How to get filename for a class in Swift? - swift

I have access to a Class ("AnyClass") object, and would like to get the file name for this class.
Tried searching online but couldn't find it anywhere. Is this possible in Swift?
EDIT: My use case (described in a comment below)
I'm collecting unit test metadata and mapping test ownership via .github/CODEOWNERS file. However, at runtime, unit test hooks (XCTestObservation) only has access to the class name of the test that is running, and the class name does not map to CODEOWNERS in any way. I would be able to map my repo's CODEOWNERS to the tests much easier if I just had the full path of the file that the unit test is running for.

protocol NameObject {
var className: String { get }
static var className: String { get } }
extension NameObject {
var className: String {
return String(describing: type(of: self))
}
static var className: String {
return String(describing: self)
}}
extension NSObject : NameObject {}
Copy and paste above code and then on any class just use YourViewController.className / YourView.className

The answer from #Rishabh Shukla gave me an idea for a possible approach, though its not straightforward and requires jumping through a few hoops.
So the idea would be to create a protocol :
protocol FileNameProvider {
var filename: StaticString { get }
}
And then leverage Sourcery - it will allow you to generate implementation for this protocol for each type. I think that the inline code generation approach would be best here, so your template would look something like this :
// in template:
{% for type in types.all %}
// sourcery:inline:{{ type.name }}.TemplateName
extension {{ type.name }}: FileNameProvider {
var filename: StaticString { return #file }
}
// sourcery:end
{% endfor %}
// in source code:
class MyType {
}
// sourcery:inline:MyType.TemplateName
// it should generate the code here
// sourcery:end
The downside of this is that you would need to manually (or via another script 🤔) add
// sourcery:inline:MyType.TemplateName
// sourcery:end
for each type in your codebase, which could be a lot.
Sourcery has the ability for automatic inlining, but apparently it has some problems at the moment when there are multiple types defined in a file and it seems from the docs that it adds the code at the end of the type, so it won't be possible to add protocol conformance this way as an extension.
So while this approach would save you from adding the inline annotations manually, it seems it's not feasible at this moment - or maybe it just requires more creative tinkering with the templates - like adding the implementation inline, but creating the empty extension declaration in a separate file from another Sourcery template 🤔.
The end goal of all of this would be to then use it as simply as
(object as? FileNameProvider)?.filename // if `object` type is Any/AnyObject
object.filename // if `object` type is directly from your codebase
Disclaimer : I was not able to test this approach at the moment of writing this, so your mileage may vary.

Related

What does the "\" notation do in the following Swift code snippet? [duplicate]

I'm new to backend Swift and thought I'd use Vapor to get up-and-running on a side project fast...
I ran vapor new WebServer --template=auth-template, and now I'm trying to figure out what something like return \.email means.
For more context, I'm looking in WebServer > Sources > App > Models > Users.swift:
import Authentication
import FluentSQLite
import Vapor
/// Allows users to be verified by basic / password auth middleware.
extension User: PasswordAuthenticatable {
/// See `PasswordAuthenticatable`.
static var usernameKey: WritableKeyPath<User, String> {
return \.email
}
// ...
}
And here is the definition of the User class:
/// A registered user, capable of owning todo items.
final class User: SQLiteModel {
// {omit extra code} ...
var email: String
// {omit extra code} ...
/// Creates a new `User`.
init(id: Int? = nil, name: String, email: String, passwordHash: String) {
// {omit extra code} ...
self.email = email
// {omit extra code} ...
}
}
What does this backslash-dot notation mean?
tl;dr: We take a look at the Swift language reference, and sure enough, the usage of this backslash-dot notation is called a key-path-expression.
(The question has been sufficiently answered, by this point.)
A more hands-on approach on how to get to that piece of buried documentation:
As you can see from the code you posted, the User class contains a property named email.
Notice that, assuming you're using Xcode, if you replace return \.email with return \, you get the compile-error "Expected expression path in Swift key path", so this is a hint that this backslash-dot notation might have to do with something called a key path.
From that documentation on key-path, we see that we could also have written \User.email (and you can try it out in Xcode with no compiler error).
Understanding the greater context of what's going on in that code:
So, semantically, to understand the meaning of the usernameKey declaration you're looking at, we might want to understand what a WritableKeyPath is. In simple, from the documentation, we see that a WritableKeyPath is: "A key path that supports reading from and writing to the resulting value."
So, we see that the usernameKey declaration takes in a WritableKeyPath object and returns a String that is User.email.
Furthermore, it's apparent that the User class needs this usernameKey property in order to conform to the PasswordAuthenticatable protocol, which was imported on the first line with import Authentication (if you care to explore there, take a look at Dependencies > Auth 2.0.0 > Authentication > Basic > BasicAuthenticatable.swift).

Coffeescript "#" variables

What does it mean in Coffeescript when a variable name begins with an "#" sign?
For example, I've been looking through the hubot source code and just in the first few lines I've looked at, I found
class Brain extends EventEmitter
# Represents somewhat persistent storage for the robot. Extend this.
#
# Returns a new Brain with no external storage.
constructor: (robot) ->
#data =
users: { }
_private: { }
#autoSave = true
robot.on "running", =>
#resetSaveInterval 5
I've seen it several other places, but I haven't been able to guess what it means.
The # symbol is a shorcut for this as you can see in Operators and Aliases.
As a shortcut for this.property, you can use #property.
It basically means that the “#” variables are instance variables of the class, that is, class members. Which souldn't be confused with class variables, that you can compare to static members.
Also, you can think of #variables as the this or self operators of OOP languages, but it's not the exact same thing as the old javascript this. That javascript this refer to the current scope, which causes some problems when your are trying to refer to the class scope inside a callback for example, that's why coffescript have introduced the #variables, to solve this kind of problem.
For example, consider the following code:
Brain.prototype = new EventEmitter();
function Brain(robot){
// Represents somewhat persistent storage for the robot. Extend this.
//
// Returns a new Brain with no external storage.
this.data = {
users: { },
_private: { }
};
this.autoSave = true;
var self = this;
robot.on('running', fucntion myCallback() {
// here is the problem, if you try to call `this` here
// it will refer to the `myCallback` instead of the parent
// this.resetSaveInterval(5);
// therefore you have to use the cached `self` way
// which coffeescript solved using #variables
self.resetSaveInterval(5);
});
}
Final thought, the # these days means that you are referring to the class instance (i.e., this or self). So, #data basically means this.data, so, without the #, it would refer to any visible variable data on scope.

Unity3D & YamlDotNet Deserializing Data into Monobehaviour-derived classes

I'm trying to serialize data into / from my classes, derived from MonoBehaviour, which cannot be created from client code (e.g., with the new keyword), but rather must be created by a Unity3D-specific method, GameObject.AddComponent<T>(). How can I use the YamlDotNet framework to populate my classes with values without having to create an adapter for each one? Is there some sort of built-in adapter that I can configure, such that YamlDotNet doesn't instantiate the class it's trying to serialize to?
A typical file might contain a mapping of items, e.g.,
%YAML 1.1
%TAG !invt! _PathwaysEngine.Inventory.
%TAG !intf! _PathwaysEngine.Adventure.
---
Backpack_01: !invt!Item+yml
mass: 2
desc:
nouns: /^bag|(back)?pack|sack|container$/
description: |
Your backpack is only slightly worn, and...
rand_descriptions:
- "It's flaps twirl in the breeze."
- "You stare at it. You feel enriched."
MagLite_LR05: !invt!Lamp+yml
cost: 56
mass: 2
time: 5760
desc:
nouns: /^light|flashlight|maglite|lr_05$/
description: |
On the side of this flashlight is a label...
(Type "light" to turn it on and off.)
...
Where the tags are the fully specified class names of my Items, e.g., PathwaysEngine.Inventory.Lamp+yml, PathwaysEngine is the namespace I use for my game engine code, Inventory deals with items & whatnot, and Lamp+yml is how the compiler denotes a nested class, yml inside Lamp. Lamp+yml might look like this:
public partial class Lamp : Item, IWearable {
public new class yml : Item.yml {
public float time {get;set;}
public void Deserialize(Lamp o) {
base.Deserialize((Item) o);
o.time = time;
}
}
}
I call Deserialize() on all objects that derive from Thing from Awake(), i.e., once the MonoBehaviour classes exist in the game. Elsewhere, I've already created a pretty complicated Dictionary filled with objects of type Someclass+yml, and then Deserialize takes an instance of the real, runtime class Someclass and populates it with values. There's got to be a cleaner way to do this, right?
How can I:
Tell the Deserializer what my classes are?
See the second edit for a good solution for the above issue
Get the data without it attempting to create my MonoBehaviour-derived classes?
Edit: I've since worked at the problem, and have found out a good way of dealing with custom data (in my particular case of trying to parse regexes out of my data, and having them not be considered strings & therefore, un-castable to regex) is to use a IYamlTypeConverter for that particular string. Using YamlDotNet with Unity3D MonoBehaviours, however, is still an issue.
Another Edit: The above examples use a pretty ugly way of determining types. In my case, the best thing to do was to register the tags first with the deserializer, e.g.,
var pre = "tag:yaml.org,2002:";
var tags = new Dictionary<string,Type> {
{ "regex", typeof(Regex) },
{ "date", typeof(DateTime) },
{ "item", typeof(Item) }};
foreach (var tag in tags)
deserializer.RegisterTagMapping(
pre+tag.Key, tag.Value);
Then, I use the !!tag notation in the *.yml file, e.g.,
%YAML 1.1
---
Special Item: !!item
nouns: /thing|item|object/
someBoolean: true
Start Date: !!date 2015-12-17
some regex: !!regex /matches\s+whatever/
...
You can pass a custom implementation of IObjectFactory to the constructor of the Deserializer class. Every time the deserializer needs to create an instance of an object, it will use the IObjectFactory to create it.
Notice that your factory will be responsible for creating instances of every type that is deserialized. The easiest way to implement it is to create a decorator around DefaultObjectFactory, such as:
class UnityObjectFactory : IObjectFactory
{
private readonly DefaultObjectFactory DefaultFactory =
new DefaultObjectFactory();
public object Create(Type type)
{
// You can use specific types manually
if (type == typeof(MyCustomType))
{
return GameObject.AddComponent<MyCustomType>();
}
// Or use a marker interface
else if (typeof(IMyMarkerInterface).IsAssignableFrom(type))
{
return typeof(GameObject)
.GetMethod("AddComponent")
.MakeGenericMethod(type)
.Invoke();
}
// Delegate unknown types to the default factory
else
{
return DefaultFactory(type);
}
}
}

Scala - unbound wildcard exception (Play Framework 2.3 Template)

I am using Play Framework 2.3 I am using the scala template engine to create my views and Java elsewhere.
My model extends an abstract parameterised object like so... (pseudo code)
Abstract object:
public abstract class MyObject<T> {
// various bits
public class MyInnerObject {
// more stuff
}
}
Model object (singleton)
public class SomeModel extends MyObject<SomeBean> {
public static SomeModel getInstance() {
if (instance == null)
instance = new SomeModel();
return instance;
}
// more bits
}
I then pass the model to the view from another view helper:
#MyHelper(SomeModel.getInstance())
MyHelper scala view template:
#*******************************************
* My helper
*******************************************#
#(myObj: some.namespace.MyObject[_])
#import some.namespace.MyObject
#doSomething(myInnerObj: MyObject[_]#MyInnerObject) = {
#* do some stuff *#
}
#for(myInnerObj <- myObj.getInnerObjects()) {
#doSomething(myInnerObj)
}
However I get an error on the line #doSomething(myInnerObj: MyObject[_]#MyInnerObject) stating
unbound wildcard exception
I am not sure the correct Scala syntax to avoid this error I had naively assumed that I could use the _ to specify arbitrary tyope but it won't let me do this.
What is the correct syntax?
UPDATE 1
Changing the method definition to:
#doSomething[T](myInnerObj: MyObject[T]#MyInnerObject)
gives further errors:
no type parameters for method doSomething: (myInnerObj:[T]#MyInnerObject)play.twirl.api.HtmlFormat.Appendable exist so that it can be applied to arguments (myObj.MyInnerObject)
--- because ---
argument expression's type is not compatible with formal parameter type;
found : myObj.MyInnerObject
required: MyObject[?T]#MyInnerObject
It would seem that the Twirl templating engine does not support this syntax currently, although I'm not 100% sure.
I can solve the problem by removing the doSomething method completely...
#*******************************************
* My helper
*******************************************#
#(myObj: some.namespace.MyObject[_])
#import some.namespace.MyObject
#for(myInnerObj <- myObj.getInnerObjects()) {
<div>#myInnerObj.getSomeProperty()</div>
}
But I am bout 10% happy with the solution... It works at least but it feels very restricting that I cannot delegate to methods to help keep my code maintainable. By the look of the comments the problem seems to be a limitation in Twirl, not allowing type arguments for functions in views.
Note: I have accepted this answer as it removes the original problem of the exception however this is only because the solution I want doesn't exist... yet.

Extending a class in another file

I have some TypeScript code that is being generated by a tool. I'd like to extend this class in another file. As of 0.9.1.1, what's the best way to go about this?
I thought maybe I could staple my additional functions onto the prototype, but this is giving various errors (which change depending what mood the compiler is in).
For example:
Foo.ts (generated by a tool)
module MyModule {
export class Dog { }
}
Bar.ts
module MyModule {
function bark(): string {return 'woof';}
Dog.prototype.bark = bark;
}
You cannot split a class definition between multiple files in TypeScript. However typescript understands how JavaScript works and will let you write idomatic JavaScript classes just fine:
module MyModule {
export function Dog(){};
}
module MyModule {
function bark(): string {return 'woof';}
Dog.prototype.bark = bark;
}
Try it online
One way around this is to use inheritance:
class BigDog extends Dog{
bark(){}
}
I have encountered your problem as well before, but I had some deeper problems. You can see from basarat's example, that simple functions can be added as an extension to the prototype, but when it comes to static functions, or other static values you might want to extend your (presumably third party) class, then the TSC will warn you, that there is no such method defined on the class statically.
My workaround was the following little hack:
module MyModule {
export function Dog(){};
}
// in the other file
if (typeof MyModule !== 'undefined'){
Cast<any>(MyModule.Dog).Create = ()=>{return new Dog();};
}
// where Cast is a hack, for TS to forcefully cast types :)
Cast<T>(element:any):T{ return element; }
This should cast MyModule.Dog, to an any object, therefore allowing attachment of any kinds of properties, functions.