How do I make a variable always equal to the result of some calculations?
In math, if z = x+y/2
, then z
will always change whenever we replace the value of x
and y
. Can we do that in programming without having to specifically updating z
whenever we change the value of x
and y
?
I mean something like that won't work, right?
int x;
int y;
int z{x + y};
cin >> x;
cin >> y;
cout << z;
If you're confused why I would need that, I want the variable shown live, and get it updated automatically when a rhs-variable make changes.
Like when killing a creep and get gold, then the net-worth (cash+worth of own items) shown changes. Or the speed meter of a car changing depending on how slow or fast you're driving.
c++ c++11
New contributor
|
show 5 more comments
In math, if z = x+y/2
, then z
will always change whenever we replace the value of x
and y
. Can we do that in programming without having to specifically updating z
whenever we change the value of x
and y
?
I mean something like that won't work, right?
int x;
int y;
int z{x + y};
cin >> x;
cin >> y;
cout << z;
If you're confused why I would need that, I want the variable shown live, and get it updated automatically when a rhs-variable make changes.
Like when killing a creep and get gold, then the net-worth (cash+worth of own items) shown changes. Or the speed meter of a car changing depending on how slow or fast you're driving.
c++ c++11
New contributor
1
Why do you want to do that?
– Robert Andrzejuk
yesterday
2
Right, that won't work. That's a spreadsheet thing.
– Pete Becker
yesterday
2
@RobertAndrzejuk Because it'd be very useful. For example, if you write a game and have something like networth(cash+the worth of all you own). You will have to call the function of networth everytime one of those update. That would be very annoying and error prone if you forgot to call the function somewhere.
– Nay Wunna Zaw
yesterday
19
@NayWunnaZaw In my experience this is why getters and setters are encouraged over direct variable access. If you always wanted networth to be updated, you could retrieve the value using getNetWorth() which would itself call updateNetWorth() before returning the value... or just calculate it before returning it.
– Onyz
yesterday
34
That's called a "function."
– ApproachingDarknessFish
yesterday
|
show 5 more comments
In math, if z = x+y/2
, then z
will always change whenever we replace the value of x
and y
. Can we do that in programming without having to specifically updating z
whenever we change the value of x
and y
?
I mean something like that won't work, right?
int x;
int y;
int z{x + y};
cin >> x;
cin >> y;
cout << z;
If you're confused why I would need that, I want the variable shown live, and get it updated automatically when a rhs-variable make changes.
Like when killing a creep and get gold, then the net-worth (cash+worth of own items) shown changes. Or the speed meter of a car changing depending on how slow or fast you're driving.
c++ c++11
New contributor
In math, if z = x+y/2
, then z
will always change whenever we replace the value of x
and y
. Can we do that in programming without having to specifically updating z
whenever we change the value of x
and y
?
I mean something like that won't work, right?
int x;
int y;
int z{x + y};
cin >> x;
cin >> y;
cout << z;
If you're confused why I would need that, I want the variable shown live, and get it updated automatically when a rhs-variable make changes.
Like when killing a creep and get gold, then the net-worth (cash+worth of own items) shown changes. Or the speed meter of a car changing depending on how slow or fast you're driving.
c++ c++11
c++ c++11
New contributor
New contributor
edited 19 mins ago
Peter Mortensen
13.8k1987113
13.8k1987113
New contributor
asked yesterday
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140211
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1
Why do you want to do that?
– Robert Andrzejuk
yesterday
2
Right, that won't work. That's a spreadsheet thing.
– Pete Becker
yesterday
2
@RobertAndrzejuk Because it'd be very useful. For example, if you write a game and have something like networth(cash+the worth of all you own). You will have to call the function of networth everytime one of those update. That would be very annoying and error prone if you forgot to call the function somewhere.
– Nay Wunna Zaw
yesterday
19
@NayWunnaZaw In my experience this is why getters and setters are encouraged over direct variable access. If you always wanted networth to be updated, you could retrieve the value using getNetWorth() which would itself call updateNetWorth() before returning the value... or just calculate it before returning it.
– Onyz
yesterday
34
That's called a "function."
– ApproachingDarknessFish
yesterday
|
show 5 more comments
1
Why do you want to do that?
– Robert Andrzejuk
yesterday
2
Right, that won't work. That's a spreadsheet thing.
– Pete Becker
yesterday
2
@RobertAndrzejuk Because it'd be very useful. For example, if you write a game and have something like networth(cash+the worth of all you own). You will have to call the function of networth everytime one of those update. That would be very annoying and error prone if you forgot to call the function somewhere.
– Nay Wunna Zaw
yesterday
19
@NayWunnaZaw In my experience this is why getters and setters are encouraged over direct variable access. If you always wanted networth to be updated, you could retrieve the value using getNetWorth() which would itself call updateNetWorth() before returning the value... or just calculate it before returning it.
– Onyz
yesterday
34
That's called a "function."
– ApproachingDarknessFish
yesterday
1
1
Why do you want to do that?
– Robert Andrzejuk
yesterday
Why do you want to do that?
– Robert Andrzejuk
yesterday
2
2
Right, that won't work. That's a spreadsheet thing.
– Pete Becker
yesterday
Right, that won't work. That's a spreadsheet thing.
– Pete Becker
yesterday
2
2
@RobertAndrzejuk Because it'd be very useful. For example, if you write a game and have something like networth(cash+the worth of all you own). You will have to call the function of networth everytime one of those update. That would be very annoying and error prone if you forgot to call the function somewhere.
– Nay Wunna Zaw
yesterday
@RobertAndrzejuk Because it'd be very useful. For example, if you write a game and have something like networth(cash+the worth of all you own). You will have to call the function of networth everytime one of those update. That would be very annoying and error prone if you forgot to call the function somewhere.
– Nay Wunna Zaw
yesterday
19
19
@NayWunnaZaw In my experience this is why getters and setters are encouraged over direct variable access. If you always wanted networth to be updated, you could retrieve the value using getNetWorth() which would itself call updateNetWorth() before returning the value... or just calculate it before returning it.
– Onyz
yesterday
@NayWunnaZaw In my experience this is why getters and setters are encouraged over direct variable access. If you always wanted networth to be updated, you could retrieve the value using getNetWorth() which would itself call updateNetWorth() before returning the value... or just calculate it before returning it.
– Onyz
yesterday
34
34
That's called a "function."
– ApproachingDarknessFish
yesterday
That's called a "function."
– ApproachingDarknessFish
yesterday
|
show 5 more comments
9 Answers
9
active
oldest
votes
You can get close to this with by using a lambda in C++. Generally, when you set a variable like
int x;
int y;
int z{x + y};
z
will only be the result of x + y
at that time. You'd have to do z = x + y;
every time you change x
or y
to keep it update.
If you use a lambda though, you can have it capture what objects it should refer to, and what calculation should be done, and then every time you access the lambda it will give you the result at that point in time. That looks like
int x;
int y;
auto z = [&](){ return x + y; };
cin >> x;
cin >> y;
cout << z();
and now z()
will have the correct value instead of the uninitialized garbage that the original code had.
If the computation is very expensive you can even add some caching to the lambda to make sure you aren't running the computation when you don't need to. That would look like
auto z = [&](){ static auto cache_x = x;
static auto cache_y = y;
static auto cache_result = x + y;
if (x != cache_x || y != cache_y)
{
cache_x = x;
cache_y = y;
cache_result = x + y;
}
return cache_result;
};
1
Also, at that point you should not repeat the cache code for each kind of lambda. A class encapsulation is pretty much required there.
– Max Langhof
yesterday
6
And a class can be used to avoid thez()
syntax as well: coliru.stacked-crooked.com/a/3c3dafe9856c28b8
– Mooing Duck
yesterday
@MooingDuck That's awesome! I didn't think it was possible. It deserves to be an answer on its own!
– Fabio Turati
yesterday
@FabioTurati See Aconcagua's answer
– NathanOliver
yesterday
6
Erm you probably don't wantstatic
for caching... lambdas can be stateful for a reason.
– Mehrdad
18 hours ago
|
show 2 more comments
You mean something like this:
class Z
{
int& x;
int& y;
public:
Z(int& x, int& y) : x(x), y(y) { }
operator int() { return x + y; }
};
The class delays calculation of the result until casted as int. As cast operator is not explicit, Z
can be used whenever an int is required. As there's an overload of operator<<
for int, you can use it with e. g. std::cout
directly:
int x, y;
Z z(x, y);
std::cin >> x >> y;
if(std::cin) // otherwise, IO error! (e. g. bad user input)
std::cout << z << std::endl;
while this could work whenever we need z, this requires a whole class to be created only for one variable. so i'm preferring the lambda method to be chosen as answer.
– Nay Wunna Zaw
10 hours ago
2
@NayWunnaZaw: If it's a one-off usage, sure, use thelambda
. But if your code has multiple places where dynamic types like this are needed, a slightly more complex class (templated, receiving a function, e.g. one of the operator wrappers likestd::plus
) would be only a little longer at time of definition, while supporting reuse without redefining a fairly subtle thing at each point of use. I think this is the better answer for when this is a pattern, not merely a one-off trick.
– ShadowRanger
8 hours ago
@ShadowRanger Yes, I understand that. But it'd be off topic if I accept the class type answer. What I asked is a variable which will get updated whenever x and y are changed. So I think lambda is an appropriate answer for my question.
– Nay Wunna Zaw
6 hours ago
2
@NayWunnaZaw: BTW, just to be clear: You realize lambdas are (unnamed) classes, right? They're syntactic sugar around functors (the captures are instance attributes, and the arguments are arguments tooperator()
) so in both cases a class exists (or doesn't exist due to inlining). This explicitly overridesoperator int
(so implicit conversion does the trick), where lambdas implicitly overrideoperator()
(so explicit call parens are needed), otherwise they're the same. It's fine if you prefer the lambda for code brevity, but in terms of what actually runs, both of them involve classes.
– ShadowRanger
6 hours ago
add a comment |
The closest you probably can get is to create a functor:
#include <iostream>
int main() {
int x;
int y;
auto z = [&x, &y] { return x + y; }; // a lambda capturing x and y
while(true) {
std::cin >> x;
std::cin >> y;
std::cout << z() << "n";
}
}
add a comment |
There are two chief techniques:
Deferred calculation - instead of
z
being a simple variable, make it a function which calculates the value on demand (see other answers for examples). This can be source-code transparent ifz
is some proxy object with implicit conversion to the required type (as in Aconcagua's answer).Explicit notification of changes. This requires
x
andy
to be observable types; when either changes value, thenz
updates itself (and notifies its observers if applicable).
The first version is usually preferred, but the second may be more appropriate if you need z
to be an observable type.
The observation approach is interesting, too, if calculations to be done are expensive. Appropriately implemented, I consider it more elegant than the caching proposed by NathanOliver...
– Aconcagua
15 hours ago
1
@Aconcagua, amend that to: if calculations to be done are expensive and reads are more frequent than updates. Otherwise, we need to add a way to avoid computing values that don't get used.
– Toby Speight
13 hours ago
add a comment |
- You create a function for that.
- You call the function with the appropriate arguments when you need the value.
int z(int x, int y)
{
return (x + y);
}
int x;
int y;
// This does ot work
// int z{x + y};
cin >> x;
cin >> y;
cout << z(x, y);
1
yes, i mean the only way to get z updated is to call that function everytime we change x and y values?
– Nay Wunna Zaw
yesterday
@NayWunnaZaw, yes, that is correct.
– R Sahu
yesterday
1
@NayWunnaZaw, you can avoid the repeated use ofx
andy
by using a lambda function, as shown by Nathan but you still have to make the call.
– R Sahu
yesterday
4
@NayWunnaZaw To complete the issue: Even with my solution, there is a function call (to the cast operator!), just that it is implicit and not required explicitly...
– Aconcagua
yesterday
add a comment |
This sounds like the XY problem (pun intended).
From the sound of it, you are not really writing code according to good object oriented practices. I would advise you not to use the "tricks" other people have suggested, but to actually learn how to make better use of OO structure.
Before I go into that, note that assignment is distinct from an equality relation. The =
in C++ is assignment, which is not the same as the =
in maths. There are some (but not many) programming languages that do support equality relations, but C++ is not one of them. The thing is, adding support for equality relations introduces a heap of new challenges, so it's not as simple as "why isn't it in C++ yet".
Anyway, in this case, you should probably be encapsulating your related variables in a class. Then you can use methods to obtain the "up-to-date" information. For example:
class Player {
std::vector<int> inventory;
int cash;
public:
int inventory_total();
int net_worth();
}
//adds up total value of inventory
int Player::inventory_total() {
int total = 0;
for(std::vector<int>::iterator it = inventory.begin(); it != inventory.end(); ++it) {
total += *it;
}
return total;
}
//calculates net worth
int Player::net_worth() {
//we are using inventory_total() as if it were a variable that automatically
//holds the sum of the inventory values
return inventory_total() + cash;
}
...
//we are using net_worth() as if it were a variable that automatically
//holds the sum of the cash and total holdings
std::cout << player1.net_worth();
I admit that adding this behaviour to a class is quite a bit more complicated than saying z = x + y
, but it really is only a few extra lines of code.
That would be very annoying and error prone if you forgot to call the function somewhere.
In this case the object doesn't have a net_worth
member variable, so you can't accidentally use it instead of calling the function.
can you give me the pros and cons of using lambdas vs this? which would be better practice?
– Nay Wunna Zaw
11 hours ago
Yes, this is the (real) answer I would expect.
– Peter Mortensen
17 mins ago
add a comment |
You can define the following lambda z
which always returns the current value of x+y
because x
and y
are captured by reference:
DEMO
int main()
{
int x;
int y;
const auto z = [&x, &y](){ return x+y; };
std::cin >> x; // 1
std::cin >> y; // 2
std::cout << z() << std::endl; // 3
std::cin >> x; // 3
std::cin >> y; // 4
std::cout << z() << std::endl; // 7
}
2
Don't use parentheses around return values –return
is not a function, and in worst case, the parentheses can even create a dangling reference (with return type beingdecltype(auto)
).
– Aconcagua
yesterday
@Aconcagua thx! you are right. I edited my answer.
– Hiroki
yesterday
Why downvoted ? At least I posted my answer faster than Ted with my tested code. Hmm... :)
– Hiroki
15 hours ago
1
Well, I didn't and wouldn't have considered the parentheses worth doing so either. If they were the reason – well, people tend to never come back to remove a DV even if the answer was fixed, so (I don't think there's a notification for either, so people might just not even recognise...)
– Aconcagua
15 hours ago
@Aconcagua thx for your comment. Although I was downvoted after few hours later of my edition, I was relieved to hear your words.
– Hiroki
4 hours ago
add a comment |
So a big problem that I see with the lambda solutions provided is that z
is calculated each time that it is inspected even if neither x
nor y
has changed. To get around this you really need to link these variables.
I would suggest doing that via class
:
class foo {
int x;
int y;
int z;
void calculate() { z = (x + y) / 2; }
friend istream& operator >>(istream& lhs, foo& rhs);
public:
void set_x(const int param) {
x = param;
calculate();
}
int get_x() const { return x; }
void set_y(const int param) {
y = param;
calculate();
}
int get_y() const { return y; }
int get_z() const { return z; }
};
istream& operator >>(istream& lhs, foo& rhs) {
lhs >> rhs.x >> rhs.y;
rhs.calculate();
return lhs;
}
This will recalculate z
each time x
or y
is set. This is a good solution if you access z
frequently, and x
and y
are set infrequently. If x
and y
are set frequently or calculate
is expensive you might consider:
class foo {
int x;
int y;
int z;
bool dirty;
void calculate() { z = (x + y) / 2; }
friend istream& operator >>(istream& lhs, foo& rhs);
public:
void set_x(const int param) {
x = param;
dirty = true;
}
int get_x() const { return x; }
void set_y(const int param) {
y = param;
dirty = true;
}
int get_y() const { return y; }
int get_z() const {
if(dirty) {
calculate();
}
return z;
}
};
istream& operator >>(istream& lhs, foo& rhs) {
lhs >> rhs.x >> rhs.y;
rhs.dirty = true;
return lhs;
}
Note that I've included an extraction operator, so whichever you choose your code can turn into something as simple as:
foo xyz;
cin >> xyz;
cout << xyz.get_z();
I don't quite understand how lambda work. But if you've played dota you'd know how gold in the game work. The way it is displayed all the time and adding 1 gold every split-second. I'm asking this question with that in mind. How do I implement that in c++?
– Nay Wunna Zaw
6 hours ago
1
@NayWunnaZaw I mean generally you're going to have a main class which calls the tick function on any class that needs live updating, passing in a time elapsed since last tick parameter. You'd probably have a player class instead of just the simplefoo
which would do loads of things. Like the player class's tick would need to update the damage of poison effects, calculate cooldown times, and also calculate gold. I recognize this is probably a gross over simplification. But I do think you're going to want to go with a class here.
– Jonathan Mee
6 hours ago
thanks for that, but I like lambda answer more for it's simplicity for a variable. and that fits my question. And class type solution should be used instead if we plan on using the equation more than once like shadowranger said up there.
– Nay Wunna Zaw
6 hours ago
add a comment |
You can get what you're asking for by using macros:
{
int x, y;
#define z (x + y)
/* use x, y, z */
#undef z
}
The #undef
is for a little sanity. For more sanity, don't use macros at all, and go with one of the other answers, and deal with the extra verbosity.
Although a class with a custom operator int
would work in a lot of cases ... hmm.
Although this could use an EXTREME CAUTION warning, I think it is worth mentioning. Sometimes quick'n'dirty is called for. I have used tricks like this to save time in programming competitions, or in mindless repetitive matrix calculations that would be a lot more verbose and/or bug-prone using any other approach.
– Artelius
18 hours ago
add a comment |
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9 Answers
9
active
oldest
votes
9 Answers
9
active
oldest
votes
active
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votes
You can get close to this with by using a lambda in C++. Generally, when you set a variable like
int x;
int y;
int z{x + y};
z
will only be the result of x + y
at that time. You'd have to do z = x + y;
every time you change x
or y
to keep it update.
If you use a lambda though, you can have it capture what objects it should refer to, and what calculation should be done, and then every time you access the lambda it will give you the result at that point in time. That looks like
int x;
int y;
auto z = [&](){ return x + y; };
cin >> x;
cin >> y;
cout << z();
and now z()
will have the correct value instead of the uninitialized garbage that the original code had.
If the computation is very expensive you can even add some caching to the lambda to make sure you aren't running the computation when you don't need to. That would look like
auto z = [&](){ static auto cache_x = x;
static auto cache_y = y;
static auto cache_result = x + y;
if (x != cache_x || y != cache_y)
{
cache_x = x;
cache_y = y;
cache_result = x + y;
}
return cache_result;
};
1
Also, at that point you should not repeat the cache code for each kind of lambda. A class encapsulation is pretty much required there.
– Max Langhof
yesterday
6
And a class can be used to avoid thez()
syntax as well: coliru.stacked-crooked.com/a/3c3dafe9856c28b8
– Mooing Duck
yesterday
@MooingDuck That's awesome! I didn't think it was possible. It deserves to be an answer on its own!
– Fabio Turati
yesterday
@FabioTurati See Aconcagua's answer
– NathanOliver
yesterday
6
Erm you probably don't wantstatic
for caching... lambdas can be stateful for a reason.
– Mehrdad
18 hours ago
|
show 2 more comments
You can get close to this with by using a lambda in C++. Generally, when you set a variable like
int x;
int y;
int z{x + y};
z
will only be the result of x + y
at that time. You'd have to do z = x + y;
every time you change x
or y
to keep it update.
If you use a lambda though, you can have it capture what objects it should refer to, and what calculation should be done, and then every time you access the lambda it will give you the result at that point in time. That looks like
int x;
int y;
auto z = [&](){ return x + y; };
cin >> x;
cin >> y;
cout << z();
and now z()
will have the correct value instead of the uninitialized garbage that the original code had.
If the computation is very expensive you can even add some caching to the lambda to make sure you aren't running the computation when you don't need to. That would look like
auto z = [&](){ static auto cache_x = x;
static auto cache_y = y;
static auto cache_result = x + y;
if (x != cache_x || y != cache_y)
{
cache_x = x;
cache_y = y;
cache_result = x + y;
}
return cache_result;
};
1
Also, at that point you should not repeat the cache code for each kind of lambda. A class encapsulation is pretty much required there.
– Max Langhof
yesterday
6
And a class can be used to avoid thez()
syntax as well: coliru.stacked-crooked.com/a/3c3dafe9856c28b8
– Mooing Duck
yesterday
@MooingDuck That's awesome! I didn't think it was possible. It deserves to be an answer on its own!
– Fabio Turati
yesterday
@FabioTurati See Aconcagua's answer
– NathanOliver
yesterday
6
Erm you probably don't wantstatic
for caching... lambdas can be stateful for a reason.
– Mehrdad
18 hours ago
|
show 2 more comments
You can get close to this with by using a lambda in C++. Generally, when you set a variable like
int x;
int y;
int z{x + y};
z
will only be the result of x + y
at that time. You'd have to do z = x + y;
every time you change x
or y
to keep it update.
If you use a lambda though, you can have it capture what objects it should refer to, and what calculation should be done, and then every time you access the lambda it will give you the result at that point in time. That looks like
int x;
int y;
auto z = [&](){ return x + y; };
cin >> x;
cin >> y;
cout << z();
and now z()
will have the correct value instead of the uninitialized garbage that the original code had.
If the computation is very expensive you can even add some caching to the lambda to make sure you aren't running the computation when you don't need to. That would look like
auto z = [&](){ static auto cache_x = x;
static auto cache_y = y;
static auto cache_result = x + y;
if (x != cache_x || y != cache_y)
{
cache_x = x;
cache_y = y;
cache_result = x + y;
}
return cache_result;
};
You can get close to this with by using a lambda in C++. Generally, when you set a variable like
int x;
int y;
int z{x + y};
z
will only be the result of x + y
at that time. You'd have to do z = x + y;
every time you change x
or y
to keep it update.
If you use a lambda though, you can have it capture what objects it should refer to, and what calculation should be done, and then every time you access the lambda it will give you the result at that point in time. That looks like
int x;
int y;
auto z = [&](){ return x + y; };
cin >> x;
cin >> y;
cout << z();
and now z()
will have the correct value instead of the uninitialized garbage that the original code had.
If the computation is very expensive you can even add some caching to the lambda to make sure you aren't running the computation when you don't need to. That would look like
auto z = [&](){ static auto cache_x = x;
static auto cache_y = y;
static auto cache_result = x + y;
if (x != cache_x || y != cache_y)
{
cache_x = x;
cache_y = y;
cache_result = x + y;
}
return cache_result;
};
edited 8 hours ago
J.G.
1259
1259
answered yesterday
NathanOliverNathanOliver
97.3k16138214
97.3k16138214
1
Also, at that point you should not repeat the cache code for each kind of lambda. A class encapsulation is pretty much required there.
– Max Langhof
yesterday
6
And a class can be used to avoid thez()
syntax as well: coliru.stacked-crooked.com/a/3c3dafe9856c28b8
– Mooing Duck
yesterday
@MooingDuck That's awesome! I didn't think it was possible. It deserves to be an answer on its own!
– Fabio Turati
yesterday
@FabioTurati See Aconcagua's answer
– NathanOliver
yesterday
6
Erm you probably don't wantstatic
for caching... lambdas can be stateful for a reason.
– Mehrdad
18 hours ago
|
show 2 more comments
1
Also, at that point you should not repeat the cache code for each kind of lambda. A class encapsulation is pretty much required there.
– Max Langhof
yesterday
6
And a class can be used to avoid thez()
syntax as well: coliru.stacked-crooked.com/a/3c3dafe9856c28b8
– Mooing Duck
yesterday
@MooingDuck That's awesome! I didn't think it was possible. It deserves to be an answer on its own!
– Fabio Turati
yesterday
@FabioTurati See Aconcagua's answer
– NathanOliver
yesterday
6
Erm you probably don't wantstatic
for caching... lambdas can be stateful for a reason.
– Mehrdad
18 hours ago
1
1
Also, at that point you should not repeat the cache code for each kind of lambda. A class encapsulation is pretty much required there.
– Max Langhof
yesterday
Also, at that point you should not repeat the cache code for each kind of lambda. A class encapsulation is pretty much required there.
– Max Langhof
yesterday
6
6
And a class can be used to avoid the
z()
syntax as well: coliru.stacked-crooked.com/a/3c3dafe9856c28b8– Mooing Duck
yesterday
And a class can be used to avoid the
z()
syntax as well: coliru.stacked-crooked.com/a/3c3dafe9856c28b8– Mooing Duck
yesterday
@MooingDuck That's awesome! I didn't think it was possible. It deserves to be an answer on its own!
– Fabio Turati
yesterday
@MooingDuck That's awesome! I didn't think it was possible. It deserves to be an answer on its own!
– Fabio Turati
yesterday
@FabioTurati See Aconcagua's answer
– NathanOliver
yesterday
@FabioTurati See Aconcagua's answer
– NathanOliver
yesterday
6
6
Erm you probably don't want
static
for caching... lambdas can be stateful for a reason.– Mehrdad
18 hours ago
Erm you probably don't want
static
for caching... lambdas can be stateful for a reason.– Mehrdad
18 hours ago
|
show 2 more comments
You mean something like this:
class Z
{
int& x;
int& y;
public:
Z(int& x, int& y) : x(x), y(y) { }
operator int() { return x + y; }
};
The class delays calculation of the result until casted as int. As cast operator is not explicit, Z
can be used whenever an int is required. As there's an overload of operator<<
for int, you can use it with e. g. std::cout
directly:
int x, y;
Z z(x, y);
std::cin >> x >> y;
if(std::cin) // otherwise, IO error! (e. g. bad user input)
std::cout << z << std::endl;
while this could work whenever we need z, this requires a whole class to be created only for one variable. so i'm preferring the lambda method to be chosen as answer.
– Nay Wunna Zaw
10 hours ago
2
@NayWunnaZaw: If it's a one-off usage, sure, use thelambda
. But if your code has multiple places where dynamic types like this are needed, a slightly more complex class (templated, receiving a function, e.g. one of the operator wrappers likestd::plus
) would be only a little longer at time of definition, while supporting reuse without redefining a fairly subtle thing at each point of use. I think this is the better answer for when this is a pattern, not merely a one-off trick.
– ShadowRanger
8 hours ago
@ShadowRanger Yes, I understand that. But it'd be off topic if I accept the class type answer. What I asked is a variable which will get updated whenever x and y are changed. So I think lambda is an appropriate answer for my question.
– Nay Wunna Zaw
6 hours ago
2
@NayWunnaZaw: BTW, just to be clear: You realize lambdas are (unnamed) classes, right? They're syntactic sugar around functors (the captures are instance attributes, and the arguments are arguments tooperator()
) so in both cases a class exists (or doesn't exist due to inlining). This explicitly overridesoperator int
(so implicit conversion does the trick), where lambdas implicitly overrideoperator()
(so explicit call parens are needed), otherwise they're the same. It's fine if you prefer the lambda for code brevity, but in terms of what actually runs, both of them involve classes.
– ShadowRanger
6 hours ago
add a comment |
You mean something like this:
class Z
{
int& x;
int& y;
public:
Z(int& x, int& y) : x(x), y(y) { }
operator int() { return x + y; }
};
The class delays calculation of the result until casted as int. As cast operator is not explicit, Z
can be used whenever an int is required. As there's an overload of operator<<
for int, you can use it with e. g. std::cout
directly:
int x, y;
Z z(x, y);
std::cin >> x >> y;
if(std::cin) // otherwise, IO error! (e. g. bad user input)
std::cout << z << std::endl;
while this could work whenever we need z, this requires a whole class to be created only for one variable. so i'm preferring the lambda method to be chosen as answer.
– Nay Wunna Zaw
10 hours ago
2
@NayWunnaZaw: If it's a one-off usage, sure, use thelambda
. But if your code has multiple places where dynamic types like this are needed, a slightly more complex class (templated, receiving a function, e.g. one of the operator wrappers likestd::plus
) would be only a little longer at time of definition, while supporting reuse without redefining a fairly subtle thing at each point of use. I think this is the better answer for when this is a pattern, not merely a one-off trick.
– ShadowRanger
8 hours ago
@ShadowRanger Yes, I understand that. But it'd be off topic if I accept the class type answer. What I asked is a variable which will get updated whenever x and y are changed. So I think lambda is an appropriate answer for my question.
– Nay Wunna Zaw
6 hours ago
2
@NayWunnaZaw: BTW, just to be clear: You realize lambdas are (unnamed) classes, right? They're syntactic sugar around functors (the captures are instance attributes, and the arguments are arguments tooperator()
) so in both cases a class exists (or doesn't exist due to inlining). This explicitly overridesoperator int
(so implicit conversion does the trick), where lambdas implicitly overrideoperator()
(so explicit call parens are needed), otherwise they're the same. It's fine if you prefer the lambda for code brevity, but in terms of what actually runs, both of them involve classes.
– ShadowRanger
6 hours ago
add a comment |
You mean something like this:
class Z
{
int& x;
int& y;
public:
Z(int& x, int& y) : x(x), y(y) { }
operator int() { return x + y; }
};
The class delays calculation of the result until casted as int. As cast operator is not explicit, Z
can be used whenever an int is required. As there's an overload of operator<<
for int, you can use it with e. g. std::cout
directly:
int x, y;
Z z(x, y);
std::cin >> x >> y;
if(std::cin) // otherwise, IO error! (e. g. bad user input)
std::cout << z << std::endl;
You mean something like this:
class Z
{
int& x;
int& y;
public:
Z(int& x, int& y) : x(x), y(y) { }
operator int() { return x + y; }
};
The class delays calculation of the result until casted as int. As cast operator is not explicit, Z
can be used whenever an int is required. As there's an overload of operator<<
for int, you can use it with e. g. std::cout
directly:
int x, y;
Z z(x, y);
std::cin >> x >> y;
if(std::cin) // otherwise, IO error! (e. g. bad user input)
std::cout << z << std::endl;
answered yesterday
AconcaguaAconcagua
13k32145
13k32145
while this could work whenever we need z, this requires a whole class to be created only for one variable. so i'm preferring the lambda method to be chosen as answer.
– Nay Wunna Zaw
10 hours ago
2
@NayWunnaZaw: If it's a one-off usage, sure, use thelambda
. But if your code has multiple places where dynamic types like this are needed, a slightly more complex class (templated, receiving a function, e.g. one of the operator wrappers likestd::plus
) would be only a little longer at time of definition, while supporting reuse without redefining a fairly subtle thing at each point of use. I think this is the better answer for when this is a pattern, not merely a one-off trick.
– ShadowRanger
8 hours ago
@ShadowRanger Yes, I understand that. But it'd be off topic if I accept the class type answer. What I asked is a variable which will get updated whenever x and y are changed. So I think lambda is an appropriate answer for my question.
– Nay Wunna Zaw
6 hours ago
2
@NayWunnaZaw: BTW, just to be clear: You realize lambdas are (unnamed) classes, right? They're syntactic sugar around functors (the captures are instance attributes, and the arguments are arguments tooperator()
) so in both cases a class exists (or doesn't exist due to inlining). This explicitly overridesoperator int
(so implicit conversion does the trick), where lambdas implicitly overrideoperator()
(so explicit call parens are needed), otherwise they're the same. It's fine if you prefer the lambda for code brevity, but in terms of what actually runs, both of them involve classes.
– ShadowRanger
6 hours ago
add a comment |
while this could work whenever we need z, this requires a whole class to be created only for one variable. so i'm preferring the lambda method to be chosen as answer.
– Nay Wunna Zaw
10 hours ago
2
@NayWunnaZaw: If it's a one-off usage, sure, use thelambda
. But if your code has multiple places where dynamic types like this are needed, a slightly more complex class (templated, receiving a function, e.g. one of the operator wrappers likestd::plus
) would be only a little longer at time of definition, while supporting reuse without redefining a fairly subtle thing at each point of use. I think this is the better answer for when this is a pattern, not merely a one-off trick.
– ShadowRanger
8 hours ago
@ShadowRanger Yes, I understand that. But it'd be off topic if I accept the class type answer. What I asked is a variable which will get updated whenever x and y are changed. So I think lambda is an appropriate answer for my question.
– Nay Wunna Zaw
6 hours ago
2
@NayWunnaZaw: BTW, just to be clear: You realize lambdas are (unnamed) classes, right? They're syntactic sugar around functors (the captures are instance attributes, and the arguments are arguments tooperator()
) so in both cases a class exists (or doesn't exist due to inlining). This explicitly overridesoperator int
(so implicit conversion does the trick), where lambdas implicitly overrideoperator()
(so explicit call parens are needed), otherwise they're the same. It's fine if you prefer the lambda for code brevity, but in terms of what actually runs, both of them involve classes.
– ShadowRanger
6 hours ago
while this could work whenever we need z, this requires a whole class to be created only for one variable. so i'm preferring the lambda method to be chosen as answer.
– Nay Wunna Zaw
10 hours ago
while this could work whenever we need z, this requires a whole class to be created only for one variable. so i'm preferring the lambda method to be chosen as answer.
– Nay Wunna Zaw
10 hours ago
2
2
@NayWunnaZaw: If it's a one-off usage, sure, use the
lambda
. But if your code has multiple places where dynamic types like this are needed, a slightly more complex class (templated, receiving a function, e.g. one of the operator wrappers like std::plus
) would be only a little longer at time of definition, while supporting reuse without redefining a fairly subtle thing at each point of use. I think this is the better answer for when this is a pattern, not merely a one-off trick.– ShadowRanger
8 hours ago
@NayWunnaZaw: If it's a one-off usage, sure, use the
lambda
. But if your code has multiple places where dynamic types like this are needed, a slightly more complex class (templated, receiving a function, e.g. one of the operator wrappers like std::plus
) would be only a little longer at time of definition, while supporting reuse without redefining a fairly subtle thing at each point of use. I think this is the better answer for when this is a pattern, not merely a one-off trick.– ShadowRanger
8 hours ago
@ShadowRanger Yes, I understand that. But it'd be off topic if I accept the class type answer. What I asked is a variable which will get updated whenever x and y are changed. So I think lambda is an appropriate answer for my question.
– Nay Wunna Zaw
6 hours ago
@ShadowRanger Yes, I understand that. But it'd be off topic if I accept the class type answer. What I asked is a variable which will get updated whenever x and y are changed. So I think lambda is an appropriate answer for my question.
– Nay Wunna Zaw
6 hours ago
2
2
@NayWunnaZaw: BTW, just to be clear: You realize lambdas are (unnamed) classes, right? They're syntactic sugar around functors (the captures are instance attributes, and the arguments are arguments to
operator()
) so in both cases a class exists (or doesn't exist due to inlining). This explicitly overrides operator int
(so implicit conversion does the trick), where lambdas implicitly override operator()
(so explicit call parens are needed), otherwise they're the same. It's fine if you prefer the lambda for code brevity, but in terms of what actually runs, both of them involve classes.– ShadowRanger
6 hours ago
@NayWunnaZaw: BTW, just to be clear: You realize lambdas are (unnamed) classes, right? They're syntactic sugar around functors (the captures are instance attributes, and the arguments are arguments to
operator()
) so in both cases a class exists (or doesn't exist due to inlining). This explicitly overrides operator int
(so implicit conversion does the trick), where lambdas implicitly override operator()
(so explicit call parens are needed), otherwise they're the same. It's fine if you prefer the lambda for code brevity, but in terms of what actually runs, both of them involve classes.– ShadowRanger
6 hours ago
add a comment |
The closest you probably can get is to create a functor:
#include <iostream>
int main() {
int x;
int y;
auto z = [&x, &y] { return x + y; }; // a lambda capturing x and y
while(true) {
std::cin >> x;
std::cin >> y;
std::cout << z() << "n";
}
}
add a comment |
The closest you probably can get is to create a functor:
#include <iostream>
int main() {
int x;
int y;
auto z = [&x, &y] { return x + y; }; // a lambda capturing x and y
while(true) {
std::cin >> x;
std::cin >> y;
std::cout << z() << "n";
}
}
add a comment |
The closest you probably can get is to create a functor:
#include <iostream>
int main() {
int x;
int y;
auto z = [&x, &y] { return x + y; }; // a lambda capturing x and y
while(true) {
std::cin >> x;
std::cin >> y;
std::cout << z() << "n";
}
}
The closest you probably can get is to create a functor:
#include <iostream>
int main() {
int x;
int y;
auto z = [&x, &y] { return x + y; }; // a lambda capturing x and y
while(true) {
std::cin >> x;
std::cin >> y;
std::cout << z() << "n";
}
}
answered yesterday
Ted LyngmoTed Lyngmo
3,5902522
3,5902522
add a comment |
add a comment |
There are two chief techniques:
Deferred calculation - instead of
z
being a simple variable, make it a function which calculates the value on demand (see other answers for examples). This can be source-code transparent ifz
is some proxy object with implicit conversion to the required type (as in Aconcagua's answer).Explicit notification of changes. This requires
x
andy
to be observable types; when either changes value, thenz
updates itself (and notifies its observers if applicable).
The first version is usually preferred, but the second may be more appropriate if you need z
to be an observable type.
The observation approach is interesting, too, if calculations to be done are expensive. Appropriately implemented, I consider it more elegant than the caching proposed by NathanOliver...
– Aconcagua
15 hours ago
1
@Aconcagua, amend that to: if calculations to be done are expensive and reads are more frequent than updates. Otherwise, we need to add a way to avoid computing values that don't get used.
– Toby Speight
13 hours ago
add a comment |
There are two chief techniques:
Deferred calculation - instead of
z
being a simple variable, make it a function which calculates the value on demand (see other answers for examples). This can be source-code transparent ifz
is some proxy object with implicit conversion to the required type (as in Aconcagua's answer).Explicit notification of changes. This requires
x
andy
to be observable types; when either changes value, thenz
updates itself (and notifies its observers if applicable).
The first version is usually preferred, but the second may be more appropriate if you need z
to be an observable type.
The observation approach is interesting, too, if calculations to be done are expensive. Appropriately implemented, I consider it more elegant than the caching proposed by NathanOliver...
– Aconcagua
15 hours ago
1
@Aconcagua, amend that to: if calculations to be done are expensive and reads are more frequent than updates. Otherwise, we need to add a way to avoid computing values that don't get used.
– Toby Speight
13 hours ago
add a comment |
There are two chief techniques:
Deferred calculation - instead of
z
being a simple variable, make it a function which calculates the value on demand (see other answers for examples). This can be source-code transparent ifz
is some proxy object with implicit conversion to the required type (as in Aconcagua's answer).Explicit notification of changes. This requires
x
andy
to be observable types; when either changes value, thenz
updates itself (and notifies its observers if applicable).
The first version is usually preferred, but the second may be more appropriate if you need z
to be an observable type.
There are two chief techniques:
Deferred calculation - instead of
z
being a simple variable, make it a function which calculates the value on demand (see other answers for examples). This can be source-code transparent ifz
is some proxy object with implicit conversion to the required type (as in Aconcagua's answer).Explicit notification of changes. This requires
x
andy
to be observable types; when either changes value, thenz
updates itself (and notifies its observers if applicable).
The first version is usually preferred, but the second may be more appropriate if you need z
to be an observable type.
edited 12 hours ago
answered yesterday
Toby SpeightToby Speight
17.3k134368
17.3k134368
The observation approach is interesting, too, if calculations to be done are expensive. Appropriately implemented, I consider it more elegant than the caching proposed by NathanOliver...
– Aconcagua
15 hours ago
1
@Aconcagua, amend that to: if calculations to be done are expensive and reads are more frequent than updates. Otherwise, we need to add a way to avoid computing values that don't get used.
– Toby Speight
13 hours ago
add a comment |
The observation approach is interesting, too, if calculations to be done are expensive. Appropriately implemented, I consider it more elegant than the caching proposed by NathanOliver...
– Aconcagua
15 hours ago
1
@Aconcagua, amend that to: if calculations to be done are expensive and reads are more frequent than updates. Otherwise, we need to add a way to avoid computing values that don't get used.
– Toby Speight
13 hours ago
The observation approach is interesting, too, if calculations to be done are expensive. Appropriately implemented, I consider it more elegant than the caching proposed by NathanOliver...
– Aconcagua
15 hours ago
The observation approach is interesting, too, if calculations to be done are expensive. Appropriately implemented, I consider it more elegant than the caching proposed by NathanOliver...
– Aconcagua
15 hours ago
1
1
@Aconcagua, amend that to: if calculations to be done are expensive and reads are more frequent than updates. Otherwise, we need to add a way to avoid computing values that don't get used.
– Toby Speight
13 hours ago
@Aconcagua, amend that to: if calculations to be done are expensive and reads are more frequent than updates. Otherwise, we need to add a way to avoid computing values that don't get used.
– Toby Speight
13 hours ago
add a comment |
- You create a function for that.
- You call the function with the appropriate arguments when you need the value.
int z(int x, int y)
{
return (x + y);
}
int x;
int y;
// This does ot work
// int z{x + y};
cin >> x;
cin >> y;
cout << z(x, y);
1
yes, i mean the only way to get z updated is to call that function everytime we change x and y values?
– Nay Wunna Zaw
yesterday
@NayWunnaZaw, yes, that is correct.
– R Sahu
yesterday
1
@NayWunnaZaw, you can avoid the repeated use ofx
andy
by using a lambda function, as shown by Nathan but you still have to make the call.
– R Sahu
yesterday
4
@NayWunnaZaw To complete the issue: Even with my solution, there is a function call (to the cast operator!), just that it is implicit and not required explicitly...
– Aconcagua
yesterday
add a comment |
- You create a function for that.
- You call the function with the appropriate arguments when you need the value.
int z(int x, int y)
{
return (x + y);
}
int x;
int y;
// This does ot work
// int z{x + y};
cin >> x;
cin >> y;
cout << z(x, y);
1
yes, i mean the only way to get z updated is to call that function everytime we change x and y values?
– Nay Wunna Zaw
yesterday
@NayWunnaZaw, yes, that is correct.
– R Sahu
yesterday
1
@NayWunnaZaw, you can avoid the repeated use ofx
andy
by using a lambda function, as shown by Nathan but you still have to make the call.
– R Sahu
yesterday
4
@NayWunnaZaw To complete the issue: Even with my solution, there is a function call (to the cast operator!), just that it is implicit and not required explicitly...
– Aconcagua
yesterday
add a comment |
- You create a function for that.
- You call the function with the appropriate arguments when you need the value.
int z(int x, int y)
{
return (x + y);
}
int x;
int y;
// This does ot work
// int z{x + y};
cin >> x;
cin >> y;
cout << z(x, y);
- You create a function for that.
- You call the function with the appropriate arguments when you need the value.
int z(int x, int y)
{
return (x + y);
}
int x;
int y;
// This does ot work
// int z{x + y};
cin >> x;
cin >> y;
cout << z(x, y);
answered yesterday
R SahuR Sahu
170k1294193
170k1294193
1
yes, i mean the only way to get z updated is to call that function everytime we change x and y values?
– Nay Wunna Zaw
yesterday
@NayWunnaZaw, yes, that is correct.
– R Sahu
yesterday
1
@NayWunnaZaw, you can avoid the repeated use ofx
andy
by using a lambda function, as shown by Nathan but you still have to make the call.
– R Sahu
yesterday
4
@NayWunnaZaw To complete the issue: Even with my solution, there is a function call (to the cast operator!), just that it is implicit and not required explicitly...
– Aconcagua
yesterday
add a comment |
1
yes, i mean the only way to get z updated is to call that function everytime we change x and y values?
– Nay Wunna Zaw
yesterday
@NayWunnaZaw, yes, that is correct.
– R Sahu
yesterday
1
@NayWunnaZaw, you can avoid the repeated use ofx
andy
by using a lambda function, as shown by Nathan but you still have to make the call.
– R Sahu
yesterday
4
@NayWunnaZaw To complete the issue: Even with my solution, there is a function call (to the cast operator!), just that it is implicit and not required explicitly...
– Aconcagua
yesterday
1
1
yes, i mean the only way to get z updated is to call that function everytime we change x and y values?
– Nay Wunna Zaw
yesterday
yes, i mean the only way to get z updated is to call that function everytime we change x and y values?
– Nay Wunna Zaw
yesterday
@NayWunnaZaw, yes, that is correct.
– R Sahu
yesterday
@NayWunnaZaw, yes, that is correct.
– R Sahu
yesterday
1
1
@NayWunnaZaw, you can avoid the repeated use of
x
and y
by using a lambda function, as shown by Nathan but you still have to make the call.– R Sahu
yesterday
@NayWunnaZaw, you can avoid the repeated use of
x
and y
by using a lambda function, as shown by Nathan but you still have to make the call.– R Sahu
yesterday
4
4
@NayWunnaZaw To complete the issue: Even with my solution, there is a function call (to the cast operator!), just that it is implicit and not required explicitly...
– Aconcagua
yesterday
@NayWunnaZaw To complete the issue: Even with my solution, there is a function call (to the cast operator!), just that it is implicit and not required explicitly...
– Aconcagua
yesterday
add a comment |
This sounds like the XY problem (pun intended).
From the sound of it, you are not really writing code according to good object oriented practices. I would advise you not to use the "tricks" other people have suggested, but to actually learn how to make better use of OO structure.
Before I go into that, note that assignment is distinct from an equality relation. The =
in C++ is assignment, which is not the same as the =
in maths. There are some (but not many) programming languages that do support equality relations, but C++ is not one of them. The thing is, adding support for equality relations introduces a heap of new challenges, so it's not as simple as "why isn't it in C++ yet".
Anyway, in this case, you should probably be encapsulating your related variables in a class. Then you can use methods to obtain the "up-to-date" information. For example:
class Player {
std::vector<int> inventory;
int cash;
public:
int inventory_total();
int net_worth();
}
//adds up total value of inventory
int Player::inventory_total() {
int total = 0;
for(std::vector<int>::iterator it = inventory.begin(); it != inventory.end(); ++it) {
total += *it;
}
return total;
}
//calculates net worth
int Player::net_worth() {
//we are using inventory_total() as if it were a variable that automatically
//holds the sum of the inventory values
return inventory_total() + cash;
}
...
//we are using net_worth() as if it were a variable that automatically
//holds the sum of the cash and total holdings
std::cout << player1.net_worth();
I admit that adding this behaviour to a class is quite a bit more complicated than saying z = x + y
, but it really is only a few extra lines of code.
That would be very annoying and error prone if you forgot to call the function somewhere.
In this case the object doesn't have a net_worth
member variable, so you can't accidentally use it instead of calling the function.
can you give me the pros and cons of using lambdas vs this? which would be better practice?
– Nay Wunna Zaw
11 hours ago
Yes, this is the (real) answer I would expect.
– Peter Mortensen
17 mins ago
add a comment |
This sounds like the XY problem (pun intended).
From the sound of it, you are not really writing code according to good object oriented practices. I would advise you not to use the "tricks" other people have suggested, but to actually learn how to make better use of OO structure.
Before I go into that, note that assignment is distinct from an equality relation. The =
in C++ is assignment, which is not the same as the =
in maths. There are some (but not many) programming languages that do support equality relations, but C++ is not one of them. The thing is, adding support for equality relations introduces a heap of new challenges, so it's not as simple as "why isn't it in C++ yet".
Anyway, in this case, you should probably be encapsulating your related variables in a class. Then you can use methods to obtain the "up-to-date" information. For example:
class Player {
std::vector<int> inventory;
int cash;
public:
int inventory_total();
int net_worth();
}
//adds up total value of inventory
int Player::inventory_total() {
int total = 0;
for(std::vector<int>::iterator it = inventory.begin(); it != inventory.end(); ++it) {
total += *it;
}
return total;
}
//calculates net worth
int Player::net_worth() {
//we are using inventory_total() as if it were a variable that automatically
//holds the sum of the inventory values
return inventory_total() + cash;
}
...
//we are using net_worth() as if it were a variable that automatically
//holds the sum of the cash and total holdings
std::cout << player1.net_worth();
I admit that adding this behaviour to a class is quite a bit more complicated than saying z = x + y
, but it really is only a few extra lines of code.
That would be very annoying and error prone if you forgot to call the function somewhere.
In this case the object doesn't have a net_worth
member variable, so you can't accidentally use it instead of calling the function.
can you give me the pros and cons of using lambdas vs this? which would be better practice?
– Nay Wunna Zaw
11 hours ago
Yes, this is the (real) answer I would expect.
– Peter Mortensen
17 mins ago
add a comment |
This sounds like the XY problem (pun intended).
From the sound of it, you are not really writing code according to good object oriented practices. I would advise you not to use the "tricks" other people have suggested, but to actually learn how to make better use of OO structure.
Before I go into that, note that assignment is distinct from an equality relation. The =
in C++ is assignment, which is not the same as the =
in maths. There are some (but not many) programming languages that do support equality relations, but C++ is not one of them. The thing is, adding support for equality relations introduces a heap of new challenges, so it's not as simple as "why isn't it in C++ yet".
Anyway, in this case, you should probably be encapsulating your related variables in a class. Then you can use methods to obtain the "up-to-date" information. For example:
class Player {
std::vector<int> inventory;
int cash;
public:
int inventory_total();
int net_worth();
}
//adds up total value of inventory
int Player::inventory_total() {
int total = 0;
for(std::vector<int>::iterator it = inventory.begin(); it != inventory.end(); ++it) {
total += *it;
}
return total;
}
//calculates net worth
int Player::net_worth() {
//we are using inventory_total() as if it were a variable that automatically
//holds the sum of the inventory values
return inventory_total() + cash;
}
...
//we are using net_worth() as if it were a variable that automatically
//holds the sum of the cash and total holdings
std::cout << player1.net_worth();
I admit that adding this behaviour to a class is quite a bit more complicated than saying z = x + y
, but it really is only a few extra lines of code.
That would be very annoying and error prone if you forgot to call the function somewhere.
In this case the object doesn't have a net_worth
member variable, so you can't accidentally use it instead of calling the function.
This sounds like the XY problem (pun intended).
From the sound of it, you are not really writing code according to good object oriented practices. I would advise you not to use the "tricks" other people have suggested, but to actually learn how to make better use of OO structure.
Before I go into that, note that assignment is distinct from an equality relation. The =
in C++ is assignment, which is not the same as the =
in maths. There are some (but not many) programming languages that do support equality relations, but C++ is not one of them. The thing is, adding support for equality relations introduces a heap of new challenges, so it's not as simple as "why isn't it in C++ yet".
Anyway, in this case, you should probably be encapsulating your related variables in a class. Then you can use methods to obtain the "up-to-date" information. For example:
class Player {
std::vector<int> inventory;
int cash;
public:
int inventory_total();
int net_worth();
}
//adds up total value of inventory
int Player::inventory_total() {
int total = 0;
for(std::vector<int>::iterator it = inventory.begin(); it != inventory.end(); ++it) {
total += *it;
}
return total;
}
//calculates net worth
int Player::net_worth() {
//we are using inventory_total() as if it were a variable that automatically
//holds the sum of the inventory values
return inventory_total() + cash;
}
...
//we are using net_worth() as if it were a variable that automatically
//holds the sum of the cash and total holdings
std::cout << player1.net_worth();
I admit that adding this behaviour to a class is quite a bit more complicated than saying z = x + y
, but it really is only a few extra lines of code.
That would be very annoying and error prone if you forgot to call the function somewhere.
In this case the object doesn't have a net_worth
member variable, so you can't accidentally use it instead of calling the function.
edited 8 hours ago
ShadowRanger
63.3k66099
63.3k66099
answered 18 hours ago
ArteliusArtelius
41.4k87895
41.4k87895
can you give me the pros and cons of using lambdas vs this? which would be better practice?
– Nay Wunna Zaw
11 hours ago
Yes, this is the (real) answer I would expect.
– Peter Mortensen
17 mins ago
add a comment |
can you give me the pros and cons of using lambdas vs this? which would be better practice?
– Nay Wunna Zaw
11 hours ago
Yes, this is the (real) answer I would expect.
– Peter Mortensen
17 mins ago
can you give me the pros and cons of using lambdas vs this? which would be better practice?
– Nay Wunna Zaw
11 hours ago
can you give me the pros and cons of using lambdas vs this? which would be better practice?
– Nay Wunna Zaw
11 hours ago
Yes, this is the (real) answer I would expect.
– Peter Mortensen
17 mins ago
Yes, this is the (real) answer I would expect.
– Peter Mortensen
17 mins ago
add a comment |
You can define the following lambda z
which always returns the current value of x+y
because x
and y
are captured by reference:
DEMO
int main()
{
int x;
int y;
const auto z = [&x, &y](){ return x+y; };
std::cin >> x; // 1
std::cin >> y; // 2
std::cout << z() << std::endl; // 3
std::cin >> x; // 3
std::cin >> y; // 4
std::cout << z() << std::endl; // 7
}
2
Don't use parentheses around return values –return
is not a function, and in worst case, the parentheses can even create a dangling reference (with return type beingdecltype(auto)
).
– Aconcagua
yesterday
@Aconcagua thx! you are right. I edited my answer.
– Hiroki
yesterday
Why downvoted ? At least I posted my answer faster than Ted with my tested code. Hmm... :)
– Hiroki
15 hours ago
1
Well, I didn't and wouldn't have considered the parentheses worth doing so either. If they were the reason – well, people tend to never come back to remove a DV even if the answer was fixed, so (I don't think there's a notification for either, so people might just not even recognise...)
– Aconcagua
15 hours ago
@Aconcagua thx for your comment. Although I was downvoted after few hours later of my edition, I was relieved to hear your words.
– Hiroki
4 hours ago
add a comment |
You can define the following lambda z
which always returns the current value of x+y
because x
and y
are captured by reference:
DEMO
int main()
{
int x;
int y;
const auto z = [&x, &y](){ return x+y; };
std::cin >> x; // 1
std::cin >> y; // 2
std::cout << z() << std::endl; // 3
std::cin >> x; // 3
std::cin >> y; // 4
std::cout << z() << std::endl; // 7
}
2
Don't use parentheses around return values –return
is not a function, and in worst case, the parentheses can even create a dangling reference (with return type beingdecltype(auto)
).
– Aconcagua
yesterday
@Aconcagua thx! you are right. I edited my answer.
– Hiroki
yesterday
Why downvoted ? At least I posted my answer faster than Ted with my tested code. Hmm... :)
– Hiroki
15 hours ago
1
Well, I didn't and wouldn't have considered the parentheses worth doing so either. If they were the reason – well, people tend to never come back to remove a DV even if the answer was fixed, so (I don't think there's a notification for either, so people might just not even recognise...)
– Aconcagua
15 hours ago
@Aconcagua thx for your comment. Although I was downvoted after few hours later of my edition, I was relieved to hear your words.
– Hiroki
4 hours ago
add a comment |
You can define the following lambda z
which always returns the current value of x+y
because x
and y
are captured by reference:
DEMO
int main()
{
int x;
int y;
const auto z = [&x, &y](){ return x+y; };
std::cin >> x; // 1
std::cin >> y; // 2
std::cout << z() << std::endl; // 3
std::cin >> x; // 3
std::cin >> y; // 4
std::cout << z() << std::endl; // 7
}
You can define the following lambda z
which always returns the current value of x+y
because x
and y
are captured by reference:
DEMO
int main()
{
int x;
int y;
const auto z = [&x, &y](){ return x+y; };
std::cin >> x; // 1
std::cin >> y; // 2
std::cout << z() << std::endl; // 3
std::cin >> x; // 3
std::cin >> y; // 4
std::cout << z() << std::endl; // 7
}
edited 15 hours ago
answered yesterday
HirokiHiroki
2,1353320
2,1353320
2
Don't use parentheses around return values –return
is not a function, and in worst case, the parentheses can even create a dangling reference (with return type beingdecltype(auto)
).
– Aconcagua
yesterday
@Aconcagua thx! you are right. I edited my answer.
– Hiroki
yesterday
Why downvoted ? At least I posted my answer faster than Ted with my tested code. Hmm... :)
– Hiroki
15 hours ago
1
Well, I didn't and wouldn't have considered the parentheses worth doing so either. If they were the reason – well, people tend to never come back to remove a DV even if the answer was fixed, so (I don't think there's a notification for either, so people might just not even recognise...)
– Aconcagua
15 hours ago
@Aconcagua thx for your comment. Although I was downvoted after few hours later of my edition, I was relieved to hear your words.
– Hiroki
4 hours ago
add a comment |
2
Don't use parentheses around return values –return
is not a function, and in worst case, the parentheses can even create a dangling reference (with return type beingdecltype(auto)
).
– Aconcagua
yesterday
@Aconcagua thx! you are right. I edited my answer.
– Hiroki
yesterday
Why downvoted ? At least I posted my answer faster than Ted with my tested code. Hmm... :)
– Hiroki
15 hours ago
1
Well, I didn't and wouldn't have considered the parentheses worth doing so either. If they were the reason – well, people tend to never come back to remove a DV even if the answer was fixed, so (I don't think there's a notification for either, so people might just not even recognise...)
– Aconcagua
15 hours ago
@Aconcagua thx for your comment. Although I was downvoted after few hours later of my edition, I was relieved to hear your words.
– Hiroki
4 hours ago
2
2
Don't use parentheses around return values –
return
is not a function, and in worst case, the parentheses can even create a dangling reference (with return type being decltype(auto)
).– Aconcagua
yesterday
Don't use parentheses around return values –
return
is not a function, and in worst case, the parentheses can even create a dangling reference (with return type being decltype(auto)
).– Aconcagua
yesterday
@Aconcagua thx! you are right. I edited my answer.
– Hiroki
yesterday
@Aconcagua thx! you are right. I edited my answer.
– Hiroki
yesterday
Why downvoted ? At least I posted my answer faster than Ted with my tested code. Hmm... :)
– Hiroki
15 hours ago
Why downvoted ? At least I posted my answer faster than Ted with my tested code. Hmm... :)
– Hiroki
15 hours ago
1
1
Well, I didn't and wouldn't have considered the parentheses worth doing so either. If they were the reason – well, people tend to never come back to remove a DV even if the answer was fixed, so (I don't think there's a notification for either, so people might just not even recognise...)
– Aconcagua
15 hours ago
Well, I didn't and wouldn't have considered the parentheses worth doing so either. If they were the reason – well, people tend to never come back to remove a DV even if the answer was fixed, so (I don't think there's a notification for either, so people might just not even recognise...)
– Aconcagua
15 hours ago
@Aconcagua thx for your comment. Although I was downvoted after few hours later of my edition, I was relieved to hear your words.
– Hiroki
4 hours ago
@Aconcagua thx for your comment. Although I was downvoted after few hours later of my edition, I was relieved to hear your words.
– Hiroki
4 hours ago
add a comment |
So a big problem that I see with the lambda solutions provided is that z
is calculated each time that it is inspected even if neither x
nor y
has changed. To get around this you really need to link these variables.
I would suggest doing that via class
:
class foo {
int x;
int y;
int z;
void calculate() { z = (x + y) / 2; }
friend istream& operator >>(istream& lhs, foo& rhs);
public:
void set_x(const int param) {
x = param;
calculate();
}
int get_x() const { return x; }
void set_y(const int param) {
y = param;
calculate();
}
int get_y() const { return y; }
int get_z() const { return z; }
};
istream& operator >>(istream& lhs, foo& rhs) {
lhs >> rhs.x >> rhs.y;
rhs.calculate();
return lhs;
}
This will recalculate z
each time x
or y
is set. This is a good solution if you access z
frequently, and x
and y
are set infrequently. If x
and y
are set frequently or calculate
is expensive you might consider:
class foo {
int x;
int y;
int z;
bool dirty;
void calculate() { z = (x + y) / 2; }
friend istream& operator >>(istream& lhs, foo& rhs);
public:
void set_x(const int param) {
x = param;
dirty = true;
}
int get_x() const { return x; }
void set_y(const int param) {
y = param;
dirty = true;
}
int get_y() const { return y; }
int get_z() const {
if(dirty) {
calculate();
}
return z;
}
};
istream& operator >>(istream& lhs, foo& rhs) {
lhs >> rhs.x >> rhs.y;
rhs.dirty = true;
return lhs;
}
Note that I've included an extraction operator, so whichever you choose your code can turn into something as simple as:
foo xyz;
cin >> xyz;
cout << xyz.get_z();
I don't quite understand how lambda work. But if you've played dota you'd know how gold in the game work. The way it is displayed all the time and adding 1 gold every split-second. I'm asking this question with that in mind. How do I implement that in c++?
– Nay Wunna Zaw
6 hours ago
1
@NayWunnaZaw I mean generally you're going to have a main class which calls the tick function on any class that needs live updating, passing in a time elapsed since last tick parameter. You'd probably have a player class instead of just the simplefoo
which would do loads of things. Like the player class's tick would need to update the damage of poison effects, calculate cooldown times, and also calculate gold. I recognize this is probably a gross over simplification. But I do think you're going to want to go with a class here.
– Jonathan Mee
6 hours ago
thanks for that, but I like lambda answer more for it's simplicity for a variable. and that fits my question. And class type solution should be used instead if we plan on using the equation more than once like shadowranger said up there.
– Nay Wunna Zaw
6 hours ago
add a comment |
So a big problem that I see with the lambda solutions provided is that z
is calculated each time that it is inspected even if neither x
nor y
has changed. To get around this you really need to link these variables.
I would suggest doing that via class
:
class foo {
int x;
int y;
int z;
void calculate() { z = (x + y) / 2; }
friend istream& operator >>(istream& lhs, foo& rhs);
public:
void set_x(const int param) {
x = param;
calculate();
}
int get_x() const { return x; }
void set_y(const int param) {
y = param;
calculate();
}
int get_y() const { return y; }
int get_z() const { return z; }
};
istream& operator >>(istream& lhs, foo& rhs) {
lhs >> rhs.x >> rhs.y;
rhs.calculate();
return lhs;
}
This will recalculate z
each time x
or y
is set. This is a good solution if you access z
frequently, and x
and y
are set infrequently. If x
and y
are set frequently or calculate
is expensive you might consider:
class foo {
int x;
int y;
int z;
bool dirty;
void calculate() { z = (x + y) / 2; }
friend istream& operator >>(istream& lhs, foo& rhs);
public:
void set_x(const int param) {
x = param;
dirty = true;
}
int get_x() const { return x; }
void set_y(const int param) {
y = param;
dirty = true;
}
int get_y() const { return y; }
int get_z() const {
if(dirty) {
calculate();
}
return z;
}
};
istream& operator >>(istream& lhs, foo& rhs) {
lhs >> rhs.x >> rhs.y;
rhs.dirty = true;
return lhs;
}
Note that I've included an extraction operator, so whichever you choose your code can turn into something as simple as:
foo xyz;
cin >> xyz;
cout << xyz.get_z();
I don't quite understand how lambda work. But if you've played dota you'd know how gold in the game work. The way it is displayed all the time and adding 1 gold every split-second. I'm asking this question with that in mind. How do I implement that in c++?
– Nay Wunna Zaw
6 hours ago
1
@NayWunnaZaw I mean generally you're going to have a main class which calls the tick function on any class that needs live updating, passing in a time elapsed since last tick parameter. You'd probably have a player class instead of just the simplefoo
which would do loads of things. Like the player class's tick would need to update the damage of poison effects, calculate cooldown times, and also calculate gold. I recognize this is probably a gross over simplification. But I do think you're going to want to go with a class here.
– Jonathan Mee
6 hours ago
thanks for that, but I like lambda answer more for it's simplicity for a variable. and that fits my question. And class type solution should be used instead if we plan on using the equation more than once like shadowranger said up there.
– Nay Wunna Zaw
6 hours ago
add a comment |
So a big problem that I see with the lambda solutions provided is that z
is calculated each time that it is inspected even if neither x
nor y
has changed. To get around this you really need to link these variables.
I would suggest doing that via class
:
class foo {
int x;
int y;
int z;
void calculate() { z = (x + y) / 2; }
friend istream& operator >>(istream& lhs, foo& rhs);
public:
void set_x(const int param) {
x = param;
calculate();
}
int get_x() const { return x; }
void set_y(const int param) {
y = param;
calculate();
}
int get_y() const { return y; }
int get_z() const { return z; }
};
istream& operator >>(istream& lhs, foo& rhs) {
lhs >> rhs.x >> rhs.y;
rhs.calculate();
return lhs;
}
This will recalculate z
each time x
or y
is set. This is a good solution if you access z
frequently, and x
and y
are set infrequently. If x
and y
are set frequently or calculate
is expensive you might consider:
class foo {
int x;
int y;
int z;
bool dirty;
void calculate() { z = (x + y) / 2; }
friend istream& operator >>(istream& lhs, foo& rhs);
public:
void set_x(const int param) {
x = param;
dirty = true;
}
int get_x() const { return x; }
void set_y(const int param) {
y = param;
dirty = true;
}
int get_y() const { return y; }
int get_z() const {
if(dirty) {
calculate();
}
return z;
}
};
istream& operator >>(istream& lhs, foo& rhs) {
lhs >> rhs.x >> rhs.y;
rhs.dirty = true;
return lhs;
}
Note that I've included an extraction operator, so whichever you choose your code can turn into something as simple as:
foo xyz;
cin >> xyz;
cout << xyz.get_z();
So a big problem that I see with the lambda solutions provided is that z
is calculated each time that it is inspected even if neither x
nor y
has changed. To get around this you really need to link these variables.
I would suggest doing that via class
:
class foo {
int x;
int y;
int z;
void calculate() { z = (x + y) / 2; }
friend istream& operator >>(istream& lhs, foo& rhs);
public:
void set_x(const int param) {
x = param;
calculate();
}
int get_x() const { return x; }
void set_y(const int param) {
y = param;
calculate();
}
int get_y() const { return y; }
int get_z() const { return z; }
};
istream& operator >>(istream& lhs, foo& rhs) {
lhs >> rhs.x >> rhs.y;
rhs.calculate();
return lhs;
}
This will recalculate z
each time x
or y
is set. This is a good solution if you access z
frequently, and x
and y
are set infrequently. If x
and y
are set frequently or calculate
is expensive you might consider:
class foo {
int x;
int y;
int z;
bool dirty;
void calculate() { z = (x + y) / 2; }
friend istream& operator >>(istream& lhs, foo& rhs);
public:
void set_x(const int param) {
x = param;
dirty = true;
}
int get_x() const { return x; }
void set_y(const int param) {
y = param;
dirty = true;
}
int get_y() const { return y; }
int get_z() const {
if(dirty) {
calculate();
}
return z;
}
};
istream& operator >>(istream& lhs, foo& rhs) {
lhs >> rhs.x >> rhs.y;
rhs.dirty = true;
return lhs;
}
Note that I've included an extraction operator, so whichever you choose your code can turn into something as simple as:
foo xyz;
cin >> xyz;
cout << xyz.get_z();
answered 7 hours ago
Jonathan MeeJonathan Mee
22k1066176
22k1066176
I don't quite understand how lambda work. But if you've played dota you'd know how gold in the game work. The way it is displayed all the time and adding 1 gold every split-second. I'm asking this question with that in mind. How do I implement that in c++?
– Nay Wunna Zaw
6 hours ago
1
@NayWunnaZaw I mean generally you're going to have a main class which calls the tick function on any class that needs live updating, passing in a time elapsed since last tick parameter. You'd probably have a player class instead of just the simplefoo
which would do loads of things. Like the player class's tick would need to update the damage of poison effects, calculate cooldown times, and also calculate gold. I recognize this is probably a gross over simplification. But I do think you're going to want to go with a class here.
– Jonathan Mee
6 hours ago
thanks for that, but I like lambda answer more for it's simplicity for a variable. and that fits my question. And class type solution should be used instead if we plan on using the equation more than once like shadowranger said up there.
– Nay Wunna Zaw
6 hours ago
add a comment |
I don't quite understand how lambda work. But if you've played dota you'd know how gold in the game work. The way it is displayed all the time and adding 1 gold every split-second. I'm asking this question with that in mind. How do I implement that in c++?
– Nay Wunna Zaw
6 hours ago
1
@NayWunnaZaw I mean generally you're going to have a main class which calls the tick function on any class that needs live updating, passing in a time elapsed since last tick parameter. You'd probably have a player class instead of just the simplefoo
which would do loads of things. Like the player class's tick would need to update the damage of poison effects, calculate cooldown times, and also calculate gold. I recognize this is probably a gross over simplification. But I do think you're going to want to go with a class here.
– Jonathan Mee
6 hours ago
thanks for that, but I like lambda answer more for it's simplicity for a variable. and that fits my question. And class type solution should be used instead if we plan on using the equation more than once like shadowranger said up there.
– Nay Wunna Zaw
6 hours ago
I don't quite understand how lambda work. But if you've played dota you'd know how gold in the game work. The way it is displayed all the time and adding 1 gold every split-second. I'm asking this question with that in mind. How do I implement that in c++?
– Nay Wunna Zaw
6 hours ago
I don't quite understand how lambda work. But if you've played dota you'd know how gold in the game work. The way it is displayed all the time and adding 1 gold every split-second. I'm asking this question with that in mind. How do I implement that in c++?
– Nay Wunna Zaw
6 hours ago
1
1
@NayWunnaZaw I mean generally you're going to have a main class which calls the tick function on any class that needs live updating, passing in a time elapsed since last tick parameter. You'd probably have a player class instead of just the simple
foo
which would do loads of things. Like the player class's tick would need to update the damage of poison effects, calculate cooldown times, and also calculate gold. I recognize this is probably a gross over simplification. But I do think you're going to want to go with a class here.– Jonathan Mee
6 hours ago
@NayWunnaZaw I mean generally you're going to have a main class which calls the tick function on any class that needs live updating, passing in a time elapsed since last tick parameter. You'd probably have a player class instead of just the simple
foo
which would do loads of things. Like the player class's tick would need to update the damage of poison effects, calculate cooldown times, and also calculate gold. I recognize this is probably a gross over simplification. But I do think you're going to want to go with a class here.– Jonathan Mee
6 hours ago
thanks for that, but I like lambda answer more for it's simplicity for a variable. and that fits my question. And class type solution should be used instead if we plan on using the equation more than once like shadowranger said up there.
– Nay Wunna Zaw
6 hours ago
thanks for that, but I like lambda answer more for it's simplicity for a variable. and that fits my question. And class type solution should be used instead if we plan on using the equation more than once like shadowranger said up there.
– Nay Wunna Zaw
6 hours ago
add a comment |
You can get what you're asking for by using macros:
{
int x, y;
#define z (x + y)
/* use x, y, z */
#undef z
}
The #undef
is for a little sanity. For more sanity, don't use macros at all, and go with one of the other answers, and deal with the extra verbosity.
Although a class with a custom operator int
would work in a lot of cases ... hmm.
Although this could use an EXTREME CAUTION warning, I think it is worth mentioning. Sometimes quick'n'dirty is called for. I have used tricks like this to save time in programming competitions, or in mindless repetitive matrix calculations that would be a lot more verbose and/or bug-prone using any other approach.
– Artelius
18 hours ago
add a comment |
You can get what you're asking for by using macros:
{
int x, y;
#define z (x + y)
/* use x, y, z */
#undef z
}
The #undef
is for a little sanity. For more sanity, don't use macros at all, and go with one of the other answers, and deal with the extra verbosity.
Although a class with a custom operator int
would work in a lot of cases ... hmm.
Although this could use an EXTREME CAUTION warning, I think it is worth mentioning. Sometimes quick'n'dirty is called for. I have used tricks like this to save time in programming competitions, or in mindless repetitive matrix calculations that would be a lot more verbose and/or bug-prone using any other approach.
– Artelius
18 hours ago
add a comment |
You can get what you're asking for by using macros:
{
int x, y;
#define z (x + y)
/* use x, y, z */
#undef z
}
The #undef
is for a little sanity. For more sanity, don't use macros at all, and go with one of the other answers, and deal with the extra verbosity.
Although a class with a custom operator int
would work in a lot of cases ... hmm.
You can get what you're asking for by using macros:
{
int x, y;
#define z (x + y)
/* use x, y, z */
#undef z
}
The #undef
is for a little sanity. For more sanity, don't use macros at all, and go with one of the other answers, and deal with the extra verbosity.
Although a class with a custom operator int
would work in a lot of cases ... hmm.
answered 22 hours ago
o11co11c
10.9k43154
10.9k43154
Although this could use an EXTREME CAUTION warning, I think it is worth mentioning. Sometimes quick'n'dirty is called for. I have used tricks like this to save time in programming competitions, or in mindless repetitive matrix calculations that would be a lot more verbose and/or bug-prone using any other approach.
– Artelius
18 hours ago
add a comment |
Although this could use an EXTREME CAUTION warning, I think it is worth mentioning. Sometimes quick'n'dirty is called for. I have used tricks like this to save time in programming competitions, or in mindless repetitive matrix calculations that would be a lot more verbose and/or bug-prone using any other approach.
– Artelius
18 hours ago
Although this could use an EXTREME CAUTION warning, I think it is worth mentioning. Sometimes quick'n'dirty is called for. I have used tricks like this to save time in programming competitions, or in mindless repetitive matrix calculations that would be a lot more verbose and/or bug-prone using any other approach.
– Artelius
18 hours ago
Although this could use an EXTREME CAUTION warning, I think it is worth mentioning. Sometimes quick'n'dirty is called for. I have used tricks like this to save time in programming competitions, or in mindless repetitive matrix calculations that would be a lot more verbose and/or bug-prone using any other approach.
– Artelius
18 hours ago
add a comment |
Nay Wunna Zaw is a new contributor. Be nice, and check out our Code of Conduct.
Nay Wunna Zaw is a new contributor. Be nice, and check out our Code of Conduct.
Nay Wunna Zaw is a new contributor. Be nice, and check out our Code of Conduct.
Nay Wunna Zaw is a new contributor. Be nice, and check out our Code of Conduct.
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1
Why do you want to do that?
– Robert Andrzejuk
yesterday
2
Right, that won't work. That's a spreadsheet thing.
– Pete Becker
yesterday
2
@RobertAndrzejuk Because it'd be very useful. For example, if you write a game and have something like networth(cash+the worth of all you own). You will have to call the function of networth everytime one of those update. That would be very annoying and error prone if you forgot to call the function somewhere.
– Nay Wunna Zaw
yesterday
19
@NayWunnaZaw In my experience this is why getters and setters are encouraged over direct variable access. If you always wanted networth to be updated, you could retrieve the value using getNetWorth() which would itself call updateNetWorth() before returning the value... or just calculate it before returning it.
– Onyz
yesterday
34
That's called a "function."
– ApproachingDarknessFish
yesterday