How to know if a value is a luasocket object? - lua

I've noticed that luasocket doesn't seem to provide a way to know if a value is a luasocket object or not.
The usual approach of comparing metatables doesn't work, as different socket object types have different metatables.
There don't seem to be any consistent values in the metatable to check either (eg, same __tosting metamethods)
So: how can one know if a value they have is a luasocket object?

Since you only want to know if it's a LuaSocket object so you can get the fd, why not just look to see if the object has a getfd() method? As a bonus this will work with current and future libraries that provide this method on objects, not just LuaSocket.
This technique is known as 'duck typing'.

You don't. Generally, you're expected to keep track of that sort of thing yourself. You trust that objects you are passed are what you expect them to be. And if you're not sure, you can always use pcall to call functions on them and catch any errors.

Related

Why is using final, with no type, considered good practice in Dart? ie `final foo = config.foo;`?

I see this recommended in the dart style guide, and copied in tons of tutorials and flutter source.
final foo = config.foo;
I don't understand it, how is this considered best practice when the readability is so poor? I have no clue what foo is here, surely final String foo = config.foo is preferable if we really want to use final?
This seems the equivalent to using var, which many consider a bad practice because it prevents the compiler from spotting errors and is less readable.
Where am I wrong?
In a lot of cases is does not really matter what type you are using as long the specific type can be statically determined by the compiler. When you are using var/final in Dart it is not that Dart does not know the type, it will just figure it out automatically based on the context. But the type must still be defined when the program are compiled so the types will never be dynamic based on runtime behavior. If you want truly dynamic types, you can use the dynamic keyword where you tell Dart "trust me, I know what I am doing with this types".
So types should still be defined where it matter most. This is e.g. for return and argument types for methods and class variables. The common factor for this types is that they are used to define the interface for using the method or class.
But when you are writing code inside a method, you are often not that interested in the specific types of variables used inside the method. Instead the focus should be the logic itself and you can often make it even more clear by using good describing variable names. As long the Dart analyzer can figure out the type, you will get autocomplete from your IDE and you can even still see the specific type from your IDE by e.g. Ctrl+Q in IntelliJ on the variable if you ends up in a situation where you want to know the type.
This is in particular the case when we are talking about the use of generics where it can be really tiresome to write the full specific type. Especially if you are using multiple generics inside each other like e.g. Map<String, List<String>>.
In my experience, Dart is really good to figure out very specific types and will complain loudly if your code cannot be determined statically. In the coming future, Dart will introduce non-null by default, which will make the Dart compiler and analyzer even more powerful since it will make sure your variable cannot be null unless this is something you specifically want and will make sure you are going to test for null when using methods which are specified to not expecting null.
About "Where am I wrong?". Well, a lot of languages have similar feature of var/final like Dart with the same design principle about the type should still be statically determined by a compiler or runtime. And even Java has introducing this feature. As a experienced Java and Dart programmer I have come to the conclusion for myself that typing inside methods are really not that important in a lot of cases as long I can still easily figure out the specific type by using an IDE when it really matters.
But it does make it more important to name your variables so they are clearly defining the purpose. But I am hoping you already are doing that. :)

Is it possible to call Gdk.Seat.grab() in GJS?

It seems when I call Gdk.Seat.grab() in GJS I get an error:
Gjs-WARNING **: JS ERROR: TypeError: Gdk.Seat.grab is not a function
This function and class is listed in the GJS Docs, but maybe I'm calling it wrong? If I call typeof on Gdk.Seat.grab it comes back undefined. Is this not possible, or is there another way I can grab focus in this way?
My use case is gathering a keybinding from a user, for which I can use Gtk.CellRendererAccel, but I would prefer not to use a Gtk.TreeView. The docs say about CellRenderers that:
These objects are used primarily by the GtkTreeView widget, though they aren’t tied to them in any specific way.
and...
The primary use of a GtkCellRenderer is for drawing a certain graphical elements on a cairo_t.
Which implies I could use it outside of TreeView, but with no hints as to how.
grab() is a method of Gdk.Seat, so you need a Gdk.Seat object to call it on. It looks like you're calling it as a static method, Gdk.Seat.grab(). So, you'll need something like Gdk.DeviceManager.get().get_default_display().get_default_seat() or you can get a Gdk.Seat object from a Gdk.Event.
It's not clear from the described use case what you are trying to do with the grab, but there may be an easier way to accomplish it.

Is it possible to test whether a Dart List is growable?

Given a List, is it possible to test whether the list is growable?
Trying to set the length and catching an UnsupportedError seems like a solution (though it isn't clear what would happen if you just set the length to the same value). Any better solution?
There is no way to detect if a list is growable (short of using reflection to find the implementation type, which is brittle, won't work the same way in dart2js, and increases code size).
The only valid use-case we encountered was to have checks/asserts when a library returns a list. In all other cases a function/library tried to modify an argument without knowing if it was allowed to do that.
If a function/library can work destructively it should require a boolean (or similar) so that the callers can decide if their argument can be changed. The callee should never silently modify its inputs unless it is obvious (for example fillFoo(list)) or an argument tells it so (for instance computeSquares(list, inPlace: true)).
http://dartbug.com/13926 is still open, but I expect it to be closed tomorrow with status "NotPlanned".
It is possible using reflection (not straight-forward either).
I guess this isn't any better than catching the exception.
print(MirrorSystem.getName(reflect(new List.from([0,1,2], growable: true))
.type.simpleName) == ('_GrowableList'));
EDIT
It is discouraged to use the name of a symbol - see Converting a Symbol into a String

Change this to use auto_ptr?

I have been reading up on the c++ auto_ptr and unique_ptr and stuff and thought to try and use them in a class I am playing with... but I was having trouble getting it to work...
How would I convert these pointers to auto pointers or some equivalent so the deletion of the pointers is handled automatically?
Header - http://ideone.com/Z9bc5
Body - http://ideone.com/WfwBY
At the moment it is working using normal pointers but I sometimes get a access violation error. I am pretty sure I know what it causing it.. but the "best" way might be to use the automatic deletion stuff recently added to c++11?
Thanks in advance.
Don't use auto_ptr. Try one of unique_ptr or shared_ptr. Here's Sutter explaining when to use which:
When in doubt, prefer unique_ptr by default, and you can always later move-convert to shared_ptr if you need it. If you know from the start you need shared ownership, however, go directly to shared_ptr via make_shared (see #2 below).
Also from his blog-post:
3. What’s the deal with auto_ptr?
auto_ptr is most charitably characterized as a valiant attempt to
create a unique_ptr before C++ had move semantics.
auto_ptr is now deprecated, and should not be used in new code. When
you get a chance, try doing a global search-and-replace of auto_ptr to
unique_ptr in your code base; the vast majority of uses will work the
same, and it might expose (as a compile-time error) or fix (silently)
a bug or two you didn’t know you had.
So, your member declarations change from:
sf::Texture * tSpriteSheet;
to:
std::unique_ptr<sf::Texture> tSpriteSheet;
As for member functions which return a raw pointer you have but the obvious choice: You cannot return a unique_ptr if the class is not movable. So, you can either:
Keep the signature as-is
Return a const& unique_ptr<T>
Return a reference to the object
Choose the one that suits your needs the best.

Usage of inline closures / function delegates in Actionscript

Why are inline closures so rarely used in Actionscript? They are very powerful and I think quite readable. I hardly ever see anyone using them so maybe I'm just looking at the wrong code. Google uses them in their Google Maps API for Flash samples, but I think thats the only place I've seen them.
I favor them because you have access to local variables in the scope that defines them and you keep the logic in one method and dont end up with lots of functions for which you have to come up with a name.
Are there any catches of using them? Do they work pretty much the same way as in C#.
I actually only just discovered that AS3 supports them, and I'm quite annoyed becasue I had thought I read that they were deprecated in AS#. So I'm back to using them!
private function showPanel(index:int):void {
_timer = new Timer(1000, 1);
_timer.addEventListener(TimerEvent.TIMER, function(event:Event):void
{
// show the next panel
showPanel(index++);
});
The biggest gotcha to watch out for is that often 'this' is not defined in the inline closure. Sometimes you can set a 'this', but it's not always the right 'this' that you would have available to set, depending on how you're using them.
But I'd say most of the Flex code I've worked on has had inline closures rampantly throughout the code--since callbacks are the only way to get work done, and often you don't need the bring out a whole separate function.
Sometimes when the function nested is getting to be too much, I'll break it out slightly with Function variables in the function; this helps me organize a bit by giving labels to the functions but keeping some of the characteristics of inline closures (access to the local variables, for example).
Hope this helps.
One additional problem is that garbage collection is broken when it comes to closures (at least in Flash 9). The first instance of a given closure (from a lexical standpoint) will never be garbage collected - along with anything else referenced by the closure in the scope chain.
I found what originally made me NOT want to do this, but I had forgotten the details:
http://livedocs.adobe.com/flex/3/html/16_Event_handling_6.html#119539
(This is what Mitch mentioned - as far as the 'this' keyword being out of scope)
So thats Adobe's answer, however I am much more likely to need to refer to local variables than 'this'.
How do others interpret Adobe's recommendation ?

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