how to make deinit take effect in swift - swift

I have a Car class. Let's say a car goes to the junkyard, this car should no longer be counted in the total population. I have the deinit function, but how do I systematically remove a car from the car population? In other words, how do I get the deinit to take effect?
I have a class variable isJunk but don't know how to use it to make this work.
class Car {
static var population: Int = 0
var isJunk: Bool = false
var color: String
var capacity: Int
var driver: Bool?
var carOn: Bool = false
init (carColor: String, carCapacity: Int) {
self.capacity = carCapacity
self.color = carColor
Car.population += 1
}
deinit {
Car.population -= 1
}
func startCar() {
self.carOn = true
}
}

class Car {
static var population: Int = 0
init() {
Car.population += 1
}
deinit {
Car.population -= 1
}
}
var cars: [Car] = [Car(), Car()]
print("Population:", Car.population) // "Population: 2"
// now the second car is removed from array and we have no other references to it
// it gets removed from memory and deinit is called
cars.removeLast()
print("Population:", Car.population) // "Population: 1"
However, the same can be achieved just by asking the number of items in cars array. And that's usually a better alternative than a private counter of instances.
To keep the items in memory you will always need some kind of register (e.g. an array) for them. And that register can keep them counted.
One possibility:
class CarPopulation {
var liveCars: [Car] = []
var junkCars: [Car] = []
}
Or you can keep them in one array and set junk on the car and count non-junk cars when needed:
class CarPopulation {
var cars: [Car] = []
func liveCars() -> Int {
return self.cars.filter { !$0.junk }.count
}
}
There are many possibilities but extracting the counters to some other class that owns the cars is probably a better solution.

The deinit is called when you deallocate your instance of Car (when you entirely get rid of the instance of the object). When you put a Car instance in the junkyard I don't think you want to get rid of the instance of Car, you really just want to change its location. I would suggest a different function to handle changing the location of Car.
Perhaps:
func changeLocation(newLocation: String) {
// Perhaps add an instance variable to 'remember' the location of the car
switch newLocation {
case "junkyard":
Car.population -= 1
default:
// Perhaps check whether previous location was Junkyard and increment
// counter if the Car is coming out of the Junkyard
print("Unrecognized location")
}
}

Related

The most efficient way to build tree from dictionary data

I have a dictionary with the following structure: [Point:[Line]], where:
Point - custom data structure that contains two coordinates (X, Y)
Line - tuple (Point, Point) that contains the first and last points of the line.
Key - first point of the line.
So, it is a dictionary of lines grouped by their first point, like following:
[a: [(a,b),(a,c)], b: [(b,c), (b,d)], c: [(c,d)] ]
The goal is to convert this dictionary into a list of data structures like following:
(a,b) -> (b,c) -> (c,d)
(a,b) -> (b,d)
(a,c) -> (c,d)
So, basically a tree with the root at the first point.
I tried to use builder pattern and stack to perform this operation, so I created a builder using first point and put in into stack, then started a while loop until stack is empty and then in the loop was removing current builder and creating new ones based on last & first points, the code looked like following:
import Foundation
typealias ProcessedLine = (UUID, [LineModel])
typealias LinePointDict = [Point: [Line]]
class LineAggregator {
var builderStack: Stack<LineModel.LineModelBuilder>
let startPointMap: LinePointDict
var result: ProcessedLine
var currentBuilder: (Point, LineModel.LineModelBuilder)?
let startPoint: Point
init(LineUid: UUID, startPointMap: LinePointDict, startPoint: Point) {
self.builderStack = Stack<LineModel.LineModelBuilder>()
self.startPointMap = startPointMap
self.result = (LineUid, [])
self.startPoint = startPoint
self.currentBuilder = nil
}
func getLineAggregation() -> ProcessedLine {
for Line in startPointMap[startPoint]! {
var bldr = LineModel.LineModelBuilder(initialLineUuid: result.0)
bldr = bldr.addLine(Line: Line)
builderStack.push(bldr)
}
return aggregateModels()
}
func aggregateModels() -> ProcessedLine {
while !builderStack.isEmpty() {
takeBuilderFromStack()
aggregateLine()
}
return result
}
/**
* This functions pops Builder object from stack if the stack is not empty and sets it as a Current object to be processed.
* #param object
* #return
*/
private func takeBuilderFromStack() {
if(!builderStack.isEmpty()) {
let curBuilder = builderStack.pop()!
currentBuilder = (curBuilder.getLastElement(), curBuilder)
}
}
private func aggregateLine() {
if currentBuilder?.1.isLastAdded() ?? true {
//If there is only one Line in the Line model
if(currentBuilder!.1.isLastAddedLineLast()) {
result.1.append(currentBuilder!.1.build())
return
}
if(!builderStack.isEmpty()) {
print("ERROR: Empty builder stack! Such situation should not happen. Pay attention at it.");
builderStack.removeAll()
}
return
}
if currentBuilder != nil {
for Line in startPointMap[currentBuilder!.0]! {
var newBuilder = LineModel.LineModelBuilder(builder: currentBuilder!.1)
newBuilder = newBuilder.addLine(Line: Line)
if Line.isLast {
result.1.append(newBuilder.build())
} else {
builderStack.push(newBuilder)
}
}
}
}
}
This solution is a very straightforward one. It works, but I have a very large amount of data in the dictionary, and the number of combinations is even larger, so this algorithm is extremely slow and not memory efficient.
The main slowness is caused by adding and retrieving data to/from stack which has following implementation:
import Foundation
protocol Stackable {
associatedtype Element
func peek() -> Element?
mutating func push(_ element: Element)
#discardableResult mutating func pop() -> Element?
}
extension Stackable {
var isEmpty: Bool { peek() == nil }
}
struct Stack<Element>: Stackable where Element: Equatable {
private var storage = [Element]()
func peek() -> Element? { storage.first }
mutating func push(_ element: Element) { storage.append(element) }
mutating func pop() -> Element? { storage.popLast() }
func size() -> Int { storage.count }
func isEmpty() -> Bool { storage.isEmpty }
mutating func removeAll() { storage.removeAll() }
}
extension Stack: Equatable {
static func == (lhs: Stack<Element>, rhs: Stack<Element>) -> Bool { lhs.storage == rhs.storage }
}
extension Stack: CustomStringConvertible {
var description: String { "\(storage)" }
}
extension Stack: ExpressibleByArrayLiteral {
init(arrayLiteral elements: Self.Element...) { storage = elements }
}
And another bottleneck is related to copying data and deinit method.
I was trying to find a better solution, but couldn't find anything yet. Would be grateful for any suggestions. Thanks.
While the builder pattern is useful, I think in this case it just complicates the straight-forward solution, although as you'll see, I'll present a couple that are more complicated, but those are based on increased performance optimizations on the first simple solution.
As you you noted, initializing and deinitializing classes is kind of slow. Actually the worst part is the dynamic memory allocation. Classes are powerful and definitely have their uses, but they're not the fastest tool in the Swift toolbox. Unless you make methods final, calling them can require a virtual dispatch. That can happen with protocols too depending on the particulars of their declaration, though in that case it's called "witness table thunking". But the worst part about classes is that their instances can be littered pretty much anywhere in memory. That's hell on the processor's on-chip cache. So for performance try to avoid dynamic dispatch, and reference types (ie, classes), and when you do need to allocate memory (such as Array or Dictionary), try to allocate all you need at once, and reuse it as much as possible. In Swift that requres some thought because of copy-on-write. You can easily end up allocating memory when you didn't intend to.
I present three solutions. Each one is more complicated, but also (hopefully) faster than the previous one. I'll explain why, and what to look out for. I should mention that I am not including the simplest solution. It is much like my first solution but with local variable arrays. The performance would not be especially good, and you're question makes it clear that performance is an issue.
First there's some boiler plate. To code it up and test it, I needed to define your Point and Line types, plus a few others I use for convenience, as well as some extensions purely for generating output. This code is common to all three solutions. Substitue your own definitions for Point and Line.
struct Point: Hashable
{
// This is just to give the points uniqueness, and letter names
static private let pointNames = [Character]("abcdefghijklmnopqrstuvwxyz")
static private var curNameIndex = 0
static private var nextID: Character
{
defer { curNameIndex += 1 }
return pointNames[curNameIndex]
}
let id = nextID
}
typealias Line = (Point, Point)
typealias Graph = [Point: [Line]]
typealias Path = [Line]
// Now we add some extensions for convenient output
extension Point: CustomStringConvertible {
var description: String { "\(id)" }
}
extension String.StringInterpolation
{
mutating func appendInterpolation(_ line: Line) {
appendLiteral("(\(line.0),\(line.1))")
}
mutating func appendInterpolation(_ lines: [Line]) {
appendLiteral(lines.map { "\($0)" }.joined(separator: "->"))
}
}
You mention that Point has an X and Y, but for this problem it doesn't matter. You just need unique "things" to serve as end-points for your Line instances.
Then I declared the inputs from your example:
let (a, b, c, d) = (Point(), Point(), Point(), Point())
let input = [ a: [(a,b),(a,c)], b: [(b,c), (b,d)], c: [(c,d)] ]
With the common code out of the way, here are the actual solutions:
Solution 1
Although the recursion introduces overhead all by itself, the main problem with the most straight-forward solution is that it requres local arrays that are allocated and deallocated up and down the call stack. The dynamic memory allocations and deallocations for them are actually the main performance problem with the simple recursive solution.
The solution is to attempt to pre-allocate working storage, and re-use it all through-out the recursion, or at least make reallocations rare.
One way would be to allocate the working arrays at the top level and pass them in as inout parameters. Another is to make them mutable properties of a struct (actually, a class wouldn't be too bad in this case, because you only allocate one instance). I chose the latter approach.
As I mentioned in my comment, I think of this problem as a graph theory problem.. Point = node. Line = edge. Though it's not explicitly stated, I assume there are no cycles. Putting in code to detect cycles isn't that hard, but would complicate the solution slightly. I also assume that the output should not contain entries with just one Line, because your example doesn't include any examples of that.
struct PathFinderVersion1
{
private let graph: Graph
private var pathList = [Path]()
private var currentPath = Path()
private init(for graph: Graph)
{
self.graph = graph
self.pathList.reserveCapacity(graph.count)
self.currentPath.reserveCapacity(graph.count)
}
static func pathList(for graph: Graph) -> [Path]
{
var pathFinder = Self(for: graph)
return pathFinder.makePathLists()
}
private mutating func makePathLists() -> [Path]
{
for src in graph.keys
{
for edge in graph[src]!
{
assert(edge.0 == src, "sanity check failed")
currentPath.append(edge)
appendAllPaths()
currentPath.removeLast()
}
}
return pathList
}
private mutating func appendAllPaths()
{
assert(currentPath.count > 0, "currentPath must not be empty on entry")
guard let src = currentPath.last?.1 else { return }
guard let edges = graph[src] else
{
if currentPath.count > 1 {
pathList.append(currentPath)
}
return
}
for edge in edges
{
assert(edge.0 == src, "sanity check failed")
currentPath.append(edge)
appendAllPaths()
currentPath.removeLast()
}
}
}
Apart from the init, and static wrapper function, pathList(for:), the algorithm is really just two functions. The initializer is where I pre-allocate the working storage. Assuming there is an entry in the graph Dictionary for each Point, no path can ever be longer than there entries keys in the graph ... at least not without cycles, so currentPath is initialized with that much capacity. Similar thinking applies to the other working arrays. The pathList is likely to be be larger than graph.count, but unless there are a lot of unconnected Lines, it will need to be at least as big as graph is.
makePathLists() is the part that gets thing started, extracting the Point and array of Line for each of its entries. It initializes the first entry in a currentPath, then calls appendAllPaths() to recursively append new Line instances to currentPath on the way down. When it reaches the end, it has found a complete path, so it adds the currentPath to the pathList. On the way back up, it removes the entry it added from currentPath so that it's in a state that it can be reused again to go down another path in the graph.
Once makePathLists() has iterated over all its keys and appendAllPaths() has recursed for each one, pathList contains the result. I'm not 100% sure it's in the format you want. It's basically a flat list of all the paths it found. So it's kind of one data structure. But all the paths will be grouped together according to the starting point in the line, so splitting it into smaller lists is easy enough, if that's what you actually want.
In any case, the re-use of existing storage is where this version gets most of its performance.
You can call it like this:
print("Version 1")
for path in PathFinderVersion1.pathList(for: input) {
print("\(path)")
}
And here's the output for the data I set up as input:
Version 1
(b,c)->(c,d)
(a,b)->(b,c)->(c,d)
(a,b)->(b,d)
(a,c)->(c,d)
The exact order changes slightly from run-to-run because Dictionary doesn't necessarily hand out its keys in an order that is consistent from run to run, even if they are inserted exactly the same way every time. I tested each version to verify they all emit the same output (and so should you), but I won't include the output again for the other versions.
Solution 2
This version is based on solution 1, so everything about it applies to this version too. What's different is the addition of the dynamic programming technique of caching intermediate values. Basically I cache paths along the way, so that when I encounter them again, I don't have do all that recursion. I can just used the cached path instead.
There is one snag with this caching, it requres allocating some local caches, which introduces dynamic memory allocation again. However hope is not lost. For starters, assuming lots of nodes in the graph have multiple input edges (ie, lots of different lines connect to the same line), the result should be a win overall from being able to avoid a vast amount of recursion. Additionally i, re-use the local caches, so I only ever have to actually allocate a new one when I recurse deeper than the previous maximum depth reached. So while some allocation does happen, it's minimized.
All that cache handling makes the code longer, but faster.
To make the code more readable I put the local caching in nested struct. Here's the code for version 2:
struct PathFinderVersion2
{
private typealias CachedPath = Path.SubSequence
private typealias CachedPaths = Array<CachedPath>
private let graph: Graph
private var pathList = [Path]()
private var currentPath = Path()
private var pathCache = [Point: CachedPaths]()
private struct LocalPathCache
{
var cache = [CachedPath]()
var pathListIndex: Int
var curPathLength: Int
mutating func updateLocalPathCache(from pathList: [Path])
{
while pathListIndex < pathList.endIndex
{
let pathToCache =
pathList[pathListIndex][curPathLength...]
cache.append(pathToCache)
pathListIndex += 1
}
}
mutating func update(
mainCache: inout [Point: CachedPaths],
for src: Point)
{
if cache.count > 0 {
mainCache[src] = cache
}
}
}
private var localCaches = [LocalPathCache]()
private mutating func getLocalCache(
pathListIndex: Int,
curPathLength: Int) -> LocalPathCache
{
if var cache = localCaches.last
{
localCaches.removeLast()
cache.cache.removeAll(keepingCapacity: true)
cache.pathListIndex = pathListIndex
cache.curPathLength = curPathLength
return cache
}
return LocalPathCache(
pathListIndex: pathListIndex,
curPathLength: curPathLength
)
}
private mutating func freeLocalCache(_ cache: LocalPathCache) {
localCaches.append(cache)
}
private init(for graph: Graph)
{
self.graph = graph
self.pathList.reserveCapacity(graph.count)
self.currentPath.reserveCapacity(graph.count)
self.pathCache.reserveCapacity(graph.count)
}
static func pathList(for graph: Graph) -> [Path]
{
var pathFinder = Self(for: graph)
return pathFinder.makePathLists()
}
private mutating func makePathLists() -> [Path]
{
for src in graph.keys
{
for edge in graph[src]!
{
assert(edge.0 == src, "sanity check failed")
currentPath.append(edge)
appendAllPaths()
currentPath.removeLast()
}
}
return pathList
}
private mutating func appendAllPaths()
{
assert(currentPath.count > 0, "currentPath must not be empty on entry")
guard let src = currentPath.last?.1 else { return }
if updatePathListFromCache(for: src) { return }
guard let edges = graph[src] else
{
if currentPath.count > 1 {
pathList.append(currentPath)
}
return
}
var localCache = getLocalCache(
pathListIndex: pathList.endIndex,
curPathLength: currentPath.endIndex
)
defer { freeLocalCache(localCache) }
for edge in edges
{
assert(edge.0 == src, "sanity check failed")
currentPath.append(edge)
appendAllPaths()
currentPath.removeLast()
localCache.updateLocalPathCache(from: pathList)
}
localCache.update(mainCache: &pathCache, for: src)
}
mutating func updatePathListFromCache(for src: Point) -> Bool
{
if let cachedPaths = pathCache[src]
{
let curPathIndex = currentPath.endIndex
for path in cachedPaths
{
currentPath.append(contentsOf: path)
pathList.append(currentPath)
currentPath.removeSubrange(curPathIndex...)
}
return true
}
return false
}
}
Solution 3
Solutions 1 and 2 still use recursion. Recursion is elegant, and nice to think about, because you can express a problem as a slightly simpler problem plus a bit. But unless it's tail-recursive, compilers can't optimize it particularly well. So the solution to that problem is to use iteration instead of recursion.
Turning a recursive algorithm into an iterative one is not always so easy, and can result in ugly code. That is the definitely the case here. There might be a simpler iterative algorithm, but I don't know it. So I basically replaced recursion with a state machine + stack. I've used this technique before for recursive code the desperately needed to be faster, and it does work. The code is a total pain for a human to read and maintain, but compilers can optimize the hell out of it.
This version still uses the cached intermediate solutions from version 2.
struct PathFinderVersion3
{
private typealias CachedPath = Path.SubSequence
private typealias CachedPaths = Array<CachedPath>
private let graph: Graph
private var pathList = [Path]()
private var currentPath = Path()
private var pathCache = [Point: CachedPaths]()
private struct LocalPathCache
{
var cache = [CachedPath]()
var pathListIndex: Int
var curPathLength: Int
mutating func updateLocalPathCache(from pathList: [Path])
{
while pathListIndex < pathList.endIndex
{
let pathToCache =
pathList[pathListIndex][curPathLength...]
cache.append(pathToCache)
pathListIndex += 1
}
}
mutating func update(
mainCache: inout [Point: CachedPaths],
for src: Point)
{
if cache.count > 0 {
mainCache[src] = cache
}
}
}
private var localCaches = [LocalPathCache]()
private mutating func getLocalCache(
pathListIndex: Int,
curPathLength: Int) -> LocalPathCache
{
if var cache = localCaches.last
{
localCaches.removeLast()
cache.cache.removeAll(keepingCapacity: true)
cache.pathListIndex = pathListIndex
cache.curPathLength = curPathLength
return cache
}
return LocalPathCache(
pathListIndex: pathListIndex,
curPathLength: curPathLength
)
}
private mutating func freeLocalCache(_ cache: LocalPathCache) {
localCaches.append(cache)
}
private init(for graph: Graph)
{
self.graph = graph
self.pathList.reserveCapacity(graph.count)
self.currentPath.reserveCapacity(graph.count)
self.pathCache.reserveCapacity(graph.count)
}
static func pathList(for graph: Graph) -> [Path]
{
var pathFinder = Self(for: graph)
return pathFinder.makePathLists()
}
private mutating func makePathLists() -> [Path]
{
for src in graph.keys
{
for edge in graph[src]!
{
assert(edge.0 == src, "sanity check failed")
currentPath.append(edge)
appendAllPaths()
currentPath.removeLast()
}
}
return pathList
}
struct Stack<T>
{
var storage: [T] = []
var isEmpty: Bool { storage.isEmpty }
var count: Int { storage.count }
init(capacity: Int) { storage.reserveCapacity(capacity) }
mutating func push(_ element: T) { storage.append(element) }
mutating func pop() -> T? { storage.popLast() }
}
private mutating func appendAllPaths()
{
assert(currentPath.count > 0, "currentPath must not be empty on entry")
enum State
{
case entry
case inLoopPart1
case inLoopPart2
case exit
}
var state: State = .entry
typealias StackElement =
(Point, Int, Line, [Line], LocalPathCache, State)
var stack = Stack<StackElement>(capacity: graph.count)
var src: Point! = nil
var edges: [Line]! = nil
var edgeIndex: Int = 0
var edge: Line! = nil
var localCache: LocalPathCache! = nil
outer: while true
{
switch state
{
case .entry:
if let s = currentPath.last?.1 {
src = s
}
else
{
state = .exit
continue outer
}
if updatePathListFromCache(for: src)
{
state = .exit
continue outer
}
if let e = graph[src] { edges = e }
else
{
if currentPath.count > 1 {
pathList.append(currentPath)
}
state = .exit
continue outer
}
localCache = getLocalCache(
pathListIndex: pathList.endIndex,
curPathLength: currentPath.endIndex
)
edgeIndex = edges.startIndex
state = .inLoopPart1
continue outer
case .inLoopPart1:
if edgeIndex < edges.endIndex
{
edge = edges[edgeIndex]
assert(edge.0 == src, "sanity check failed")
currentPath.append(edge)
// Simulate function call
stack.push((src, edgeIndex, edge, edges, localCache, .inLoopPart2))
state = .entry
continue outer
}
localCache.update(mainCache: &pathCache, for: src)
state = .exit
case .inLoopPart2:
localCache.updateLocalPathCache(from: pathList)
edgeIndex += 1
state = .inLoopPart1 // Simulate goto top of inner loop
case .exit: // Simulate return
if let c = localCache { freeLocalCache(c) }
if let savedState = stack.pop()
{
(src, edgeIndex, edge, edges, localCache, state) = savedState
currentPath.removeLast()
}
else { break outer }
}
}
assert(stack.isEmpty)
}
mutating func updatePathListFromCache(for src: Point) -> Bool
{
if let cachedPaths = pathCache[src]
{
let curPathIndex = currentPath.endIndex
for path in cachedPaths
{
currentPath.append(contentsOf: path)
pathList.append(currentPath)
currentPath.removeSubrange(curPathIndex...)
}
return true
}
return false
}
}
Ummm... yeah, there it is in all its ugly glory. It works. It's fast. Good luck maintaining it.
The question is whether the speed is worth it when weighed against the readability issues and maintenance headaches, and that all depends on the application requirements. In my opinion that speed would have to be pretty darn important to put up with maintaining this version, and I'm normally fine with putting up with some ugliness to get speed in critical code. Somehow, this version, written in a language that doesn't even have a goto statement is nonetheless a poster-child for why goto is considered bad in the first place.
Solution 4 (Bonus)
Originally I just mentioned that you could parallelize it, but I didn't implement it. I decided that for completeness, a parallelization example really should be included.
I chose to parallelize solution 1, but all three of the previous solutions can be parallelized in exactly the same way. The changes that have to be made are to add the split method, and modify the static pathList(for:) method as well as the private makePathLists instance method. You also need a concurrent DispatchQueue. I create a global one for this example, but you can use an existing one. Don't use DispatchQueue.main for this, if you want your app to be responsive while processing.
Here's the code:
import Foundation
let dispatchQueue =
DispatchQueue(label: "PathFinder-\(UUID())",attributes: .concurrent)
struct PathFinderVersion4
{
private let graph: Graph
private var pathList = [Path]()
private var currentPath = Path()
private init(for graph: Graph)
{
self.graph = graph
self.pathList.reserveCapacity(graph.count)
self.currentPath.reserveCapacity(graph.count)
}
public static func pathList(for graph: Graph) -> [Path]
{
let concurrency = min(4, graph.count)
let pointGroups = split(.init(graph.keys), numberOfGroups: concurrency)
var pathLists = [[Path]](repeating: [], count: concurrency)
let waitSems = Array(
repeating: DispatchSemaphore(value: 0),
count: concurrency
)
for groupIndex in pointGroups.indices
{
dispatchQueue.async
{
defer { waitSems[groupIndex].signal() }
var pathFinder = Self(for: graph)
pathLists[groupIndex] =
pathFinder.makePathLists(for: pointGroups[groupIndex])
}
}
// Need to signal each semaphore after waiting or will crash on return.
// See Apple documentation for DispatchSemaphore
waitSems.forEach { $0.wait(); $0.signal() }
var result = [Path]()
result.reserveCapacity(pathLists.reduce(0) { $0 + $1.count })
pathLists.forEach { result.append(contentsOf: $0) }
return result
}
private static func split<Value>(
_ values: [Value],
numberOfGroups: Int) -> [[Value]]
{
var groups = [[Value]]()
groups.reserveCapacity(numberOfGroups)
let groupSize = values.count / numberOfGroups
+ (values.count % numberOfGroups == 0 ? 0 : 1)
var valueIndex = values.startIndex
while valueIndex < values.endIndex
{
var group = [Value]()
group.reserveCapacity(groupSize)
let valueEnd = min(valueIndex + groupSize, values.endIndex)
while valueIndex < valueEnd
{
group.append(values[valueIndex])
valueIndex += 1
}
groups.append(group)
}
return groups
}
private mutating func makePathLists(for points: [Point]) -> [Path]
{
for src in points
{
for edge in graph[src]!
{
assert(edge.0 == src, "sanity check failed")
currentPath.append(edge)
appendAllPaths()
currentPath.removeLast()
}
}
return pathList
}
private mutating func appendAllPaths()
{
assert(currentPath.count > 0, "currentPath must not be empty on entry")
guard let src = currentPath.last?.1 else { return }
guard let edges = graph[src] else
{
if currentPath.count > 1 {
pathList.append(currentPath)
}
return
}
for edge in edges
{
assert(edge.0 == src, "sanity check failed")
currentPath.append(edge)
appendAllPaths()
currentPath.removeLast()
}
}
}

How to mutate properties of a structure in Swift?

I'm new to swift. I have a structure called Class that represents a class a student would take, I have a method called updateTotalGrade that updates the total grade based on the grade of the assignments. What I'm noticing is that I can't change the value of totalGrade after I've set it initially.
This is the code from a function my structure classCreate that creates and returns a class, I set the total grade to .72 and then use my method to update it.
var cl = Class(id: UUID(), className: "Physics 109: Physics in the Arts (002)", totalGrade: 0.72, categories: categories)
cl.updateTotalGrade()
This is the Class structure and the updateTotalGrade method. Basically the issue is that it doesn't change totalGrade ever, totalGrade is always .72
struct Class: Equatable, Identifiable{
var id = UUID()
// Class name
#State var className:String
// Total grade
#State var totalGrade:Double
// List of categories
#State var categories = [Category]()
static func == (class1: Class, class2: Class) -> Bool{
return class1.className == class2.className
}
func updateTotalGrade(){
// In case a category is empty, increase the relative weight of other categories
var totalWeight = 0.0
for category in categories{
if (!category.assignments.isEmpty){
totalWeight += category.categoryWeight
}
}
totalGrade = 0.0
for category in categories{
totalGrade += category.getGrade() * (category.categoryWeight/totalWeight)
}
}
}
Please help, thanks.
If you are not using SwiftUI, don't set properties as #State. Instead, mark updateTotalGrade() function as mutating:
var totalGrade: Double // #State removed
...
mutating func updateTotalGrade() {
...

Observing a #Published var from another Object

I am trying to get one object to listen to changes in the property of another object. I have it working as shown below, but I would prefer the observing object knew nothing of the Model, just the property.
class Model : ObservableObject{
#Published var items: [Int] = []
}
class ObjectUsingItems{
var itemObserver: AnyCancellable?
var items: [Int] = []
func observeItems(model: Model){
itemObserver = model.$items
.sink{ newItems in
self.items = newItems
print("New Items")
}
}
}
At the moment I begin observing the model.items as follows - which works:
let model = Model()
let itemUser = ObjectUsingItems()
itemUser.observeItems(model: model)
model.items.append(1) // itemUser sees changes
Unfortunately I can’t seem to figure out just what is required as the parameter to the observeItems method so that it works without knowing anything about the Model - like this:
class ObjectUsingItems{
var itemObserver: AnyCancellable?
var items: [Int] = []
func observeItems(propertyToObserve: WhatGoesHere?){
itemObserver = propertyToObserve
.sink{ newItems in
// etc.
}
}
}
And then call it like so:
itemUser.observeItems(XXX: model.$items)
Can anyone explain what I need to do? Thanks!
You can just accept a publisher as a parameter, if you don't care where the value comes from.
In your very specific case, it could be:
func observeItems(propertyToObserve: Published<[Int]>.Publisher) {
itemObserver = propertyToObserve
.sink { self.items = $0 }
}
But this might be too restrictive - why only this specific publisher? In principle, you shouldn't care what the publisher is - all you care about is the output value and error type. You can make it generic to any publisher, so long as its Output is [Int] and Failure is Never (like that of the #Published one):
func observeItems<P: Publisher>(propertyToObserve: P)
where P.Output == [Int], P.Failure == Never {
itemObserver = propertyToObserve
.sink { self.items = $0 }
}
The usage would be something like this:
let model = Model()
let itemUser = ObjectUsingItems()
itemUser.observeItems(propertyToObserve: model.$items)

Executiong closure on array modification

I have the following code:
class Note: NSObject {
}
struct Global {
static var notes: Array<Note> = [] {
didSet {
print("hi")
}
}
}
This prints "hi" if I add or remove an item from the array or if I do
Global.notes = []
Is there a way to print("hi") every time when one of the Note objects in the array is modified?
Thanks for your answers
Without changing the class to a struct, I have two basic ways to handle this.
This is the object you asked about
class Note: NSObject {
}
struct Global {
static var notes: Array<Note> = [] {
didSet {
print("hi")
}
}
}
Wrap Notes in a wrapper that is a struct to get the struct behavior.
extension Note {
struct Wrapper { let note: Note }
}
extension Global {
static var wrappedNotes = [Note.Wrapper]() {
didSet {
print("hi")
}
}
}
Global.wrappedNotes.append(Note.Wrapper(note: Note()))
Global.wrappedNotes[0] = Note.Wrapper(note: Note())
Global.wrappedNotes.remove(at: 0)
The other way is to create a note manager to wrap access to the array.
class NoteManager {
subscript(index: Int) -> Note {
get {
return values[index]
}
set {
defer { onUpdate() }
values[index] = newValue
}
}
func append(_ newNote: Note) {
defer { onUpdate() }
values.append(newNote)
}
func remove(at index: Int) -> Note {
defer { onUpdate() }
return values.remove(at: index)
}
private func onUpdate() {
print("hi")
}
private var values = [Note]()
}
extension Global {
static var managedNotes = NoteManager()
}
Global.managedNotes.append(Note())
Global.managedNotes[0] = Note()
Global.managedNotes.remove(at: 0)
As per #staticVoidMan comment , If you make your model , a struct, rather than a class, then the property observer didSet will work for your Note model's own properties as well.
import Foundation
struct Note {
var name: String
}
struct Global {
static var notes: Array<Note> = [] {
didSet {
print("hi")
}
}
}
Global.notes.append(Note(name: "Shubham"))
Global.notes.append(Note(name: "Bakshi"))
Global.notes[0].name = "Boxy"
This will print the following on the console :
hi
hi
hi
Swift Array is a struct, and structs are value-type which means they change completely when elements are added/removed/replaced. Hence when you add/remove/replace a Note, the didSet property observer gets called as the array has been set again.
However, as per you question:
Is there a way to print("hi") every time when one of the Note objects in the array is modified?
By this I am assuming that you want to do something when an element within this array is accessed and an internal property is modified.
This would have been fine if you were dealing with only value-type objects, i.e. had your Note object also been a struct, then changing anything inside one Note would have caused the array to change as well.
But your Note object is a class, i.e. reference-type, and stays as the same object even if it's internal elements change. Hence your array doesn't need to update and didSet does not get called.
Read: Value and Reference Types
KVO Solution:
Now... Since your Note is subclassing NSObject, you can use the KVO concept
As per the following working example, we observe only one property of the Note class.
If you want to observe more properties then you will need to observe those many more keypaths.
Example:
class Note: NSObject {
#objc dynamic var content = ""
init(_ content: String) {
self.content = content
}
}
class NoteList {
var notes: [Note] = [] {
didSet {
print("note list updated")
//register & save observers for each note
self.noteMessageKVOs = notes.map { (note) -> NSKeyValueObservation in
return note.observe(\Note.content, options: [.new, .old]) { (note, value) in
print("note updated: \(value.oldValue) changed to \(value.newValue)")
}
}
}
}
//array of observers
var noteMessageKVOs = [NSKeyValueObservation]()
}
let list = NoteList()
list.notes.append(Note("A")) //note list updated
list.notes.append(Note("B")) //note list updated
list.notes[0].content = "X" //note updated: A changed to X
list.notes[1].content = "Y" //note updated: B changed to Y
Notes:
NSObject is required for KVO
#objc dynamic is required to make a property observable
\Note.message is a keypath
noteMessageKVOs are required to keep the observers alive

Swift - A function with no parameters with return value

I am learning Swift and am writing a basic card game init function where I want to use a function to setup some decks.
Swift keeps complaining that I'm missing an argument in parameter #1, but there aren't any parameters, nor am I wanting any.
Game class is as follows
class Game
{
// MARK: ** Private vars **
private var gameState: GameState?
private var playerOnTurn: Player?
private var seedCash:Int?
// MARK: ** Public vars **
lazy var players = [Player]()
var chequesDeck:Deck = Deck()
var propertiesDeck:Deck = Deck()
init()
{
self.gameState = .Initialize
self.playerOnTurn = nil // No player on turn when game is initialized
self.seedCash = kInitialSeedCash
}
func setup(numberOfPlayers:Int)
{
// Create decks of properties and cheques
self.propertiesDeck = Deck.createProperties()
self.chequesDeck = Deck.createCheques()
}
}
Deck class is as follows
// Deck of cards
// Two deck types in the game - (1) Properties & (2) Cheques
class Deck
{
private var cards:[Card] = [] // Empty Array
// #return: An array of cards
func createProperties() -> [Card]
{
var propertyDeck:[Card] = []
// TODO: - Needs Local JSON reader
let prop1 = Card.init(name:"Cardboard box", value:1)
propertyDeck.append(prop1)
let prop2 = Card.init(name:"Outhouse", value:2)
propertyDeck.append(prop2)
let prop3 = Card.init(name:"Outhouse", value:3)
propertyDeck.append(prop3)
return propertyDeck
}
// #return: An array of cards
func createCheques() -> [Card]
{
var chequeDeck:[Card] = []
// create 2 copies of each card, but skip 1s
for var i:Int = 0; i<=15; i++
{
if (i != 1)
{
let chequeCard = Card.init(name: "Cheque", value: i * 1000)
chequeDeck.append(chequeCard)
}
}
return chequeDeck
}
func addCard()
{
}
func shuffle()
{
}
}
Deck() is a class
func setup() {
var propertiesDeck:Deck = Deck()
// Create property deck
self.propertiesDeck = Deck.createProperties()
}
// Deck.createProperties file
// #return: An array of cards
func createProperties() -> [Card]
{
var propertyDeck:[Card] = []
let prop1 = Card.init(name:"Penthouse", value:1)
propertyDeck.append(prop1)
return propertyDeck
}
But Swift keeps complaining that;
Missing argument for parameter #1 in call
But there aren't any arguments or parameters.
Perhaps I'm doing something wrong/silly?
This error would generally say that Deck is expecting some constructor parameters. Could you please post your Deck class so I can see if there are any?
Also some more suggestions. You seem to be creating the Deck variable propertiesDeck, but then statically accessing createProperties by stating Deck.createProperties(). Should you not be calling propertiesDeck.createProperties()? Also createProperties is returning an Array of the Card object, but propertiesDeck is a Deck class.
Since you're accessing your function like this:
Deck.createProperties()
you probably want a static method instead:
static func createProperties() -> [Card] {
...
}
Which shouldn't give you an error anymore.
Another way to make it work is by calling createProperties() on your already defined Deck like this (not recommended):
self.propertiesDeck = propertiesDeck.createProperties()
The reason for the missing parameter comes from the fact that methods take the class instance as their first parameter, so you could actually call it like Deck.createProperties(propertiesDeck)().
I believe you've got some other flaws in your code, I will try to make a better example for you:
struct Card {
let name : String
let value : Int
}
class Deck {
var cards : [Card]
init() {
cards = [
Card(name: "Penthouse", value: 1)
]
}
}
Try This,
func createProperties() -> [Card]
{
var propertyDeck:[Card] = []
let prop1 = Card(name:"Penthouse", value:1)
propertyDeck.append(prop1)
return propertyDeck
}
If this does not works then show the code for the class Deck and Card.
We can't answer your question without the complete code. We need the code of your Deck class.
But you can try class funcs...
public class Cards {
class func createProperties() -> [Card]
{
var propertyDeck:[Card] = []
let prop1 = Card.init(name:"Penthouse", value:1)
propertyDeck.append(prop1)
return propertyDeck
}
} 
You can call the function with:
Cards.createProperties()