda), and invoke it and use the returned set as the initializer.
[] (string foo) {
static flat_hash_set<string> set = populate_the_set();
return set.contains(foo);
}
or
[] (string foo) {
static flat_hash_set<string> set = [] () {
flat_hash_set<string> set;
// code to populate the set with some items.
return set;
} ();
return set.contains(foo);
}

One way to do this is to use a helper function that returns the set and initialize the set in the lambda with this
static flat_hash_set<string> set = MyHelperFunction();
You could also use a lambda instead of a helper function to keep the code local to the lambda like
flat_hash_set<string> set = []() { /* populate and return set here */ }();
Another way to do this is use std::call_once and pass a lambda to that which initializes the set.
Personally I would use the second option as it keeps the code local to the lambda and you don't need a global helper function or std::once_flag object

Related

How to get the delta value of an GameplayAbility attribute on client (after attribute value change)?

In my Unreal Engine project, which uses GameplayAbilitySystem and the default server->client architecture, the client gets notified of an attribute value changes that happened on the server.
Additionally, I'm trying to get not only the new value, but also the amount the value changed (delta = new value - old value). This should be possible using the attribute value change delegate, since it contains FOnAttributeChangeData with its members NewValue and OldValue.
On the server, both values are correct. However, on the client, FOnAttributeChangeData::NewValue == FOnAttributeChangeData::OldValue and both have the value being identical to NewValue on the server.
This is because the delegate is called after the replication happened ...
UPROPERTY(ReplicatedUsing=OnRep_MyAttribute)
FGameplayAttributeData MyAttribute;
void UAttributeSetBase::OnRep_MyAttribute()
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UAttributeSetBase, MyAttribute);
}
(this is default GAS setup of ActionRPG)
... so the client has no knowledge about the value it had before replication.
How do I get the value of the attribute, which it had before it got updated by the server?
How do I forward this value to the delegate?
Getting the old value (question 1)
UnrealEngine OnRep functions provide the previous state of an replicated variable as first parameter in the OnRep function. So add the parameter
void UAttributeSetBase::OnRep_MyAttribute(const FGameplayAttributeData& Previous)
{
const auto PreviousValue = Previous.GetCurrentValue(); // See below for possible usage.
GAMEPLAYATTRIBUTE_REPNOTIFY(UAttributeSetBase, MyAttribute);
}
Thanks #Dan from Unreal GAS discord channel.
Forward the value to the delegate (question 2)
Idea
When your goal is to not modify the UE4 source code, one possibility is to cache the previous value within the attribute set, so you are able to access it from outside.
Cache that value for each attribute in the attribute set OnRep function.
Use the cached value in the delegate, but only if it is valid. Since the value is assigned within the OnRep function, it won't exist on the server. This is perfectly fine since we want to retain the behaviour on the server, which uses FOnAttributeChangeData::OldValue (which has the correct value only on the server).
Example implementation
Caching the previous value
AttributeSetBase.h:
// Wrapper for a TMap. If you need thread safety, use another container or allocator.
class CachePreviousDataFromReplication
{
TMap<FName, FGameplayAttributeData> CachedPreviousData;
public:
void Add(const FName, const FGameplayAttributeData&);
auto Find(const FName) const -> const FGameplayAttributeData*;
};
class YOUR_API UAttributeSetBase : public UAttributeSet
{
// ...
private:
UFUNCTION() void OnRep_MyAttribute(const FGameplayAttributeData& Previous);
// ...
private:
CachePreviousDataFromReplication CachedDataFromReplication;
public:
// \param[in] AttributeName Use GET_MEMBER_NAME_CHECKED() to retrieve the name.
auto GetPreviousDataFromReplication(const FName AttributeName) const -> const FGameplayAttributeData*;
}
AttributeSetBase.cpp:
void CachePreviousDataFromReplication::Add(const FName AttributeName, const FGameplayAttributeData& AttributeData)
{
this->CachedPreviousData.Add(AttributeName, AttributeData);
}
auto CachePreviousDataFromReplication::Find(const FName AttributeName) const -> const FGameplayAttributeData*
{
return CachedPreviousData.Find(AttributeName);
}
void UAttributeSetBase::OnRep_MyAttribute(const FGameplayAttributeData& Previous)
{
CachedDataFromReplication.Add(GET_MEMBER_NAME_CHECKED(UAttributeSetBase, MyAttribute), Previous); // Add this to every OnRep function.
GAMEPLAYATTRIBUTE_REPNOTIFY(UAttributeSetBase, MyAttribute);
}
auto UAttributeSetBase::GetPreviousDataFromReplication(const FName AttributeName) const -> const FGameplayAttributeData*
{
return CachedDataFromReplication.Find(AttributeName);
}
Accessing the previous value in the delegate
ACharacterBase.h:
class YOUR_API ACharacterBase : public ACharacter, public IAbilitySystemInterface
{
// ...
void OnMyAttributeValueChange(const FOnAttributeChangeData& Data); // The callback to be registered within GAS.
// ...
}
ACharacterBase.cpp:
void ACharacterBase::OnMyAttributeValueChange(const FOnAttributeChangeData& Data)
{
// This delegate is fired either from
// 1. `SetBaseAttributeValueFromReplication` or from
// 2. `InternalUpdateNumericalAttribute`
// #1 is called on clients, after the attribute has changed its value. This implies,
// that the previous value is not present on the client anymore. Therefore, the
// value of `Data.OldValue` is erroneously identical to `Data.NewValue`.
// In that case (and only in that case), the previous value is retrieved from a cache
// in the AttributeSet. This cache will be only present on client, after it had
// received an update from replication.
auto deltaValue = 0.f;
if (Data.NewValue == Data.OldValue)
{
const auto attributeName = GET_MEMBER_NAME_CHECKED(UAttributeSetBase, MyAttribute);
if (auto previousData = AttributeSetComponent->GetPreviousDataFromReplication(attributeName))
{
// This will be called on the client, when coming from replication.
deltaValue = Data.NewValue - previousData->GetCurrentValue();
}
}
else
{
// This might be called on the server or clients, when coming from
// `InternalUpdateNumericalAttribute`.
deltaValue = Data.NewValue - Data.OldValue;
}
// Use deltaValue as you like.
}

How to force order of execution?

I have the following class and need to ensure the caller first calls init():
class MyClass: NSObject {
static var myArray:[String] = []
init() {
//load array
}
}
//then flow from caller should be
MyClass.init()
let someItem = MyClass.items[2]
However, the caller doesn't have to call init() and in that case will get an empty array. Is there a way to force calling init() first? Or some way to do it implicitly without creating a function to retrieve the array?
I'd like the caller syntax to remain MyClass.items[x]. That's why I don't want to do a function.

Dafny - Call methods inside if statements?

Like the title says I would like to call on a method that modifies some variables inside an if statement of another method, such as:
method A
...
{
... // Modifies some variables
}
method B
...
{
...
if(statement){
A();
}
...
}
This doesn't work since Dafny won't allow non ghost methods to be called in such a manner. What would a workaround to this issue be?
Figured it out, can cast it to a temporary bool variable and then use the bool variable in the expression:
...
var boolean:bool;
boolean := expression();
is(boolean){
...
}
...

Mockito - how to mock/verify a method call which accepts a new object?

I have a method (method1) that I'd like to test, which based on parameters provided creates an object and calls another method (method2). So I'm mocking method2, which accepts an object (sampleObj).
public void method1(booleanParam) {
if(booleanParam){
List<SampleObj> fooList = new ArrayList<SampleObj>;
fooList.add(new SampleObj("another param"));
anotherService.method2(fooList);
}
//some other smart logic here
}
And here's my test with same obfuscated names (sorry if I missed any typo):
public void testMethod1() {
AnotherService mockedAnotherService = PowerMockito.mock(AnotherService.class);
ServicesFactory.getInstance().setMock(AnotherService.class, mockedAnotherService);
List<SampleObj> fooList = new ArrayList<SampleObj>;
fooList.add(new SampleObj("another param"));
// assert and verify
service.method1(true);
Mockito.verify(mockedAnotherService, times(1)).method2(fooList);
}
The problem is, when I try to mock the anotherService, I need to pass an object to method2, so I have to create a new one. But since it's a new object, it's not the same object, which will be passed from inside the method1, hence the test fails with the exception:
Argument(s) are different! Wanted:
anotherService.method2(
[com.smart.company.SampleObj#19c59e46]
);
-> at <test filename and line # here>
Actual invocation has different arguments:
anotherService.method2(
[com.smart.company.SampleObj#7d1a12e1]
);
-> at <service filename and line # here>
Any ideas how to accomplish that?
You have a few options:
Implement equals and hashCode on SampleObj. Because you didn't wrap fooList in a matcher, Mockito checks with List.equals, which checks equals for corresponding objects in each List. The default behavior of Object.equals is that a.equals(b) iff a == b--that is, objects are equal iff they refer to the same instance--but you're welcome to override that if every SampleObj("foobar") equals every other SampleObj("foobar").
Use a Hamcrest Matcher you write.
private static Matcher<List<SampleObj>> isAListWithObjs(String... strings) {
return new AbstractMatcher<List<SampleObj>>() {
#Override public boolean matches(Object object) {
// return true if object is a list of SampleObj corresponding to strings
}
};
}
// in your test
verify(mockedAnotherService).method2(argThat(isAnObjListWith("another param")));
Note that you could also just make a Matcher of a single SampleObj, and then use a Hamcrest wrapper like hasItem. See more matchers here.
Use a Captor to check equals your own way:
public class YourTest {
// Populated with MockitoAnnotations.initMocks(this).
// You can also use ArgumentCaptor.forClass(...), but with generics trouble.
#Captor ArgumentCaptor<List<SampleObj>> sampleObjListCaptor;
#Test public void testMethod1() {
// ...
verify(mockedAnotherService).method2(sampleObjListCaptor.capture());
List<SampleObj> sampleObjList = sampleObjListCaptor.getValue();
assertEquals(1, sampleObjList.size());
assertEquals("another param", sampleObjList.get(0).getTitle());
}

Looking for testable design in described case

I have a system, which gets lists of objects from external system in some ABC-format, converts it to internal representation and passes to external service:
class ABCService() {
public ABCService(ExtService extService) {
this.extService = extService;
}
public void do(ABCData [] abcObjs) throws NoDataException {
if (abcObjs.length == 0) {
throw NoDataException();
} else {
List<Data> objs = new ArrayList<>();
for (ABCData abcObj : abcObjs) {
Data obj = Parser.parse(abcObj); // static call
objs.add(obj);
}
extService.do(objs);
}
}
}
When it comes to testing ABCService, we can test two things:
If no data is passed to "do", service throws an exception;
If some data is passed to "do", service should call extService and pass exactly the same number of objects, it has received from test caller.
But, though Parser factory is also tested, there is no guarantee, that output "objs" array is somehow connected to input abcObjs (e.g. method has created list with the predefined length, but method "forgets" to populate the list).
I my opinion those two test cases don't fully cover method's workflow leaving some of it dangerously untested.
How to modify ABCService design to increase it's testability?
The major testing difficulty in this code is that you have two collaborators and one of them is static.
If you can convert your Parser to a non-static (or perhaps wrap it in a non-static) and inject that as you do the extService, you could test that the parser is called the right number of times with the right arguments. Stubbing in the return values from the parser, you could also verify that your extService is called with the appropriately transformed objects instead of just the correct number of objects.
The problem you encountered is trying to handle two tasks in one function. The function do can be logically separated into two different member functions, so that you can use unittest for each of them.
By using refactoring, you can extract out the parsing and populating logic into another member function.
class ABCService() {
public void do(ABCData [] abcObjs) throws NoDataException {
extService.do(populateList(abcObjs));
}
List<Data> popuateList(ABCData[] abcObjs) {
if (abcObjs.length == 0) {
throw NoDataException();
} else {
List<Data> objs = new ArrayList<>();
for (ABCData abcObj : abcObjs) {
Data obj = Parser.parse(abcObj); // static call
objs.add(obj);
return objs;
}
}
}
while your current unittest can still remain for the "do" function, and additionally, you can add a unittest case for "populateList" function to ensure it generate correct data list