Looping code or recursive method calling? [closed] - c#

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I am working on project where we have to work out delivery times based on rules in the database. The same day can have a few possibilities (same day deliveries) but also Fridays, Saturdays don't have rules so we have to look ahead and find the Monday rule.
Sorry for long winded explanation ...
To add to complexity we also calculate when the item can be collected at the delivery point so we calculate the pick up time based on AM / PM guarantees and make sure the place is open and its not holiday...
When I initially wrote up the logic I made a method that takes a date and calculates all these values and returns our Calculated Model. Just before the end I put in a test to make sure the model is populated otherwise there was no match made for that date and time and I increment the day by 1 and call my method again, with the incremented datetime and the rule until I hit the return and everything bubbles back to the original stack call. For me that worked like a charm, single level if statements and no complicated and and or's
Basically that code was shot down because other test and bug developers did not understand how to debug it, or what it was doing.
The new proposal is a single method that does the same thing but enclosed in a while statement until the condition is met. Then within the while there is a foreach that validates the deliveries can be met and a line of conditional if and nested conditional or's and then returns the Calculated model.
Is it bad to recall the same method from within it self until the ultimate condition is met with adjusted values?
Both code fragments work fine I just find having nested for each in while and conditionals if more difficult to decipher than a flat set of rules.

Although recursion can lead to some elegant solutions it can also lead to difficult to follow code and stack overflows, as each recursive calls allocates a new stack frame. By default each thread has a 1MB stack, so it doesn't take long to run out of space.
Tail recursion can fix this, as long as your actually doing a tail recursive call, and the compiler can spot this. At the IL level there is support for tail recursion with the TailCall instruction, but the C# compiler doesn't generate code that uses it.

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Rule of thumb about when to use a temp object to hold reference to an object, rather than referering the whole path at every use? [closed]

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I guess this question is for a large part a matter of what you prefer aswell as being very situational, but I just came across a path to a gameobject today with a pretty long reference, and I thought if a temp reference wouldn't be better for this situation.
The code:
if (enlargeableButtons[i][j].gameObject.activeSelf && enlargeableButtons[i][j].IsHighlighted())
{
enlargeableButtons[i][j].gameObject.SetIsHighlighted(true, HoverEffect.EnlargeImage);
}
In a case where the path is this long with multiple array indexes to check, it would definitely be faster, but because of the extra object also be more expensive to do it like this:
GameObject temp = enlargeableButtons[i][j].gameObject;
if (temp.activeSelf && temp.IsHighlighted())
{
temp.SetIsHighlighted(true, HoverEffect.EnlargeImage);
}
But how much and would it be worth it?
I seriously doubt you will see any performance gain using a direct reference instead of going through the jagged array.
Maybe if this code is running in a very tight loop with lots and lots of iterations, you might get a few milliseconds of difference.
However, from the readability point of view, the second option is much more readable - so I would definitely go with it.
As a rule - You should design your code for clarity, not for performance.
Write code that conveys the algorithm it is implementing in the clearest way possible.
Set performance goals and measure your code's performance against them.
If your code doesn't measure to your performance goals, Find the bottle necks and treat them.
Don't go wasting your time on nano-optimizations when you design the code.
and a personal story to illustrate what I mean:
I once wrote a project where I had a lot of obj.child.grandchild calls. after starting to write the project I've realized it's going to be so many calls I just created a property on the class I was working on referring to that grandchild and my code suddenly became much nicer.
Declaring GameObject temp just creates a reference to enlargeableButtons[i][j].gameObject. It is extra overhead, but not much. You won't notice a difference unless you're repeating that thousands of times or more.
As a personal rule, if I just need to reference it once, I don't bother with declaring a variable for it. But if I need to use something like enlargeableButtons[i][j].gameObject multiple times, then I declare a variable.

When to create a new function? [closed]

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I had an argument with my teammate about the following.
We need to parse a symbol in a string to int(it is always a digit), this particular functionality is used in a number of places. So this can be done this way:
var a = int.Parse(str[i].ToString());
The argument was: do we need to create a function for this.
int ToInt(char c) {
return int.Parse(c.ToString());
}
that can be used:
var a = ToInt(str[i]);
My opinion is that creating such a function is bad: it gives no benefits except for typing couple characters less (no, as we have autocomplete), but such practice increase a codebase and makes code more complecated to read by introducing additional functions. My teammate's reason is that this is more convinient to call just one such function and there is nothing bad in such a practice.
Actually question relates to a general: when it is ok(if at all) to wrapp combination of 2-3-4 functions with a new function?
So I would like to hear your opinions on that.
I argee that this is mostly defined based on personal preferences. But also I would like to hear some objective factors to define a convention for such situations in our project.
There are many reasons to create a new sub-routine/method/function. Here is a list of just a few.
When the subroutine is called more than once.
If it makes your code easier to read/understand.
Personal preference.
Actually, the design can be done in many ways of course, and depends on the actual design of the whole software, readability, easy of refactoring, and encapsulation. These things are to be considered on each occasion by its own.
But on this specific case, I think its better to keep it without a function and use it as the first example for many reasons:
Its actually one line of code.
The overhead of calling a function in performance will be far more the benefit you get from making it.
The compiler itself probably will unwrap it again into the one line call if you make it a function, though its not always the case.
The benefit you get from doing so, will be mainly if you want to add error checking, TryParse, etc... in the function.

is having fewer lines of code always better? [closed]

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Which is best?
private long sumVals()
{
return (dbReturn("NUns") / dbReturn("TSpd")) * 60;
}
private long dbReturn(string dbField)
{
// ... access db, get value
return retVal;
}
or
private long sumVals()
{
long numUnits = dbReturn("NUns");
long targetSpeed = dbReturn("TSpd");
return (numUnits / targetSpeed) * 60;
}
private long dbReturn(string dbField)
{
// ... access db, get value
return retVal;
}
Is it better to try and put it all onto one line, so there is less code overall, or to spread it out like in the second one?
Is one or the other quicker? Is there a benefit, eg, while compiling?
Your case is simple, so the first one is OK. But in general, I would go for the second one.
It is important that you (and others) can read the code, but you don't need to save memory (fewer lines of code as well as fewer variables).
Your code will be easier to understand and debug if you choose to write it the second way. You also don't have to have a lot of comments if your variable names explain the code well enough, which makes your code easier to read in general. (I am not telling you to stop commenting, but to write code which does not need trivial comments!)
See this question for more answers.
My rule of thumb is to include enough content to fully describe what the intent of the code is, and no more. In my opinion, assigning values to variables only to use those variables immediately is actually less readable. It communicates the flow of the program well enough, but doesn't communicate the actual intent.
If you renamed the function from dbReturn to GetDatabaseValue then I don't think I can come up with a more expressive way to write this function than:
return (GetDatabaseValue("NUns") / GetDatabaseValue("TSpd")) * 60);
This communicates the intent perfectly (notwithstanding the fact that I don't know what "NUns" and "TSpd" mean). Fewer symbols means fewer things to understand when reading the code.
Full disclosure: Including extra symbols does improve debuggability. I write this way when I am first building a function so that I can track down where things go wrong. But, when I am satisfied with the implementation, I compress it down as much as possible for my and my co-workers' sanity.
As far as I can tell, there would be no run-time performance gain achieved by either approach. Compilers are awesome - they do this inlining without your knowledge. The only difference is in the code's readability.
To me, longer is always better. Modern compilers will shrink most code to be very fast. However, being able to maintain code through lots of comments and easy-to-read code is hugely important.... especially if you are one of those guys who have to maintain someone else's code!
So, my vote is the longer version (with a comment explaining what you are doing too!)

General method placement [closed]

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Is it best practice to place method bodies before or after they are called ? I generally place them after; interested in what others are doing ?
I prefer after. The reason for this is because it makes the flow of your code more logical. Code flows from top to bottom anyway, so it's logical that methods called appear after the current method.
This has the added advantage of the entry point of your program/class being at the top, which is where you start looking anyway.
When developing Java, I place the method bodies after they are called. This will typically result in classes that have a small number of public methods at the top, followed by quite a few private methods at the bottom. I think this makes the class easier to read and understand: you just need to read those few public methods at the top to understand what the class does — in many cases you can stop reading once you get to the private methods.
I also note that Java IDEs typically place the method body after the current method when you refactor code. For example in Eclipse, if you select a block of code and click Refactor | Extract Method... it will place that selected code in a new method below the current one.
It is entirely a matter of personal preference. For most people, the code navigation facilities of a modern IDE mean that it hardly makes any difference how the methods are ordered.
The method placement is largely irrelevant to me (of course in case of some static methods that need to be defined before invoked):
The code formatters are usually in place (and running automatically - if not for you, turn them on) which results in the source being ordered nicely by type of the method and then alphabetically, rather without the regard to the method call sequence
I use the modern IDE, where finding the proper method is done in a different way than sequentially going through the whole source

Number of Parameter Passed to Function? [closed]

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I want to know how many parameters can be passed to function, I mean what is good programming practice, regarding passing the parameters to function?
Code Complete suggests a maximum of 7. This is because of The Magical Number Seven, Plus or Minus Two:
...the number of objects an average human can hold in working memory is 7 ± 2; this is frequently referred to as Miller's Law.
Here's an excerpt from Code Complete 2nd Edition:
Limit the number of a routine’s parameters to about seven
Seven is a magic number for people’s comprehension. Psychological research has found that people generally cannot keep track of more than about seven chunks of information at once (Miller 1956). This discovery has been applied to an enormous number of disciplines, and it seems safe to conjecture that most people can’t keep track of more than about seven routine parameters at once.
The fewer the better, but only if it still makes sense. I've never heard of a standard number of params to be passed, but I have heard of ways to keep them down better.
For example, don't do this:
public void DoSomething(string name, int age, int weight, ...) { }
but rather:
public void DoSomething(Person person) { }
but hopefully that goes without saying. But also, I would recommend not creating a weird class just to trim down the parameter count.
IMHO 5 at MAX.
6 is too much for me and 7 overwhelming!
According to Clean Code - maximum 3
If you have many things you would like to pass to a function you may want to look at some other means of transferring that data as opposed to simple parameter passing. For example in certain cases it may be better to generate an XML file and then pass values related to getting data around that XML file. If you are running a web app it may be simply passing data through sessions or post rather than get or function calls that will simplify your life.
Also you may want to store some of that information as member variables.
I would recommend no more than 4. You don't want your lines to get much longer than 30 characters long unless you are generating some massive string, but even then it becomes really unreadable and gross (although necessary especially for javascript).
It's good programming practice to write programs so that they are easy to read. Personally I try not to write functions which have more parameters than can be displayed on one line on the screen. Usually that is no more than five or six parameters at most.
some ARM compilers pass three or less parameters using registers and any more than three are stacked. The stacked type call is slower than the call using registers so in this case you should use three or less parameters, for speed.
Depending on the architecture, more than 1-3 will cause passing on the stack. This is slower than passing via registers. From a performance standpoint, it is best to pass either a pointer to a wrapper class or a pointer to a struct. This ensures that only one value is passed in and saves some writes/reads to memory.
If you don't know how many parameters you are going to pass to a function use param for sending variable arguments to a method.

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