What is the role of the "interface {}" syntax in Go? - interface

I've read through the Effective Go and Go Tutorials as well as some source, but the exact mechanism behind the interface {} syntax is Go is somewhat mysterious to me. I first saw it when trying to implement heap.Interface and it seems to be a container of some kind (reminds me of a monad a little) from which I can extract values of arbitrary type.
Why is Go written to use this? Is it some kind of workaround for generics? Is there a more elegant way to get values from a heap.Interface than having to dereference them with heap.Pop(&h).(*Foo) (in the case of a heap pointers to type Foo)?

interface{} is a generic box that can hold everything. Interfaces in go define a set of methods, and any type which implements these methods conforms to the interface. interface{} defines no methods, and so by definition, every single type conforms to this interface and therefore can be held in a value of type interface{}.
It's not really like generics at all. Instead, it's a way to relax the type system and say "any value at all can be passed here". The equivalent in C for this functionality is a void * pointer, except in Go you can query the type of the value that's being held.

Here is an excellent blog post that explains what is going on under the hood.

Related

Is there a standard protocol for Swift class/struct with an empty initializer

I'm curious, is there a pre-existing protocol whose only requirement is that there be an init with no arguments? I'm creating a generic that needs to be able to initialize an associated type without worrying about any arguments. This seems to call for a protocol like this:
protocol HasEmptyInitializer {
init()
}
It seems like a pretty basic protocol that might be needed in many contexts. Before I go polluting my protocol space with the above, I was wondering if there is anything like that already in Foundation or other 1st party library. Does anyone know of such a thing?
This is a very famous non-protocol because it lacks semantics. For the background on why this is intentionally not a protocol in Swift, see Ole Begemann's writeup Protocols are more than Bags of Syntax. If you have a semantically meaningful protocol that only has this requirement, then there is no problem creating it, but it is quite rare.
The fundamental point of Ole's writeup (which gathers together many other conversations) is that a protocol is more than just "it has this method" (i.e. syntax). It's about what kinds of algorithms it facilitates. "Plusable" wouldn't be a good protocol to cover "things you can apply + to." What + means for Ints is not really the same as what + means for Collections (the latter isn't even commutative). Similarly, "makable by calling init()" tells you nothing about what the resulting object means. Is is "empty?" Some unspecified "default" value? Invalid? The semantics of protocols matter more than the syntax.

Where to define typecast to struct in MATLAB OOP?

In the MATLAB OOP framework, it can be useful to cast an object to a struct, i.e., define a function that takes an object and returns a struct with equivalent fields.
What is the appropriate place to do this? I can think of several options:
Build a separate converter object that takes care of conversions between various classes
Add a function struct to the class that does the conversion to struct, and make the constructor accept structs
Neither option seems to be very elegant: the first means that logic about the class itself is moved to another class. On the other hand, in the second case, it provokes users to use the struct function for any object, which will in general give a warning (structOnObject).
Are there altenatives?
Personally I'd go with the second option, and not worry about provoking users to call struct on other classes; you can only worry about your own code, not that of a third-party, even if the third party is MathWorks. In any case, if they do start to call struct on an arbitrary class, it's only a warning; nothing actually dangerous is likely to happen, it's just not a good practice.
But if you're concerned about that, you can always call your converter method toStruct rather than struct. Or perhaps the best (although slightly more complex) way might be to overload cast for your class, accepting and handling the option 'struct', and passing any other option through to builtin('cast',....
PS The title of your question refers to typecasting, but what your after here is casting. In MATLAB, typecasting is a different operation, involving taking the exact bits of one type and reinterpreting them as bits of another type (possibly an array of the output type). See doc cast and doc typecast for more information on the distinction.
The second option sounds much better to me.
A quick and dirty way to get rid of the warning would be disabling it by calling
warning('off', 'MATLAB:structOnObject')
at the start of your program.
The solutions provided in Sam Roberts' answer are however much cleaner. I personally would go for the toStruct() method.

Subclass a Struct or Similar

I understand how structs and classes (and protocols) work on the basic level. I have a rather common situation:
I need to have generic value types with operators which really must copy on assignment.
These types have complex structure and I would like to be able to specialise by subclassing otherwise there will be copied code everywhere and it will be poor programming.
I have tried protocols and extensions but then because the protocol wasn't generic I was unable to define the (generic) operators I wanted.
If I use classes I will not copy on assignment.
Today's example is I have Matrix, and SquareMatrix under that with specific square matrix functions. There are operators and the matrices can be populated by anything conforming to my ring protocol. I tried defining almost all the functionality in a protocol with associated type, and an extension.
Edit: I am really wondering what I should be coding. In the matrix situation I need to be able to pass a square matrix as any other, so subclassing is the only option? Maybe I'm wrong. The main issue is when I have to write a function which talks about internal values, I have to know the generic type argument to do anything useful. For example when defining addition, I have to create a new matrix and declare its generic type, but where do I get that from when I only know something is a (nongeneric) protocol - it's real type is generic but despite the protocol having this associated type, I have no way of getting it out.
Solution thanks to alexander momchliov. Essentially more work was needed to move code into the protocol extension fully and use 'Self' for all the relevant types. In the extension the compiler was happy with what the generic types were.
The code was private, I am sorry I was unable to paste any during this question. Thanks for your patience and help.
Struct inheritance/polymorphism wouldn't be possible for at least 2 reasons (that I can think of).
Structs are stored and moved around by value. This requires the compiler to know, at compile time, the exact size of the struct, in order to know how many bytes to copy after the start of a struct instance.
Suppose there was a struct A, and a struct B that inherits from A. Whenever the compiler sees a variable of type A, it has no way to be sure if the runtime type will really be an A, or if B was used instead. If B added on new stored properties that A didn't have, then B's size would be different (bigger) than A. The compiler would be unable to determine the runtime type, and the size of these structs.
Polymorphism would require a function table. A function table would be stored as a static member of the struct type. But to access this static member, every struct instance would need an instance member which encodes the type of the instance. This is usually called the "isa" pointer (as in, this instance is a A type). This would be 8 bytes of overhead (on 64 bit systems) for every instance. Considering Int, Bool, Double, and many other common types are all implemented as structs, this would be an unacceptable amount of overhead. Just think, a Bool is a one byte value, which would need 8 bytes of overhead. That's 11% efficiency!
For these reasons, protocols play a huge part in Swift, because they allow you introduce inheritance-like behaviour, without these issues.
First of all, in swift the protocol can be generic if you will use associatedtype.
On the over hand, you need the Value Semantics, so you can use Copy on Write methodology. This will give the value semantic to your classes (so they will be as safe as structs).
This both ways can be used to solve your problem.

Why differentiate, at a syntactic level, between interface and abstract class?

(DISCLAIMER: This is NOT a question about understanding the difference between abstract classes and interfaces. If you didn't get that, please read the title again. I am well-versed in the difference between a contract and a half-implemented subsystem.)
Let's take Java as just one example. It seems that there is little need for a distinct keyword interface, when from my point of view as a developer, the compiler spits out exactly the same thing, which in human-speak is, "You cannot utilise this until you derive (via implements or extends) a new class which implements its methods". Simple.
But there is one scenario which may prevent conflation of these two: When we need to implement more than one interface, since Java does not allow multiple inheritance (for classes). Surely it would be trivial to build the language in such a way that the compiler recognises when there are any method bodies or declared variables, and subsequently disallows multi-implements/extends where appropriate? Does order of precedence then present a problem?
Is this the only reason we have this syntactic differentiation?
P.S. One reason I ask this question is that this scenario can present quite a challenge in understanding for new OO programmers, and I think that handling this in a more streamlined fashion, at the language level, would greatly assist in more quickly grasping the conceptual differences.
Surely it would be trivial to build the language in such a way that the compiler recognises when there are any method bodies or declared variables, and subsequently disallows multi-implements/extends where appropriate?
Let's say you did do that. So your language lets you do this:
class Foo extends A, B, C {
}
And it doesn't complain as long as every method in B and C is abstract. Fine and dandy.
Now let's say that you didn't create B. It's in some other package someone else wrote. They don't know anything about your class Foo. When they made B, everything in it was abstract, but that was just a coincidence: they didn't happen to have anything concrete to put in there yet.
Later, they decide to add another method to B, which is concrete. Now, without realizing it, they've broken your class Foo.
One argument for having an explicit interface construct is that it makes the intent of the author of B clear to someone consuming it.
In general, I think your question is a good one. The language I work on, Dart, is actually close to what you're talking about: It has an explicit interface syntax now, but it's being removed in favor of pure abstract classes.

Understanding Interfaces

I have class method that returns a list of employees that I can iterate through. What's the best way to return the list? Typically I just return an ArrayList. However, as I understand, interfaces are better suited for this type of action. Which would be the best interface to use? Also, why is it better to return an interface, rather than the implementation (say ArrayList object)? It just seems like a lot more work to me.
Personally, I would use a List<Employee> for creating the list on the backend, and then use IList when you return. When you use interfaces, it gives you the flexability to change the implementation without having to alter who's using your code. If you wanted to stick with an ArrayList, that'd be a non-generic IList.
# Jason
You may as well return IList<> because an array actually implements this interface.
The best way to do something like this would be to return, as you say, a List, preferably using generics, so it would be List<Employee>.
Returning a List rather than an ArrayList means that if later you decide to use, say, a LinkedList, you don't have to change any of the code other than where you create the object to begin with (i.e, the call to "new ArrayList())".
If all you are doing is iterating through the list, you can define a method that returns the list as IEnumerable (for .NET).
By returning the interface that provides just the functionality you need, if some new collection type comes along in the future that is better/faster/a better match for your application, as long as it still implements IEnumerable you can completely rewrite your method, using the new type inside it, without changing any of the code that calls it.
Is there any reason the collection needs to be ordered? Why not simply return an IEnumerable<Employee>? This gives the bare minimum that is required - if you later wanted some other form of storage, like a Bag or Set or Tree or whatnot, your contract would remain intact.
I disagree with the premise that it's better to return an interface. My reason is that you want to maximize the usefulness a given block of code exposes.
With that in mind, an interface works for accepting an item as an argument. If a function parameter calls for an array or an ArrayList, that's the only thing you can pass to it. If a function parameter calls for an IEnumerable it will accept either, as well as a number of other objects. It's more useful
The return value, however, works opposite. When you return an IEnumerable, the only thing you can do is enumerate it. If you have a List handy and return that then code that calls your function can also easily do a number of other things, like get a count.
I stand united with those advising you to get away from the ArrayList, though. Generics are so much better.
An interface is a contract between the implementation and the user of the implementation.
By using an interface, you allow the implementation to change as much as it wants as long as it maintains the contract for the users.
It also allows multiple implementations to use the same interface so that users can reuse code that interacts with the interface.
You don't say what language you're talking about, but in something .NETish, then it's no more work to return an IList than a List or even an ArrayList, though the mere mention of that obsolete class makes me think you're not talking about .NET.
An interface is essentially a contract that a class has certain methods or attributes; programming to an interface rather then a direct implementation allows for more dynamic and manageable code, as you can completely swap out implementations as long as the "contract" is still held.
In the case you describe, passing an interface does not give you a particular advantage, if it were me, I would pass the ArrayList with the generic type, or pass the Array itself: list.toArray()
Actually you shouldn't return a List if thats a framework, at least not without thinking it, the recommended class to use is a Collection. The List class has some performance improvements at the cost of server extendability issues. It's in fact an FXCop rule.
You have the reasoning for that in this article
Return type for your method should be IList<Employee>.
That means that the caller of your method can use anything that IList offers but cannot use things specific to ArrayList. Then if you feel at some point that LinkedList or YourCustomSuperDuperList offers better performance or other advantages you can safely use it within your method and not screw callers of it.
That's roughly interfaces 101. ;-)