Comparing Julia variable to `nothing` using !== or != - comparison

In some Julia code when can see conditional expression such as
if val !== nothing
dosomething()
end
where val is a variable of type Union{Int,Nothing}
What is the difference between conditons val !== nothing and val != nothing?

First of all, it is generally advisable to use isnothing to compare if something is nothing. This particular function is efficient, as it is soley based on types (#edit isnothing(nothing)):
isnothing(::Any) = false
isnothing(::Nothing) = true
(Note that nothing is the only instance of the type Nothing.)
In regards to your question, the difference between === and == (and equally !== and !=) is that the former checks whether two things are identical whereas the latter checks for equality. To illustrate this difference, consider the following example:
julia> 1 == 1.0 # equal
true
julia> 1 === 1.0 # but not identical
false
Note that the former one is an integer whereas the latter one is a floating point number.
What does it mean for two things to be identical? We can consult the documentation of the comparison operators (?===):
help?> ===
search: === == !==
===(x,y) -> Bool
≡(x,y) -> Bool
Determine whether x and y are identical, in the sense that no program could distinguish them. First the types
of x and y are compared. If those are identical, mutable objects are compared by address in memory and
immutable objects (such as numbers) are compared by contents at the bit level. This function is sometimes
called "egal". It always returns a Bool value.
Sometimes, comparing with === is faster than comparing with == because the latter might involve a type conversion.

Related

Why Dart holds *double standard* between `==` and `>=`

I have two int values in Dart, test them equals or not with == previously, it was fine. Now I have to test if first one is greater or equals to the second one, so I changed == to >= instinctively, but it seems Dart was not happy with me doing that
I double checked documentation of Dart, >= should work to test greater or equals operation
IMO, in the end, if >= has something wrong, then the same should come to ==
You are comparing two different operators which comes from different part of the Dart language. The == operator is defined on Object:
https://api.dart.dev/stable/2.15.1/dart-core/Object/operator_equals.html
Which needs to be able to compare every type of object including null. The reason why the == operator does not have Object? as input parameter is because of the following detail in the Dart Language Specification (page 167) under the section "Equality":
Evaluation of an equality expression ee of the form e1 == e2 proceeds as follows:
The expression e1 is evaluated to an object o1.
The expression e2 is evaluated to an object o2.
If either o1 or o2 is the null object (17.4), then ee evaluates to true if both o1 and o2 are the null object and to false otherwise. Otherwise,
evaluation of ee is equivalent to the method invocation o1.==(o2)
...
https://dart.dev/guides/language/specifications/DartLangSpec-v2.10.pdf
So based on third rule, the language itself will make sure that null values are compared correctly and therefore the Object.== method will never see a null object as its input.
The other operator is >= and comes (in your case) from num which int extends from:
https://api.dart.dev/stable/2.15.1/dart-core/num/operator_greater_equal.html
And is specified to accept only num (so int or double) which are a non-nullable type (null is therefore not allowed).
You are then trying to call the num.>= operator with the result from values?.length. This is a problem since values is nullable and can therefore potentially be null. And when you use the ?. operator, you are saying that if values are null, don't care calling .lenght but instead just return null.
So the type of values?.length ends up being int? which is not compatible with num.

How check type reference - dart

If I have a object like this:
class MyClass<K>{...
How I could check type of K? If was a variable was easy,
ex:
(myVar is Object)... //true | false
But in my case, this dont works:
(K is Object) // awalys false
You want == here. Using is is for comparing the type of variable, not a literal type.
This will only check if K is actually Object if you use K == Object. If you pass K as int for instance, it will not be considered to be an Object.
I recommend not using == for comparison of Type objects. It only checks exact equality, which might be useful in a few situations, but in plenty of situations you do want a subtype check.
You can get that subtype check using a helper function like:
bool isSubtype<S, T>() => <S>[] is List<T>;
Then you can check either isSubtype<K, Object> to check if K is a subtype of Object (which is true for everything except Null and types equivalent to Object?, but that can also be checked like null is! K), or isSubtype<Object, K> to check whether K is a supertype of Object.
It has the advantage that you can compare to any type, not just types you can write literals for. For example K == List only works for List<dynamic>. If you need to check whether K is a List<int>, you can do isSubtype<K, List<int>>.
You can get equivalence of types (mutual subtype), without requiring them to be the same type, by doing isSubtype in both directions. For example isSubtype<Object?, dynamic>() and isSubtype<dynamic, Object?>() are both true, but if K is Object? then K == dynamic is false.

Clarification on avoid_null_checks_in_equality_operators linter rule

There is a linter rule which verifies that one don't check for null equality in the overridden == operator.
The rule is here.
I understand this rule but can't see how it is realized technically.
It seems that Dart itself makes some implicit check on other != null and == returns false in this case. Is this correct?
In other languages, e.g. Java, one needs to explicitly add this check in the overridden equals.
Second question is why then it does not check automatically on the type of other as well. Why it is ok to spare me as a programmer from checking on null, but I still need to check if other is Person? Are there cases when one overrides == and checks there for some other type then the type of that class?
The linter rule implementation is simple, it just checks whether you compare the argument of operator == to null.
The reason you don't need to is that e1 == e2 in Dart is defined to first evaluate e1 and e2 to a value, then give a result early if one or both of the values is null, and only otherwise it calls the operator== method on the value of e1.
So, when that method is called, you know for certain that the argument is not null.
The reason the == operator doesn't do more checks before calling the operator== method is that there are examples where that would be wrong.
In particular, int and double can be equal to each other. Having instances of different classes potentially being equal to each other is more common that you'd think (proxies, mocks, wrappers, Cartesian point vs polar point, int vs double).
The other check you could potentially do early is to say that an object is equal to itself, so if (identical(this, other)) return true;, but there is one counter-example forced upon the language: NaN, aka. double.nan. That particular "value" is not equal to itself (which breaks the reflexivity requirement for ==, but is specified that way by the IEEE-754 standard which is what the CPUs implement natively).
If not for NaN, the language would probably have checked for identity before calling operator== too.
It seems that Dart itself makes some implicit check on other != null and == returns false in this case. Is this correct?
Yes.
Second question is why then it does not check automatically on the type of other as well. Why it is ok to spare me as a programmer from checking on null, but I still need to check if other is Person? Are there cases when one overrides == and checks there for some other type then the type of that class?
It's less common, but there can be cases where you might want to allow a different type on the right-hand-side of the equality. For example, the left-hand-side and right-hand-side might be easily convertible to each other or to a common type. Imagine that you created, say, a Complex number class and that you wanted Complex(real: 4.0, imaginary: 0.0) == 4 to be true.
From the doc:
no class can be equivalent to [null]
Meaning, when other is Person is true, then other != null is also true. This is because:
The null object is the sole instance of the built-in class Null.
(https://dart.dev/guides/language/spec)
So every instance check against any type but Null will return false for null:
class A {}
void main() {
final x = null;
final a = A();
print(x is Null); // true
print(x is A); // false
print(a is Null); // false
print(a is A); // true
}

Behaviour of greater than (and equivalent) for Option

I'm working on something for an image processing task (it's not greatly relevant here), and I stumbled across behaviour of F#'s Option type that surprised me, regarding performing greater than (>) comparisons. I couldn't find anything that directly explained what I should expect (more on that below) on Stack Overflow, the F# docs or the wider web.
The specific part I am looking at looks something like:
let sort3Elems (arr: byte option []) =
if arr.[0] > arr.[1] then swap &arr.[0] &arr.[1]
if arr.[1] > arr.[2] then swap &arr.[1] &arr.[2]
if arr.[0] > arr.[1] then swap &arr.[0] &arr.[2]
where I will be passing in arrays of four byte options (if you're wondering why this looks weird and is super-unfunctional, right now I'm deliberately trying to re-implement the non-functional-language implementation of an algorithm in a textbook). I was expecting this to cause a compiler error, where it would complain that the options couldn't be directly compared. To my surprise, this compiled fine. Intrigued, I tested it out in F# Interactive, the results of which look something like the below:
let arr: byte option [] = Array.zeroCreate 4;;
val arr : byte option [] = [|None; None; None; None|]
> arr.[0] <- Some(127uy);;
val it : unit = ()
> arr.[2] <- Some(55uy);;
val it : unit = ()
> arr.[0] > arr.[2];;
val it : bool = true
> arr.[0] < arr.[2];;
val it : bool = false
> arr.[0] < arr.[1];;
val it : bool = false
> arr.[0] > arr.[1];;
val it : bool = true
> arr.[2] > arr.[1];;
val it : bool = true
> arr.[3] > arr.[1];;
val it : bool = false
> arr.[3] < arr.[1];;
val it : bool = false
> arr.[3] > arr.[1];;
val it : bool = false
It seems to me that essentially the comparison operators must always return true (false) when asking whether a Some is greater (less) than a None, two Nones always return false, and two Somes of the same contained type compare the contained values (assuming that they can be compared I imagine). This makes sense, though I was surprised.
Wanting to confirm this, I attempted to track something down that would explain the behaviour I should expect, but I couldn't find anything that addressed the point. The Option page in the MS F# Guide docs doesn't make any mention of it, and I couldn't find anything in places like F# for fun and profit. I couldn't even manage to find a page about Option anywhere in the MS API docs... Looking at the source for Option in the F# GitHub repo doesn't tell me anything. The best I could find was a blog post by Don Syme from years ago, which didn't actually answer my question. There were a smattering of Stack Overflow questions that discussed topics to do with the comparison operators or Option types, but I didn't find anything that dealt with the combination of the two.
So, my question is, does performing greater than/less than comparisons on the Option type return the results I have speculated about above? I'm guessing that this is reasonably common knowledge amongst F# programmers, but it was news to me. As a sub-/related question, does anyone know where I could/should have looked to for more information? Thanks.
The F# compiler automatically generates comparison for discriminated unions and record types. Since option is just a discriminated union, this also means that you get an automatic comparison for unions. I'm not sure if there is a good web page documenting this, but you can find a description in section 8.15.4 in the F# specification:
8.15.4 Behavior of the Generated CompareTo Implementations
For a type T, the behavior of the generated System.IComparable.CompareTo implementation is as
follows:
Convert the y argument to type T . If the conversion fails, raise the InvalidCastException.
If T is a reference type and y is null, return 1.
If T is a struct or record type, invoke FSharp.Core.Operators.compare on each corresponding pair
of fields of x and y in declaration order, and return the first non-zero result.
If T is a union type, invoke FSharp.Core.Operators.compare first on the index of the union cases
for the two values, and then on each corresponding field pair of x and y for the data carried by
the union case. Return the first non-zero result.
As documented in the last case, the case for option first compares the cases. None has an index smaller than Some so a None value will always be smaller than any Some value. If the cases match, then None = None and Some n with Some m are compared based on n and m.

When to use ternary operators? [duplicate]

What are the benefits and drawbacks of the ?: operator as opposed to the standard if-else statement. The obvious ones being:
Conditional ?: Operator
Shorter and more concise when dealing with direct value comparisons and assignments
Doesn't seem to be as flexible as the if/else construct
Standard If/Else
Can be applied to more situations (such as function calls)
Often are unnecessarily long
Readability seems to vary for each depending on the statement. For a little while after first being exposed to the ?: operator, it took me some time to digest exactly how it worked. Would you recommend using it wherever possible, or sticking to if/else given that I work with many non-programmers?
I would basically recommend using it only when the resulting statement is extremely short and represents a significant increase in conciseness over the if/else equivalent without sacrificing readability.
Good example:
int result = Check() ? 1 : 0;
Bad example:
int result = FirstCheck() ? 1 : SecondCheck() ? 1 : ThirdCheck() ? 1 : 0;
This is pretty much covered by the other answers, but "it's an expression" doesn't really explain why that is so useful...
In languages like C++ and C#, you can define local readonly fields (within a method body) using them. This is not possible with a conventional if/then statement because the value of a readonly field has to be assigned within that single statement:
readonly int speed = (shiftKeyDown) ? 10 : 1;
is not the same as:
readonly int speed;
if (shifKeyDown)
speed = 10; // error - can't assign to a readonly
else
speed = 1; // error
In a similar way you can embed a tertiary expression in other code. As well as making the source code more compact (and in some cases more readable as a result) it can also make the generated machine code more compact and efficient:
MoveCar((shiftKeyDown) ? 10 : 1);
...may generate less code than having to call the same method twice:
if (shiftKeyDown)
MoveCar(10);
else
MoveCar(1);
Of course, it's also a more convenient and concise form (less typing, less repetition, and can reduce the chance of errors if you have to duplicate chunks of code in an if/else). In clean "common pattern" cases like this:
object thing = (reference == null) ? null : reference.Thing;
... it is simply faster to read/parse/understand (once you're used to it) than the long-winded if/else equivalent, so it can help you to 'grok' code faster.
Of course, just because it is useful does not mean it is the best thing to use in every case. I'd advise only using it for short bits of code where the meaning is clear (or made more clear) by using ?: - if you use it in more complex code, or nest ternary operators within each other it can make code horribly difficult to read.
I usually choose a ternary operator when I'd have a lot of duplicate code otherwise.
if (a > 0)
answer = compute(a, b, c, d, e);
else
answer = compute(-a, b, c, d, e);
With a ternary operator, this could be accomplished with the following.
answer = compute(a > 0 ? a : -a, b, c, d, e);
I find it particularly helpful when doing web development if I want to set a variable to a value sent in the request if it is defined or to some default value if it is not.
A really cool usage is:
x = foo ? 1 :
bar ? 2 :
baz ? 3 :
4;
Sometimes it can make the assignment of a bool value easier to read at first glance:
// With
button.IsEnabled = someControl.HasError ? false : true;
// Without
button.IsEnabled = !someControl.HasError;
I'd recommend limiting the use of the ternary(?:) operator to simple single line assignment if/else logic. Something resembling this pattern:
if(<boolCondition>) {
<variable> = <value>;
}
else {
<variable> = <anotherValue>;
}
Could be easily converted to:
<variable> = <boolCondition> ? <value> : <anotherValue>;
I would avoid using the ternary operator in situations that require if/else if/else, nested if/else, or if/else branch logic that results in the evaluation of multiple lines. Applying the ternary operator in these situations would likely result in unreadable, confusing, and unmanageable code. Hope this helps.
The conditional operator is great for short conditions, like this:
varA = boolB ? valC : valD;
I use it occasionally because it takes less time to write something that way... unfortunately, this branching can sometimes be missed by another developer browsing over your code. Plus, code isn't usually that short, so I usually help readability by putting the ? and : on separate lines, like this:
doSomeStuffToSomething(shouldSomethingBeDone()
? getTheThingThatNeedsStuffDone()
: getTheOtherThingThatNeedsStuffDone());
However, the big advantage to using if/else blocks (and why I prefer them) is that it's easier to come in later and add some additional logic to the branch,
if (shouldSomethingBeDone()) {
doSomeStuffToSomething(getTheThingThatNeedsStuffDone());
doSomeAdditionalStuff();
} else {
doSomeStuffToSomething(getTheOtherThingThatNeedsStuffDone());
}
or add another condition:
if (shouldSomethingBeDone()) {
doSomeStuffToSomething(getTheThingThatNeedsStuffDone());
doSomeAdditionalStuff();
} else if (shouldThisOtherThingBeDone()){
doSomeStuffToSomething(getTheOtherThingThatNeedsStuffDone());
}
So, in the end, it's about convenience for you now (shorter to use :?) vs. convenience for you (and others) later. It's a judgment call... but like all other code-formatting issues, the only real rule is to be consistent, and be visually courteous to those who have to maintain (or grade!) your code.
(all code eye-compiled)
One thing to recognize when using the ternary operator that it is an expression not a statement.
In functional languages like scheme the distinction doesn't exists:
(if (> a b) a b)
Conditional ?: Operator
"Doesn't seem to be as flexible as the if/else construct"
In functional languages it is.
When programming in imperative languages I apply the ternary operator in situations where I typically would use expressions (assignment, conditional statements, etc).
While the above answers are valid, and I agree with readability being important, there are 2 further points to consider:
In C#6, you can have expression-bodied methods.
This makes it particularly concise to use the ternary:
string GetDrink(DayOfWeek day)
=> day == DayOfWeek.Friday
? "Beer" : "Tea";
Behaviour differs when it comes to implicit type conversion.
If you have types T1 and T2 that can both be implicitly converted to T, then the below does not work:
T GetT() => true ? new T1() : new T2();
(because the compiler tries to determine the type of the ternary expression, and there is no conversion between T1 and T2.)
On the other hand, the if/else version below does work:
T GetT()
{
if (true) return new T1();
return new T2();
}
because T1 is converted to T and so is T2
If I'm setting a value and I know it will always be one line of code to do so, I typically use the ternary (conditional) operator. If there's a chance my code and logic will change in the future, I use an if/else as it's more clear to other programmers.
Of further interest to you may be the ?? operator.
The advantage of the conditional operator is that it is an operator. In other words, it returns a value. Since if is a statement, it cannot return a value.
There is some performance benefit of using the the ? operator in eg. MS Visual C++, but this is a really a compiler specific thing. The compiler can actually optimize out the conditional branch in some cases.
The scenario I most find myself using it is for defaulting values and especially in returns
return someIndex < maxIndex ? someIndex : maxIndex;
Those are really the only places I find it nice, but for them I do.
Though if you're looking for a boolean this might sometimes look like an appropriate thing to do:
bool hey = whatever < whatever_else ? true : false;
Because it's so easy to read and understand, but that idea should always be tossed for the more obvious:
bool hey = (whatever < whatever_else);
If you need multiple branches on the same condition, use an if:
if (A == 6)
f(1, 2, 3);
else
f(4, 5, 6);
If you need multiple branches with different conditions, then if statement count would snowball, you'll want to use the ternary:
f( (A == 6)? 1: 4, (B == 6)? 2: 5, (C == 6)? 3: 6 );
Also, you can use the ternary operator in initialization.
const int i = (A == 6)? 1 : 4;
Doing that with if is very messy:
int i_temp;
if (A == 6)
i_temp = 1;
else
i_temp = 4;
const int i = i_temp;
You can't put the initialization inside the if/else, because it changes the scope. But references and const variables can only be bound at initialization.
The ternary operator can be included within an rvalue, whereas an if-then-else cannot; on the other hand, an if-then-else can execute loops and other statements, whereas the ternary operator can only execute (possibly void) rvalues.
On a related note, the && and || operators allow some execution patterns which are harder to implement with if-then-else. For example, if one has several functions to call and wishes to execute a piece of code if any of them fail, it can be done nicely using the && operator. Doing it without that operator will either require redundant code, a goto, or an extra flag variable.
With C# 7, you can use the new ref locals feature to simplify the conditional assignment of ref-compatible variables. So now, not only can you do:
int i = 0;
T b = default(T), c = default(T);
// initialization of C#7 'ref-local' variable using a conditional r-value⁽¹⁾
ref T a = ref (i == 0 ? ref b : ref c);
...but also the extremely wonderful:
// assignment of l-value⁽²⁾ conditioned by C#7 'ref-locals'
(i == 0 ? ref b : ref c) = a;
That line of code assigns the value of a to either b or c, depending on the value of i.
Notes
1. r-value is the right-hand side of an assignment, the value that gets assigned.
2. l-value is the left-hand side of an assignment, the variable that receives the assigned value.

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