Iterate over an optional list of integers ifPresent - list

I have an Optional list of integers. I wish to see if the list is actually present and then convert it into a stream. One way of doing this is
Optional<List<Integer>> listOfNumbers = ...
if (listOfNumbers.isPresent()) {
listOfNumbers.get().stream();
}
But, I dont wish to have that if condition. I searched and saw that ifPresent() does the same thing but when I do listOfNumbers.ifPresent(this::get)), I get the following error:
non-static variable this cannot be referenced from a static context
Can you please help me do this in an efficient manner? This is still new to me so if there's anything incorrect in my understanding please let me know.

As pointed in the comments, the cleanest way to get a Stream is to use Optional.orElse method with Collections.emptyList:
Stream<Integer> stream = listOfNumbers.orElse(Collections.emptyList()).stream();
The other possible solution with Optional.map:
Stream<Integer> stream = listOfNumbers.map(List::stream).orElse(Stream.empty());

Update Java 9 :
Since jdk9, Optional has a new method stream(), which returns either a stream of one element, or an empty stream.
Thus, going from an Optional<List<Integer>> to an Stream<Integer> becomes
Stream<Integer> streamOfNumbers = listOfNumbers.stream().flatMap(List::stream);

This is How I did that on my last Project.
Optional<List<Integer>> listOfNumbers = ...
listOfNumbers.ifPresent((numbers) -> {
...
});
The ifPresent will check if the size of your Optional variable reaches it's limit and loop through your list.
You can replace ifPresent with forEach if you want to do it separately instead.

Related

How to check for existence of object in Roblox with lua?

I am trying to code a gui that is dynamically assigned. I have four teams. I am getting stuck at a certain point. I want to make a function that, when a player joins the game, checks if the other teams have already scored to update their labels. It looks like this:
local function updateAllLabelsLateArrival(redPoints, bluePoints, yellowPoints, greenPoints)
game.Players.LocalPlayer.PlayerGui.ScreenGui.ReallyRedTeam.Points.Text = redPoints
game.Players.LocalPlayer.PlayerGui.ScreenGui.ReallyBlueTeam.Points.Text = bluePoints
game.Players.LocalPlayer.PlayerGui.ScreenGui.NewYellerTeam.Points.Text = yellowPoints
game.Players.LocalPlayer.PlayerGui.ScreenGui.LimeGreenTeam.Points.Text = greenPoints
end
The function is remotely triggered from a server-side script when a player joins. The problem I have is that not all four labels might exist. Suppose a green team player joins in when there is only a red team player already playing. It will come back with the error
ReallyBlueTeam is not a valid member of ScreenGui
I thought wrapping each line in an if statement to check if the label exists, like so:
if game.Players.LocalPlayer.PlayerGui.ScreenGui.ReallyRedTeam then game.Players.LocalPlayer.PlayerGui.ScreenGui.ReallyRedTeam.Points.Text = redPoints end
But this is giving the same error. So my question is, how do I check that a label has been created before updating the points? thanks
Assuming this is a localcsript, you can use WaitForChild() which will yield until the label has been created!
game.Players.LocalPlayer.PlayerGui:WaitForChild("ScreenGui"):WaitForChild("ReallyRedTeam"):WaitForChild("Points").Text = redPoints
More information about WaitForChild here!
Alternatively, if you don't know for definite they will be created, you can use FindFirstChild. This won't yield.
if game.Players.LocalPlayer.PlayerGui.ScreenGui:FindFirstChild("ReallyRedTeam") then
print("it exists")
end
More information about FindFirstChild here!
Hope that helps!
If you want them all on one line each then the best to use would be FindFirstChild() as #jjwood1600 has said. I would also recommend making use of a variable to shorten your GUI paths as you can see below:
local function updateAllLabelsLateArrival(redPoints, bluePoints, yellowPoints, greenPoints)
local userGui = game.Players.LocalPlayer.PlayerGui.ScreenGui
if userGui:FindFirstChild("ReallyRedTeam") then userGui.ReallyRedTeam.Points.Text = redPoints end
if userGui:FindFirstChild("ReallyBlueTeam") then userGui.ReallyBlueTeam.Points.Text = bluePoints end
if userGui:FindFirstChild("NewYellerTeam") then userGui.NewYellerTeam.Points.Text = yellowPoints end
if userGui:FindFirstChild("LimeGreenTeam") then userGui.LimeGreenTeam.Points.Text = greenPoints end
end
In normal Lua you can indeed do the if statements the way you did where you don't use FindFirstChild but Roblox's own version RBX.Lua doesn't.

list package `MoveToFront` not working for me

New to Go and building a simple LRU cache in Go to get used to syntax and Go development.
Having an issue with the MoveToFront list method, it fails on the following check in the MoveToFront body
if e.list != l || l.root.next == e
I want to move the element (e) to the front of the list when I retrieve it from cache , like this
if elem, ok := lc.entries[k]; ok {
lc.list.MoveToFront(elem) // needs fixing
return elem
}
return nil
The Code can be seen here on line 32 the issue occurs
https://github.com/hajjboy95/golrucache/blob/master/lru_cache/lrucache.go#L32
There seem to be two problems, to me. First, this isn't how the List data type is meant to be used: lc.list.PushFront() will create a List.Element and return a pointer to it. That's not fatal, but at the least, it is kind of annoying—the caller has to dig through the returned List.Element when using Get, instead of just getting the value.
Meanwhile, presumably the failure you see is because you remove elements in Put when the LRU-list runs out of space, but you don't remove them from the corresponding map. Hence a later Put of the just-removed key will try to re-use the element in place, even though the element was removed from the list. To fix this, you'll need to hold both key and value. (In my simple experiment I did not see any failures here, but the problem became clear enough.)
I restructured the code somewhat and turned it into a working example on the Go Playground. I make no promises as to suitability, etc.

How to use an Ember.getOwner(this).lookup('application:main') result

As the title say, I have some problem understanding what does this call return.
This is how I am using it:
fetchEngines()
{
let object = Ember.getOwner(this).lookup('application:main').engines;
console.log(object);
}
And it return me something like that:
At this point, this is what I want, the list of all my ember-engines.
But I don't know how to use it. By that I mean, how do I fetch the name of each engine, what is object at this point, I can't find anything about it.
I have tried the forEach() method, but it returns me : object.forEach is not a function. I have also tried the Object.keys method, but it returned me undefined, maybe somebody can indicate me a doc or something, I don't understand at all what is it.
Good day to you and thank you for reading.
I will answer this. This is very simple, and I made a mistake. The Object.keys method work, I didn't know how to write it well.
This is the corrected version:
fetchEngines()
{
let object = Ember.getOwner(this).lookup('application:main').engines;
// This will properly show every key in your object
console.log(Object.keys(object));
// And if you want to enumerate it
let filledArray = [];
for (let key in object) {
if (object.hasOwnProperty(key))
filledArray.push(key);
}
// The object filledArray is now a perfectly manipulable object
}

Lazy computation of items in list until required element is found

I am trying to get my head around making this requirement as efficient as possible, because it is part of a combinatorial problem solver, so every little bit helps in the grand scheme of things.
Lets say I have a list of elements, in this case called transitions.
val possibleTransitions : List[Transition] = List[...] //coming from somewhere
I want to perform an (somewhat expensive) computation on each transition, to obtain another object, in this case called a State.
The natural way for me to do it is using a for-comprehension or a map. The former for me is more convenient because I want to filter out a few irrelevant State objects, such as those which were already processed earlier.
val newStates = for {
transition <- possibleTransitions
state <- computeExpensiveOperation(transition)
if (confirmNewState(state))
} yield state
State contains a value, lets call it value(), which indicates some kind of attractiveness of that state. If the value() is very low (attractive) I want to discard the rest of the list and use that. Since possibleTransitions could be a very long list (thousands), ideally I avoid doing that computeExpensiveOperation if for example the first State object already has the value() I want.
On the other hand, if I don't find any item with an attractive value() I want to keep all of them and add them to another list.
val newPending = pending ++ newStates
I was trying to use a Stream for this, to avoid computing all the values before processing them. If I use find() and I don't find the required item then I won't be able to get the items in the stream (since its use-once).
The only thing I can see possible at the moment is to use possibleItems.toStream() in the for-comprehension and create another collection, iterating through each item one by one until either I find the item (and discard the collection) or no (and use the collection with all items).
Am I missing some smarter more efficient way to do this?
I would use lazy views and convert them to a stream to cache the intermediate result, then you can get the information you need:
val newStates = for {
transition <- possibleTransitions.view
state <- computeExpensiveOperation(transition)
if (confirmNewState(state))
} yield state
val newStatesStream = newStates.toStream // cache results
val attractive = newStatesStream.find(isAttractive(_))
attractive match {
case Some(a) => // do whatever
case None => {
val newPending = pending ++ newStatesSteam
}
}
As the stream is lazy it will only be computed until the first element is found in the line with val attractive. If there is no attractive element the complete stream will be computed and cached and None will be returned.
When computing the new pending elements we can just append this stream to pending. (By the way: pending should probably be a Queue)

What is valPtr in ctor of wxTextValidator good for?

I'm using a simple numeric text validator wxTextValidator along with a wxTextControl. I wonder what the 2nd parameter is good for:
wxTextValidator(long style = wxFILTER_NONE, wxString* valPtr = NULL)
I simply passed the reference to a member variable:
myTextControl_->SetValidator( wxTextValidator(wxFILTER_NUMERIC, &myValue_) );
I'm using wxWidgets 2.8.12, from the documentation I figured that the myValue_ variable would receive the validated content of the text control, but this does not happen in my application.
Am I doing something wrong or does the valPtr parameter not receive the content of the text control?
The myvalue_ variable should receive the value entered if you call wxValidator::Validate or wxValidator::TransferFromWindow. This happens automatically if you close the dialog with the default OnOK() handler. Otherwise you have to do it yourself.
Ravenspoint has already answered the initial question but I'd just like to add that wxValidator can be used either for validating or for data transfer -- or for both at once. In fact, some validators, such as wxGenericValidator are only used for data transfer (it doesn't make much sense to validate a check box or a radio button!). So the name of this class is somewhat misleading as it describes at most half, and probably less than that, of its uses.