In VHDL, I often use records to group related signals into something that can be passed around as a single object, e.g. in a port map. What's the MyHDL way of doing this?
Interfaces are available in the 0.9-dev and
are straightforward. If you have an object
(class) with Signals in it it will be name
extended in conversion.
It is explained in the MEP
http://www.myhdl.org/doku.php/meps:mep-107
More examples available here (I realize it
is not well documented - yet):
https://bitbucket.org/cfelton/minnesota
Also, a small example available here:
http://www.edaplayground.com/s/130/941
Related
These words are difficult to search online, so I can't find any information on them besides the docs, which seems to me to have almost the same description (specially for as and to).
What's the difference between as(), to() and compose() in RxJava2? When should I use any of them?
to and as are practically the same. The difference is that to uses the more broad Function interface and as uses the dedicated XConverter interface. The former can't be implemented for multiple reactive types. Issue, PR.
The difference between to/as and compose is that the former lets you turn the sequence into arbitrary result type during assembly time whereas the latter can only turn into the same reactive type but possibly different type argument(s).
SystemVerilog interfaces have really simplified my FPGA designs. They allow me to route many signals to multiple blocks in logical groupings. I really like them. I use them with modports to indicate the in/out directions. In the two books I've read on SystemVerilog, interfaces are introduced and the syntax is shown before modports. At the end of the chapter/section, modports are introduced as a helpful way to use interfaces. As far as I can tell, I would never use an interface if the concept of a modport did not exist. So, this brings me to my question...
Are there usage cases for interfaces that make sense without using modports?
The usage case could be in implementation/synthesis or in verification/simulation. I'm mostly curious to learn something new here about interfaces. I looked for related questions but didn't see any.
modports are intended for tools (like synthesis) that compile a design with boundaries that require direction information. If you flatten out the hierarchy with an embedded interface, there's no need for directions. Simulation tools almost always do this, so interfaces used just for verification do not need modports.
Some people put modports in interfaces for verification as a way of restricting access to certain signals, but unfortunately, many simulation tools do not enforce the direction, especially when used with a virtual interface.
From a design point of view, can I say that Interfaces are used to produce flexible code open for future easy maintenance. Referring to the case study, am I right to say:
Interface in this example is used because both Professor and HeadofDept class have the power to employ people. Assuming that we might add other people who might be given the right to employ people in the near future.
Thanks for your attention.
Interface will allow your code to call methods like employPeople() on the base type i.e EmployerProfessor. So you pass around EmployerProfessor objects and code need not know what the exact implementation is, it just knows that it can call employPeople(). So it allows for dynamic dispatch of method calls. Using some compiler implementation (vtable etc) it will call the correct method for you.
Interfaces are not always so flexible, its difficult to go and just change an interface since current code in the wild may be affected. An interface provides a contract, it tells the class implementing it, that you must provide the following methods.
I'm having a hard time deciphering Scala API documentation.
For example, I've defined a timestamp for use in a database.
def postedDate = column[Timestamp]("posted_date", O NotNull, O Default new Timestamp(Calendar.getInstance.getTimeInMillis), O DBType("timestamp"))
If I hadn't read several examples, of which none were in the API doc, how could I construct this statement? From the Column documentation how could I know the parameters?
I guessed it had something to do with TimestampTypeMapperDelegate but it is still not crystal clear how to use it.
The first thing to note from the scaladoc for Column is that it is abstract, so you probably want to deal directly with one if its subclasses. For example, NamedColumn.
Other things to note are that it has a type parameter and the constructor takes an implicit argument of a TypeMapper of the same parameter type. The docs for TypeMapper provide an example of how to create a custom one, but if you look at the subclasses, there are plenty of provided ones (such as timestamp). The fact that the argument is declared as implicit suggests that there could be one in scope, and if so, it will automatically be used as the parameter without explicitly stating that. If there isn't an implicit in scope that satisfies the requirement, you'll have to provide it.
The next think to note is that a TypeMapper is a trait that extends a function with an argument of a BasicProfile and a TypeMapperDelegate result. Basically what's going on here is the definition of a type mapper is separated from the implementation. This is done to support multiple flavors of database. If look at the subclasses of BasicProfile, it will become apparent that ScalaQuery supports quite a few, and as we know, their implementations are sometimes quite different.
If you chase the docs for a while, you end up at the BasicTypeMapperDelegates trait that has a bunch of vals in it with delegates for each of the basic types (including timestamps).
BasicTable defines a method called column (which you've found), and the intent of the column method is to shield you from having to know anything about TypeMappers and Delegates as long as you are using standard types.
So, I guess to answer your question about whether there is enough information in the API docs, I'd personally say yes, but the docs could be enhanced with better descriptions of classes, objects, traits and methods.
All that said, I've always found that leveraging examples, API docs, and even the source code of the project provides a robust way of getting up to speed on most open source projects. To be quite blunt, many of these projects (including ScalaQuery) have saved me countless hours of work, but probably cost the author(s) countless hours of personal time to create and make available. These are not necessarily commercial products, and we as consumers shouldn't hold them to the same standards that we hold for-fee products. If you find docs inadequate, contribute!
Maybe its because I've been coding around two semesters now, but the major stumbling block that I'm having at this point is converting the professor's project description and requirements to actual code. Since I'm currently in Algorithms 101, I basically do a bottom-up process, starting with a blank whiteboard and draw out the object and method interactions, then translate that into classes and code.
But now the prof has tossed interfaces and abstract classes into the mix. Intellectually, I can recognize how they work, but am stubbing my toes figuring out how to use these new tools with the current project (simulating a web server).
In my professors own words, mapping the abstract description to Java code is the real trick. So what steps are best used to go from English (or whatever your language is) to computer code? How do you decide where and when to create an interface, or use an abstract class?
So what steps are best used to go from English (or whatever your language is) to computer code?
Experience is what teaches you how to do this. If it's not coming naturally yet (and don't feel bad if it doesn't, because it takes a long time!), there are some questions you can ask yourself:
What are the main concepts of the system? How are they related to each other? If I was describing this to someone else, what words and phrases would I use? These thoughts will help you decide what classes are useful to think about.
What sorts of behaviors do these things have? Are there natural dependencies between them? (For example, a LineItem isn't relevant or meaningful without the context of an Order, nor is an Engine much use without a Car.) How do the behaviors affect the state of the other objects? Do they communicate with each other, and if so, in what way? These thoughts will help you develop the public interfaces of your classes.
That's just the tip of the iceberg, of course. For more about this thought process in general, see Eric Evans's excellent book, Domain-Driven Design.
How do you decide where and when to create an interface, or use an abstract class?
There's no hard and fast prescriptions; again, experience is the best guide here. That said, there's certainly some rules of thumb you can follow:
If several unrelated or significantly different object types all provide the same kind of functionality, use an interface. For example, if the Steerable interface has a Steer(Vector bearing) method, there may be lots of different things that can be steered: Boats, Airplanes, CargoShips, Cars, et cetera. These are completely unrelated things. But they all share the common interface of being able to be steered.
In general, try to favor an interface instead of an abstract base class. This way you can define a single implementation which implements N interfaces. In the case of Java, you can only have one abstract base class, so you're locked into a particular inheritance hierarchy once you say that a class inherits from another one.
Whenever you don't need implementation from a base class, definitely favor an interface over an abstract base class. This would also be handy if you're operating in a language where inheritance doesn't apply. For example, in C#, you can't have a struct inherit from a base class.
In general...
Read a lot of other people's code. Open source projects are great for that. Respect their licenses though.
You'll never get it perfect. It's an iterative process. Don't be discouraged if you don't get it right.
Practice. Practice. Practice.
Research often. Keep tackling more and more challenging projects / designs. Even if there are easy ones around.
There is no magic bullet, or algorithm for good design.
Nowadays I jump in with a design I believe is decent and work from that.
When the time is right I'll implement understanding the result will have to refactored ( rewritten ) sooner rather than later.
Give this project your best shot, keep an eye out for your mistakes and how things should've been done after you get back your results.
Keep doing this, and you'll be fine.
What you should really do is code from the top-down, not from the bottom-up. Write your main function as clearly and concisely as you can using APIs that you have not yet created as if they already existed. Then, you can implement those APIs in similar fashion, until you have functions that are only a few lines long. If you code from the bottom-up, you will likely create a whole lot of stuff that you don't actually need.
In terms of when to create an interface... pretty much everything should be an interface. When you use APIs that don't yet exist, assume that every concrete class is an implementation of some interface, and use a declared type that is indicative of that interface. Your inheritance should be done solely with interfaces. Only create concrete classes at the very bottom when you are providing an implementation. I would suggest avoiding abstract classes and just using delegation, although abstract classes are also reasonable when two different implementations differ only slightly and have several functions that have a common implementation. For example, if your interface allows one to iterate over elements and also provides a sum function, the sum function is a trivial to implement in terms of the iteration function, so that would be a reasonable use of an abstract class. An alternative would be to use the decorator pattern in that case.
You might also find the Google Techtalk "How to Design a Good API and Why it Matters" to be helpful in this regard. You might also be interested in reading some of my own software design observations.
Also, for the coming future, you can keep in pipeline to read the basics on domain driven design to align yourself to the real world scenarios - it gives a solid foundation for requirements mapping to the real classes.