How do I overloading operators to allow 2 * A in dart? - dart

I would like to implement a type A where I can write 2 * a. Is there anyway to overload operators so that this is possible in dart?

You can not do 2 * a because int (the type of 2) accepts only a num parameter for its operator*. Here's the definition :
num operator *(num other);
However you can define a operator*(int mult) in A class. Thus you will be able to call a * 2. Here's an example :
class A {
String s;
A(this.s);
A operator*(int mult) => new A(new List.generate(mult, (_) => s).join());
}
main() {
final result = new A('NaN') * 16;
print('${result.s} Batman');
// displays NaNNaNNaNNaNNaNNaNNaNNaNNaNNaNNaNNaNNaNNaNNaNNaN Batman
}

Related

Is there a way to multiply a nullable with a compact operator, something like "?*"

Is there a way to get a multiplication with a nullable using a compact syntax such as:
int? i;
final j = i ?* 2 ?? null;
Rater than:
final j = i == null ? null : i! * 2;
No.
There is no null-aware syntax which extends to operators (other than [] and []=).
You can introduce an extension method doing multiplication, like:
extension IntOps on int {
int imul(int other) => this * other;
int iadd(int other) => this + other;
int isub(int other) => this - other;
// etc.
}
and then you can do:
int? i;
final j = i?.imul(2);

How to modify a functions internal variables at runtime and pass it to another function?

Functions in Dart are first-class objects, allowing you to pass them to other objects or functions.
void main() {
var shout = (msg) => ' ${msg.toUpperCase()} ';
print(shout("yo"));
}
This made me wonder if there was a way to modify a function a run time, just like an object, prior to passing it to something else. For example:
Function add(int input) {
return add + 2;
}
If I wanted to make the function a generic addition function, then I would do:
Function add(int input, int increment) {
return add + increment;
}
But then the problem would be that the object I am passing the function to would need to specify the increment. I would like to pass the add function to another object, with the increment specified at run time, and declared within the function body so that the increment cannot be changed by the recipient of the function object.
The answer seems to be to use a lexical closure.
From here: https://dart.dev/guides/language/language-tour#built-in-types
A closure is a function object that has access to variables in its
lexical scope, even when the function is used outside of its original
scope.
Functions can close over variables defined in surrounding scopes. In
the following example, makeAdder() captures the variable addBy.
Wherever the returned function goes, it remembers addBy.
/// Returns a function that adds [addBy] to the
/// function's argument.
Function makeAdder(int addBy) {
return (int i) => addBy + i;
}
void main() {
// Create a function that adds 2.
var add2 = makeAdder(2);
// Create a function that adds 4.
var add4 = makeAdder(4);
assert(add2(3) == 5);
assert(add4(3) == 7);
}
In the above cases, we pass 2 or 4 into the makeAdder function. The makeAdder function uses the parameter to create and return a function object that can be passed to other objects.
You most likely don't need to modify a closure, just the ability to create customized closures.
The latter is simple:
int Function(int) makeAdder(int increment) => (int value) => value + increment;
...
foo(makeAdder(1)); // Adds 1.
foo(makeAdder(4)); // Adds 2.
You can't change which variables a closure is referencing, but you can change their values ... if you an access the variable. For local variables, that's actually hard.
Mutating state which makes an existing closure change behavior can sometimes be appropriate, but those functions should be very precise about how they change and where they are being used. For a function like add which is used for its behavior, changing the behavior is rarely a good idea. It's better to replace the closure in the specific places that need to change behavior, and not risk changing the behavior in other places which happen to depend on the same closure. Otherwise it becomes very important to control where the closure actually flows.
If you still want to change the behavior of an existing global, you need to change a variable that it depends on.
Globals are easy:
int increment = 1;
int globalAdder(int value) => value + increment;
...
foo(globalAdd); // Adds 1.
increment = 2;
foo(globalAdd); // Adds 2.
I really can't recommend mutating global variables. It scales rather badly. You have no control over anything.
Another option is to use an instance variable to hold the modifiable value.
class MakeAdder {
int increment = 1;
int instanceAdd(int value) => value + increment;
}
...
var makeAdder = MakeAdder();
var adder = makeAdder.instanceAdd;
...
foo(adder); // Adds 1.
makeAdder.increment = 2;
foo(adder); // Adds 2.
That gives you much more control over who can access the increment variable. You can create multiple independent mutaable adders without them stepping on each other's toes.
To modify a local variable, you need someone to give you access to it, from inside the function where the variable is visible.
int Function(int) makeAdder(void Function(void Function(int)) setIncrementCallback) {
var increment = 1;
setIncrementCallback((v) {
increment = v;
});
return (value) => value + increment;
}
...
void Function(int) setIncrement;
int Function(int) localAdd = makeAdder((inc) { setIncrement = inc; });
...
foo(localAdd); // Adds 1.
setIncrement(2);
foo(localAdd); // Adds 2.
This is one way of passing back a way to modify the local increment variable.
It's almost always far too complicated an approach for what it gives you, I'd go with the instance variable instead.
Often, the instance variable will actually represent something in your model, some state which can meaningfully change, and then it becomes predictable and understandable when and how the state of the entire model changes, including the functions referring to that model.
Using partial function application
You can use a partial function application to bind arguments to functions.
If you have something like:
int add(int input, int increment) => input + increment;
and want to pass it to another function that expects to supply fewer arguments:
int foo(int Function(int input) applyIncrement) => applyIncrement(10);
then you could do:
foo((input) => add(input, 2); // `increment` is fixed to 2
foo((input) => add(input, 4); // `increment` is fixed to 4
Using callable objects
Another approach would be to make a callable object:
class Adder {
int increment = 0;
int call(int input) => input + increment;
}
which could be used with the same foo function above:
var adder = Adder()..increment = 2;
print(foo(adder)); // Prints: 12
adder.increment = 4;
print(foo(adder)); // Prints: 14

Can't extend Num with a custom operator overload to achieve the commutative rule

I have class Amount which I added the multiplier operator which works fine( amount * 3). To achieve the behavior (3* amount) I added an extension method to the type num.
/// file path: src/domain/entities/amount/amount.dart
class Amount {
final double amount;
final String unit;
Amount({
#required this.amount,
#required String unit,
});
...
Amount operator *(num multiplier) => copyWith(amount: amount * multiplier);
...
}
extension NumAmountExtension<T extends num> on T {
Amount operator *(Amount amount) => amount * this;
Amount multiply(Amount amount) => amount * this;
}
Unfortunately, it didn't the trick.
/// file path: test/domain/entities/amount_tests.dart
final amount = Amount(amount: 3, unit: 'kg')
final newAmount = amount * 3;
final newerAmount = 3.multiply(amount) // this works fine
final otherNewAmount = 3 * amount //error: The argument type 'Amount' can't be assigned to the parameter type 'num'. (argument_type_not_assignable at [core] test/domain/entities/amount_tests.dart:83)
I do not understand why the multiple-extension works an the operator * doesn't. As far I extension method understand that should be possible.

Is there anything like a struct in dart?

In javascript it always bothered me people use objects as vectors like {x: 1, y: 2} instead of using an array [1,2]. Access time for the array is much faster than the object but accessing by index is more confusing especially if you need a large array. I know dart has fixed arrays but is there a way to name the offsets of an array like you would a struct or a tuple/record in another language? Define enum/constants maybe?
I'd want something like
List<int> myVector = new List([x,y]);
myVector.x = 5;
is there an equivalent or idiomatic way to do this?
That sounds like a class.
class MyVector {
int x;
int y;
MyVector(this.x, this.y);
}
There is no simpler and more efficient way to create a name-indexed structure at runtime. For simplicity you could usually use a Map, but it's not as efficient as a real class.
A class should be at least as efficient (time and memory) as a fixed length list, after all it doesn't have to do an index bounds check.
In Dart 3.0, the language will introduce records. At that point, you can use a record with named fields instead of creating a primitive class:
var myVector = (x: 42, y: 37);
print(myVector.x);
A record is unmodifiable, so you won't be able to update the values after it has been created.
For me, i see 2 way to do this. I will sort by best in my point of view
Class based method
Here, the approach is to encapsulate your need, in a dedicated object
Pros:
It's encapsultate
You can propose several way to access variable, depend of the need
You can extend functionality without break everything
I love it :p
Cons
More time spend to create class, etc.
Do you really need what i say in pros ?
Maybe weird for js people
example :
class Vector {
int x;
int y;
static final String X = "x";
static final String Y = "y";
Vector({this.x, this.y});
Vector.fromList(List<int> listOfCoor) {
this.x = listOfCoor[0];
this.y = listOfCoor[1];
}
// Here i use String, but you can use [int] an redefine static final member
int operator[](String coor) {
if (coor == "x") {
return this.x;
} else if (coor == "y") {
return this.y;
} else {
// Need to be change by a more adapt exception :)
throw new Exception("Wrong coor");
}
}
}
void main() {
Vector v = new Vector(x: 5, y: 42);
Vector v2 = new Vector.fromList([12, 24]);
print(v.x); // print 5
print(v["y"]); // print 42
print(v2.x); // print 12
print(v2[Vector.Y]); // print 24
}
Enum based method:
You can also defined a "enum" (actually not really implement but will be in the future version) that will contains "shortcut" to your value
Pros
More simple to implement
Is more like your example ;p
Cons
Less extendable
i think is not very pretty
Not OOP think
example:
class Vector {
static final int x = 0;
static final int y = 1;
}
void main() {
List<int> myVector = new List(2);
myVector[Vector.x] = 5;
myVector[Vector.y] = 42;
}
Make your choice ;p
This is only possible with a class in Dart.
There are some open feature requests at http://dartbug.com
introduce struct (lightweight class)
Give us a way to structure Bytedata
If you have reasonably big data structure, you can use "dart:typed_data" as a model and provide lightweight view for the stored data. This way the overhead should be minimal.
For example, if you need 4X4 matrix of Uint8 values:
import "dart:typed_data";
import "dart:collection";
import "package:range/range.dart";
class Model4X4Uint8 {
final Uint8List _data;
static const int objectLength = 4 * 4;
final Queue<int> _freeSlotIndexes;
Model4X4Uint8(int length): _data = new Uint8List((length) * objectLength),
_freeSlotIndexes = new Queue<int>.from(range(0, length));
int get slotsLeft => _freeSlotIndexes.length;
num operator [](int index) => _data[index];
operator []=(int index, int val) => _data[index] = val;
int reserveSlot() =>
slotsLeft > 0 ? _freeSlotIndexes.removeFirst() : throw ("full");
void delete(int index) => _freeSlotIndexes.addFirst(index);
}
class Matrix4X4Uint8 {
final int offset;
final Model4X4Uint8 model;
const Matrix4X4Uint8(this.model, this.offset);
num operator [](int index) => model[offset + index];
operator []=(int index, int val) => model[offset + index] = val;
void delete() => model.delete(offset);
}
void main() {
final Model4X4Uint8 data = new Model4X4Uint8(100);
final Matrix4X4Uint8 mat = new Matrix4X4Uint8(data, data.reserveSlot())
..[14] = 10
..[12] = 256; //overlow;
print("${mat[0]} ${mat[4]} ${mat[8]} ${mat[12]} \n"
"${mat[1]} ${mat[5]} ${mat[9]} ${mat[13]} \n"
"${mat[2]} ${mat[6]} ${mat[10]} ${mat[14]} \n"
"${mat[3]} ${mat[7]} ${mat[11]} ${mat[15]} \n");
mat.delete();
}
But this is very low level solution and can easily create sneaky bugs with memory management and overflows.
You could also use an extension on List to create aliases to specific indexes.
Although it will be difficult to set up mutually exclusive aliases, in some cases, it may be a simple solution.
import 'package:test/test.dart';
extension Coordinates<V> on List<V> {
V get x => this[0];
V get y => this[1];
V get z => this[2];
}
void main() {
test('access by property', () {
var position = [5, 4, -2];
expect(position.x, 5);
expect(position.y, 4);
expect(position.z, -2);
});
}
The Tuple package https://pub.dev/packages/tuple might be what you are looking for when a class is too heavy.
import 'package:tuple/tuple.dart';
const point = Tuple2<int, int>(1, 2);
print(point.item1); // print 1
print(point.item2); // print 2

What are named arguments compiled equivalents in JS?

If I say something like
void simple({foo: true, bar: false}){
print('$foo $bar');
}
Does it compile down to
function simple(foo, bar) ...
or does it turn the named arguments so it just accepts an 1 object as an argument containing object.foo and object.bar. I looked at the dart.js it generated but it looks like it's compiling the AST of the program from the javascript which is slightly insane to me.
After some research, i have found that, as say Günter Zöchbauer, a lot of optimization are done.
But, due to this optimization, the compiler avoid (as i see in my experimentation) passing object when it can. I think is for performance but i'm not sure
So in most of the time, Named argment are passed directly, and resolved during the compilation.
To test this, i have write a dummy code :
dummy.dart
import 'dart:math';
double calcFunc({int a, int b}) {
return (a * b / (a+b)) * (new Random().nextInt(100)) ;
}
String myFunc({int a: 0, int b: 0}) {
return "Numbers : ${a + calcFunc(a: a, b : b) * (new Random().nextInt(100))}";
}
void main() {
print("Func call: ${myFunc(a: 42, b: 24)}");
print("Func 2nd call: ${myFunc(a: 21)}");
}
and the result JS for the code (without all the thing generated)
dummy.dart.js
["", "main.dart", , F, {
"^": "",
myFunc: function(a, b) {
var t1 = C.C__JSRandom.nextInt$1(100);
return "Numbers : " + (a + a * b / (a + b) * t1 * C.C__JSRandom.nextInt$1(100));
},
main: function() {
P.print("Func call: " + F.myFunc(42, 24));
P.print("Func 2nd call: " + F.myFunc(21, 0));
}
},
1],
]);
as you can this here, no object are passed in parameter, but they are directly replaced.

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