Avoiding name collisions in QML - qt

While learning QML, I want to learn a good style from the beginning.
However, I already encountered some problems when it comes to naming, and I can't find something like "world-acclaimed" coding conventions, that not only cover the order of your statements, but also some good naming conventions
(as found here: http://doc.qt.io/qt-4.8/qml-best-practices-coding.html).
The problems I find are as follows:
properties, IDs, (model)roles - they can all clash pretty easy, especially as the IDs and roles are present through multiple layers of items.
So are there any good guidelines on how to name your:
properties
roles
IDs
functions
function variables
components
that have proved worthy in the field?

QML already enforces some naming conventions - types must begin with capital letter, properties must begin with lower case letter, etc.
Unfortunately, QML elements come with quite a lot of stuff to them, and it is often the case where you get naming conflicts. In that case the "innermost declaration" seems to take precedence when resolving stuff, that is your own declarations will shadow stock properties, and there is no way to address those anymore, unlike in C++ where you can BaseType::stuff. I have outlined a possible approach in case you need to override and still access "inherited" members here.
If all you need is to avoid clashes - prepending something works very well. The most basic way is to use the underscore as in _something - QML's stuff never begins with an underscore, so there is no danger of clashing. For types, I prepend a character as well, which is also useful to sort/group components in the project tree view, I prepend U_Something - U for UI, C for core, P for prototype and so on. Same old approach that has been used through perpetuity in programming, especially in languages that don't have classes, namespaces and such and the only way to avoid conflicts is to use names such as VK_ERROR_FORMAT_NOT_SUPPORTED quite common in C APIs such as Vulkan.

Related

why underscores are not recommended for variable names in Julia?

I read in the Julia doc page https://docs.julialang.org/en/v1/manual/variables/#:~:text=Variable%20names%20must%20begin%20with,Sm%20math%20symbols)%20are%20allowed. :
Word separation can be indicated by underscores ('_'), but use of
underscores is discouraged unless the name would be hard to read
otherwise
My question is if there any reasons to discourage the usage of underscores? Thanks.
I don't think underscores are really discouraged in user code and for internal variables. It is mostly for being consistent with the style in Base Julia, which follows this, mostly. And consistency is good, right?
But if you create a package or module, then the interface normally consists of types and functions. Typenames have strong convetion that they should be CapitalCase. User-facing functions are normally lowercase without _, because they are supposed to be simple, brief and should express a single well-defined concept. A bit like the Unix philospophy: every function should do one thing, and do it well.
A convention discouraging composite and long identifier names encourages you to create simple functions. If your function needs a name with underscores, it's possibly a sign that you should break it into multiple functions.
But in your own code, use whatever convension that suits you.
I’m no expert on Julia, but the line you quote is located under the header “Stylistic Conventions” and I would presume that’s basically it.
There is an additional section about naming conventions in the docs under Style Guide
There is a line in there that says:
“Underscores are also used to indicate a combination of concepts”.
So if you decided to use a lot of underscores in your function names, the next programmer to work on your code might think you are “combining concepts”.

Why should redux action types be in UPPER_CASE?

Is there any deeper reason why action types in redux should be strings in all upper case with underscores?
A string is just a string, right? Why not use the the names of action creators (typically in camelCase) also as the type of the actions created by them?
capital letters for constants
It is just a convention which is common also in other other languages.
Interesting article on redux naming conventions:
https://decembersoft.com/posts/a-simple-naming-convention-for-action-creators-in-redux-js/
It is mainly because of actions is being refereed from multiple modules, be it saga or react ui.
It is just the convention, and gives easy readability in code.
In ReactJs, actions are important focus as they are meant to change the state of the reactUI.
A little update on this, as they have changed their recommendation in the Redux-documentation. They now recommend using todos/addTodo in stead of ADD_TODO. Their argumentation for this is that it's hard to read all uppercase letters.
Ref: https://redux.js.org/style-guide/style-guide/#write-action-types-as-domaineventname
It is a commonly seen pattern to use constants for mutation
types in various Flux implementations. This allows the code to take
advantage of tooling like linters, and putting all constants in a
single file allows your collaborators to get an at-a-glance view of
what mutations are possible in the entire application.
Whether to use constants is largely a preference - it can be helpful
in large projects with many developers, but it's totally optional if
you don't like them.
Quote from Vuex which is similar to Redux but for Vue.js only.
Since constants are generally UPPER_CASE, and if you make the string the same as the contant's name, you only need one name instead of two, which makes things a little simpler.
Overall I think it is just convention and preference. And it is optional.

ECS with Go - circular imports

I'm exploring both Go and Entity-Component-Systems. I understand how ECS works, and I'm trying to replicate what seems to be the go-to document of ECS, namely http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
For performance, the document recommends to use static arrays of every component type. That is, not arrays of component interfaces (arrays of pointers). The problem with this in Go is circular imports.
I have one package, ecs, which contains the definitions for Entity, Component and System types/interfaces as well as an EntityManager. Another package, ecs/components, contains the various components. Obviously, the ecs/components package depends on ecs. But, to declare arrays of specific components in EntityManager, ecs would depend on ecs/components, therefore creating a circular import.
Is there any way of avoiding this? I am aware that normally a high level system should not depend on lower systems. I'm also want to point out that using an array of pointers is probably fast enough for my purposes, but I'm interested in possible workarounds (for future reference)
Thank you for your help!
For performance, the document recommends to use static arrays of every
component type.
I'm just going to start off saying that I may be blind, but I ctrl+f'd and read that document multiple times and didn't see anything close to that. (Certainly some optimizations could be made this way with regards to things like avoiding cache misses, but I'm dubious it in any way outweighs the clerical overhead).
There's the easy answer to the exact question you asked first, the . import. Any package with an import statement like import . "some/other/package" will treat that package's contents as its own, ignoring circular dependencies. Don't do this.
Unfortunately, without merging the packages, you won't be able to do this (without using interfaces, I mean). Don't fear, though. The article you posted explicitly says this under "implementation details".
Giving each component a common interface means deriving from a base
class with virtual functions. This introduces some additional
overhead. Do not let this turn you against the idea, as the additional
overhead is small, compared to the savings due to simplification of
objects.
It's outright telling you to use interfaces (okay, C++ virtual inheritance, but close enough). It's okay, it's necessary. Especially if you want two slightly different AI components or something, it's a godsend then.

What is the best approach to moving a preexisting project from Flash 7/AS2 to Flex/AS3?

I have a large codebase that targetted Flash 7, with a lot of AS2 classes. I'm hoping that I'll be able to use Flex for any new projects, but a lot of new stuff in our roadmap is additions to the old code.
The syntax for AS2 and AS3 is generally the same, so I'm starting to wonder how hard it would be to port the current codebase to Flex/AS3. I know all the UI-related stuff would be iffy (currently the UI is generated at runtime with a lot of createEmptyMovieClip() and attachMovie() stuff), but the UI and controller/model stuff is mostly separated.
Has anyone tried porting a large codebase of AS2 code to AS3? How difficult is it? What kinds of pitfalls did you run into? Any recommendations for approaches to doing this kind of project?
Some notable problems I saw when attempting to convert a large number of AS2 classes to AS3:
Package naming
class your.package.YourClass
{
}
becomes
package your.package
{
class YourClass
{
}
}
Imports are required
You must explicitly import any outside classes used -- referring to them by their fully qualified name is no longer enough.
Interface methods can't be labelled 'public'
This makes total sense, but AS2 will let you do it so if you have any they'll need to be removed.
Explicit 'override' keyword
Any functions that override a parent class function must be declared with the override keyword, much like C#. Along the same lines, if you have interfaces that extend other interfaces and redeclare functions, those overrides must be removed (again, as with public, this notation didn't make sense anyway but AS2 let you do it).
All the Flash builtin stuff changed
You alluded to this above, but it's now flash.display.MovieClip instead of just MovieClip, for example. There are a lot of specifics in this category, and I didn't get far enough to find them all, but there's going to be a lot of annoyance here.
Conclusion
I didn't get to work on this conversion to the point of success, but I was able in a matter of hours to write a quick C# tool that handled every aspect of this except the override keyword. Automating the imports can be tricky -- in my case the packages we use all start with a few root-level packages so they're easy to detect.
First off, I hope you're not using eval() in your projects, since there is no equivalent in AS3.
One of the things I would do is go through Adobe's migration guide (which is basically just an itemized list of what has changed) item by item and try to figure out if each item can be changed via a simple search and replace operation (possibly using a regex) or whether it's easier to just manually edit the occurrences to correspond to AS3. Probably in a lot of cases (especially if, as you said, the amount of code to be migrated is quite high) you'll be best off scripting the changes (i.e. using regex search & replace) and manually fixing any border cases where the automated changes have failed.
Be prepared to set some time aside for a bit of debugging and running through some test cases as well.
Also, as others have already mentioned, trying to combine AS2 SWFs with AS3 SWFs is not a good idea and doesn't really even work, so you'll definitely have to migrate all of the code in one project at once.
Here are some additional references for moving from AS2 to AS3:
Grant Skinners Introductory AS3 Workshop slidedeck
http://gskinner.com/talks/as3workshop/
Lee Brimelow : 6 Reasons to learn ActionScript 3
http://www.adobe.com/devnet/actionscript/articles/six_reasons_as3.html
Colin Moock : Essential ActionScript 3 (considered the "bible" for ActionScript developers):
http://www.amazon.com/Essential-ActionScript-3-0/dp/0596526946
mike chambers
mesh#adobe.com
My experience has been that the best way to migrate to AS3 is in two phases - first structurally, and second syntactically.
First, do rounds of refactoring where you stay in AS2, but get as close to AS3 architecture as you can. Naturally this includes moving all your frame scripts and #include scripts into packages and classes, but you can do more subtle things like changing all your event listeners and dispatchers to follow the AS3 flow (using static class properties for event types, and registering by method rather than by object). You'll also want to get rid of all your "built-in" events (such as onEnterFrame), and you'll want to take a close look at nontrivial mouse interaction (such as dragging) and keyboard interaction (such as detecting whether a key is pressed). This phase can be done incrementally.
The second phase is to convert from AS2 to AS3 - changing "_x" to "x", and all the APIs, and so on. This can't be done incrementally, you have to just do as much as you can in one fell swoop and then start fixing all the compile errors. For this reason, the more you can do in the first phase, the more pain you avoid in the second phase.
This process has worked for me on a reasonably large project, but I should note that the first phase requires a solid understanding of how AS3 is structured. If you're new to AS3, then you'll probably need to try building some of the functionality you'll need to be porting. For example, if your legacy code uses dragging and drop targets, you'll want to try implementing that in AS3 to understand how your code will have to change structurally. If you then refactor your AS2 with that in mind, the final syntax changes should go smoothly.
The biggest pitfalls for me were the parts that involved a lot of attaching, duplicating and moving MovieClips, changing their depths, and so on. All that stuff can't really be rearchitected to look like AS3; you have to just mash it all into the newer way of thinking and then start fixing the bugs.
One final note - I really wouldn't worry about stuff like import and override statements, at least not to the point of automating it. If you miss any, it will be caught by the compiler. But if you miss structural problems, you'll have a lot more pain.
Migrating a bigger project like this from as2 will be more than a simple search and replace. The new syntax is fairly similar and simple to adapt (as lilserf mentioned) but if nothing else the fact that as3 is more strict and the new event model will mostly likely cause a lot of problems. You'll probably be better off by more or less rewriting almost everything from scratch, possibly using the old code as a guide.
Migrating from as2 -> as3 in terms of knowledge is fairly simple though. If you know object oriented as2, moving on to as3 won't be a problem at all.
You still don't have to use mxml for your UI unless you specifically want to. Mxml just provides a quick way to build the UI (etc) but if you want to do it yourself with actionscript there's nothing stopping you (this would also probably be easier if you already have that UI in as2 code). Flex (Builder) is just a quick way to do stuff you may not want to do yourself, such as building the UI and binding data but essentially it's just creating a part of the .swf for you -- there's no magic to it ;)

Do people use the Hungarian Naming Conventions in the real world? [closed]

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Is it worth learning the convention or is it a bane to readability and maintainability?
Considering that most people that use Hungarian Notation is following the misunderstood version of it, I'd say it's pretty pointless.
If you want to use the original definition of it, it might make more sense, but other than that it is mostly syntactic sugar.
If you read the Wikipedia article on the subject, you'll find two conflicting notations, Systems Hungarian Notation and Apps Hungarian Notation.
The original, good, definition is the Apps Hungarian Notation, but most people use the Systems Hungarian Notation.
As an example of the two, consider prefixing variables with l for length, a for area and v for volume.
With such notation, the following expression makes sense:
int vBox = aBottom * lVerticalSide;
but this doesn't:
int aBottom = lSide1;
If you're mixing the prefixes, they're to be considered part of the equation, and volume = area * length is fine for a box, but copying a length value into an area variable should raise some red flags.
Unfortunately, the other notation is less useful, where people prefix the variable names with the type of the value, like this:
int iLength;
int iVolume;
int iArea;
some people use n for number, or i for integer, f for float, s for string etc.
The original prefix was meant to be used to spot problems in equations, but has somehow devolved into making the code slightly easier to read since you don't have to go look for the variable declaration. With todays smart editors where you can simply hover over any variable to find the full type, and not just an abbreviation for it, this type of hungarian notation has lost a lot of its meaning.
But, you should make up your own mind. All I can say is that I don't use either.
Edit Just to add a short notice, while I don't use Hungarian Notation, I do use a prefix, and it's the underscore. I prefix all private fields of classes with a _ and otherwise spell their names as I would a property, titlecase with the first letter uppercase.
The Hungarian Naming Convention can be useful when used correctly, unfortunately it tends to be misused more often than not.
Read Joel Spolsky's article Making Wrong Code Look Wrong for appropriate perspective and justification.
Essentially, type based Hungarian notation, where variables are prefixed with information about their type (e.g. whether an object is a string, a handle, an int, etc.) is mostly useless and generally just adds overhead with very little benefit. This, sadly, is the Hungarian notation most people are familiar with. However, the intent of Hungarian notation as envisioned is to add information on the "kind" of data the variable contains. This allows you to partition kinds of data from other kinds of data which shouldn't be allowed to be mixed together except, possibly, through some conversion process. For example, pixel based coordinates vs. coordinates in other units, or unsafe user input versus data from safe sources, etc.
Look at it this way, if you find yourself spelunking through code to find out information on a variable then you probably need to adjust your naming scheme to contain that information, this is the essence of the Hungarian convention.
Note that an alternative to Hungarian notation is to use more classes to show the intent of variable usage rather than relying on primitive types everywhere. For example, instead of having variable prefixes for unsafe user input, you can have simple string wrapper class for unsafe user input, and a separate wrapper class for safe data. This has the advantage, in strongly typed languages, of having partitioning enforced by the compiler (even in less strongly typed languages you can usually add your own tripwire code) but adds a not insignificant amount of overhead.
I still use Hungarian Notation when it comes to UI elements, where several UI elements are related to a particular object/value, e.g.,
lblFirstName for the label object, txtFirstName for the text box. I definitely can't name them both "FirstName" even if that is the concern/responsibility of both objects.
How do others approach naming UI elements?
I think hungarian notation is an interesting footnote along the 'path' to more readable code, and if done properly, is preferable to not-doing it.
In saying that though, I'd rather do away with it, and instead of this:
int vBox = aBottom * lVerticalSide;
write this:
int boxVolume = bottomArea * verticalHeight;
It's 2008. We don't have 80 character fixed width screens anymore!
Also, if you're writing variable names which are much longer than that you should be looking at refactoring into objects or functions anyway.
It is pointless (and distracting) but is in relatively heavy use at my company, at least for types like ints, strings, booleans, and doubles.
Things like sValue, iCount, dAmount or fAmount, and bFlag are everywhere.
Once upon a time there was a good reason for this convention. Now, it is a cancer.
Sorry to follow up with a question, but does prefixing interfaces with "I" qualify as hungarian notation? If that is the case, then yes, a lot of people are using it in the real world. If not, ignore this.
I see Hungarian Notation as a way to circumvent the capacity of our short term memories. According to psychologists, we can store approximately 7 plus-or-minus 2 chunks of information. The extra information added by including a prefix helps us by providing more details about the meaning of an identifier even with no other context. In other words, we can guess what a variable is for without seeing how it is used or declared. This can be avoided by applying oo techniques such as encapsulation and the single responsibility principle.
I'm unaware of whether or not this has been studied empirically. I would hypothesize that the amount of effort increases dramatically when we try to understand classes with more than nine instance variables or methods with more than 9 local variables.
When I see Hungarian discussion, I'm glad to see people thinking hard about how to make their code clearer, and how to mistakes more visible. That's exactly what we should all be doing!
But don't forget that you have some powerful tools at your disposal besides naming.
Extract Method If your methods are getting so long that your variable declarations have scrolled off the top of the screen, consider making your methods smaller. (If you have too many methods, consider a new class.)
Strong typing If you find that you are taking zip codes stored in an integer variable and assigning them to a shoe size integer variable, consider making a class for zip codes and a class for shoe size. Then your bug will be caught at compile time, instead of requiring careful inspection by a human. When I do this, I usually find a bunch of zip code- and shoe size-specific logic that I've peppered around my code, which I can then move in to my new classes. Suddenly all my code gets clearer, simpler, and protected from certain classes of bugs. Wow.
To sum up: yes, think hard about how you use names in code to express your ideas clearly, but also look to the other powerful OO tools you can call on.
Isn't scope more important than type these days, e.g.
l for local
a for argument
m for member
g for global
etc
With modern techniques of refactoring old code, search and replace of a symbol because you changed its type is tedious, the compiler will catch type changes, but often will not catch incorrect use of scope, sensible naming conventions help here.
I don't use a very strict sense of hungarian notation, but I do find myself using it sparing for some common custom objects to help identify them, and also I tend to prefix gui control objects with the type of control that they are. For example, labelFirstName, textFirstName, and buttonSubmit.
I use Hungarian Naming for UI elements like buttons, textboxes and lables. The main benefit is grouping in the Visual Studio Intellisense Popup. If I want to access my lables, I simply start typing lbl.... and Visual Studio will suggest all my lables, nicley grouped together.
However, after doing more and more Silverlight and WPF stuff, leveraging data binding, I don't even name all my controls anymore, since I don't have to reference them from code-behind (since there really isn't any codebehind anymore ;)
What's wrong is mixing standards.
What's right is making sure that everyone does the same thing.
int Box = iBottom * nVerticleSide
The original prefix was meant to be
used to spot problems in equations,
but has somehow devolved into making
the code slightly easier to read since
you don't have to go look for the
variable declaration. With todays
smart editors where you can simply
hover over any variable to find the
full type, and not just an
abbreviation for it, this type of
hungarian notation has lost a lot of
its meaning.
I'm breaking the habit a little bit but prefixing with the type can be useful in JavaScript that doesn't have strong variable typing.
When using a dynamically typed language, I occasionally use Apps Hungarian. For statically typed languages I don't. See my explanation in the other thread.
Hungarian notation is pointless in type-safe languages. e.g. A common prefix you will see in old Microsoft code is "lpsz" which means "long pointer to a zero-terminated string". Since the early 1700's we haven't used segmented architectures where short and long pointers exist, the normal string representation in C++ is always zero-terminated, and the compiler is type-safe so won't let us apply non-string operations to the string. Therefore none of this information is of any real use to a programmer - it's just more typing.
However, I use a similar idea: prefixes that clarify the usage of a variable.
The main ones are:
m = member
c = const
s = static
v = volatile
p = pointer (and pp=pointer to pointer, etc)
i = index or iterator
These can be combined, so a static member variable which is a pointer would be "mspName".
Where are these useful?
Where the usage is important, it is a good idea to constantly remind the programmer that a variable is (e.g.) a volatile or a pointer
Pointer dereferencing used to do my head in until I used the p prefix. Now it's really easy to know when you have an object (Orange) a pointer to an object (pOrange) or a pointer to a pointer to an object (ppOrange). To dereference an object, just put an asterisk in front of it for each p in its name. Case solved, no more deref bugs!
In constructors I usually find that a parameter name is identical to a member variable's name (e.g. size). I prefer to use "mSize = size;" than "size = theSize" or "this.size = size". It is also much safer: I don't accidentally use "size = 1" (setting the parameter) when I meant to say "mSize = 1" (setting the member)
In loops, my iterator variables are all meaningful names. Most programmers use "i" or "index" and then have to make up new meaningless names ("j", "index2") when they want an inner loop. I use a meaningful name with an i prefix (iHospital, iWard, iPatient) so I always know what an iterator is iterating.
In loops, you can mix several related variables by using the same base name with different prefixes: Orange orange = pOrange[iOrange]; This also means you don't make array indexing errors (pApple[i] looks ok, but write it as pApple[iOrange] and the error is immediately obvious).
Many programmers will use my system without knowing it: by add a lengthy suffix like "Index" or "Ptr" - there isn't any good reason to use a longer form than a single character IMHO, so I use "i" and "p". Less typing, more consistent, easier to read.
This is a simple system which adds meaningful and useful information to code, and eliminates the possibility of many simple but common programming mistakes.
I've been working for IBM for the past 6 months and I haven't seen it anywhere (thank god because I hate it.) I see either camelCase or c_style.
thisMethodIsPrettyCool()
this_method_is_pretty_cool()
It depends on your language and environment. As a rule I wouldn't use it, unless the development environment you're in makes it hard to find the type of the variable.
There's also two different types of Hungarian notation. See Joel's article. I can't find it (his names don't exactly make them easy to find), anyone have a link to the one I mean?
Edit: Wedge has the article I mean in his post.
Original form (The Right Hungarian Notation :) ) where prefix means type (i.e. length, quantity) of value stored by variable is OK, but not necessary in all type of applications.
The popular form (The Wrong Hungarian Notation) where prefix means type (String, int) is useless in most of modern programming languages.
Especially with meaningless names like strA. I can't understand we people use meaningless names with long prefixes which gives nothing.
I use type based (Systems HN) for components (eg editFirstName, lblStatus etc) as it makes autocomplete work better.
I sometimes use App HN for variables where the type infomation is isufficient. Ie fpX indicates a fixed pointed variable (int type, but can't be mixed and matched with an int), rawInput for user strings that haven't been validated etc
Being a PHP programmer where it's very loosely typed, I don't make a point to use it. However I will occasionally identify something as an array or as an object depending on the size of the system and the scope of the variable.

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