Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon

How-To Tutorials - Languages

135 Articles
article-image-rust-shares-roadmap-for-2019
Bhagyashree R
24 Apr 2019
3 min read
Save for later

Rust shares roadmap for 2019

Bhagyashree R
24 Apr 2019
3 min read
Yesterday, the Rust team shared its 2019 roadmap, which includes the areas they plan to focus on for the Rust project. This roadmap is based on 2018’s survey results, direct conversations with individual Rust users, and discussions at the 2019 Rust All Hands gathering. The Rust team sees 2019 as a year of “rejuvenation and maturation for the Rust project”. This year, they plan to focus on the following three areas: Improving governance Within the past three years, the Rust project has seen very impressive growth. It now boasts of up to 5000 contributors and over 100 project members. So, those processes that used to serve the small team, has now started to show some cracks. This is why the team plans to revisit these processes. As a part of this focus area, a group called Governance Working Group has been created that will work with each team to help them improve their governance structure. The group will be responsible for examining, documenting, and proposing improvements to the policies and procedures that were used to run the project. Closing out the long-standing requests Last year the Rust team and community shipped many features. Their plan for this year is to step back, assess, and prepare for the future. Instead of coming up with new features, they plan to finish up the initiatives they started. Jonathan Turner, a Rust developer, said, “Let’s finish what we started. As much as is possible and practical this year, let’s set aside new designs and ship what we’ve already designed. Let’s tackle challenges we haven’t had time to give our full attention.” Each sub-team has made a high-level plan for themselves. The Cargo team aims to finish the “almost complete work” on custom registries. The language team plans to ship the in-progress features such as const generics, Generic Associated Types, and specialization. The Library team will be focusing on maintaining the standard library. It also plans to finish up the development of custom allocators associated with instances of collections. Polishing features for better developer experience The third focus area for the Rust team is to “polish” the features that make for great developer experience. In the past few years, Rust has put a lot of effort into foundational work. For instance, they massively refactored the compiler to support incremental compilation and to be better prepared for IDEs. The team plans to improve compile times and IDE support. They plan to work on the documentation and produce “unsafe code guidelines” that explain what unsafe code can and cannot do. The WebAssembly working group will be polishing the wasm support, for example, debugging. To know more, check out the official announcement by Rust. Rust 1.34 releases with alternative cargo registries, stabilized TryFrom and TryInto, and more Chris Dickinson on how to implement Git in Rust Mozilla engineer shares the implications of rewriting browser internals in Rust  
Read more
  • 0
  • 0
  • 3423

article-image-creators-of-python-java-c-and-perl-discuss-the-evolution-and-future-of-programming-language-design-at-puppy
Bhagyashree R
08 Apr 2019
11 min read
Save for later

Creators of Python, Java, C#, and Perl discuss the evolution and future of programming language design at PuPPy

Bhagyashree R
08 Apr 2019
11 min read
At the first annual charity event conducted by Puget Sound Programming Python (PuPPy) last Tuesday, four legendary language creators came together to discuss the past and future of language design. This event was organized to raise funds for Computer Science for All (CSforALL), an organization which aims to make CS an integral part of the educational experience. Among the panelists were the creators of some of the most popular programming languages: Guido van Rossum, the creator of Python James Gosling, the founder, and lead designer behind the Java programming language Anders Hejlsberg, the original author of Turbo Pascal who has also worked on the development of C# and TypeScript Larry Wall, the creator of Perl The discussion was moderated by Carol Willing, who is currently a Steering Council member and developer for Project Jupyter. She is also a member of the inaugural Python Steering Council, a Python Software Foundation Fellow and former Director. Key principles of language design The first question thrown at the panelists was, “What are the principles of language design?” Guido van Rossum believes: [box type="shadow" align="" class="" width=""]Designing a programming language is very similar to the way JK Rowling writes her books, the Harry Potter series.[/box] When asked how he says JK Rowling is a genius in the way that some details that she mentioned in her first Harry Potter book ended up playing an important plot point in part six and seven. Explaining how this relates to language design he adds, “In language design often that's exactly how things go”. When designing a language we start with committing to certain details like the keywords we want to use, the style of coding we want to follow, etc. But, whatever we decide on we are stuck with them and in the future, we need to find new ways to use those details, just like Rowling. “The craft of designing a language is, in one hand, picking your initial set of choices so that's there are a lot of possible continuations of the story. The other half of the art of language design is going back to your story and inventing creative ways of continuing it in a way that you had not thought of,” he adds. When James Gosling was asked how Java came into existence and what were the design principles he abided by, he simply said, “it didn’t come out of like a personal passion project or something. It was actually from trying to build a prototype.” James Gosling and his team were working on a project that involved understanding the domain of embedded systems. For this, they spoke to a lot of developers who built software for embedded systems to know how their process works. This project had about a dozen people on it and Gosling was responsible for making things much easier from a programming language point of view. “It started out as kind of doing better C and then it got out of control that the rest of the project really ended up just providing the context”, he adds. In the end, the only thing out of that project survived was “Java”. It was basically designed to solve the problems of people who are living outside of data centers, people who are getting shredded by problems with networking, security, and reliability. Larry Wall calls himself a “linguist” rather than a computer scientist. He wanted to create a language that was more like a natural language. Explaining through an example, he said, “Instead of putting people in a university campus and deciding where they go we're just gonna see where people want to walk and then put shortcuts in all those places.” A basic principle behind creating Perl was to provide APIs to everything. It was aimed to be both a good text processing language linguistically but also a glue language. Wall further shares that in the 90s the language was stabilizing, but it did have some issues. So, in the year 2000, the Perl team basically decided to break everything and came up with a whole new set of design principles. And, based on these principles Perl was redesigned into Perl 6. Some of these principles were picking the right default, conserve your brackets because even Unicode does not have enough brackets, don't reinvent object orientation poorly, etc. He adds, [box type="shadow" align="" class="" width=""]“A great deal of the redesign was to say okay what is the right peg to hang everything on? Is it object-oriented? Is it something in the lexical scope or in the larger scope? What does the right peg to hang each piece of information on and if we don't have that peg how do we create it?”[/box] Anders Hejlsberg shares that he follows a common principle in all the languages he has worked on and that is “there's only one way to do a particular thing.” He believes that if a developer is provided with four different ways he may end up choosing the wrong path and realize it later in the development. According to Hejlsberg, this is why often developers end up creating something called “simplexity” which means taking something complex and wrapping a single wrapper on top it so that the complexity goes away. Similar to the views of Guido van Rossum, he further adds that any decision that you make when designing a language you have to live with it. When designing a language you need to be very careful about reasoning over what “not” to introduce in the language. Often, people will come to you with their suggestions for updates, but you cannot really change the nature of the programming language. Though you cannot really change the basic nature of a language, you can definitely extend it through extensions. You essentially have two options, either stay true to the nature of the language or you develop a new one. The type system of programming languages Guido van Rossum, when asked about the typing approach in Python, shared how it was when Python was first introduced. Earlier, int was not a class it was actually a little conversion function. If you wanted to convert a string to an integer you can do that with a built-in function. Later on, Guido realized that this was a mistake. “We had a bunch of those functions and we realized that we had made a mistake, we have given users classes that were different from the built-in object types.” That's where the Python team decided to reinvent the whole approach to types in Python and did a bunch of cleanups. So, they changed the function int into a designator for the class int. Now, calling the class means constructing an instance of the class. James Gosling shared that his focus has always been performance and one factor for improving performance is the type system. It is really useful for things like building optimizing compilers and doing ahead of time correctness checking. Having the type system also helps in cases where you are targeting small footprint devices. “To do that kind of compaction you need every kind of hope that it gives you, every last drop of information and, the earlier you know it, the better job you do,” he adds. Anders Hejlsberg looks at type systems as a tooling feature. Developers love their IDEs, they are accustomed to things like statement completion, refactoring, and code navigation. These features are enabled by the semantic knowledge of your code and this semantic knowledge is provided by a compiler with a type system. Hejlsberg believes that adding types can dramatically increase the productivity of developers, which is a counterintuitive thought. “We think that dynamic languages were easier to approach because you've got rid of the types which was a bother all the time. It turns out that you can actually be more productive by adding types if you do it in a non-intrusive manner and if you work hard on doing good type inference and so forth,” he adds. Talking about the type system in Perl, Wall started off by saying that Perl 5 and Perl 6 had very different type systems. In Perl 5, everything was treated as a string even if it is a number or a floating point. The team wanted to keep this feature in Perl 6 as part of the redesign, but they realized that “it's fine if the new user is confused about the interchangeability but it's not so good if the computer is confused about things.” For Perl 6, Wall and his team envisioned to make it a better object-oriented as well as a better functional programming language. To achieve this goal, it is important to have a very sound type system of a sound meta object model underneath. And, you also need to take the slogans like “everything is an object, everything is a closure” very seriously. What makes a programming language maintainable Guido van Rossum believes that to make a programming language maintainable it is important to hit the right balance between the flexible and disciplined approach. While dynamic typing is great for small programs, large programs require a much-disciplined approach. And, it is better if the language itself enables that discipline rather than giving you the full freedom of doing whatever you want. This is why Guido is planning to add a very similar technology like TypeScript to Python. He adds: [box type="shadow" align="" class="" width=""]“TypeScript is actually incredibly useful and so we're adding a very similar idea to Python. We are adding it in a slightly different way because we have a different context."[/box] Along with type system, refactoring engines can also prove to be very helpful. It will make it easier to perform large scale refactorings like millions of lines of code at once. Often, people do not rename methods because it is really hard to go over a piece of code and rename exactly this right variable. If you are provided with a refactoring engine, you just need to press a couple of buttons, type in the new name, and it will be refactored in maybe just 30 seconds. The origin of the TypeScript project was these enormous JavaScript codebases. As these codebases became bigger and bigger, it became quite difficult to maintain them. These codebases basically became “write-only code” shared Anders Hejlsberg. He adds that this is why we need a semantic understanding of the code, which makes refactoring much easier. “This semantic understanding requires a type system to be in place and once you start adding that you add documentation to the code,” added Hejlsberg. Wall also supports the same thought that “good lexical scoping helps with refactoring”. The future of programming language design When asked about the future of programming design, James Gosling shared that a very underexplored area in programming is writing code for GPUs. He highlights the fact that currently, we do not have any programming language that works like a charm with GPUs and much work is needed to be done in that area. Anders Hejlsberg rightly mentioned that programming languages do not move with the same speed as hardware or all the other technologies. In terms of evolution, programming languages are more like maths and the human brain. He said, “We're still programming in languages that were invented 50 years ago, all of the principles of functional programming were thought of more than 50 years ago.” But, he does believe that instead of segregating into separate categories like object-oriented or functional programming, now languages are becoming multi-paradigm. [box type="shadow" align="" class="" width=""]“Languages are becoming more multi-paradigm. I think it is wrong to talk about oh I only like object-oriented programming, or imperative programming, or functional programming language.”[/box] Now, it is important to be aware of the recent researches, the new thinking, and the new paradigms. Then we need to incorporate them in our programming style, but tastefully. Watch this talk conducted by PuPPy to know more in detail. Python 3.8 alpha 2 is now available for testing ISO C++ Committee announces that C++20 design is now feature complete Using lambda expressions in Java 11 [Tutorial]
Read more
  • 0
  • 0
  • 6938

article-image-5-useful-visual-studio-code-extensions-for-angular-developers
Aditya Modhi
06 Mar 2019
5 min read
Save for later

5 useful Visual Studio Code extensions for Angular developers

Aditya Modhi
06 Mar 2019
5 min read
Visual Studio Code has become a very popular code editor for Angular developers, particularly those running the Angular CLI. Features such as Syntax highlighting and autocomplete, provision to debug code right in the editor, built-in Git commands and, support for extensions make VSCode among the most popular code editors around. Image Source: TRIPLEBYTE In this post, I am going to look at 5 VSCode extensions that are useful for Angular developers. #1 angular2-shortcuts If you have an Angular CLI application running on your local host, in the app folder, you have the app component that is dynamically generated by the Angular CLI. As an Angular developer, you will be working on this component and quite often switching between the html, css, and the ts file. When the application grows, you'll be switching between these three files from the individual components a lot more. For that, you have a useful extension called angular2-switcher. If you install this extension, you will get access to keyboard shortcuts to quickly navigate  the individual files. File Shortcut app.component.html Shift+Alt+u app.component.css Shift+Alt+i app.component.ts Shift+Alt+o app.component.spec.ts Shift+Alt+p The table above lists  four keyboard-shortcuts to switch between CSS, HTML, the TS file for testing and the TS file of the component itself. The letters—u, i, o and p—are very close together to make it fast to switch between the individual files. #2 Angular Language Service In Angular, if you add a name to the app component and try to render it inside of the HTML template, VSCode won’t render the name to auto-completion out of the box and needs an extension for added functionality. As an Angular developer, you want access to the inside of a template. You can use the Angular Language Service extension, which will add auto-completion. If you enable it and go back to the HTML file, you'll see if the name will populate in autocomplete list as soon as you start typing. The same would happen for the title and, for that matter, anything that is created inside of the app component; you have access to the inside of the template. If you create a simple function that returns a string, then you'll have access to it as well thanks to Angular Language Service extension. #3 json2ts The other things you will work very often in Angular are endpoints that return JSON data. For the JSON data, you will need to create a user interface. You can do it manually but if you have a massive object, then it would take you some time. Luckily, a VSCode extension can automate this for you. json2ts isn’t Angular specific and works whenever you're working with TypeScript. Json2ts comes handy when you have to create a TypeScript interface from a JSON object. #4 Bookmarks Bookmark comes handy when you're working with long files. If you want to work on a little block of code, then you need to check something at the top and then go back to the place you were before. With Bookmark, you can easily put a little marker by pressing Alt+Ctrl+K, you'll see a blue marker at the place. If you go to the top of the code where all your variables are stored, you can do the same thing—Alt+Ctrl+K. You can use Alt+Ctrl+J and Alt+Ctrl+L to jump between these two markers. When you're working on a longer file and want to quickly jump to a specific section, you can put as many of these markers as you like. Action Shortcut Set bookmark/ Remove Alt+Ctrl+K Go to previous bookmark Alt+Ctrl+J Go to next bookmark Alt+Ctrl+L There are more shortcuts to this. You can go to the menu, type in bookmarks, and you’ll see all the other keyboard shortcuts related to this extension. Setting, removing and going to the next and previous bookmark are the most useful shortcuts. #5 Guides I'm sure you came across the issue when you're looking at long codes of HTML and you're wondering, where does this tag start and end? Which div is it disclosing? Wouldn’t it be nice to have some connection between the opening and closing tags? You need some sort of rules and that's exactly what Guides does. After installing the Guides extension, vertical lines connect the opening and closing divs and help you to visualize correct indentation as shown below. Guides has many settings as well. You can change the colors or the thickness of the lines for example. These VSCode extensions improve Angular Development Workflow and I believe you will find them useful too. I know there are many more useful extensions, which you use every day. I would love to hear about them. Author Bio Aditya Modi is the CEO of TOPS Infosolutions, a Mobile and Web development company. With the right allocation of resources and emerging technology, he provides innovative solutions to businesses worldwide to solve their business and engineering problems. An avid reader, he values great books and calls them his source of motivation. You may reach out to him on LinkedIn. The January 2019 release of Visual Studio code v1.31 is out React Native Vs Ionic : Which one is the better mobile app development framework? Code completion suggestions via IntelliCode comes to C++ in Visual Studio 2019
Read more
  • 0
  • 0
  • 22754

article-image-7-things-java-programmers-need-to-watch-for-in-2019
Prasad Ramesh
24 Jan 2019
7 min read
Save for later

7 things Java programmers need to watch for in 2019

Prasad Ramesh
24 Jan 2019
7 min read
Java is one of the most popular and widely used programming languages in the world. Its dominance of the TIOBE index ranking is unmatched for the most part, holding the number 1 position for almost 20 years. Although Java’s dominance is unlikely to waver over the next 12 months, there are many important issues and announcements that will demand the attention of Java developers. So, get ready for 2019 with this list of key things in the Java world to watch out for. #1 Commercial Java SE users will now need a license Perhaps the most important change for Java in 2019 is that commercial users will have to pay a license fee to use Java SE from February. This move comes in as Oracle decided to change the support model for the Java language. This change currently affects Java SE 8 which is an LTS release with premier and extended support up to March 2022 and 2025 respectively. For individual users, however, the support and updates will continue till December 2020. The recently released Java SE 11 will also have long term support with five and extended eight-year support from the release date. #2 The Java 12 release in March 2019 Since Oracle changed their support model, non-LTS version releases will be bi-yearly and probably won’t contain many major changes. JDK 12 is non-LTS, that is not to say that the changes in it are trivial, it comes with its own set of new features. It will be generally available in March this year and supported until September which is when Java 13 will be released. Java 12 will have a couple of new features, some of them are approved to ship in its March release and some are under discussion. #3 Java 13 release slated for September 2019, with early access out now So far, there is very little information about Java 13. All we really know at the moment is that it’s’ due to be released in September 2019. Like Java 12, Java 13 will be a non-LTS release. However, if you want an early insight, there is an early access build available to test right now. Some of the JEP (JDK Enhancement Proposals) in the next section may be set to be featured in Java 13, but that’s just speculation. https://twitter.com/OpenJDK/status/1082200155854639104 #4 A bunch of new features in Java in 2019 Even though the major long term support version of Java, Java 11, was released last year, releases this year also have some new noteworthy features in store. Let’s take a look at what the two releases this year might have. Confirmed candidates for Java 12 A new low pause time compiler called Shenandoah is added to cause minimal interruption when a program is running. It is added to match modern computing resources. The pause time will be the same irrespective of the heap size which is achieved by reducing GC pause times. The Microbenchmark Suite feature will make it easier for developers to run existing testing benchmarks or create new ones. Revamped switch statements should help simplify the process of writing code. It essentially means the switch statement can also be used as an expression. The JVM Constants API will, the OpenJDK website explains, “introduce a new API to model nominal descriptions of key class-file and run-time artifacts”. Integrated with Java 12 is one AArch64 port, instead of two. Default CDS Archives. G1 mixed collections. Other features that may not be out with Java 12 Raw string literals will be added to Java. A Packaging Tool, designed to make it easier to install and run a self-contained Java application on a native platform. Limit Speculative Execution to help both developers and operations engineers more effectively secure applications against speculative-execution vulnerabilities. #5 More contributions and features with OpenJDK OpenJDK is an open source implementation of Java standard edition (Java SE) which has contributions from both Oracle and the open-source community. As of now, the binaries of OpenJDK are available for the newest LTS release, Java 11. Even the life cycles of OpenJDK 7 and 8 have been extended to June 2020 and 2023 respectively. This suggests that Oracle does seem to be interested in the idea of open source and community participation. And why would it not be? Many valuable contributions come from the open source community. Microsoft seems to have benefitted from open sourcing with the incoming submissions. Although Oracle will not support these versions after six months from initial release, Red Hat will be extending support. As the chief architect of the Java platform, Mark Reinhold said stewards are the true leaders who can shape what Java should be as a language. These stewards can propose new JEPs, bring new OpenJDK problems to notice leading to more JEPs and contribute to the language overall. #6 Mobile and machine learning job opportunities In the mobile ecosystem, especially Android, Java is still the most widely used language. Yes, there’s Kotlin, but it is still relatively new. Many developers are yet to adopt the new language. According to an estimated by Indeed, the average salary of a Java developer is about $100K in the U.S. With the Android ecosystem growing rapidly over the last decade, it’s not hard to see what’s driving Java’s value. But Java - and the broader Java ecosystem - are about much more than mobile. Although Java’s importance in enterprise application development is well known, it's also used in machine learning and artificial intelligence. Even if Python is arguably the most used language in this area, Java does have its own set of libraries and is used a lot in enterprise environments. Deeplearning4j, Neuroph, Weka, OpenNLP, RapidMiner, RL4J etc are some of the popular Java libraries in artificial intelligence. #7 Java conferences in 2019 Now that we’ve talked about the language, possible releases and new features let’s take a look at the conferences that are going to take place in 2019. Conferences are a good medium to hear top professionals present, speak, and programmers to socialize. Even if you can’t attend, they are important fixtures in the calendar for anyone interested in following releases and debates in Java. Here are some of the major Java conferences in 2019 worth checking out: JAX is a Java architecture and software innovation conference. To be held in Mainz, Germany happening May 6–10 this year, the Expo is from May 7 to 9. Other than Java, topics like agile, Cloud, Kubernetes, DevOps, microservices and machine learning are also a part of this event. They’re offering discounts on passes till February 14. JBCNConf is happening in Barcelona, Spain from May 27. It will be a three-day conference with talks from notable Java champions. The focus of the conference is on Java, JVM, and open-source technologies. Jfokus is a developer-centric conference taking place in Stockholm, Sweden. It will be a three-day event from February 4-6. Speakers include the Java language architect, Brian Goetz from Oracle and many other notable experts. The conference will include Java, of course, Frontend & Web, cloud and DevOps, IoT and AI, and future trends. One of the biggest conferences is JavaZone attracting thousands of visitors and hundreds of speakers will be 18 years old this year. Usually held in Oslo, Norway in the month of September. Their website for 2019 is not active at the time of writing, you can check out last year’s website. Javaland will feature lectures, training, and community activities. Held in Bruehl, Germany from March 19 to 21 attendees can also exhibit at this conference. If you’re working in or around Java this year, there’s clearly a lot to look forward to - as well as a few unanswered questions about the evolution of the language in the future. While these changes might not impact the way you work in the immediate term, keeping on top of what’s happening and what key figures are saying will set you up nicely for the future. 4 key findings from The State of JavaScript 2018 developer survey Netflix adopts Spring Boot as its core Java framework Java 11 is here with TLS 1.3, Unicode 11, and more updates
Read more
  • 0
  • 0
  • 8034

article-image-8-programming-languages-to-learn-in-2019
Richard Gall
19 Dec 2018
9 min read
Save for later

8 programming languages to learn in 2019

Richard Gall
19 Dec 2018
9 min read
Learning new skills takes time - that's why, before learning something, you need to know that what you're learning is going to be worthwhile. This is particularly true when deciding which programming language to learn. As we approach the new year, it's a good time to reflect on our top learning priorities for 2019. But which programming should you learn in 2019? We’ve put together a list of the top programming languages to learn in the new year - as well as reasons you should learn them, and some suggestions for how you can get started. This will help you take steps to expand your skill set in 2019 in the way that’s right for you. Want to learn a new programming language? We have thousands of eBooks and videos in our $5 sale to help you get to grips with everything from Python to Rust. Python Python has been a growing programming language for some time and it shows no signs of disappearing. There are a number of reasons for this, but the biggest is the irresistible allure of artificial intelligence. Once you know Python, performing some relatively sophisticated deep learning tasks becomes relatively easy, not least because of the impressive ecosystem of tools that surround it, like TensorFlow. But Python’s importance isn’t just about machine learning. It’s flexibility means it has a diverse range of applications. If you’re a full-stack developer, for example, you might find Python useful for developing backend services and APIs; equally, if you’re in security or SRE, Python can be useful for automating aspects of your infrastructure to keep things secure and reliable. Put simply, Python is a useful addition to your skill set. Learn Python in 2019 if... You’re new to software development You want to try your hand at machine learning You want to write automation scripts Want to get started? Check out these titles: Clean Code in Python Learning Python Learn Programming in Python with Cody Jackson Python for Everyday Life [Video]       Go Go isn’t quite as popular as Python, but it is growing rapidly. And its fans are incredibly vocal about why they love it: it’s incredibly simple, yet also amazingly powerful. The reason for this is its creation: it was initially developed by Google that wanted a programming language that could handle the complexity of the systems they were developing, without adding to complexity in terms of knowledge and workflows. Combining the best aspects of functional and object oriented programming, as well as featuring a valuable set of in-built development tools, the language is likely to only go from strength to strength over the next 12 months. Learn Go in 2019 if… You’re a backend or full-stack developer looking to increase your language knowledge You’re working in ops or SRE Looking for an alternative to Python Learn Go with these eBooks and videos: Mastering Go Cloud Native programming with Golang Hands-On Go Programming Hands-On Full-Stack Development with Go       Rust In Stack Overflow’s 2018 developer survey Rust was revealed to be the best loved language among the developers using it. 80% of respondents said they loved using it or wanted to use it. Now, while Rust lacks the simplicity of Go and Python, it does do what it sets out to do very well - systems programming that’s fast, efficient, and secure. In fact, developers like to debate the merits of Rust and Go - it seems they occupy the minds of very similar developers. However, while they do have some similarities, there are key differences that should make it easier to decide which one you learn. At a basic level, Rust is better for lower level programming, while Go will allow you to get things done quickly. Rust does have a lot of rules, all of which will help you develop incredibly performant applications, but this does mean it has a steeper learning curve than something like Go. Ultimately it will depend on what you want to use the language for and how much time you have to learn something new. Learn Rust in 2019 if… You want to know why Rust developers love it so much You do systems programming You have a bit of time to tackle its learning curve Learn Rust with these titles: Rust Quick Start Guide Building Reusable Code with Rust [Video] Learning Rust [Video] Hands-On Concurrency with Rust       TypeScript TypeScript has quietly been gaining popularity over recent years. But it feels like 2018 has been the year that it has really broke through to capture the imagination of the wider developer community. Perhaps it’s just Satya Nadella’s magic... More likely, however, it’s because we’re now trying to do too much with plain old JavaScript. We simply can’t build applications of the complexity we want without drowning in lines of code. Essentially, TypeScript bulks up JavaScript, and makes it suitable for building applications of the future. It’s no surprise that TypeScript is now fundamental to core JavaScript frameworks - even Google decided to use it in Angular. But it’s not just for front end JavaScript developers - there are examples of Java and C# developers looking closely at TypeScript, as it shares many features with established statically typed languages. Learn TypeScript in 2019 if… You’re a JavaScript developer You’re a Java or C# developer looking to expand their horizons Learn TypeScript in 2019: TypeScript 3.0 Quick Start Guide TypeScript High Performance Introduction to TypeScript [Video]         Scala Scala has been around for some time, but its performance gains over Java have seen it growing in popularity in recent years. It isn’t the easiest language to learn - in comparison with other Java-related languages, like Kotlin, which haven’t strayed far from its originator, Scala is almost an attempt to rewrite the rule book. It’s a good multi-purpose programming language that brings together functional programming principles and the object oriented principles you find in Java. It’s also designed for concurrency, giving you a scale of power that just isn’t possible. The one drawback of Scala is that it doesn’t have the consistency in its ecosystem in the way that, say, Java does. This does mean, however, that Scala expertise can be really valuable if you have the time to dedicate time to really getting to know the language. Learn Scala in 2019 if… You’re looking for an alternative to Java that’s more scalable and handles concurrency much better You're working with big data Learn Scala: Learn Scala Programming Professional Scala [Video] Scala Machine Learning Projects Scala Design Patterns - Second Edition       Swift Swift started life as a replacement for Objective-C for iOS developers. While it’s still primarily used by those in the Apple development community, there are some signs that Swift could expand beyond its beginnings to become a language of choice for server and systems programming. The core development team have consistently demonstrated they have a sense of purpose is building a language fit for the future, with versions 3 and 4 both showing significant signs of evolution. Fast, relatively easy to learn, and secure, not only has Swift managed to deliver on its brief to offer a better alternative to Objective-C, it also looks well-suited to many of the challenges programmers will be facing in the years to come. Learn Swift in 2019 if… You want to build apps for Apple products You’re interested in a new way to write server code Learn Swift: Learn Swift by Building Applications Hands-On Full-Stack Development with Swift Hands-On Server-Side Web Development with Swift         Kotlin It makes sense for Kotlin to follow Swift. The parallels between the two are notable; it might be crude, but you could say that Kotlin is to Java what Swift is to Objective-C. There are, of course, some who feel that the comparison isn’t favorable, with accusations that one language is merely copying the other, but perhaps the similarities shouldn’t really be that surprising - they’re both trying to do the same things: provide a better alternative to what already exists. Regardless of the debates, Kotlin is a particularly compelling language if you’re a Java developer. It works extremely well, for example, with Spring Boot to develop web services. Certainly as monolithic Java applications shift into microservices, Kotlin is only going to become more popular. Learn Kotlin in 2019 if… You’re a Java developer that wants to build better apps, faster You want to see what all the fuss is about from the Android community Learn Kotlin: Kotlin Quick Start Guide Learning Kotlin by building Android Applications Learn Kotlin Programming [Video]         C Most of the languages on this list are pretty new, but I’m going to finish with a classic that refuses to go away. C has a reputation for being complicated and hard to learn, but it remains relevant because you can find it in so much of the software we take for granted. It’s the backbone of our operating systems, and used in everyday objects that have software embedded in them. Together, this means C is a language worth learning because it gives you an insight into how software actually works on machines. In a world where abstraction and accessibility rules the software landscape, getting beneath everything can be extremely valuable. Learn C in 2019 if… You’re looking for a new challenge You want to gain a deeper understanding of how software works on your machine You’re interested in developing embedded systems and virtual reality projects Learn C: Learn and Master C Programming For Absolute Beginners! [Video]
Read more
  • 0
  • 0
  • 17986

article-image-python-governance-vote-results-are-here-the-steering-council-model-is-the-winner
Prasad Ramesh
18 Dec 2018
3 min read
Save for later

Python governance vote results are here: The steering council model is the winner

Prasad Ramesh
18 Dec 2018
3 min read
The election to select the governance model for Python following the stepping down of Guido van Rossum as the BDFL earlier this year has ended and PEP 8016 was selected as the winner. PEP 8016 is the steering council model that has a focus on providing a minimal and solid foundation for governance decisions. The vote has chosen a governance PEP that will be implemented on the Python project. The winner: PEP 8016 the steering council model Authored by Nathaniel J. Smith, and Donald Stufft, this proposal involves a model for Python governance based on a steering council. The council has vast authority, which they intend to use as rarely as possible, instead, they plan to use this power to establish standard processes. The steering council committee consists of five people. A general philosophy is followed—it's better to split up large changes into a series of small changes to be reviewed independently. As opposed to trying to do everything in one PEP, the focus is on providing a minimal and solid foundation for future governance decisions. This PEP was accepted on December 17, 2018. Goals of the steering council model The main goals of this proposal are: Sticking to the basics aka ‘be boring’. The authors don't think Python is a good place to experiment with new and untested governance models. Hence, this proposal sticks to mature, well-known, processes that have been tested previously. A high-level approach where the council does not involve much very common in large successful open source projects. The low-level details are directly derived from Django's governance. Being simple enough for minimum viable governance. The proposal attempts to slim things down to the minimum required, just enough to make it workable. The trimming includes the council, the core team, and the process for changing documentation. A goal is to ‘be comprehensive’. The things that need to be defined are covered well for future use. Having a clear set of rules will also help minimize confusion. To ‘be flexible and light-weight’. The authors are aware that to find the best processes for working together, it will take time and experimentation. Hence, they keep the document as minimal as possible, for maximal flexibility to adjust things later. The need for heavy-weight processes like whole-project votes is also minimized. The council will work towards maintaining the quality of and stability of the Python language and the CPython interpreter. Make contribution process easy, maintain relations with the core team, establish a decision-making process for PEPs, and so on. They have powers to make decisions on PEPs, enforce project code of conduct, etc. To know more about the election to the committee visit the Python website. NumPy drops Python 2 support. Now you need Python 3.5 or later. NYU and AWS introduce Deep Graph Library (DGL), a python package to build neural network graphs Python 3.7.2rc1 and 3.6.8rc1 released
Read more
  • 0
  • 0
  • 2834
Unlock access to the largest independent learning library in Tech for FREE!
Get unlimited access to 7500+ expert-authored eBooks and video courses covering every tech area you can think of.
Renews at $19.99/month. Cancel anytime
article-image-mozilla-shares-plans-to-bring-desktop-applications-games-to-webassembly-and-make-deeper-inroads-for-the-future-web
Prasad Ramesh
23 Oct 2018
10 min read
Save for later

Mozilla shares plans to bring desktop applications, games to WebAssembly and make deeper inroads for the future web

Prasad Ramesh
23 Oct 2018
10 min read
WebAssembly defines an Abstract Syntax Tree (AST) in a binary format and a corresponding assembly-like text format for executable code in Web pages. It can be considered as a new language or a web standard. You can create and debug code in plain text format. It appeared in browsers last year, but that was just a barebones version. Many new features are to be added that could transform what you can do with WebAssembly. The minimum viable product (MVP) WebAssembly started with Emscripten, a toolchain. It made C++ code run on the web by transpiling it to JavaScript. But the automatically generated JS was still significantly slower than the native code. Mozilla engineers found a type system hidden in the generated JS. They figured out how to make this JS run really fast, which is now called asm.js. This was not possible in JavaScript itself, and a new language was needed, designed specifically to be compiled to. Thus was born WebAssembly. Now we take a look at what was needed to get the MVP of WebAssembly running. Compile target: A language agnostic compile target to support more languages than just C and C++. Fast execution: The compiler target had to be designed fast in order to keep up with user expectations of smooth interactions. Compact: A compact compiler target to be able to fit and quickly load pages. Pages with large code bases of web apps/desktop apps ported to the web. Linear memory: A linear model is used to give access to specific parts of memory and nothing else. This is implemented using TypedArrays, similar to a JavaScript array except that it only contains bytes of memory. This was the MVP vision of WebAssembly. It allowed many different kinds of desktop applications to work on your browser without compromising on speed. Heavy desktop applications The next achievement is to run heavyweight desktop applications on the browser. Something like Photoshop or Visual Studio. There are already some implementations of this, Autodesk AutoCAD and Adobe Lightroom. Threading: To support the use of multiple cores of modern CPUs. A proposal for threading is almost done. SharedArrayBuffers, an important part of threading had to be turned off this year due to Spectre vulnerability, they will be turned on again. SIMD: Single instruction multiple data (SIMD) enables to take a chunk of memory and split it up across different execution units/cores. It is under active development. 64-bit addressing: 32-bit memory addresses only allow 4GB of linear memory to store addresses. 64-bit gives 16 exabytes of memory addresses. The approach to incorporate this will be similar to how x86 or ARM added support for 64-bit addressing. Streaming compilation: Streaming compilation is to compile a WebAssembly file while still being downloaded. This allows very fast compilation resulting in faster web applications. Implicit HTTP caching: The compiled code of a web page in a web application is stored in HTTP cache and is reused. So compiling is skipped for any page already visited by you. Other improvements: These are upcoming discussion on how to even better the load time. Once these features are implemented, even heavier apps can run on the browser. Small modules interoperating with JavaScript In addition to heavy applications and games, WebAssembly is also for regular web development. Sometimes, small modules in an app do a lot of the work. The intent is to make it easier to port these modules. This is already happening with heavy applications, but for widespread use a few more things need to be in place. Fast calls between JS and WebAssembly: Integrating a small module will need a lot of calls between JS and WebAssembly, the goal is to make these calls faster. In the MVP the calls weren’t fast. They are fast in Firefox, other browsers are also working on it. Fast and easy data exchange: With calling JS and WebAssembly frequently, data also needs to be passed between them. The challenge being WebAssembly only understand numbers, passing complex values is difficult currently. The object has to be converted into numbers, put in linear memory and pass WebAssembly the location in linear memory. There are many proposals underway. The most notable being the Rust ecosystem that has created tools to automate this. ESM integration: The WebAssembly module isn’t actually a part of the JS module graph. Currently, developers instantiate a WebAssembly module by using an imperative API. Ecmascript module integration is necessary to use import and export with JS. The proposals have made progress, work with other browser vendors is initiated. Toolchain integration: There needs to be a place to distribute and download the modules and the tools to bundle them. While there is no need for a seperate ecosystem, the tools do need to be integrated. There are tools like the wasm-pack to automatically run things. Backwards compatibility: To support older versions of browsers, even the versions that were present before WebAssembly came into picture. This is to help developers avoid writing another implementation for adding support to an old browser. There’s a wasm2js tool that takes a wasm file and outputs JS, it is not going to be as fast, but will work with older versions. The proposal for Small modules in WebAssembly is close to being complete, and on completion it will open up the path for work on the following areas. JS frameworks and compile-to-JS languages There are two use cases: To rewrite large parts of JavaScript frameworks in WebAssembly. Statically-typed compile-to-js languages being compiled to WebAssembly instead of JS For this to happen, WebAssembly needs to support high-level language features. Garbage collector: Integration with the browser’s garbage collector. The reason is to speed things up by working with components managed by the JS VM. Two proposals are underway, should be incorporated sometime next year. Exception handling: Better support for exception handling to handle the exceptions and actions from different languages. C#, C++, JS use exceptions extensively. It is under the R&D phase. Debugging: The same level of debugging support as JS and compile-to-JS languages. There is support in browser devtools, but is not ideal. A subgroup of the WebAssembly CG are working on it. Tail calls: Functional languages support this. It allows calling a new function without adding a new stack frame to the stack. There is a proposal underway. Once these are in place, JS frameworks and many compile-to-JS languages will be unlocked. Outside the browser This refers to everything that happens in systems/places other than your local machine. A really important part is the link, a very special kind of link. The special thing about this link is that people can link to pages without having to put them in any central registry, with no need of asking who the person is, etc. It is this ease of linking that formed global communities. However, there are two unaddressed problems. Problem #1: How does a website know what code to deliver to your machine depending on the OS device you are using? It is not practical to have different versions of code for every device possible. The website has only one code, the source code which is translated to the user’s machine. With portability, you can load code from unknown people while not knowing what kind of device are they using. This brings us to the second problem. Problem #2: If the people whose web pages you load are not known, there comes the question of trust. The code from a web page can contain malicious code. This is where security comes into picture. Security is implemented at the browser level and filters out malicious content if detected. This makes you think of WebAssembly as just another tool in the browser toolbox which it is. Node.js WebAssembly can bring full portability to Node.js. Node gives most of the portability of JavaScript on the web. There are cases where performance needs to be improved which can be done via Node’s native modules. These modules are written in languages such as C. If these native modules were written in WebAssembly, they wouldn’t need to be compiled specifically for the target architecture. Full portability in Node would mean the exact same Node app running across different kinds of devices without needing to compile. But this is not possible currently as WebAssembly does not have direct access to the system’s resources. Portable interface The Node core team would have to figure out the set of functions to be exposed and the API to use. It would be nice if this was something standard, not just specific to Node. If done right, the same API could be implemented for the web. There is a proposal called package name maps providing a mechanism to map a module name to a path to load the module from. This looks likely to happen and will unlock other use cases. Other use cases of outside the browser Now let’s look at the other use cases of outside the browser. CDNs, serverless, and edge computing The code to your website resides in a server maintained by a service provider. They maintain the server and make sure the code is close to all the users of your website. Why use WebAssembly in these cases? Code in a process doesn’t have boundaries. Functions have access to all memory in that process and they can call any functions. On running different services from different people, this is a problem. To make this work, a runtime needs to be created. It takes time and effort to do this. A common runtime that could be used across different use cases would speed up development. There is no standard runtime for this yet, however, some runtime projects are underway. Portable CLI tools There are efforts to get WebAssembly used in more traditional operating systems. When this happens, you can use things like portable CLI tools used across different kinds of operating systems. Internet of Things Smaller IoT devices like wearables etc are small and have resource constraints. They have small processors and less memory. What would help in this situation is a compiler like Cranelift and a runtime like wasmtime. Many of these devices are also different from one another, portability would address this issue. Clearly, the initial implementation of WebAssembly was indeed just an MVP and there are many more improvements underway to make it faster and better. Will WebAssembly succeed in dominating all forms of software development? For in depth information with diagrams, visit the Mozilla website. Ebiten 1.8, a 2D game library in Go, is here with experimental WebAssembly support and newly added APIs Testing WebAssembly modules with Jest [Tutorial] Mozilla optimizes calls between JavaScript and WebAssembly in Firefox, making it almost as fast as JS to JS calls
Read more
  • 0
  • 0
  • 5239

article-image-9-reasons-why-rust-programmers-love-rust
Richa Tripathi
03 Oct 2018
8 min read
Save for later

9 reasons why Rust programmers love Rust

Richa Tripathi
03 Oct 2018
8 min read
The 2018 survey of the RedMonk Programming Language Rankings marked the entry of a new programming language in their Top 25 list. It has been an incredibly successful year for the Rust programming language in terms of its popularity. It also jumped from the 46th most popular language on GitHub to the 18th position. The Stack overflow survey of 2018 is another indicator of the rise of Rust programming language. Almost 78% of the developers who are working with Rust loved working on it. It topped the list of the most loved programming language among the developers who took the survey for a straight third year in the row. Not only that but it ranked 8th in the most wanted programming language in the survey, which means that the respondent of the survey who has not used it yet but would like to learn. Although, Rust was designed as a low-level language, best suited for systems, embedded, and other performance critical code, it is gaining a lot of traction and presents a great opportunity for web developers and game developers. RUST is also empowering novice developers with the tools to start shipping code fast. So, why is Rust so tempting? Let's explore the high points of this incredible language and understand the variety of features that make it interesting to learn. Automatic Garbage Collection Garbage collection and non-memory resources often create problems with some systems languages. But Rust pays no head to garbage collection and removes the possibilities of failures caused by them. In Rust, garbage collection is completely taken care of by RAII (Resource Acquisition Is Initialization). Better support for Concurrency Concurrency and parallelism are incredibly imperative topics in computer science and are also a hot topic in the industry today. Computers are gaining more and more cores, yet many programmers aren't prepared to fully utilize the power of them. Handling concurrent programming safely and efficiently is another major goal of Rust language. Concurrency is difficult to reason about. In Rust, there is a strong, static type system that helps to reason about your code. As such, Rust also gives you two traits Send and Sync to help you make sense of code that can possibly be concurrent. Rust's standard library also provides a library for threads, which enable you to run Rust code in parallel. You can also use Rust’s threads as a simple isolation mechanism. Error Handling in Rust is beautiful A programmer is bound to make errors, irrespective of the programming language they use. Making errors while programming is normal, but it's the error handling mechanism of that programming language, which enhances the experience of writing the code. In Rust, errors are divided into types: unrecoverable errors and recoverable errors. Unrecoverable errors An error is classified as 'unrecoverable' when there is no other option other than to abort the program. The panic! macro in Rust is very helpful in these cases, especially when a bug has been detected in the code but the programmer is not clear how to handle that error. The panic! macro generates a failure message that helps the user to debug a problem. It also helps to stop the execution before more catastrophic events occur. Recoverable errors The errors which can be handled easily or which do not have a serious impact on the execution of the program are known as recoverable errors. It is represented by the Result<T, E>. The Result<T, E> is an enum that consists of two variants, i.e., OK<T> and Err<E>. It describes the possible error in the program. OK<T>: The 'T' is a type of value which returns the OK variant in the success case. It is an expected outcome. Err<E>: The 'E' is a type of error which returns the ERR variant in the failure. It is an unexpected outcome. Resource Management The one attribute that makes Rust stand out (and completely overpowers Google’s Go for that matter), is the algorithm used for resource management. Rust follows the C++ lead, with concepts like borrowing and mutable borrowing on the plate and thus resource management becomes an elegant process. Furthermore, Rust didn’t need a second chance to know that resource management is not just about memory usage; the fact that they did it right first time makes them a standout performer on this point. Although the Rust documentation does a good job of explaining the technical details, the article by Tim explains the concept in a much friendlier and easy to understand language. As such I thought, it would be good to list his points as well here. The following excerpt is taken from the article written by M.Tim Jones. Reusable code via modules Rust allows you to organize code in a way that promotes its reuse. You attain this reusability by using modules which are nothing but organized code as packages that other programmers can use. These modules contain functions, structures and even other modules that you can either make public, which can be accessed by the users of the module or you can make it private which can be used only within the module and not by the module user. There are three keywords to create modules, use modules, and modify the visibility of elements in modules. The mod keyword creates a new module The use keyword allows you to use the module (expose the definitions into the scope to use them) The pub keyword makes elements of the module public (otherwise, they're private). Cleaner code with better safety checks In Rust, the compiler enforces memory safety and another checking that make the programming language safe. Here, you will never have to worry about dangling pointers or bother using an object after it has been freed. These things are part of the core Rust language that allows you to write clean code. Also, Rust includes an unsafe keyword with which you can disable checks that would typically result in a compilation error. Data types and Collections in Rust Rust is a statically typed programming language, which means that every value in Rust must have a specified data type. The biggest advantage of static typing is that a large class of errors is identified earlier in the development process. These data types can be broadly classified into two types: scalar and compound. Scalar data types represent a single value like integer, floating-point, and character, which are commonly present in other programming languages as well. But Rust also provides compound data types which allow the programmers to group multiple values in one type such as tuples and arrays. The Rust standard library provides a number of data structures which are also called collections. Collections contain multiple values but they are different from the standard compound data types like tuples and arrays which we discussed above. The biggest advantage of using collections is the capability of not specifying the amount of data at compile time which allows the structure to grow and shrink as the program runs. Vectors, Strings, and hash maps are the three most commonly used collections in Rust. The friendly Rust community Rust owes it success to the breadth and depth of engagement of its vibrant community, which supports a highly collaborative process for helping the language to evolve in a truly open-source way. Rust is built from the bottom up, rather than any one individual or organization controlling the fate of the technology. Reliable Robust Release cycles of Rust What is common between Java, Spring, and Angular? They never release their update when they promise to. The release cycle of the Rust community works with clockwork precision and is very reliable. Here’s an overview of the dates and versions: In mid-September 2018, the Rust team released Rust 2018 RC1 version. Rust 2018 is the first major new edition of Rust (after Rust 1.0 released in 2015). This new release would mark the culmination of the last three years of Rust’s development from the core team, and brings the language together in one neat package. This version includes plenty of new features like raw identifiers, better path clarity, new optimizations, and other additions. You can learn more about the Rust language and its evolution at the Rust blog and download from the Rust language website. Note: the headline was edited 09.06.2018 to make it clear that Rust was found to be the most loved language among developers using it. Rust 2018 RC1 now released with Raw identifiers, better path clarity, and other changes Rust as a Game Programming Language: Is it any good? Rust Language Server, RLS 1.0 releases with code intelligence, syntax highlighting and more
Read more
  • 0
  • 3
  • 10913

article-image-why-golan-is-the-fastest-growing-language-on-github
Sugandha Lahoti
09 Aug 2018
4 min read
Save for later

Why Golang is the fastest growing language on GitHub

Sugandha Lahoti
09 Aug 2018
4 min read
Google’s Go language or alternatively Golang is currently one of the fastest growing programming languages in the software industry. Its speed, simplicity, and reliability make it the perfect choice for all kinds of developers. Now, its popularity has further gained momentum. According to a report, Go is the fastest growing language on GitHub in Q2 of 2018. Go has grown almost 7% overall with a 1.5% change from the previous Quarter. Source: Madnight.github.io What makes Golang so popular? A person was quoted on Reddit saying, “What I would have done in Python, Ruby, C, C# or C++, I'm now doing in Go.” Such is the impact of Go. Let’s see what makes Golang so popular. Go is cross-platform, so you can target an operating system of your choice when compiling a piece of code. Go offers a native concurrency model that is unlike most mainstream programming languages. Go relies on a concurrency model called CSP ( Communicating Sequential Processes). Instead of locking variables to share memory, Golang allows you to communicate the value stored in your variable from one thread to another. Go has a fairly mature package of its own. Once you install Go, you can build production level software that can cover a wide range of use cases from Restful web APIs to encryption software, before needing to consider any third party packages. Go code typically compiles to a single native binary, which basically makes deploying an application written in Go as easy as copying the application file to the destination server. Go is also being rapidly being adopted as the go-to cloud native language and by leading projects like Docker and Ethereum. It’s concurrency feature and easy deployment make it a popular choice for cloud development. Can Golang replace Python? Reddit is abuzz with people sharing their thoughts about whether Golang would replace Python. A user commented that “Writing a utility script is quicker in Go than in Python or JS. Not quicker as in performance, but in terms of raw development speed.” Another Reddit user pointed out three reasons not to use Python in a Reddit discussion, Why are people ditching python for go?: Dynamic compilation of Python can result in errors that exist in code, but they are in fact not detected. CPython really is very slow; very specifically, procedures that are invoked multiple times are not optimized to run more quickly in future runs (like pypy); they always run at the same slow speed. Python has a terrible distribution story; it's really hard to ship all your Python dependencies onto a new system. Go addresses those points pretty sharply. It has a good distribution story with static binaries. It has a repeatable build process, and it's pretty fast. In the same discussion, however, a user nicely sums it up saying, “There is nothing wrong with python except maybe that it is not statically typed and can be a bit slow, which also depends on the use case. Go is the new kid on the block, and while Go is nice, it doesn't have nearly as many libraries as python does. When it comes to stable, mature third-party packages, it can't beat python at the moment.” If you’re still thinking about whether or not to begin coding with Go, here’s a quirky rendition of the popular song Let it Go from Disney’s Frozen to inspire you. Write in Go! Write in Go! Go Cloud is Google’s bid to establish Golang as the go-to language of cloud Writing test functions in Golang [Tutorial] How Concurrency and Parallelism works in Golang [Tutorial]
Read more
  • 0
  • 0
  • 23029

article-image-transactions-for-async-programming-in-javaee
Aaron Lazar
31 Jul 2018
5 min read
Save for later

Using Transactions with Asynchronous Tasks in JavaEE [Tutorial]

Aaron Lazar
31 Jul 2018
5 min read
Threading is a common issue in most software projects, no matter which language or other technology is involved. When talking about enterprise applications, things become even more important and sometimes harder. Using asynchronous tasks could be a challenge: what if you need to add some spice and add a transaction to it? Thankfully, the Java EE environment has some great features for dealing with this challenge, and this article will show you how. This article is an extract from the book Java EE 8 Cookbook, authored by Elder Moraes. Usually, a transaction means something like code blocking. Isn't it awkward to combine two opposing concepts? Well, it's not! They can work together nicely, as shown here. Adding Java EE 8 dependency Let's first add our Java EE 8 dependency: <dependency> <groupId>javax</groupId> <artifactId>javaee-api</artifactId> <version>8.0</version> <scope>provided</scope> </dependency> Let's first create a User POJO: public class User { private Long id; private String name; public Long getId() { return id; } public void setId(Long id) { this.id = id; } public String getName() { return name; } public void setName(String name) { this.name = name; } public User(Long id, String name) { this.id = id; this.name = name; } @Override public String toString() { return "User{" + "id=" + id + ", name=" + name + '}'; } } And here is a slow bean that will return User: @Stateless public class UserBean { public User getUser(){ try { TimeUnit.SECONDS.sleep(5); long id = new Date().getTime(); return new User(id, "User " + id); } catch (InterruptedException ex) { System.err.println(ex.getMessage()); long id = new Date().getTime(); return new User(id, "Error " + id); } } } Now we create a task to be executed that will return User using some transaction stuff: public class AsyncTask implements Callable<User> { private UserTransaction userTransaction; private UserBean userBean; @Override public User call() throws Exception { performLookups(); try { userTransaction.begin(); User user = userBean.getUser(); userTransaction.commit(); return user; } catch (IllegalStateException | SecurityException | HeuristicMixedException | HeuristicRollbackException | NotSupportedException | RollbackException | SystemException e) { userTransaction.rollback(); return null; } } private void performLookups() throws NamingException{ userBean = CDI.current().select(UserBean.class).get(); userTransaction = CDI.current() .select(UserTransaction.class).get(); } } And finally, here is the service endpoint that will use the task to write the result to a response: @Path("asyncService") @RequestScoped public class AsyncService { private AsyncTask asyncTask; @Resource(name = "LocalManagedExecutorService") private ManagedExecutorService executor; @PostConstruct public void init(){ asyncTask = new AsyncTask(); } @GET public void asyncService(@Suspended AsyncResponse response){ Future<User> result = executor.submit(asyncTask); while(!result.isDone()){ try { TimeUnit.SECONDS.sleep(1); } catch (InterruptedException ex) { System.err.println(ex.getMessage()); } } try { response.resume(Response.ok(result.get()).build()); } catch (InterruptedException | ExecutionException ex) { System.err.println(ex.getMessage()); response.resume(Response.status(Response .Status.INTERNAL_SERVER_ERROR) .entity(ex.getMessage()).build()); } } } To try this code, just deploy it to GlassFish 5 and open this URL: http://localhost:8080/ch09-async-transaction/asyncService How the Asynchronous execution works The magic happens in the AsyncTask class, where we will first take a look at the performLookups method: private void performLookups() throws NamingException{ Context ctx = new InitialContext(); userTransaction = (UserTransaction) ctx.lookup("java:comp/UserTransaction"); userBean = (UserBean) ctx.lookup("java:global/ ch09-async-transaction/UserBean"); } It will give you the instances of both UserTransaction and UserBean from the application server. Then you can relax and rely on the things already instantiated for you. As our task implements a Callabe<V> object that it needs to implement the call() method: @Override public User call() throws Exception { performLookups(); try { userTransaction.begin(); User user = userBean.getUser(); userTransaction.commit(); return user; } catch (IllegalStateException | SecurityException | HeuristicMixedException | HeuristicRollbackException | NotSupportedException | RollbackException | SystemException e) { userTransaction.rollback(); return null; } } You can see Callable as a Runnable interface that returns a result. Our transaction code lives here: userTransaction.begin(); User user = userBean.getUser(); userTransaction.commit(); And if anything goes wrong, we have the following: } catch (IllegalStateException | SecurityException | HeuristicMixedException | HeuristicRollbackException | NotSupportedException | RollbackException | SystemException e) { userTransaction.rollback(); return null; } Now we will look at AsyncService. First, we have some declarations: private AsyncTask asyncTask; @Resource(name = "LocalManagedExecutorService") private ManagedExecutorService executor; @PostConstruct public void init(){ asyncTask = new AsyncTask(); } We are asking the container to give us an instance from ManagedExecutorService, which It is responsible for executing the task in the enterprise context. Then we call an init() method, and the bean is constructed (@PostConstruct). This instantiates the task. Now we have our task execution: @GET public void asyncService(@Suspended AsyncResponse response){ Future<User> result = executor.submit(asyncTask); while(!result.isDone()){ try { TimeUnit.SECONDS.sleep(1); } catch (InterruptedException ex) { System.err.println(ex.getMessage()); } } try { response.resume(Response.ok(result.get()).build()); } catch (InterruptedException | ExecutionException ex) { System.err.println(ex.getMessage()); response.resume(Response.status(Response. Status.INTERNAL_SERVER_ERROR) .entity(ex.getMessage()).build()); } } Note that the executor returns Future<User>: Future<User> result = executor.submit(asyncTask); This means this task will be executed asynchronously. Then we check its execution status until it's done: while(!result.isDone()){ try { TimeUnit.SECONDS.sleep(1); } catch (InterruptedException ex) { System.err.println(ex.getMessage()); } } And once it's done, we write it down to the asynchronous response: response.resume(Response.ok(result.get()).build()); The full source code of this recipe is at Github. So now, using Transactions with Asynchronous Tasks in JavaEE isn't such a daunting task, is it? If you found this tutorial helpful and would like to learn more, head on to this book Java EE 8 Cookbook. Oracle announces a new pricing structure for Java Design a RESTful web API with Java [Tutorial] How to convert Java code into Kotlin
Read more
  • 0
  • 0
  • 4453
article-image-setting-gradle-properties-to-build-a-project
Savia Lobo
30 Jul 2018
10 min read
Save for later

Setting Gradle properties to build a project [Tutorial]

Savia Lobo
30 Jul 2018
10 min read
A Gradle script is a program. We use a Groovy DSL to express our build logic. Gradle has several useful built-in methods to handle files and directories as we often deal with files and directories in our build logic. In today's post, we will take a look at how to set Gradle properties in a project build.  We will also see how to use the Gradle Wrapper task to distribute a configurable Gradle with our build scripts. This article is an excerpt taken from, 'Gradle Effective Implementations Guide - Second Edition' written by Hubert Klein Ikkink.  Setting Gradle project properties In a Gradle build file, we can access several properties that are defined by Gradle, but we can also create our own properties. We can set the value of our custom properties directly in the build script and we can also do this by passing values via the command line. The default properties that we can access in a Gradle build are displayed in the following table: NameTypeDefault valueprojectProjectThe project instance.nameStringThe name of the project directory. The name is read-only.pathStringThe absolute path of the project.descriptionStringThe description of the project.projectDirFileThe directory containing the build script. The value is read-only.buildDirFileThe directory with the build name in the directory, containing the build script.rootDirFileThe directory of the project at the root of a project structure.groupObjectNot specified.versionObjectNot specified.antAntBuilderAn AntBuilder instance. The following build file has a task of showing the value of the properties: version = '1.0' group = 'Sample' description = 'Sample build file to show project properties' task defaultProperties << { println "Project: $project" println "Name: $name" println "Path: $path" println "Project directory: $projectDir" println "Build directory: $buildDir" println "Version: $version" println "Group: $project.group" println "Description: $project.description" println "AntBuilder: $ant" } When we run the build, we get the following output: $ gradle defaultProperties :defaultProperties Project: root project 'props' Name: defaultProperties Path: :defaultProperties Project directory: /Users/mrhaki/gradle-book/Code_Files/props Build directory: /Users/mrhaki/gradle-book/Code_Files/props/build Version: 1.0 Group: Sample Description: Sample build file to show project properties AntBuilder: org.gradle.api.internal.project.DefaultAntBuilder@3c95cbbd BUILD SUCCESSFUL Total time: 1.458 secs Defining custom properties in script To add our own properties, we have to define them in an  ext{} script block in a build file. Prefixing the property name with ext. is another way to set the value. To read the value of the property, we don't have to use the ext. prefix, we can simply refer to the name of the property. The property is automatically added to the internal project property as well. In the following script, we add a customProperty property with a String value custom. In the showProperties task, we show the value of the property: // Define new property. ext.customProperty = 'custom' // Or we can use ext{} script block. ext { anotherCustomProperty = 'custom' } task showProperties { ext { customProperty = 'override' } doLast { // We can refer to the property // in different ways: println customProperty println project.ext.customProperty println project.customProperty } } After running the script, we get the following output: $ gradle showProperties :showProperties override custom custom BUILD SUCCESSFUL Total time: 1.469 secs Defining properties using an external file We can also set the properties for our project in an external file. The file needs to be named gradle.properties, and it should be a plain text file with the name of the property and its value on separate lines. We can place the file in the project directory or Gradle user home directory. The default Gradle user home directory is $USER_HOME/.gradle. A property defined in the properties file, in the Gradle user home directory, overrides the property values defined in a properties file in the project directory. We will now create a gradle.properties file in our project directory, with the following contents. We use our build file to show the property values: task showProperties { doLast { println "Version: $version" println "Custom property: $customProperty" } } If we run the build file, we don't have to pass any command-line options, Gradle will use gradle.properties to get values of the properties: $ gradle showProperties :showProperties Version: 4.0 Custom property: Property value from gradle.properties BUILD SUCCESSFUL Total time: 1.676 secs Passing properties via the command line Instead of defining the property directly in the build script or external file, we can use the -P command-line option to add an extra property to a build. We can also use the -P command-line option to set a value for an existing property. If we define a property using the -P command-line option, we can override a property with the same name defined in the external gradle.properties file. The following build script has a showProperties task that shows the value of an existing property and a new property: task showProperties { doLast { println "Version: $version" println "Custom property: $customProperty" } } Let's run our script and pass the values for the existing version property and the non-existent  customProperty: $ gradle -Pversion=1.1 -PcustomProperty=custom showProperties :showProperties Version: 1.1 Custom property: custom BUILD SUCCESSFUL Total time: 1.412 secs Defining properties via system properties We can also use Java system properties to define properties for our Gradle build. We use the -D command-line option just like in a normal Java application. The name of the system property must start with org.gradle.project, followed by the name of the property we want to set, and then by the value. We can use the same build script that we created before: task showProperties { doLast { println "Version: $version" println "Custom property: $customProperty" } } However, this time we use different command-line options to get a result: $ gradle -Dorg.gradle.project.version=2.0 -Dorg.gradle.project.customProperty=custom showProperties :showProperties Version: 2.0 Custom property: custom BUILD SUCCESSFUL Total time: 1.218 secs Adding properties via environment variables Using the command-line options provides much flexibility; however, sometimes we cannot use the command-line options because of environment restrictions or because we don't want to retype the complete command-line options each time we invoke the Gradle build. Gradle can also use environment variables set in the operating system to pass properties to a Gradle build. The environment variable name starts with ORG_GRADLE_PROJECT_ and is followed by the property name. We use our build file to show the properties: task showProperties { doLast { println "Version: $version" println "Custom property: $customProperty" } } Firstly, we set ORG_GRADLE_PROJECT_version and ORG_GRADLE_PROJECT_customProperty environment variables, then we run our showProperties task, as follows: $ ORG_GRADLE_PROJECT_version=3.1 ORG_GRADLE_PROJECT_customProperty="Set by environment variable" gradle showProp :showProperties Version: 3.1 Custom property: Set by environment variable BUILD SUCCESSFUL Total time: 1.373 secs Using the Gradle Wrapper Normally, if we want to run a Gradle build, we must have Gradle installed on our computer. Also, if we distribute our project to others and they want to build the project, they must have Gradle installed on their computers. The Gradle Wrapper can be used to allow others to build our project even if they don't have Gradle installed on their computers. The wrapper is a batch script on the Microsoft Windows operating systems or shell script on other operating systems that will download Gradle and run the build using the downloaded Gradle. By using the wrapper, we can make sure that the correct Gradle version for the project is used. We can define the Gradle version, and if we run the build via the wrapper script file, the version of Gradle that we defined is used. Creating wrapper scripts To create the Gradle Wrapper batch and shell scripts, we can invoke the built-in wrapper task. This task is already available if we have installed Gradle on our computer. Let's invoke the wrapper task from the command-line: $ gradle wrapper :wrapper BUILD SUCCESSFUL Total time: 0.61 secs After the execution of the task, we have two script files—gradlew.bat and gradlew—in the root of our project directory. These scripts contain all the logic needed to run Gradle. If Gradle is not downloaded yet, the Gradle distribution will be downloaded and installed locally. In the gradle/wrapper directory, relative to our project directory, we find the gradle-wrapper.jar and gradle-wrapper.properties files. The gradle-wrapper.jar file contains a couple of class files necessary to download and invoke Gradle. The gradle-wrapper.properties file contains settings, such as the URL, to download Gradle. The gradle-wrapper.properties file also contains the Gradle version number. If a new Gradle version is released, we only have to change the version in the gradle-wrapper.properties file and the Gradle Wrapper will download the new version so that we can use it to build our project. All the generated files are now part of our project. If we use a version control system, then we must add these files to the version control. Other people that check out our project can use the gradlew scripts to execute tasks from the project. The specified Gradle version is downloaded and used to run the build file. If we want to use another Gradle version, we can invoke the wrapper task with the --gradle-version option. We must specify the Gradle version that the Wrapper files are generated for. By default, the Gradle version that is used to invoke the wrapper task is the Gradle version used by the wrapper files. To specify a different download location for the Gradle installation file, we must use the --gradle-distribution-url option of the wrapper task. For example, we could have a customized Gradle installation on our local intranet, and with this option, we can generate the Wrapper files that will use the Gradle distribution on our intranet. In the following example, we generate the wrapper files for Gradle 2.12 explicitly: $ gradle wrapper --gradle-version=2.12 :wrapper BUILD SUCCESSFUL Total time: 0.61 secs Customizing the Gradle Wrapper If we want to customize properties of the built-in wrapper task, we must add a new task to our Gradle build file with the org.gradle.api.tasks.wrapper.Wrapper type. We will not change the default wrapper task, but create a new task with new settings that we want to apply. We need to use our new task to generate the Gradle Wrapper shell scripts and support files. We can change the names of the script files that are generated with the scriptFile property of the Wrapper task. To change the name and location of the generated JAR and properties files, we can change the jarFile property: task createWrapper(type: Wrapper) { // Set Gradle version for wrapper files. gradleVersion = '2.12' // Rename shell scripts name to // startGradle instead of default gradlew. scriptFile = 'startGradle' // Change location and name of JAR file // with wrapper bootstrap code and // accompanying properties files. jarFile = "${projectDir}/gradle-bin/gradle-bootstrap.jar" } If we run the createWrapper task, we get a Windows batch file and shell script and the Wrapper bootstrap JAR file with the properties file is stored in the gradle-bin directory: $ gradle createWrapper :createWrapper BUILD SUCCESSFUL Total time: 0.605 secs $ tree . . ├── gradle-bin │ ├── gradle-bootstrap.jar │ └── gradle-bootstrap.properties ├── startGradle ├── startGradle.bat └── build.gradle 2 directories, 5 files To change the URL from where the Gradle version must be downloaded, we can alter the distributionUrl property. For example, we could publish a fixed Gradle version on our company intranet and use the distributionUrl property to reference a download URL on our intranet. This way we can make sure that all developers in the company use the same Gradle version: task createWrapper(type: Wrapper) { // Set URL with custom Gradle distribution. distributionUrl = 'http://intranet/gradle/dist/gradle-custom- 2.12.zip' } We discussed the Gradle properties and how to use the Gradle Wrapper to allow users to build our projects even if they don't have Gradle installed. We discussed how to customize the Wrapper to download a specific version of Gradle and use it to run our build. If you've enjoyed reading this post, do check out our book 'Gradle Effective Implementations Guide - Second Edition' to know more about how to use Gradle for Java Projects. Top 7 Python programming books you need to read 4 operator overloading techniques in Kotlin you need to know 5 Things you need to know about Java 10
Read more
  • 0
  • 0
  • 45237

article-image-will-rust-replace-c
Aaron Lazar
26 Jul 2018
6 min read
Save for later

Will Rust Replace C++?

Aaron Lazar
26 Jul 2018
6 min read
This question has been asked several times, showing that developers like yourself want to know whether Rust will replace the good old, painfully difficult to program, C++. Let’s find out, shall we? Going with the trends If I compare both Rust vs C++ on Google Trends, this is what I get. C++ beats Rust to death. Each one of C++’s troughs are like daggers piercing through Rust, pinning it down to the floor! C++ seems to have it’s own ups and downs, but it’s maintaining a pretty steady trend, over the past 5 years. Now if I knock C++ out of the way, this is what I get, That’s a pretty interesting trend there! I’d guess it’s about a 25 degree slope there. Never once has Rust seen a major dip in it’s gradual rise to fame. But what’s making it grow that well? What Developers Love and Why Okay, if you’re in a mood for funsies, try this out at your workplace: Assemble your team members in a room and then tell them there’s a huge project coming up. Tell them that the requirements state that it’s to be developed in Rust. You might find 78.9% of them beaming! Give it a few moments, then say you’re sorry and that you actually meant C++. Watch those smiles go right out the window! ;) You might wonder why I used the very odd percentage, 78.9%. Well, that’s just the percentage of developers who love Rust, as per the 2018 StackOverflow survey. Now this isn’t something that happened overnight, as Rust topped the charts even in 2017, with 73.1% respondents loving the language. You want me to talk about C++ too? Okay, if you insist, where is it? Ahhhhh… there it is!!! C++ coming up at 4th place…. from the bottom! So why this great love for Rust and this not so great love for C++? C++ is a great language, you get awesome performance, you can build super fast applications with its rich function library. You can build a wide variety of applications from GUI apps to 3D graphics, games, desktop apps, as well as hard core computer vision applications. On the other hand, Rust is pretty fast too. It can be used just about anywhere C++ can be used. It has a superb community and most of all, it’s memory safe! Rust’s concurrency capabilities have often been hailed as being superior to C++, and developers all around are eager to get their hands on Rust for this feature! Wondering how I know? I have access to a dashboard that puts a smile on my face, everytime I check the sales of Hands-On Concurrency with Rust! ;) You should get the book too, you know. Coming back to our discussion, Rust’s build and dependency injection tool, Cargo, is a breeze to work with. Why Rust is a winner When compared with C++, the main advantage of using Rust is safety. C++ doesn’t protect its own abstractions, and so, doesn’t allow programmers to protect theirs either. Rust on the other hand, does both. If you make a mistake in C++, your program will technically have no meaning, which can result in arbitrary behavior. Unlike C++, Rust protects you from such dangers, so you can instead concentrate on solving problems. If you’re already a C++ programmer, Rust will allow you to be more effective, while allowing those with little to no low level programming experience, to create things they might not have been capable of doing before. Mozilla was very wise in creating Rust, and the reason behind it was that they wanted web developers to have a practical and efficient language at hand, should they need to write low level code. Kudos to Mozilla! Now back to the question - Will Rust replace C++? Should C++ really worry about Rust replacing it someday? Honestly speaking, I think it has a pretty good shot at replacing C++. Rust is much better in several aspects, like memory safety, concurrency and it lets you think more carefully about memory usage and pointers. Rust will make you a better and more efficient programmer. The transition is already happening in various fields. In game development, for example, AAA game studio, At Dawn Studios is switching entirely to Rust, after close to 3 decades of using C++. That’s a pretty huge step, considering there might be a lot of considerations and workarounds to figure out. But if you look at the conversations on Twitter, the Rust team is delighted at this move and is willing to offer any kind of support if need be. Don’t you just want to give the Rust team a massive bear hug? IoT is another booming field, where Rust is finding rapid adoption. Hardware makers like Tessel provide support for Rust already. In terms of security, Microsoft created an open source repo on github, for an IoT Edge Security Daemon, written entirely in Rust. Rust seems to be doing pretty well in the GUI department too, with tools like Piston. In fact, you might also find Rust being used along with popular GUI framework, Qt. All this shows that Rust is seriously growing in adoption. While I say it might eventually be the next C++, it’s probably going to take years for that to happen. This is mainly because entire ecosystems are built on C++ and they will continue to be. Today there are many dead programming languages whose applications still live on and breed newer generations of developers. (I’m looking at you, COBOL!) In this world of Polyglotism, if that’s even a word, the bigger question we should be asking is how much will we benefit if both C++ and Rust are implemented together. There is definitely a strong case for C++ developers to learn Rust. The question then really is: Do you want to be a programmer working in mature industries and projects or do you want to be a code developer working at the cutting edge of technological progress? I’ll flip the original question and pose it to you: Will you replace C++ with Rust? Perform Advanced Programming with Rust Learn a Framework; forget the language! Firefox 61 builds on Firefox Quantum, adds Tab Warming, WebExtensions, and TLS 1.3  
Read more
  • 0
  • 5
  • 26649

article-image-binary-search-tree-tutorial
Pavan Ramchandani
25 Jul 2018
19 min read
Save for later

Build a C++ Binary search tree [Tutorial]

Pavan Ramchandani
25 Jul 2018
19 min read
A binary tree is a hierarchical data structure whose behavior is similar to a tree, as it contains root and leaves (a node that has no child). The root of a binary tree is the topmost node. Each node can have at most two children, which are referred to as the left child and the right child. A node that has at least one child becomes a parent of its child. A node that has no child is a leaf. In this tutorial, you will be learning about the Binary tree data structures, its principles, and strategies in applying this data structures to various applications. This C++ tutorial has been taken from C++ Data Structures and Algorithms. Read more here.  Take a look at the following binary tree: From the preceding binary tree diagram, we can conclude the following: The root of the tree is the node of element 1 since it's the topmost node The children of element 1 are element 2 and element 3 The parent of elements 2 and 3 is 1 There are four leaves in the tree, and they are element 4, element 5, element 6, and element 7 since they have no child This hierarchical data structure is usually used to store information that forms a hierarchy, such as a file system of a computer. Building a binary search tree ADT A binary search tree (BST) is a sorted binary tree, where we can easily search for any key using the binary search algorithm. To sort the BST, it has to have the following properties: The node's left subtree contains only a key that's smaller than the node's key The node's right subtree contains only a key that's greater than the node's key You cannot duplicate the node's key value By having the preceding properties, we can easily search for a key value as well as find the maximum or minimum key value. Suppose we have the following BST: As we can see in the preceding tree diagram, it has been sorted since all of the keys in the root's left subtree are smaller than the root's key, and all of the keys in the root's right subtree are greater than the root's key. The preceding BST is a balanced BST since it has a balanced left and right subtree. We also can define the preceding BST as a balanced BST since both the left and right subtrees have an equal height (we are going to discuss this further in the upcoming section). However, since we have to put the greater new key in the right subtree and the smaller new key in the left subtree, we might find an unbalanced BST, called a skewed left or a skewed right BST. Please see the following diagram:   The preceding image is a sample of a skewed left BST, since there's no right subtree. Also, we can find a BST that has no left subtree, which is called a skewed right BST, as shown in the following diagram: As we can see in the two skewed BST diagrams, the height of the BST becomes taller since the height equals to N - 1 (where N is the total keys in the BST), which is five. Comparing this with the balanced BST, the root's height is only three. To create a BST in C++, we need to modify our TreeNode class in the preceding binary tree discussion, Building a binary tree ADT. We need to add the Parent properties so that we can track the parent of each node. It will make things easier for us when we traverse the tree. The class should be as follows: class BSTNode { public: int Key; BSTNode * Left; BSTNode * Right; BSTNode * Parent; }; There are several basic operations which BST usually has, and they are as follows: Insert() is used to add a new node to the current BST. If it's the first time we have added a node, the node we inserted will be a root node. PrintTreeInOrder() is used to print all of the keys in the BST, sorted from the smallest key to the greatest key. Search() is used to find a given key in the BST. If the key exists it returns TRUE, otherwise it returns FALSE. FindMin() and FindMax() are used to find the minimum key and the maximum key that exist in the BST. Successor() and Predecessor() are used to find the successor and predecessor of a given key. We are going to discuss these later in the upcoming section. Remove() is used to remove a given key from BST. Now, let's discuss these BST operations further. Inserting a new key into a BST Inserting a key into the BST is actually adding a new node based on the behavior of the BST. Each time we want to insert a key, we have to compare it with the root node (if there's no root beforehand, the inserted key becomes a root) and check whether it's smaller or greater than the root's key. If the given key is greater than the currently selected node's key, then go to the right subtree. Otherwise, go to the left subtree if the given key is smaller than the currently selected node's key. Keep checking this until there's a node with no child so that we can add a new node there. The following is the implementation of the Insert() operation in C++: BSTNode * BST::Insert(BSTNode * node, int key) { // If BST doesn't exist // create a new node as root // or it's reached when // there's no any child node // so we can insert a new node here if(node == NULL) { node = new BSTNode; node->Key = key; node->Left = NULL; node->Right = NULL; node->Parent = NULL; } // If the given key is greater than // node's key then go to right subtree else if(node->Key < key) { node->Right = Insert(node->Right, key); node->Right->Parent = node; } // If the given key is smaller than // node's key then go to left subtree else { node->Left = Insert(node->Left, key); node->Left->Parent = node; } return node; } As we can see in the preceding code, we need to pass the selected node and a new key to the function. However, we will always pass the root node as the selected node when performing the Insert() operation, so we can invoke the preceding code with the following Insert() function: void BST::Insert(int key) { // Invoking Insert() function // and passing root node and given key root = Insert(root, key); } Based on the implementation of the Insert() operation, we can see that the time complexity to insert a new key into the BST is O(h), where h is the height of the BST. However, if we insert a new key into a non-existing BST, the time complexity will be O(1), which is the best case scenario. And, if we insert a new key into a skewed tree, the time complexity will be O(N), where N is the total number of keys in the BST, which is the worst case scenario. Traversing a BST in order We have successfully created a new BST and can insert a new key into it. Now, we need to implement the PrintTreeInOrder() operation, which will traverse the BST in order from the smallest key to the greatest key. To achieve this, we will go to the leftmost node and then to the rightmost node. The code should be as follows: void BST::PrintTreeInOrder(BSTNode * node) { // Stop printing if no node found if(node == NULL) return; // Get the smallest key first // which is in the left subtree PrintTreeInOrder(node->Left); // Print the key std::cout << node->Key << " "; // Continue to the greatest key // which is in the right subtree PrintTreeInOrder(node->Right); } Since we will always traverse from the root node, we can invoke the preceding code as follows: void BST::PrintTreeInOrder() { // Traverse the BST // from root node // then print all keys PrintTreeInOrder(root); std::cout << std::endl; } The time complexity of the PrintTreeInOrder() function will be O(N), where N is the total number of keys for both the best and the worst cases since it will always traverse to all keys. Finding out whether a key exists in a BST Suppose we have a BST and need to find out if a key exists in the BST. It's quite easy to check whether a given key exists in a BST, since we just need to compare the given key with the current node. If the key is smaller than the current node's key, we go to the left subtree, otherwise we go to the right subtree. We will do this until we find the key or when there are no more nodes to find. The implementation of the Search() operation should be as follows: BSTNode * BST::Search(BSTNode * node, int key) { // The given key is // not found in BST if (node == NULL) return NULL; // The given key is found else if(node->Key == key) return node; // The given is greater than // current node's key else if(node->Key < key) return Search(node->Right, key); // The given is smaller than // current node's key else return Search(node->Left, key); } Since we will always search for a key from the root node, we can create another Search() function as follows: bool BST::Search(int key) { // Invoking Search() operation // and passing root node BSTNode * result = Search(root, key); // If key is found, returns TRUE // otherwise returns FALSE return result == NULL ? false : true; } The time complexity to find out a key in the BST is O(h), where h is the height of the BST. If we find a key which lies in the root node, the time complexity will be O(1), which is the best case. If we search for a key in a skewed tree, the time complexity will be O(N), where N is the total number of keys in the BST, which is the worst case. Retrieving the minimum and maximum key values Finding out the minimum and maximum key values in a BST is also quite simple. To get a minimum key value, we just need to go to the leftmost node and get the key value. On the contrary, we just need to go to the rightmost node and we will find the maximum key value. The following is the implementation of the FindMin() operation to retrieve the minimum key value, and the FindMax() operation to retrieve the maximum key value: int BST::FindMin(BSTNode * node) { if(node == NULL) return -1; else if(node->Left == NULL) return node->Key; else return FindMin(node->Left); } int BST::FindMax(BSTNode * node) { if(node == NULL) return -1; else if(node->Right == NULL) return node->Key; else return FindMax(node->Right); } We return -1 if we cannot find the minimum or maximum value in the tree, since we assume that the tree can only have a positive integer. If we intend to store the negative integer as well, we need to modify the function's implementation, for instance, by returning NULL if no minimum or maximum values are found. As usual, we will always find the minimum and maximum key values from the root node, so we can invoke the preceding operations as follows: int BST::FindMin() { return FindMin(root); } int BST::FindMax() { return FindMax(root); } Similar to the Search() operation, the time complexity of the FindMin() and FindMax() operations is O(h), where h is the height of the BST. However, if we find the maximum key value in a skewed left BST, the time complexity will be O(1), which is the best case, since it doesn't have any right subtree. This also happens if we find the minimum key value in a skewed right BST. The worst case will appear if we try to find the minimum key value in a skewed left BST or try to find the maximum key value in a skewed right BST, since the time complexity will be O(N). Finding out the successor of a key in a BST Other properties that we can find from a BST are the successor and the predecessor. We are going to create two functions named Successor() and Predecessor() in C++. But before we create the code, let's discuss how to find out the successor and the predecessor of a key of a BST. In this section, we are going to learn about the successor first, and then we will discuss the predecessor in the upcoming section. There are three rules to find out the successor of a key of a BST. Suppose we have a key, k, that we have searched for using the previous Search() function. We will also use our preceding BST to find out the successor of a specific key. The successor of k can be found as follows: If k has a right subtree, the successor of k will be the minimum integer in the right subtree of k. From our preceding BST, if k = 31, Successor(31) will give us 53 since it's the minimum integer in the right subtree of 31. Please take a look at the following diagram: If k does not have a right subtree, we have to traverse the ancestors of k until we find the first node, n, which is greater than node k. After we find node n, we will see that node k is the maximum element in the left subtree of n. From our preceding BST, if k = 15, Successor(15) will give us 23 since it's the first greater ancestor compared with 15, which is 23. Please take a look at the following diagram: If k is the maximum integer in the BST, there's no successor of k. From the preceding BST, if we run Successor(88), we will get -1, which means no successor has been found, since 88 is the maximum key of the BST. Based on our preceding discussion about how to find out the successor of a given key in a BST, we can create a Successor() function in C++ with the following implementation: int BST::Successor(BSTNode * node) { // The successor is the minimum key value // of right subtree if (node->Right != NULL) { return FindMin(node->Right); } // If no any right subtree else { BSTNode * parentNode = node->Parent; BSTNode * currentNode = node; // If currentNode is not root and // currentNode is its right children // continue moving up while ((parentNode != NULL) && (currentNode == parentNode->Right)) { currentNode = parentNode; parentNode = currentNode->Parent; } // If parentNode is not NULL // then the key of parentNode is // the successor of node return parentNode == NULL ? -1 : parentNode->Key; } } However, since we have to find a given key's node first, we have to run Search() prior to invoking the preceding Successor() function. The complete code for searching for the successor of a given key in a BST is as follows: int BST::Successor(int key) { // Search the key's node first BSTNode * keyNode = Search(root, key); // Return the key. // If the key is not found or // successor is not found, // return -1 return keyNode == NULL ? -1 : Successor(keyNode); } From our preceding Successor() operation, we can say that the average time complexity of running the operation is O(h), where h is the height of the BST. However, if we try to find out the successor of a maximum key in a skewed right BST, the time complexity of the operation is O(N), which is the worst case scenario. Finding out the predecessor of a key in a BST If k has a left subtree, the predecessor of k will be the maximum integer in the left subtree of k. From our preceding BST, if k = 12, Predecessor(12) will be 7 since it's the maximum integer in the left subtree of 12. Please take a look at the following diagram: If k does not have a left subtree, we have to traverse the ancestors of k until we find the first node, n, which is lower than node k. After we find node n, we will see that node n is the minimum element of the traversed elements. From our preceding BST, if k = 29, Predecessor(29) will give us 23 since it's the first lower ancestor compared with 29, which is 23. Please take a look at the following diagram: If k is the minimum integer in the BST, there's no predecessor of k. From the preceding BST, if we run Predecessor(3), we will get -1, which means no predecessor is found since 3 is the minimum key of the BST. Now, we can implement the Predecessor() operation in C++ as follows: int BST::Predecessor(BSTNode * node) { // The predecessor is the maximum key value // of left subtree if (node->Left != NULL) { return FindMax(node->Left); } // If no any left subtree else { BSTNode * parentNode = node->Parent; BSTNode * currentNode = node; // If currentNode is not root and // currentNode is its left children // continue moving up while ((parentNode != NULL) && (currentNode == parentNode->Left)) { currentNode = parentNode; parentNode = currentNode->Parent; } // If parentNode is not NULL // then the key of parentNode is // the predecessor of node return parentNode == NULL ? -1 : parentNode->Key; } } And, similar to the Successor() operation, we have to search for the node of a given key prior to invoking the preceding Predecessor() function. The complete code for searching for the predecessor of a given key in a BST is as follows: int BST::Predecessor(int key) { // Search the key's node first BSTNode * keyNode = Search(root, key); // Return the key. // If the key is not found or // predecessor is not found, // return -1 return keyNode == NULL ? -1 : Predecessor(keyNode); } Similar to our preceding Successor() operation, the time complexity of running the Predecessor() operation is O(h), where h is the height of the BST. However, if we try to find out the predecessor of a minimum key in a skewed left BST, the time complexity of the operation is O(N), which is the worst case scenario. Removing a node based on a given key The last operation in the BST that we are going to discuss is removing a node based on a given key. We will create a Remove() operation in C++. There are three possible cases for removing a node from a BST, and they are as follows: Removing a leaf (a node that doesn't have any child). In this case, we just need to remove the node. From our preceding BST, we can remove keys 7, 15, 29, and 53 since they are leaves with no nodes. Removing a node that has only one child (either a left or right child). In this case, we have to connect the child to the parent of the node. After that, we can remove the target node safely. As an example, if we want to remove node 3, we have to point the Parent pointer of node 7 to node 12 and make the left node of 12 points to 7. Then, we can safely remove node 3. Removing a node that has two children (left and right children). In this case, we have to find out the successor (or predecessor) of the node's key. After that, we can replace the target node with the successor (or predecessor) node. Suppose we want to remove node 31, and that we want 53 as its successor. Then, we can remove node 31 and replace it with node 53. Now, node 53 will have two children, node 29 in the left and node 88 in the right. Also, similar to the Search() operation, if the target node doesn't exist, we just need to return NULL. The implementation of the Remove() operation in C++ is as follows: BSTNode * BST::Remove( BSTNode * node, int key) { // The given node is // not found in BST if (node == NULL) return NULL; // Target node is found if (node->Key == key) { // If the node is a leaf node // The node can be safely removed if (node->Left == NULL && node->Right == NULL) node = NULL; // The node have only one child at right else if (node->Left == NULL && node->Right != NULL) { // The only child will be connected to // the parent's of node directly node->Right->Parent = node->Parent; // Bypass node node = node->Right; } // The node have only one child at left else if (node->Left != NULL && node->Right == NULL) { // The only child will be connected to // the parent's of node directly node->Left->Parent = node->Parent; // Bypass node node = node->Left; } // The node have two children (left and right) else { // Find successor or predecessor to avoid quarrel int successorKey = Successor(key); // Replace node's key with successor's key node->Key = successorKey; // Delete the old successor's key node->Right = Remove(node->Right, successorKey); } } // Target node's key is smaller than // the given key then search to right else if (node->Key < key) node->Right = Remove(node->Right, key); // Target node's key is greater than // the given key then search to left else node->Left = Remove(node->Left, key); // Return the updated BST return node; } Since we will always remove a node starting from the root node, we can simplify the preceding Remove() operation by creating the following one: void BST::Remove(int key) { root = Remove(root, key); } As shown in the preceding Remove() code, the time complexity of the operation is O(1) for both case 1 (the node that has no child) and case 2 (the node that has only one child). For case 3 (the node that has two children), the time complexity will be O(h), where h is the height of the BST, since we have to find the successor or predecessor of the node's key. If you found this tutorial useful, do check out the book C++ Data Structures and Algorithms for more useful material on data structure and algorithms with real-world implementation in C++. Working with shaders in C++ to create 3D games Getting Inside a C++ Multithreaded Application Understanding the Dependencies of a C++ Application
Read more
  • 0
  • 3
  • 57762
article-image-implementing-c-libraries-in-delphi-for-hpc-tutorial
Pavan Ramchandani
24 Jul 2018
16 min read
Save for later

Implementing C++ libraries in Delphi for HPC [Tutorial]

Pavan Ramchandani
24 Jul 2018
16 min read
Using C object files in Delphi is hard but possible. Linking to C++ object files is, however, nearly impossible. The problem does not lie within the object files themselves but in C++. While C is hardly more than an assembler with improved syntax, C++ represents a sophisticated high-level language with runtime support for strings, objects, exceptions, and more. All these features are part of almost any C++ program and are as such compiled into (almost) any object file produced by C++. In this tutorial, we will leverage various C++ libraries that enable high-performance with Delphi. It starts with memory management, which is an important program for any high performance applications. The article is an excerpt from a book written by Primož Gabrijelčič, titled Delphi High Performance. The problem here is that Delphi has no idea how to deal with any of that. C++ object is not equal to a Delphi object. Delphi has no idea how to call functions of a C++ object, how to deal with its inheritance chain, how to create and destroy such objects, and so on. The same holds for strings, exceptions, streams, and other C++ concepts. If you can compile the C++ source with C++Builder then you can create a package (.bpl) that can be used from a Delphi program. Most of the time, however, you will not be dealing with a source project. Instead, you'll want to use a commercial library that only gives you a bunch of C++ header files (.h) and one or more static libraries (.lib). Most of the time, the only Windows version of that library will be compiled with Microsoft's Visual Studio. A more general approach to this problem is to introduce a proxy DLL created in C++. You will have to create it in the same development environment as was used to create the library you are trying to link into the project. On Windows, that will in most cases be Visual Studio. That will enable us to include the library without any problems. To allow Delphi to use this DLL (and as such use the library), the DLL should expose a simple interface in the Windows API style. Instead of exposing C++ objects, the API must expose methods implemented by the objects as normal (non-object) functions and procedures. As the objects cannot cross the API boundary we must find some other way to represent them on the Delphi side. Instead of showing how to write a DLL wrapper for an existing (and probably quite complicated) C++ library, I have decided to write a very simple C++ library that exposes a single class, implementing only two methods. As compiling this library requires Microsoft's Visual Studio, which not all of you have installed, I have also included the compiled version (DllLib1.dll) in the code archive. The Visual Studio solution is stored in the StaticLib1 folder and contains two projects. StaticLib1 is the project used to create the library while the Dll1 project implements the proxy DLL. The static library implements the CppClass class, which is defined in the header file, CppClass.h. Whenever you are dealing with a C++ library, the distribution will also contain one or more header files. They are needed if you want to use a library in a C++ project—such as in the proxy DLL Dll1. The header file for the demo library StaticLib1 is shown in the following. We can see that the code implements a single CppClass class, which implements a constructor (CppClass()), destructor (~CppClass()), a method accepting an integer parameter (void setData(int)), and a function returning an integer (int getSquare()). The class also contains one integer private field, data: #pragma once class CppClass { int data; public: CppClass(); ~CppClass(); void setData(int); int getSquare(); }; The implementation of the CppClass class is stored in the CppClass.cpp file. You don't need this file when implementing the proxy DLL. When we are using a C++ library, we are strictly coding to the interface—and the interface is stored in the header file. In our case, we have the full source so we can look inside the implementation too. The constructor and destructor don't do anything and so I'm not showing them here. The other two methods are as follows. The setData method stores its parameter in the internal field and the getSquare function returns the squared value of the internal field: void CppClass::setData(int value) { data = value; } int CppClass::getSquare() { return data * data; } This code doesn't contain anything that we couldn't write in 60 seconds in Delphi. It does, however, serve as a perfect simple example for writing a proxy DLL. Creating such a DLL in Visual Studio is easy. You just have to select File | New | Project, and select the Dynamic-Link Library (DLL) project type from the Visual C++ | Windows Desktop branch. The Dll1 project from the code archive has only two source files. The file, dllmain.cpp was created automatically by Visual Studio and contains the standard DllMain method. You can change this file if you have to run project-specific code when a program and/or a thread attaches to, or detaches from, the DLL. In my example, this file was left just as the Visual Studio created it. The second file, StaticLibWrapper.cpp fully implements the proxy DLL. It starts with two include lines (shown in the following) which bring in the required RTL header stdafx.h and the header definition for our C++ class, CppClass.h: #include "stdafx.h" #include "CppClass.h" The proxy has to be able to find our header file. There are two ways to do that. We could simply copy it to the folder containing the source files for the DLL project, or we can add it to the project's search path. The second approach can be configured in Project | Properties | Configuration Properties | C/C++ | General | Additional Include Directories. This is also the approach used by the demonstration program. The DLL project must be able to find the static library that implements the CppClass object. The path to the library file should be set in project options, in the Configuration Properties | Linker | General | Additional Library Directories settings. You should put the name of the library (StaticLib1.lib) in the Linker | Input | Additional Dependencies settings. The next line in the source file defines a macro called EXPORT, which will be used later in the program to mark a function as exported. We have to do that for every DLL function that we want to use from the Delphi code. Later, we'll see how this macro is used: #define EXPORT comment(linker, "/EXPORT:" __FUNCTION__ "=" __FUNCDNAME__) The next part of the StaticLibWrapper.cpp file implements an IndexAllocator class, which is used internally to cache C++ objects. It associates C++ objects with simple integer identifiers, which are then used outside the DLL to represent the object. I will not show this class in the book as the implementation is not that important. You only have to know how to use it. This class is implemented as a simple static array of pointers and contains at most MAXOBJECTS objects. The constant MAXOBJECTS is set to 100 in the current code, which limits the number of C++ objects created by the Delphi code to 100. Feel free to modify the code if you need to create more objects. The following code fragment shows three public functions implemented by the IndexAllocator class. The Allocate function takes a pointer obj, stores it in the cache, and returns its index in the deviceIndex parameter. The result of the function is FALSE if the cache is full and TRUE otherwise. The Release function accepts an index (which was previously returned from Allocate) and marks the cache slot at that index as empty. This function returns FALSE if the index is invalid (does not represent a value returned from Allocate) or if the cache slot for that index is already empty. The last function, Get, also accepts an index and returns the pointer associated with that index. It returns NULL if the index is invalid or if the cache slot for that index is empty: bool Allocate(int& deviceIndex, void* obj) bool Release(int deviceIndex) void* Get(int deviceIndex) Let's move now to functions that are exported from the DLL. The first two—Initialize and Finalize—are used to initialize internal structures, namely the GAllocator of type IndexAllocator and to clean up before the DLL is unloaded. Instead of looking into them, I'd rather show you the more interesting stuff, namely functions that deal with CppClass. The CreateCppClass function creates an instance of CppClass, stores it in the cache, and returns its index. The important three parts of the declaration are: extern "C", WINAPI, and #pragma EXPORT. extern "C" is there to guarantee that CreateCppClass name will not be changed when it is stored in the library. The C++ compiler tends to mangle (change) function names to support method overloading (the same thing happens in Delphi) and this declaration prevents that. WINAPI changes the calling convention from cdecl, which is standard for C programs, to stdcall, which is commonly used in DLLs. Later, we'll see that we also have to specify the correct calling convention on the Delphi side. The last important part, #pragma EXPORT, uses the previously defined EXPORT macro to mark this function as exported. The CreateCppClass returns 0 if the operation was successful and -1 if it failed. The same approach is used in all functions exported from the demo DLL: extern "C" int WINAPI CreateCppClass (int& index) { #pragma EXPORT CppClass* instance = new CppClass; if (!GAllocator->Allocate(index, (void*)instance)) { delete instance; return -1; } else return 0; } Similarly, the DestroyCppClass function (not shown here) accepts an index parameter, fetches the object from the cache, and destroys it. The DLL also exports two functions that allow the DLL user to operate on an object. The first one, CppClass_setValue, accepts an index of the object and a value. It fetches the CppClass instance from the cache (given the index) and calls its setData method, passing it the value: extern "C" int WINAPI CppClass_setValue(int index, int value) { #pragma EXPORT CppClass* instance = (CppClass*)GAllocator->Get(index); if (instance == NULL) return -1; else { instance->setData(value); return 0; } } The second function, CppClass_getSquare also accepts an object index and uses it to access the CppClass object. After that, it calls the object's getSquare function and stores the result in the output parameter, value: extern "C" int WINAPI CppClass_getSquare(int index, int& value) { #pragma EXPORT CppClass* instance = (CppClass*)GAllocator->Get(index); if (instance == NULL) return -1; else { value = instance->getSquare(); return 0; } } A proxy DLL that uses a mapping table is a bit complicated and requires some work. We could also approach the problem in a much simpler manner—by treating an address of an object as its external identifier. In other words, the CreateCppClass function would create an object and then return its address as an untyped pointer type. A CppClass_getSquare, for example, would accept this pointer, cast it to a CppClass instance, and execute an operation on it. An alternative version of these two methods is shown in the following: extern "C" int WINAPI CreateCppClass2(void*& ptr) { #pragma EXPORT ptr = new CppClass; return 0; } extern "C" int WINAPI CppClass_getSquare2(void* index, int& value) { #pragma EXPORT value = ((CppClass*)index)->getSquare(); return 0; } This approach is simpler but offers far less security in the form of error checking. The table-based approach can check whether the index represents a valid value, while the latter version cannot know if the pointer parameter is valid or not. If we make a mistake on the Delphi side and pass in an invalid pointer, the code would treat it as an instance of a class, do some operations on it, possibly corrupt some memory, and maybe crash. Finding the source of such errors is very hard. That's why I prefer to write more verbose code that implements some safety checks on the code that returns pointers. Using a proxy DLL in Delphi To use any DLL from a Delphi program, we must firstly import functions from the DLL. There are different ways to do this—we could use static linking, dynamic linking, and static linking with delayed loading. There's plenty of information on the internet about the art of DLL writing in Delphi so I won't dig into this topic. I'll just stick with the most modern approach—delay loading. The code archive for this book includes two demo programs, which demonstrate how to use the DllLib1.dll library. The simpler one, CppClassImportDemo uses the DLL functions directly, while CppClassWrapperDemo wraps them in an easy-to-use class. Both projects use the CppClassImport unit to import the DLL functions into the Delphi program. The following code fragment shows the interface part of that unit which tells the Delphi compiler which functions from the DLL should be imported, and what parameters they have. As with the C++ part, there are three important parts to each declaration. Firstly, the stdcall specifies that the function call should use the stdcall (or what is known in C as  WINAPI) calling convention. Secondly, the name after the name specifier should match the exported function name from the C++ source. And thirdly, the delayed keyword specifies that the program should not try to find this function in the DLL when it is started but only when the code calls the function. This allows us to check whether the DLL is present at all before we call any of the functions: const CPP_CLASS_LIB = 'DllLib1.dll'; function Initialize: integer; stdcall; external CPP_CLASS_LIB name 'Initialize' delayed; function Finalize: integer; stdcall; external CPP_CLASS_LIB name 'Finalize' delayed; function CreateCppClass(var index: integer): integer; stdcall; external CPP_CLASS_LIB name 'CreateCppClass' delayed; function DestroyCppClass(index: integer): integer; stdcall; external CPP_CLASS_LIB name 'DestroyCppClass' delayed; function CppClass_setValue(index: integer; value: integer): integer; stdcall; external CPP_CLASS_LIB name 'CppClass_setValue' delayed; function CppClass_getSquare(index: integer; var value: integer): integer; stdcall; external CPP_CLASS_LIB name 'CppClass_getSquare' delayed; The implementation part of this unit (not shown here) shows how to catch errors that occur during delayed loading—that is, when the code that calls any of the imported functions tries to find that function in the DLL. If you get an External exception C06D007F  exception when you try to call a delay-loaded function, you have probably mistyped a name—either in C++ or in Delphi. You can use the tdump utility that comes with Delphi to check which names are exported from the DLL. The syntax is tdump -d <dll_name.dll>. If the code crashes when you call a DLL function, check whether both sides correctly define the calling convention. Also check if all the parameters have correct types on both sides and if the var parameters are marked as such on both sides. To use the DLL, the code in the CppClassMain unit firstly calls the exported Initialize function from the form's OnCreate handler to initialize the DLL. The cleanup function, Finalize is called from the OnDestroy handler to clean up the DLL. All parts of the code check whether the DLL functions return the OK status (value 0): procedure TfrmCppClassDemo.FormCreate(Sender: TObject); begin if Initialize <> 0 then ListBox1.Items.Add('Initialize failed') end; procedure TfrmCppClassDemo.FormDestroy(Sender: TObject); begin if Finalize <> 0 then ListBox1.Items.Add('Finalize failed'); end; When you click on the Use import library button, the following code executes. It uses the DLL to create a CppClass object by calling the CreateCppClass function. This function puts an integer value into the idxClass value. This value is used as an identifier that identifies a CppClass object when calling other functions. The code then calls CppClass_setValue to set the internal field of the CppClass object and CppClass_getSquare to call the getSquare method and to return the calculated value. At the end, DestroyCppClass destroys the CppClass object: procedure TfrmCppClassDemo.btnImportLibClick(Sender: TObject); var idxClass: Integer; value: Integer; begin if CreateCppClass(idxClass) <> 0 then ListBox1.Items.Add('CreateCppClass failed') else if CppClass_setValue(idxClass, SpinEdit1.Value) <> 0 then ListBox1.Items.Add('CppClass_setValue failed') else if CppClass_getSquare(idxClass, value) <> 0 then ListBox1.Items.Add('CppClass_getSquare failed') else begin ListBox1.Items.Add(Format('square(%d) = %d', [SpinEdit1.Value, value])); if DestroyCppClass(idxClass) <> 0 then ListBox1.Items.Add('DestroyCppClass failed') end; end; This approach is relatively simple but long-winded and error-prone. A better way is to write a wrapper Delphi class that implements the same public interface as the corresponding C++ class. The second demo, CppClassWrapperDemo contains a unit CppClassWrapper which does just that. This unit implements a TCppClass class, which maps to its C++ counterpart. It only has one internal field, which stores the index of the C++ object as returned from the CreateCppClass function: type TCppClass = class strict private FIndex: integer; public class procedure InitializeWrapper; class procedure FinalizeWrapper; constructor Create; destructor Destroy; override; procedure SetValue(value: integer); function GetSquare: integer; end; I won't show all of the functions here as they are all equally simple. One—or maybe two— will suffice. The constructor just calls the CreateCppClass function, checks the result, and stores the resulting index in the internal field: constructor TCppClass.Create; begin inherited Create; if CreateCppClass(FIndex) <> 0 then raise Exception.Create('CreateCppClass failed'); end; Similarly, GetSquare just forwards its job to the CppClass_getSquare function: function TCppClass.GetSquare: integer; begin if CppClass_getSquare(FIndex, Result) <> 0 then raise Exception.Create('CppClass_getSquare failed'); end; When we have this wrapper, the code in the main unit becomes very simple—and very Delphi-like. Once the initialization in the OnCreate event handler is done, we can just create an instance of the TCppClass and work with it: procedure TfrmCppClassDemo.FormCreate(Sender: TObject); begin TCppClass.InitializeWrapper; end; procedure TfrmCppClassDemo.FormDestroy(Sender: TObject); begin TCppClass.FinalizeWrapper; end; procedure TfrmCppClassDemo.btnWrapClick(Sender: TObject); var cpp: TCppClass; begin cpp := TCppClass.Create; try cpp.SetValue(SpinEdit1.Value); ListBox1.Items.Add(Format('square(%d) = %d', [SpinEdit1.Value, cpp.GetSquare])); finally FreeAndNil(cpp); end; end; To summarize, we learned about the C/C++ library that provides a solution for high-performance computing working with Delphi as the primary language. If you found this post useful, do check out the book Delphi High Performance to learn more about the intricacies of how to perform High-performance programming with Delphi. Exploring the Usages of Delphi Delphi: memory management techniques for parallel programming Delphi Cookbook
Read more
  • 0
  • 0
  • 14389

article-image-no-new-peps-will-be-approved-for-python-until-a-new-bdfl-is-chosen-next-year
Natasha Mathur
24 Jul 2018
3 min read
Save for later

No new PEPS will be approved for Python in 2018, with BDFL election pending.

Natasha Mathur
24 Jul 2018
3 min read
According to an email exchange, Python will not approve of any proposals or PEPs until January 2019 as the team is planning to choose a new leader, with a deadline set for January 1, 2019. The news comes after Python founder and “Benevolent Dictator for Life (BDFL)” Guido van Rossum, announced earlier this month that he was standing down from the decision-making process.   Here’s a quick look at Why Guido may have quit as the Python chief (BDFL). A PEP - or Python Enhancement Proposal - is a design document consisting of information important to the Python community. If a new feature is to be added to the language, it is first detailed in a PEP. It will include technical specifications as well as the rationale for the feature. A passionate discussion regarding PEP 576, 579 and 580 started last week on the python-dev community with Jeroen Demeyer, a Cython contributor, stating how he finally came up with real-life benchmarks proving why a faster C calling protocol is required in Python. He implemented Cython compilation of SageMath on Python 2.7.15 (SageMath is not yet ported to Python 3). But, he mentioned that the conclusions of his implementation should be valid for newer Python versions as well. Guido’s, in his capacity as a core developer, responded back to this implementation request. In the email thread, he writes that “Jeroen was asked to provide benchmarks but only provided them for Python 2. The reasoning that not much has changed could affect the benchmarks feels a bit optimistic, that's all. The new BDFL may be less demanding though.” Stefan Behnel, a core Cython developer, was disappointed with Rossum’s response.. He writes that because Demeyer has already done “the work to clean up the current implementation… it would be very sad if this chance was wasted, and we would have to remain with the current implementation” But it seems that Guido is not convinced. According to Guido, no PEPS will be approved until the Python core dev team have elected a “new BDFL or come up with some other process for accepting PEPs, no action will be taken on this PEP.” The mail says “right now, there is no-one who can approve this PEP, and you will have to wait until 2019 until there is”. Many Python users are worried about this decision:                    Reddit All that’s left to do now is wait for more updates from the Python-dev community. Behnel states “I just hope that Python development won't stall completely. Even if no formal action can be taken on this PEP (or any other), I hope that there will still be informal discussion”. For more coverage on this news, check out the official mail posts on python-dev. Top 7 Python programming books you need to read Python, Tensorflow, Excel and more – Data professionals reveal their top tools  
Read more
  • 0
  • 0
  • 4130