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  • We've completed the first iteration

    - by CliveT
    There are a lot of features in C# that are implemented by the compiler and not by the underlying platform. One such feature is a lambda expression. Since local variables cannot be accessed once the current method activation finishes, the compiler has to go out of its way to generate a new class which acts as a home for any variable whose lifetime needs to be extended past the activation of the procedure. Take the following example:     Random generator = new Random();     Func func = () = generator.Next(10); In this case, the compiler generates a new class called c_DisplayClass1 which is marked with the CompilerGenerated attribute. [CompilerGenerated] private sealed class c__DisplayClass1 {     // Fields     public Random generator;     // Methods     public int b__0()     {         return this.generator.Next(10);     } } Two quick comments on this: (i)    A display was the means that compilers for languages like Algol recorded the various lexical contours of the nested procedure activations on the stack. I imagine that this is what has led to the name. (ii)    It is a shame that the same attribute is used to mark all compiler generated classes as it makes it hard to figure out what they are being used for. Indeed, you could imagine optimisations that the runtime could perform if it knew that classes corresponded to certain high level concepts. We can see that the local variable generator has been turned into a field in the class, and the body of the lambda expression has been turned into a method of the new class. The code that builds the Func object simply constructs an instance of this class and initialises the fields to their initial values.     c__DisplayClass1 class2 = new c__DisplayClass1();     class2.generator = new Random();     Func func = new Func(class2.b__0); Reflector already contains code to spot this pattern of code and reproduce the form containing the lambda expression, so this is example is correctly decompiled. The use of compiler generated code is even more spectacular in the case of iterators. C# introduced the idea of a method that could automatically store its state between calls, so that it can pick up where it left off. The code can express the logical flow with yield return and yield break denoting places where the method should return a particular value and be prepared to resume.         {             yield return 1;             yield return 2;             yield return 3;         } Of course, there was already a .NET pattern for expressing the idea of returning a sequence of values with the computation proceeding lazily (in the sense that the work for the next value is executed on demand). This is expressed by the IEnumerable interface with its Current property for fetching the current value and the MoveNext method for forcing the computation of the next value. The sequence is terminated when this method returns false. The C# compiler links these two ideas together so that an IEnumerator returning method using the yield keyword causes the compiler to produce the implementation of an Iterator. Take the following piece of code.         IEnumerable GetItems()         {             yield return 1;             yield return 2;             yield return 3;         } The compiler implements this by defining a new class that implements a state machine. This has an integer state that records which yield point we should go to if we are resumed. It also has a field that records the Current value of the enumerator and a field for recording the thread. This latter value is used for optimising the creation of iterator instances. [CompilerGenerated] private sealed class d__0 : IEnumerable, IEnumerable, IEnumerator, IEnumerator, IDisposable {     // Fields     private int 1__state;     private int 2__current;     public Program 4__this;     private int l__initialThreadId; The body gets converted into the code to construct and initialize this new class. private IEnumerable GetItems() {     d__0 d__ = new d__0(-2);     d__.4__this = this;     return d__; } When the class is constructed we set the state, which was passed through as -2 and the current thread. public d__0(int 1__state) {     this.1__state = 1__state;     this.l__initialThreadId = Thread.CurrentThread.ManagedThreadId; } The state needs to be set to 0 to represent a valid enumerator and this is done in the GetEnumerator method which optimises for the usual case where the returned enumerator is only used once. IEnumerator IEnumerable.GetEnumerator() {     if ((Thread.CurrentThread.ManagedThreadId == this.l__initialThreadId)               && (this.1__state == -2))     {         this.1__state = 0;         return this;     } The state machine itself is implemented inside the MoveNext method. private bool MoveNext() {     switch (this.1__state)     {         case 0:             this.1__state = -1;             this.2__current = 1;             this.1__state = 1;             return true;         case 1:             this.1__state = -1;             this.2__current = 2;             this.1__state = 2;             return true;         case 2:             this.1__state = -1;             this.2__current = 3;             this.1__state = 3;             return true;         case 3:             this.1__state = -1;             break;     }     return false; } At each stage, the current value of the state is used to determine how far we got, and then we generate the next value which we return after recording the next state. Finally we return false from the MoveNext to signify the end of the sequence. Of course, that example was really simple. The original method body didn't have any local variables. Any local variables need to live between the calls to MoveNext and so they need to be transformed into fields in much the same way that we did in the case of the lambda expression. More complicated MoveNext methods are required to deal with resources that need to be disposed when the iterator finishes, and sometimes the compiler uses a temporary variable to hold the return value. Why all of this explanation? We've implemented the de-compilation of iterators in the current EAP version of Reflector (7). This contrasts with previous version where all you could do was look at the MoveNext method and try to figure out the control flow. There's a fair amount of things we have to do. We have to spot the use of a CompilerGenerated class which implements the Enumerator pattern. We need to go to the class and figure out the fields corresponding to the local variables. We then need to go to the MoveNext method and try to break it into the various possible states and spot the state transitions. We can then take these pieces and put them back together into an object model that uses yield return to show the transition points. After that Reflector can carry on optimising using its usual optimisations. The pattern matching is currently a little too sensitive to changes in the code generation, and we only do a limited analysis of the MoveNext method to determine use of the compiler generated fields. In some ways, it is a pity that iterators are compiled away and there is no metadata that reflects the original intent. Without it, we are always going to dependent on our knowledge of the compiler's implementation. For example, we have noticed that the Async CTP changes the way that iterators are code generated, so we'll have to do some more work to support that. However, with that warning in place, we seem to do a reasonable job of decompiling the iterators that are built into the framework. Hopefully, the EAP will give us a chance to find examples where we don't spot the pattern correctly or regenerate the wrong code, and we can improve things. Please give it a go, and report any problems.

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  • The Product Owner

    - by Robert May
    In a previous post, I outlined the rules of Scrum.  This post details one of those rules. Picking a most important part of Scrum is difficult.  All of the rules are required, but if there were one rule that is “more” required that every other rule, its having a good Product Owner.  Simply put, the Product Owner can make or break the project. Duties of the Product Owner A Product Owner has many duties and responsibilities.  I’ll talk about each of these duties in detail below. A Product Owner: Discovers and records stories for the backlog. Prioritizes stories in the Product Backlog, Release Backlog and Iteration Backlog. Determines Release dates and Iteration Dates. Develops story details and helps the team understand those details. Helps QA to develop acceptance tests. Interact with the Customer to make sure that the product is meeting the customer’s needs. Discovers and Records Stories for the Backlog When I do Scrum, I always use User Stories as the means for capturing functionality that’s required in the system.  Some people will use Use Cases, but the same rule applies.  The Product Owner has the ultimate responsibility for figuring out what functionality will be in the system.  Many different mechanisms for capturing this input can be used.  User interviews are great, but all sources should be considered, including talking with Customer Support types.  Often, they hear what users are struggling with the most and are a great source for stories that can make the application easier to use. Care should be taken when soliciting user stories from technical types such as programmers and the people that manage them.  They will almost always give stories that are very technical in nature and may not have a direct benefit for the end user.  Stories are about adding value to the company.  If the stories don’t have direct benefit to the end user, the Product Owner should question whether or not the story should be implemented.  In general, technical stories should be included as tasks in User Stories.  Technical stories are often needed, but the ultimate value to the user is in user based functionality, so technical stories should be considered nothing more than overhead in providing that user functionality. Until the iteration prior to development, stories should be nothing more than short, one line placeholders. An exercise called Story Planning can be used to brainstorm and come up with stories.  I’ll save the description of this activity for another blog post. For more information on User Stories, please read the book User Stories Applied by Mike Cohn. Prioritizes Stories in the Product Backlog, Release Backlog and Iteration Backlog Prioritization of stories is one of the most difficult tasks that a Product Owner must do.  A key concept of Scrum done right is the need to have the team working from a single set of prioritized stories.  If the team does not have a single set of prioritized stories, Scrum will likely fail at your organization.  The Product Owner is the ONLY person who has the responsibility to prioritize that list.  The Product Owner must be very diplomatic and sincerely listen to the people around him so that he can get the priorities correct. Just listening will still not yield the proper priorities.  Care must also be taken to ensure that Return on Investment is also considered.  Ultimately, determining which stories give the most value to the company for the least cost is the most important factor in determining priorities.  Product Owners should be willing to look at cold, hard numbers to determine the order for stories.  Even when many people want a feature, if that features is costly to develop, it may not have as high of a return on investment as features that are cheaper, but not as popular. The act of prioritization often causes conflict in an environment.  Customer Service thinks that feature X is the most important, because it will stop people from calling.  Operations thinks that feature Y is the most important, because it will stop servers from crashing.  Developers think that feature Z is most important because it will make writing software much easier for them.  All of these are useful goals, but the team can have only one list of items, and each item must have a priority that is different from all other stories.  The Product Owner will determine which feature gives the best return on investment and the other features will have to wait their turn, which means that someone will not have their top priority feature implemented first. A weak Product Owner will refuse to do prioritization.  I’ve heard from multiple Product Owners the following phrase, “Well, it’s all got to be done, so what does it matter what order we do it in?”  If your product owner is using this phrase, you need a new Product Owner.  Order is VERY important.  In Scrum, every release is potentially shippable.  If the wrong priority items are developed, then the value added in each release isn’t what it should be.  Additionally, the Product Owner with this mindset doesn’t understand Agile.  A product is NEVER finished, until the company has decided that it is no longer a going concern and they are no longer going to sell the product.  Therefore, prioritization isn’t an event, its something that continues every day.  The logical extension of the phrase “It’s all got to be done” is that you will never ship your product, since a product is never “done.”  Once stories have been prioritized, assigning them to the Release Backlog and the Iteration Backlog becomes relatively simple.  The top priority items are copied into the respective backlogs in order and the task is complete.  The team does have the right to shuffle things around a little in the iteration backlog.  For example, they may determine that working on story C with story A is appropriate because they’re related, even though story B is technically a higher priority than story C.  Or they may decide that story B is too big to complete in the time available after Story A has tasks created, so they’ll work on Story C since it’s smaller.  They can’t, however, go deep into the backlog to pick stories to implement.  The team and the Product Owner should work together to determine what’s best for the company. Prioritization is time consuming, but its one of the most important things a Product Owner does. Determines Release Dates and Iteration Dates Product owners are responsible for determining release dates for a product.  A common misconception that Product Owners have is that every “release” needs to correspond with an actual release to customers.  This is not the case.  In general, releases should be no more than 3 months long.  You  may decide to release the product to the customers, and many companies do release the product to customers, but it may also be an internal release. If a release date is too far away, developers will fall into the trap of not feeling a sense of urgency.  The date is far enough away that they don’t need to give the release their full attention.  Additionally, important tasks, such as performance tuning, regression testing, user documentation, and release preparation, will not happen regularly, making them much more difficult and time consuming to do.  The more frequently you do these tasks, the easier they are to accomplish. The Product Owner will be a key participant in determining whether or not a release should be sent out to the customers.  The determination should be made on whether or not the features contained in the release are valuable enough  and complete enough that the customers will see real value in the release.  Often, some features will take more than three months to get them to a state where they qualify for a release or need additional supporting features to be released.  The product owner has the right to make this determination. In addition to release dates, the Product Owner also will help determine iteration dates.  In general, an iteration length should be chosen and the team should follow that iteration length for an extended period of time.  If the iteration length is changed every iteration, you’re not doing Scrum.  Iteration lengths help the team and company get into a rhythm of developing quality software.  Iterations should be somewhere between 2 and 4 weeks in length.  Any shorter, and significant software will likely not be developed.  Any longer, and the team won’t feel urgency and planning will become very difficult. Iterations may not be extended during the iteration.  Companies where Scrum isn’t really followed will often use this as a strategy to complete all stories.  They don’t want to face the harsh reality of what their true performance is, and looking good is more important than seeking visibility and improving the process and team.  Companies like this typically don’t allow failure.  This is unhealthy.  Failure is part of life and unless we learn from it, we can’t improve.  I would much rather see a team push out stories to the next iteration and then have healthy discussions about why they failed rather than extend the iteration and not deal with the core problems. If iteration length varies, retrospectives become more difficult.  For example, evaluating the performance of the team’s estimation efforts becomes much more difficult if the iteration length varies.  Also, the team must have a velocity measurement.  If the iteration length varies, measuring velocity becomes impossible and upper management no longer will have the ability to evaluate the teams performance.  People external to the team will no longer have the ability to determine when key features are likely to be developed.  Variable iterations cause the entire company to fail and likely cause Scrum to fail at an organization. Develops Story Details and Helps the Team Understand Those Details A key concept in Scrum is that the stories are nothing more than a placeholder for a conversation.  Stories should be nothing more than short, one line statements about the functionality.  The team will then converse with the Product Owner about the details about that story.  The product owner needs to have a very good idea about what the details of the story are and needs to be able to help the team understand those details. Too often, we see this requirement as being translated into the need for comprehensive documentation about the story, including old fashioned requirements documentation.  The team should only develop the documentation that is required and should not develop documentation that is only created because their is a process to do so. In general, what we see that works best is the iteration before a team starts development work on a story, the Product Owner, with other appropriate business analysts, will develop the details of that story.  They’ll figure out what business rules are required, potentially make paper prototypes or other light weight mock-ups, and they seek to understand the story and what is implied.  Note that the time allowed for this task is deliberately short.  The Product Owner only has a single iteration to develop all of the stories for the next iteration. If more than one iteration is used, I’ve found that teams will end up with Big Design Up Front and traditional requirements documents.  This is a waste of time, since the team will need to then have discussions with the Product Owner to figure out what the requirements document says.  Instead of this, skip making the pretty pictures and detailing the nuances of the requirements and build only what is minimally needed by the team to do development.  If something comes up during development, you can address it at that time and figure out what you want to do.  The goal is to keep things as light weight as possible so that everyone can move as quickly as possible. Helps QA to Develop Acceptance Tests In Scrum, no story can be counted until it is accepted by QA.  Because of this, acceptance tests are very important to the team.  In general, acceptance tests need to be developed prior to the iteration or at the very beginning of the iteration so that the team can make sure that the tasks that they develop will fulfill the acceptance criteria. The Product Owner will help the team, including QA, understand what will make the story acceptable.  Note that the Product Owner needs to be careful about specifying that the feature will work “Perfectly” at the end of the iteration.  In general, features are developed a little bit at a time, so only the bit that is being developed should be considered as necessary for acceptance. A weak Product Owner will make statements like “Do it right the first time.”  Not only are these statements damaging to the team (like they would try to do it WRONG the first time . . .), they’re also ignoring the iterative nature of Scrum.  Additionally, a weak product owner will seek to add scope in the acceptance testing.  For example, they will refuse to determine acceptance at the beginning of the iteration, and then, after the team has planned and committed to the iteration, they will expand scope by defining acceptance.  This often causes the team to miss the iteration because scope that wasn’t planned on is included.  There are ways that the team can mitigate this problem.  For example, include extra “Product Owner” time to deal with the uncertainty that you know will be introduced by the Product Owner.  This will slow the perceived velocity of the team and is not ideal, since they’ll be doing more work than they get credit for. Interact with the Customer to Make Sure that the Product is Meeting the Customer’s Needs Once development is complete, what the team has worked on should be put in front of real live people to see if it meets the needs of the customer.  One of the great things about Agile is that if something doesn’t work, we can revisit it in a future iteration!  This frees up the team to make the best decision now and know that if that decision proves to be incorrect, the team can revisit it and change that decision. Features are about adding value to the customer, so if the customer doesn’t find them useful, then having the team make tweaks is valuable.  In general, most software will be 80 to 90 percent “right” after the initial round and only minor tweaks are required.  If proper coding standards are followed, these tweaks are usually minor and easy to accomplish.  Product Owners that are doing a good job will encourage real users to see and use the software, since they know that they are trying to add value to the customer. Poor product owners will think that they know the answers already, that their customers are silly and do stupid things and that they don’t need customer input.  If you have a product owner that is afraid to show the team’s work to real customers, you probably need a different product owner. Up Next, “Who Makes a Good Product Owner.” Followed by, “Messing with the Team.” Technorati Tags: Scrum,Product Owner

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  • [AS2] Use for variable as parameter and keep it different for each iteration

    - by Adam Kiss
    Hello, I have a basic for loop to loop through buttons and set some stuff and onPress handlers: for (i=1;i<=20;i++){ //do some stuff _root["button"+i].onPress = function(){ someMC.gotoAndStop(i+1); } } However, as I noticed, all buttonsthen link to one and same frame - all point to last i + 1 - Is there any possibility to call gotoAndStop with "static" Number, so in next iteration, it won't change? Edit: Ex. for last statement: Iteration 5 will call gAS /*gotoAndStop:]*/(6); Iteration 6 -> gAS(7); Iteration 7 -> gAS(8);

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  • AppKata - Enter the next level of programming exercises

    - by Ralf Westphal
    Doing CodeKatas is all the rage lately. That´s great since widely accepted exercises are important to further the art. They provide a means of communication across platforms and allow to compare results which is part of any deliberate practice. But CodeKatas suffer from their size. They are intentionally small, so they can be done again and again. Repetition helps to build habit and to dig deeper. Over time ever new nuances of the problem or one´s approach become visible. On the other hand, though, their small size limits the methods, techniques, technologies that can be applied. To improve your TDD skills doing CodeKatas might be enough. But what about other skills? Developing on a software in a team, designing larger pieces of software, iteratively releasing software… all this and more is kinda hard to train using the tiny CodeKata problems. That´s why I´d like to present here another kind of kata I call Application Kata (or just AppKata). AppKatas are larger programming problems. They require the development of “whole” applications, i.e. not just one class or method, but bunches of classes accessible through a user interface. Also AppKata problems always are split into iterations. To get the most out of them, just look at the requirements of one iteration at a time. This way you´re closer to reality where requirements evolve in unexpected ways. So if you´re looking for more of a challenge for your software development skills, check out these AppKatas – or invent your own. AppKatas are platform independent like CodeKatas. Use whatever programming language and IDE you like. Also use whatever approach to software development you like. Just be sensitive to how easy it is to evolve your code across iterations. Reflect on what went well and what not. Compare your solutions with others. Or – for even more challenge – go for the “Coding Carousel” (see below). CSV Viewer An application to view CSV files. Sounds easy, but watch out! Requirements sometimes drastically change if the customer is happy with what you delivered. Iteration 1 Iteration 2 Iteration 3 Iteration 4 Iteration 5 (to come) Questionnaire If you like GUI programming, this AppKata might be for you. It´s about an app to let people fill out questionnaires. Also this problem might be interestin for you, if you´re into DDD. Iteration 1 Iteration 2 (to come) Iteration 3 (to come) Iteration 4 (to come) Tic Tac Toe For developers who like game programming. Although Tic Tac Toe is a trivial game, this AppKata poses some interesting infrastructure challenges. The GUI, however, stays simple; leave any 3D ambitions at home ;-) Iteration 1 Iteration 2 (to come) Iteration 3 (to come) Iteration 4 (to come) Iteration 5 (to come) Coding Carousel There are many ways you can do AppKatas. Work on them alone or in a team, pitch several devs against each other in an AppKata contest – or go around in a Coding Carousel. For the Coding Carousel you need at least 3 dev teams (regardless of size). All teams work on the same iteration at the same time. But here´s the trick: After each iteration the teams swap their code. Whatever they did for iteration n will be the basis for changes another team has to apply in iteration n+1. The code is going around the teams like in a carousel. I promise you, that´s gonna be fun! :-)

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  • Java - 'continue' loop iteration after certain timeout period

    - by Matt
    Is there a way to exit ('continue;') a loop iteration after a certain timeout period? I have a loop that will run gathering data from the web and then use this data to make a calculation. The data become obsolete after about 1 to 2 seconds so if the loop iteration takes longer than 1 second then i want it to 'continue' to the next iteration. Sometimes gathering the data can take time but sometimes the calculation can take longer than 1 second so a HTTP timeout won't work for what i need. Also, while doing the calculation the thread i am using is blocked so i cannot check System.currentTimeMillis(); Is there a way to use another Thread to check the time and force the original for loop to continue.

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  • callback for each for loop iteration

    - by SWKK
    Hi Guys, a bit of a naive question, but nonetheless. I am trying to break up a for loop in which a 2d Matrix is being read. I would like to write a callback function to consume row-wise/col-wise chunks per row/col iteration. Any hints on how to tie up the callback function with iteration?

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  • Is safe ( documented behaviour? ) to delete the domain of an iterator in execution

    - by PoorLuzer
    I wanted to know if is safe ( documented behaviour? ) to delete the domain space of an iterator in execution in Python. Consider the code: import os import sys sampleSpace = [ x*x for x in range( 7 ) ] print sampleSpace for dx in sampleSpace: print str( dx ) if dx == 1: del sampleSpace[ 1 ] del sampleSpace[ 3 ] elif dx == 25: del sampleSpace[ -1 ] print sampleSpace 'sampleSpace' is what I call 'the domain space of an iterator' ( if there is a more appropriate word/phrase, lemme know ). What I am doing is deleting values from it while the iterator 'dx' is running through it. Here is what I expect from the code : Iteration versus element being pointed to (*): 0: [*0, 1, 4, 9, 16, 25, 36] 1: [0, *1, 4, 9, 16, 25, 36] ( delete 2nd and 5th element after this iteration ) 2: [0, 4, *9, 25, 36] 3: [0, 4, 9, *25, 36] ( delete -1th element after this iteration ) 4: [0, 4, 9, 25*] ( as the iterator points to nothing/end of list, the loop terminates ) .. and here is what I get: [0, 1, 4, 9, 16, 25, 36] 0 1 9 25 [0, 4, 9, 25] As you can see - what I expect is what I get - which is contrary to the behaviour I have had from other languages in such a scenario. Hence - I wanted to ask you if there is some rule like "the iterator becomes invalid if you mutate its space during iteration" in Python? Is it safe ( documented behaviour? ) in Python to do stuff like this?

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  • Iteration through std containers in openmp

    - by Sasun Hambardzumyan
    Hi, people. I try to use openmp for multithreading the loop through std::set. When I write the following code - #pragma omp parallel for for (std::set<A>::const_iterator i = s.begin(); i != s.end(); ++i) { const A a = *i; operate(a); } I get an error - error: invalid type for iteration variable 'i' error: invalid controlling predicate error: invalid increment expression. So is there an another way to correct iteration in std containers using openmp? There is a workaround to use int i and iterate from 0 to s.size() and using iterator inside a loop body, but this is not looks good.

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  • Database design to hold multiple iteration measurements

    - by Valder
    Hi All. I am new to sqlite and SQL in general. I am keen to switch from flat-files to sqlite for holding some measurement information. I need a tip on how to better layout the database, since I have zero experience with this. I have a ~10000 unique statistic counters that are collected before and after each test iteration. Max number of iterations are 10, though it could be less. I was thinking the following: CREATE TABLE stat_names(stat_id, stat_name); CREATE TABLE stats_per_iteration(stat_id, before_iter_1, after_iter_1, before_iter_2, after_iter_2, ...); stat_names table would hold mapping of a full counter to a uniq stat_id. stats_per_iteration table would hold mesurement data 1 + 10 * 2 columns. stat_names.stat_id = stats_per_iteration.stat_id OR maybe I should have a separate table for each iteration? Which would results in 1 + 10 tables in database. Thanks!

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  • Ruby: How to 'next' an external loop?

    - by Zombies
    file.each_line do |line| #skip the first one/not a user 3.times { next } if first == 1 first = 2 end How can I get the 'next' to well, "next" the iteration of the each_line, instead of the 3.times iteration? Also, how can I write this to look better (ie: first == 1 looks bad)

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  • (C#) Get index of current foreach iteration

    - by Graphain
    Hi, Is there some rare language construct I haven't encountered (like the few I've learned recently, some on Stack Overflow) in C# to get a value representing the current iteration of a foreach loop? For instance, I currently do something like this depending on the circumstances: int i=0; foreach (Object o in collection) { ... i++; } Answers: @bryansh: I am setting the class of an element in a view page based on the position in the list. I guess I could add a method that gets the CSSClass for the Objects I am iterating through but that almost feels like a violation of the interface of that class. @Brad Wilson: I really like that - I've often thought about something like that when using the ternary operator but never really given it enough thought. As a bit of food for thought it would be nice if you could do something similar to somehow add (generically to all IEnumerable objects) a handle on the enumerator to increment the value that an extension method returns i.e. inject a method into the IEnumerable interface that returns an iterationindex. Of course this would be blatant hacks and witchcraft... Cool though... @crucible: Awesome I totally forgot to check the LINQ methods. Hmm appears to be a terrible library implementation though. I don't see why people are downvoting you though. You'd expect the method to either use some sort of HashTable of indices or even another SQL call, not an O(N) iteration... (@Jonathan Holland yes you are right, expecting SQL was wrong) @Joseph Daigle: The difficulty is that I assume the foreach casting/retrieval is optimised more than my own code would be. @Jonathan Holland: Ah, cheers for explaining how it works and ha at firing someone for using it.

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  • Iteration order of HashSet

    - by eljenso
    If every object added to a java.util.HashSet implements Object.equals() and Object.hashCode() in a deterministic fashion, is the iteration order over the HashSet guaranteed to be identical for every identical set of elements added, irrespective of the order in which they were added?

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  • Ruby/Rails - Add records to an object with each loop iteration / Object vs Arrays

    - by ChrisWesAllen
    I'm trying to figure out how to add records to an existing object for each iteration of a loop. I'm having a hard time discovering the difference between an object and an array. I have this @events = Event.find(1) @loops = Choices.find(:all, :limit => 5) #so loop for 5 instances of choice model for loop in @loops @events = Event.find(:all,:conditions => ["event.id = ?", loop.event_id ]) end I'm trying to add a new events to the existing @events object based on the id of whatever the loop variable is. But the ( = ) operator just creates a new instance of the @events object. I tried ( += ) and ( << ) as operators but got the error "You have a nil object when you didn't expect it! You might have expected an instance of Array. The error occurred while evaluating nil" I tried created an array events = [] events << Event.find(1) @loops = Choices.find(:all, :limit => 5) #so loop for 5 instances of choice model for loop in @loops events << Event.find(:all,:conditions => ["event.id = ?", loop.event_id ]) end But I dont know how to call that arrays attributes within the view With objects I was able do create a loop within the view and call all the attributes of that object as well... <table> <% for event in @events %> <tr> <td><%= link_to event.title, event %></td> <td><%= event.start_date %></td> <td><%= event.price %></td> </tr> <% end %> </table> How could i do this with an array set? So the questions are 1) Whats the difference between arrays and objects? 2) Is there a way to add into the existing object for each iteration? 3) If I use an array, is there a way to call the attributes for each array record within the view?

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  • Optimizing a large iteration of PHP objects (EAV-based)

    - by Aron Rotteveel
    I am currently working on a project that utilizes the EAV model. This turns out to work quite well, but like many others I am now stumbling upon some performance issues. The data set in this particular case consists of aproximately 2500 entities, each with aprox. 150 attributes. Each entity and each attribute is represented by a PHP-object. Since most parts of the application only iterate through a filtered set of entities, we have not had very large issues yet. Now, however, I am working on an algorithm that requires iteration over the entire dataset, which causes a major impact on performance. This information is perhaps not very much to work with, but since this is an architectural problem, I am hoping for a architectural pattern to help me on the way as well. Each entity, including it's attributes takes up aprox. 500KB of memory.

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  • Rowwise iteration of a dictionay object

    - by mono
    I have a dictionary object like: Dictionary<string, HashSet<int>> dict = new Dictionary<string, HashSet<int>>(); dict.Add("foo", new HashSet<int>() { 15,12,16,18}); dict.Add("boo", new HashSet<int>() { 16,47,45,21 }); I have to print in such a way such that result would be as following at each iteration: It1: foo boo //only the key in a row It2: 15 16 It3: 16 47 Can anyone help me to achieve this. Thanks.

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  • How can we reduce downtime at the end of an iteration?

    - by Anna Lear
    Where I work we practice scrum-driven agile with 3-week iterations. Yes, it'd be nice if the iterations were shorter, but changing that isn't an option at the moment. At the end of the iteration, I usually find that the last day goes very slowly. The actual work has already been completed and accepted. There are a couple meetings (the retrospective and the next iteration planning), but other than that not much is going on. What sort of techniques can we as a team use to maintain momentum through the last day? Should we address defects? Get an early start on the next iteration's work anyway? Something else?

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  • How to Perform Continues Iteration over Shared Dictionary in Multi-threaded Environment

    - by Mubashar Ahmad
    Dear Gurus. Note Pls do not tell me regarding alternative to custom session, Pls answer only relative to the Pattern Scenario I have Done Custom Session Management in my application(WCF Service) for this I have a Dictionary shared to all thread. When a specific function Gets called I add a New Session and Issue SessionId to the client so it can use that sessionId for rest of his calls until it calls another specific function, which terminates this session and removes the session from the Dictionary. Due to any reason Client may not call session terminator function so i have to implement time expiration logic so that i can remove all such sessions from the memory. For this I added a Timer Object which calls ClearExpiredSessions function after the specific period of time. which iterates on the dictionary. Problem: As this dictionary gets modified every time new client comes and leaves so i can't lock the whole dictionary while iterating over it. And if i do not lock the dictionary while iteration, if dictionary gets modified from other thread while iterating, Enumerator will throw exception on MoveNext(). So can anybody tell me what kind of Design i should follow in this case. Is there any standard pattern available.

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  • Java iteration reading & parsing

    - by Patrick Lorio
    I have a log file that I am reading to a string public static String Read (String path) throws IOException { StringBuilder sb = new StringBuilder(); InputStream in = new BufferedInputStream(new FileInputStream(path)); int r; while ((r = in.read()) != -1) { sb.append(r); } return sb.toString(); } Then I have a parser that iterates over the entire string once void Parse () { String con = Read("log.txt"); for (int i = 0; i < con.length; i++) { /* parsing action */ } } This is hugely a waste of cpu cycles. I loop over all the content in Read. Then I loop over all the content in Parse. I could just place the /* parsing action */ under the while loop in the Read method, which would be find but I don't want to copy the same code all over the place. How can I parse the file in one iteration over the contents and still have separate methods for parsing and reading? In C# I understand there is some sort of yield return thing, but I'm locked with Java. What are my options in Java?

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  • C++: Calculate probability percentage during each iteration

    - by Mur Quirk
    Can't seem to get this to work. The idea is to calculate the percentage of heads and tails after each count, accumulating after each iteration. Except I keep getting nan% for my calculations. Anybody see what I'm doing wrong? void flipCoin(time_t seconds, int flipCount){ vector<int> flips; float headCount = 0; float tailCount = 0; double headProbability = double((headCount/(headCount + tailCount))*100); double tailProbability = double((tailCount/(headCount + tailCount))*100); for (int i=0; i < flipCount; i++) { int flip = rand() % (HEADS - TAILS + 1) + TAILS; flips.push_back(flip); if (flips[i] == 1) { tailCount++; cout << "Tail Percent: " << tailProbability << "%" << endl; }else{ headCount++; cout << "Head Percent: " << headProbability << "%" << endl; } } }

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  • C#: LINQ vs foreach - Round 1.

    - by James Michael Hare
    So I was reading Peter Kellner's blog entry on Resharper 5.0 and its LINQ refactoring and thought that was very cool.  But that raised a point I had always been curious about in my head -- which is a better choice: manual foreach loops or LINQ?    The answer is not really clear-cut.  There are two sides to any code cost arguments: performance and maintainability.  The first of these is obvious and quantifiable.  Given any two pieces of code that perform the same function, you can run them side-by-side and see which piece of code performs better.   Unfortunately, this is not always a good measure.  Well written assembly language outperforms well written C++ code, but you lose a lot in maintainability which creates a big techncial debt load that is hard to offset as the application ages.  In contrast, higher level constructs make the code more brief and easier to understand, hence reducing technical cost.   Now, obviously in this case we're not talking two separate languages, we're comparing doing something manually in the language versus using a higher-order set of IEnumerable extensions that are in the System.Linq library.   Well, before we discuss any further, let's look at some sample code and the numbers.  First, let's take a look at the for loop and the LINQ expression.  This is just a simple find comparison:       // find implemented via LINQ     public static bool FindViaLinq(IEnumerable<int> list, int target)     {         return list.Any(item => item == target);     }         // find implemented via standard iteration     public static bool FindViaIteration(IEnumerable<int> list, int target)     {         foreach (var i in list)         {             if (i == target)             {                 return true;             }         }           return false;     }   Okay, looking at this from a maintainability point of view, the Linq expression is definitely more concise (8 lines down to 1) and is very readable in intention.  You don't have to actually analyze the behavior of the loop to determine what it's doing.   So let's take a look at performance metrics from 100,000 iterations of these methods on a List<int> of varying sizes filled with random data.  For this test, we fill a target array with 100,000 random integers and then run the exact same pseudo-random targets through both searches.                       List<T> On 100,000 Iterations     Method      Size     Total (ms)  Per Iteration (ms)  % Slower     Any         10       26          0.00046             30.00%     Iteration   10       20          0.00023             -     Any         100      116         0.00201             18.37%     Iteration   100      98          0.00118             -     Any         1000     1058        0.01853             16.78%     Iteration   1000     906         0.01155             -     Any         10,000   10,383      0.18189             17.41%     Iteration   10,000   8843        0.11362             -     Any         100,000  104,004     1.8297              18.27%     Iteration   100,000  87,941      1.13163             -   The LINQ expression is running about 17% slower for average size collections and worse for smaller collections.  Presumably, this is due to the overhead of the state machine used to track the iterators for the yield returns in the LINQ expressions, which seems about right in a tight loop such as this.   So what about other LINQ expressions?  After all, Any() is one of the more trivial ones.  I decided to try the TakeWhile() algorithm using a Count() to get the position stopped like the sample Pete was using in his blog that Resharper refactored for him into LINQ:       // Linq form     public static int GetTargetPosition1(IEnumerable<int> list, int target)     {         return list.TakeWhile(item => item != target).Count();     }       // traditionally iterative form     public static int GetTargetPosition2(IEnumerable<int> list, int target)     {         int count = 0;           foreach (var i in list)         {             if(i == target)             {                 break;             }               ++count;         }           return count;     }   Once again, the LINQ expression is much shorter, easier to read, and should be easier to maintain over time, reducing the cost of technical debt.  So I ran these through the same test data:                       List<T> On 100,000 Iterations     Method      Size     Total (ms)  Per Iteration (ms)  % Slower     TakeWhile   10       41          0.00041             128%     Iteration   10       18          0.00018             -     TakeWhile   100      171         0.00171             88%     Iteration   100      91          0.00091             -     TakeWhile   1000     1604        0.01604             94%     Iteration   1000     825         0.00825             -     TakeWhile   10,000   15765       0.15765             92%     Iteration   10,000   8204        0.08204             -     TakeWhile   100,000  156950      1.5695              92%     Iteration   100,000  81635       0.81635             -     Wow!  I expected some overhead due to the state machines iterators produce, but 90% slower?  That seems a little heavy to me.  So then I thought, well, what if TakeWhile() is not the right tool for the job?  The problem is TakeWhile returns each item for processing using yield return, whereas our for-loop really doesn't care about the item beyond using it as a stop condition to evaluate. So what if that back and forth with the iterator state machine is the problem?  Well, we can quickly create an (albeit ugly) lambda that uses the Any() along with a count in a closure (if a LINQ guru knows a better way PLEASE let me know!), after all , this is more consistent with what we're trying to do, we're trying to find the first occurence of an item and halt once we find it, we just happen to be counting on the way.  This mostly matches Any().       // a new method that uses linq but evaluates the count in a closure.     public static int TakeWhileViaLinq2(IEnumerable<int> list, int target)     {         int count = 0;         list.Any(item =>             {                 if(item == target)                 {                     return true;                 }                   ++count;                 return false;             });         return count;     }     Now how does this one compare?                         List<T> On 100,000 Iterations     Method         Size     Total (ms)  Per Iteration (ms)  % Slower     TakeWhile      10       41          0.00041             128%     Any w/Closure  10       23          0.00023             28%     Iteration      10       18          0.00018             -     TakeWhile      100      171         0.00171             88%     Any w/Closure  100      116         0.00116             27%     Iteration      100      91          0.00091             -     TakeWhile      1000     1604        0.01604             94%     Any w/Closure  1000     1101        0.01101             33%     Iteration      1000     825         0.00825             -     TakeWhile      10,000   15765       0.15765             92%     Any w/Closure  10,000   10802       0.10802             32%     Iteration      10,000   8204        0.08204             -     TakeWhile      100,000  156950      1.5695              92%     Any w/Closure  100,000  108378      1.08378             33%     Iteration      100,000  81635       0.81635             -     Much better!  It seems that the overhead of TakeAny() returning each item and updating the state in the state machine is drastically reduced by using Any() since Any() iterates forward until it finds the value we're looking for -- for the task we're attempting to do.   So the lesson there is, make sure when you use a LINQ expression you're choosing the best expression for the job, because if you're doing more work than you really need, you'll have a slower algorithm.  But this is true of any choice of algorithm or collection in general.     Even with the Any() with the count in the closure it is still about 30% slower, but let's consider that angle carefully.  For a list of 100,000 items, it was the difference between 1.01 ms and 0.82 ms roughly in a List<T>.  That's really not that bad at all in the grand scheme of things.  Even running at 90% slower with TakeWhile(), for the vast majority of my projects, an extra millisecond to save potential errors in the long term and improve maintainability is a small price to pay.  And if your typical list is 1000 items or less we're talking only microseconds worth of difference.   It's like they say: 90% of your performance bottlenecks are in 2% of your code, so over-optimizing almost never pays off.  So personally, I'll take the LINQ expression wherever I can because they will be easier to read and maintain (thus reducing technical debt) and I can rely on Microsoft's development to have coded and unit tested those algorithm fully for me instead of relying on a developer to code the loop logic correctly.   If something's 90% slower, yes, it's worth keeping in mind, but it's really not until you start get magnitudes-of-order slower (10x, 100x, 1000x) that alarm bells should really go off.  And if I ever do need that last millisecond of performance?  Well then I'll optimize JUST THAT problem spot.  To me it's worth it for the readability, speed-to-market, and maintainability.

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  • Recursion Vs Loops

    - by sachin
    I am trying to do work with examples on Trees as given here: http://cslibrary.stanford.edu/110/BinaryTrees.html These examples all solve problems via recursion, I wonder if we can provide a iterative solution for each one of them, meaning, can we always be sure that a problem which can be solved by recursion will also have a iterative solution, in general. If not, what example can we give to show a problem which can be solved only by recursion/Iteration? --

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