Handling TCP Data Without a large switch statement - ios

I am working on an app that will send and receive data with a TCP socket in IOS using Swift.
I have the communication working fine but what I am trying to do is think of a way to handle the incoming data without a large switch statement.
The app could be sending out various requests at any time but I can't guarantee in what order I will get responses. The first part of each response contains a hex address that tells what information I am receiving is.
I need to take the incoming data and perform a different calculation on it depending on what it is. What I do right now is read the hex address as it comes in and then send it to a giant switch statement which then calles the proper function to convert the data.
I am trying to come up with something better than the giant switch statement. Although I cannot count on exactly what data I will receive in any given message I do know all the possible items that could be received.
Any suggestions that any one has would be appreciated I am not used to handling data like this.

A giant switch statement is very traditional here. Just make sure to separate your work from your switch. For example, avoid this:
switch byte {
case 0x01:
doing()
various()
things()
case 0x02:
doing()
other()
things()
...
}
That code can get pretty messy, though I admit I make this mistake all the time.... The better approach is to pull out the operations:
switch byte {
case 0x01: handleOperationA()
case 0x02: handleOperationB()
...
}
func handleOperationA() { ... }
func handleOperationB() { ... }
You of course can make a constants here for 0x01, 0x02, etc., but if this is the only place these values, then creating the constant can become duplicative. The name of the function provides just as much documentation as the name of the constant. There are trade-offs here.
Another possibility is to replace your switch with a Dictionary, mapping the value to a function (or if it's exactly one byte, and most of the values are used, an Array can even work here, but that's kind of rare).
Dictionaries are nice if things are variable, or if there are a very large number of possible values, but it's not always obvious which is more efficient (the optimizer can do a lot with a switch statement of integers; don't assume dictionary lookups are always faster).
But if you're writing a networking stack, or any kind of parser, embrace a large switch statement. They're completely normal. Just keep it simple.

Related

Using something other than a Swift array for mutable fixed-size thread-safe data passed to OpenGL buffer

I am trying to squeeze every bit of efficiency out of my application I am working on.
I have a couple arrays that follow the following conditions:
They are NEVER appended to, I always calculate the index myself
The are allocated once and never change size
It would be nice if they were thread safe as long as it doesn't cost performance
Some hold primitives like floats, or unsigned ints. One of them does hold a class.
Most of these arrays at some point are passed into a glBuffer
Never cleared just overwritten
Some of the arrays individual elements are changed entirely by = others are changed by +=
I currently am using swift native arrays and am allocating them like var arr = [GLfloat](count: 999, repeatedValue: 0) however I have been reading a lot of documentation and it sounds like Swift arrays are much more abstract then a traditional C-style array. I am not even sure if they are allocated in a block or more like a linked list with bits and pieces thrown all over the place. I believe by doing the code above you cause it to allocate in a continuous block but i'm not sure.
I worry that the abstract nature of Swift arrays is something that is wasting a lot of precious processing time. As you can see by my above conditions I dont need any of the fancy appending, or safety features of Swift arrays. I just need it simple and fast.
My question is: In this scenario should I be using some other form of array? NSArray, somehow get a C-style array going, create my own data type?
Im looking into thread safety, would a different array type that was more thread safe such as NSArray be any slower?
Note that your requirements are contradictory, particularly #2 and #7. You can't operate on them with += and also say they will never change size. "I always calculate the index myself" also doesn't make sense. What else would calculate it? The requirements for things you will hand to glBuffer are radically different than the requirements for things that will hold objects.
If you construct the Array the way you say, you'll get contiguous memory. If you want to be absolutely certain that you have contiguous memory, use a ContiguousArray (but in the vast majority of cases this will give you little to no benefit while costing you complexity; there appear to be some corner cases in the current compiler that give a small advantage to ContinguousArray, but you must benchmark before assuming that's true). It's not clear what kind of "abstractness" you have in mind, but there's no secrets about how Array works. All of stdlib is open source. Go look and see if it does things you want to avoid.
For certain kinds of operations, it is possible for other types of data structures to be faster. For instance, there are cases where a dispatch_data is better and cases where a regular Data would be better and cases where you should use a ManagedBuffer to gain more control. But in general, unless you deeply know what you're doing, you can easily make things dramatically worse. There is no "is always faster" data structure that works correctly for all the kinds of uses you describe. If there were, that would just be the implementation of Array.
None of this makes sense to pursue until you've built some code and started profiling it in optimized builds to understand what's going on. It is very likely that different uses would be optimized by different kinds of data structures.
It's very strange that you ask whether you should use NSArray, since that would be wildly (orders of magnitude) slower than Array for dealing with very large collections of numbers. You definitely need to experiment with these types a bit to get a sense of their characteristics. NSArray is brilliant and extremely fast for certain problems, but not for that one.
But again, write a little code. Profile it. Look at the generated assembler. See what's happening. Watch particularly for any undesired copying or retain counting. If you see that in a specific case, then you have something to think about changing data structures over. But there's no "use this to go fast." All the trade-offs to achieve that in the general case are already in Array.

Tracking address when writing to flash

My system needs to store data in an EEPROM flash. Strings of bytes will be written to the EEPROM one at a time, not continuously at once. The length of strings may vary. I want the strings to be saved in order without wasting any space by continuing from the last write address. For example, if the first string of bytes was written at address 0x00~0x08, then I want the second string of bytes to be written starting at address 0x09.
How can it be achieved? I found that some EEPROM's write command does not require the address to be specified and just continues from lastly written point. But EEPROM I am using does not support that. (I am using Spansion's S25FL1-K). I thought about allocating part of memory to track the address and storing the address every time I write, but that might wear out flash faster. What is widely used method to handle such case?
Thanks.
EDIT:
What I am asking is how to track/save the address in a non-volatile way so that when next write happens, I know what address to start.
I never worked with this particular flash, but I've implemented something similar. Unfortunately, without knowing your constrains / priorities (memory or CPU efficient, how often write happens etc.) it is impossible to give a definite answer. Here are some techniques that you may want to consider. I don't know if they are widely used though.
Option 1: Write X bytes containing string length before the string. Then on initialization you could parse your flash: read the length n, jump n bytes forward; read the next byte. If it's empty (all ones for your flash according to the datasheet) then you got your first empty bit. Otherwise you've just read the length of the next string, so do the same over again.
This method allows you to quickly search for the last used sector, since the first byte of the used sector is guaranteed to have a value. The flip side here is overhead of extra n bytes (depending on the max string length) each time you write a string, and having to parse it to get the value (although this can only be done once on boot).
Option 2: Instead of prepending the size, append the unique "end-of-string" sequence, and then parse on boot for the last sequence before ones that represent empty flash.
Disadvantage here is longer parse, but you possibly could get away with just 1 byte-long overhead for each string.
Option 3 would be just what you already thought of: allocating a separate sector that would contain the value you need. To reduce flash wear you could also write these values back-to-back and search for the last one each time you boot. Also, you might consider the expected lifetime of the device that you program versus 100,000 erases that your flash can sustain (again according to the datasheet) - is wearing even a problem? That of course depends on how often data will be saved.
Hope that helps.

Is there a Design Pattern for parsing binary data like this?

I'm working on parsing some input from a UDP stream. The protocol is sort of like a binary query string. It'll send a code byte that tells you how to read the following bytes. For example a code value of 1 might mean that the next 4 bytes are an int intended to be an ID, a value of 2 might mean the next 4 bytes are an int meant to be a Velocity, a value of 3 might mean a float for latitude, a value of 4 might mean the next bytes are a string with a length prepended as an int.
Is there a design pattern for parsing things with these kinds of rules? I'm sure there has to be some approach that's better than a large switch on the code value. I'm using a BinaryReader in C#, but I imagine there's a language agnostic solution.
You probably want Strategy Pattern. Each Strategy instance will know how to parse it's type of data and how many bytes to consume and some kind of callback or builder object that will handle the relevant data that is read
interface for ReadStrategy{
Read(Stream stream, MyObject obj);
}
class VelocityReader{
Read(Stream stream, MyObject obj){
//read 4 bytes as int.
int value = stream.ReadInt32();
myObj.setVelocity(value);
}
}
You would also need a factory class that reads the first byte per record to know which strategy to use (could be implemented as a switch) or if you want to use even more patterns, add a method to the strategy to know how to recognize what its own code value is and use Chain of Responsibility to poll each strategy type to find the first one that can handle the code value.

Using PARSE on a PORT! value

I tried using PARSE on a PORT! and it does not work:
>> parse open %test-data.r [to end]
** Script error: parse does not allow port! for its input argument
Of course, it works if you read the data in:
>> parse read open %test-data.r [to end]
== true
...but it seems it would be useful to be able to use PARSE on large files without first loading them into memory.
Is there a reason why PARSE couldn't work on a PORT! ... or is it merely not implemented yet?
the easy answer is no we can't...
The way parse works, it may need to roll-back to a prior part of the input string, which might in fact be the head of the complete input, when it meets the last character of the stream.
ports copy their data to a string buffer as they get their input from a port, so in fact, there is never any "prior" string for parse to roll-back to. its like quantum physics... just looking at it, its not there anymore.
But as you know in rebol... no isn't an answer. ;-)
This being said, there is a way to parse data from a port as its being grabbed, but its a bit more work.
what you do is use a buffer, and
APPEND buffer COPY/part connection amount
Depending on your data, amount could be 1 byte or 1kb, use what makes sense.
Once the new input is added to your buffer, parse it and add logic to know if you matched part of that buffer.
If something positively matched, you remove/part what matched from the buffer, and continue parsing until nothing parses.
you then repeat above until you reach the end of input.
I've used this in a real-time EDI tcp server which has an "always on" tcp port in order to break up a (potentially) continuous stream of input data, which actually piggy-backs messages end to end.
details
The best way to setup this system is to use /no-wait and loop until the port closes (you receive none instead of "").
Also make sure you have a way of checking for data integrity problems (like a skipped byte, or erroneous message) when you are parsing, otherwise, you will never reach the end.
In my system, when the buffer was beyond a specific size, I tried an alternate rule which skipped bytes until a pattern might be found further down the stream. If one was found, an error was logged, the partial message stored and a alert raised for sysadmin to sort out the message.
HTH !
I think that Maxim's answer is good enough. At this moment the parse on port is not implemented. I don't think it's impossible to implement it later, but we must solve other issues first.
Also as Maxim says, you can do it even now, but it very depends what exactly you want to do.
You can parse large files without need to read them completely to the memory, for sure. It's always good to know, what you expect to parse. For example all large files, like files for music and video, are divided into chunks, so you can just use copy|seek to get these chunks and parse them.
Or if you want to get just titles of multiple web pages, you can just read, let's say, first 1024 bytes and look for the title tag here, if it fails, read more bytes and try it again...
That's exactly what must be done to allow parse on port natively anyway.
And feel free to add a WISH in the CureCode database: http://curecode.org/rebol3/

Should I always return IQueryable<> instead of IList<>?

I came across this post while I was looking for things to improve performance. Currently, in my application we are returning IList<> all over the place. Is it a good idea to change all of these returns to AsQueryable() ?
Here is what I found -
AsQueryable() - Context needs to be
open and you cannot control the
lifetime of the database context
it need to be disposed properly. Also
it is deferred execution('faster
filtering' as compared to Lists)
IList<> - This should be preferred
over List<> as it provides a barebone
and lightweight implementation.
Also when should be one preferred over another ? I know the basics but I am sorry I am still not clear when and how should we use them correctly in an application. It would be great to know this as the next time I would try to keep it in mind before returning anything..Thanks a lot.
Basically, you should try to reference the widest type you need. For example, if some variable is declared as List<...>, you put a constraint for the type of the values that can be assigned to it. It may happen that you need only sequential access, so it would be enough to declare the variable as IEnumerable<...> instead. That will allow you to assign the values of other types to the variable, as well as the results of LINQ operations.
If you see that your variable needs access by index, you can again declare it as IList<...> and not just List<...>, allowing other types implementing IList<...> be assigned to it.
For the function return types, it depends upon you. If you think it's important that the function returns exactly List<...>, you declare it to return exactly List<...>. If the only important thing is access to the result by index, perhaps you don't need to constrain yourself to return exactly List<...>, you may declare return type as IList<...> (but return actually an instance of List<...> in this implementation, and possibly of some another type supporting IList<...> later). Again, if you see that the only important thing about the return value of your function is that it can be enumerated (and the access by index is not needed), you should change the function return type to IEnumerable<...>, giving yourself more freedom.
Now, about AsQueriable, again it depends on your logic. If you think that possible delayed evaluation is a good thing in your case, as it may aid to avoid the unneeded calculations, or you intend to use it as a part of some another query, you use it. If you think that the results have to be "materialized", i.e., calculated at this very moment, you would better return a List<...>. You would especially need to materialize your result if the calculation later may result in a different list!
With the database a good rule of thumb is to use AsQueriable for the short-term intermediate results, but List for the "final" results which will be used within some longer time. Of course having a non-materialized query hanging around makes closing the database impossible (since at the moment of actual evaluation of the the database should be still open).
if you do not intend to do any further queries over sql server then you should return IList because it produces in-memory data
If you are concerned about performance you should also try to run your queries on as few DB requests as possible and cache the most used queries. It is very common to reduce significantly the request process time using batch approachs.
Which ORM do you use to retrieve data from DB? If you use NHibernate, see this post about how to use Future, Multi Criteria 1, Multi Criteria 2 and Multi Query.
Greetings.

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