destruct | ES6 style object destructuring in Ruby | Script Programming library

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kandi X-RAY | destruct Summary

kandi X-RAY | destruct Summary

destruct is a Ruby library typically used in Programming Style, Script Programming applications. destruct has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

ES6 style object destructuring in Ruby. Check out the JavaScript ES6 object destructuring documentation for more information.
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            kandi-support Support

              destruct has a low active ecosystem.
              It has 12 star(s) with 0 fork(s). There are 81 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              destruct has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of destruct is current.

            kandi-Quality Quality

              destruct has 0 bugs and 0 code smells.

            kandi-Security Security

              destruct has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              destruct code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              destruct is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              destruct releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.
              It has 342 lines of code, 23 functions and 10 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            destruct Key Features

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            destruct Examples and Code Snippets

            No Code Snippets are available at this moment for destruct.

            Community Discussions

            QUESTION

            incomplete types with shared_ptr and unique_ptr
            Asked 2022-Apr-11 at 12:39

            I would like to understand why unique_ptr destructors require the type to be complete upon destruction while that isn't the case with shared_ptr. This blog from Howard Hinnant briefly mentions it has to do with static vs. dynamic deleters. I'm looking for a more detailed explanation of why that might be the case (it may be compiler implementation specific in which case an example would be helpful). With dynamic deleters, does it restrict the destructor from being inlined?

            ...

            ANSWER

            Answered 2022-Apr-11 at 12:39

            Howard Hinnant was simplifying. What he precisely meant was if you use the default deleter for std::unique_ptr, you need a complete type. For the default deleter, it simply calls delete for you.

            The gist of static and dynamic deleters is

            Source https://stackoverflow.com/questions/71821115

            QUESTION

            Self-deleting class in Python
            Asked 2022-Apr-01 at 18:45

            EDIT: Disclaimer - I don't mean deletion in the sense that applies to languages that aren't memory-managed (e.g. free in C++). Deletion here is to be understood as the fact that the superclass doesn't have the subclass as one of its subclasses anymore after its been deleted.

            In Python, you can delete a class (yes I do mean a class, not an instance) by doing the following:

            ...

            ANSWER

            Answered 2022-Apr-01 at 18:28

            QUESTION

            Will destructor delete built-in types and pointer objects?
            Asked 2022-Feb-18 at 14:11

            I'm a c++ beginner and now reading the C++ Primer. I have some problem about the destrucor:

            1. in chapter 13.1.3: "In a destructor, there is nothing akin to the constructor initializer list to control how members are destroyed; the destruction part is implicit. What happens when a member is destroyed depends on the type of the member. Members of class type are destroyed by running the member’s own destructor. The built-in types do not have destructors, so nothing is done to destroy members of built-in type."

              So if I have such a class:

            ...

            ANSWER

            Answered 2022-Feb-18 at 14:11

            What the spec means is that no code is run to clean up int i. It simply ceases to exist. Its memory is part of Foo and whenever a Foo instance is released, then i goes with it.

            For pointers the same is true, the pointer itself will simply disappear (it's really just another number), but the pointer might point at something that needs to also be released. The compiler doesn't know if that is the case, so you have to write a destructor.

            This is why things like std::shared_ptr exist; they are clever pointers (aka 'smart') and the compiler does know if it points at something that needs to be released and will generate the correct code to do so. This is why you should always use smart pointers instead of 'naked' ones (like int *p).

            Source https://stackoverflow.com/questions/71010802

            QUESTION

            Easy way of managing the recycling of C++ STL vectors of POD types
            Asked 2022-Jan-26 at 06:29

            My application consists of calling dozens of functions millions of times. In each of those functions, one or a few temporary std::vector containers of POD (plain old data) types are initialized, used, and then destructed. By profiling my code, I find the allocations and deallocations lead to a huge overhead.

            A lazy solution is to rewrite all the functions as functors containing those temporary buffer containers as class members. However this would blow up the memory consumption as the functions are many and the buffer sizes are not trivial.

            A better way is to analyze the code, gather all the buffers, premeditate how to maximally reuse them, and feed a minimal set of shared buffer containers to the functions as arguments. But this can be too much work.

            I want to solve this problem once for all my future development during which temporary POD buffers become necessary, without having to have much premeditation. My idea is to implement a container port, and take the reference to it as an argument for every function that may need temporary buffers. Inside those functions, one should be able to fetch containers of any POD type from the port, and the port should also auto-recall the containers before the functions return.

            ...

            ANSWER

            Answered 2022-Jan-20 at 17:21

            Let me frame this by saying I don't think there's an "authoritative" answer to this question. That said, you've provided enough constraints that a suggested path is at least worthwhile. Let's review the requirements:

            • Solution must use std::vector. This is in my opinion the most unfortunate requirement for reasons I won't get into here.
            • Solution must be standards compliant and not resort to rule violations, like the strict aliasing rule.
            • Solution must either reduce the number of allocations performed, or reduce the overhead of allocations to the point of being negligible.

            In my opinion this is definitely a job for a custom allocator. There are a couple of off-the-shelf options that come close to doing what you want, for example the Boost Pool Allocators. The one you're most interested in is boost::pool_allocator. This allocator will create a singleton "pool" for each distinct object size (note: not object type), which grows as needed, but never shrinks until you explicitly purge it.

            The main difference between this and your solution is that you'll have distinct pools of memory for objects of different sizes, which means it will use more memory than your posted solution, but in my opinion this is a reasonable trade-off. To be maximally efficient, you could simply start a batch of operations by creating vectors of each needed type with an appropriate size. All subsequent vector operations which use these allocators will do trivial O(1) allocations and deallocations. Roughly in pseudo-code:

            Source https://stackoverflow.com/questions/70765195

            QUESTION

            Coq: trying to use dependent induction
            Asked 2022-Jan-23 at 22:29

            I have the following definitions for type precision:

            ...

            ANSWER

            Answered 2022-Jan-23 at 22:29

            The issue is that, by default, Coq does not generate dependent induction principles for propositions. We can fix this by overriding this default:

            Source https://stackoverflow.com/questions/70822541

            QUESTION

            Using a union to prevent destruction?
            Asked 2022-Jan-19 at 18:25

            Related: How does =delete on destructor prevent stack allocation?

            First, I realize this sort of thing is playing with fire, tempting UB. I'm asking to get a better understanding of corner-cases of unions.

            As I understand it, if I have a class with a c'tor and d'tor and put it in a union, the compiler will force me to tell it what to do about construction and destruction. As in

            ...

            ANSWER

            Answered 2022-Jan-19 at 18:25

            [class.dtor]/15 says that a program is ill-formed if a potentially invoked destructor is defined as deleted.

            [class.base.init]/12 says that a destructor of a potentially constructed subobject of a class is potentially invoked in a non-delegating constructor.

            [special]/7 says that all non-static data members are potentially constructed subobjects, although the sentence is qualified a bit weirdly I think ("For a class, [...]").

            I don't see any exceptions in this for single-member classes, unions or noexcept. So it seems to me that GCC is correct for S1.

            Clang is also the only compiler out of Clang, GCC, ICC and MSVC that doesn't reject this version.

            For S0 however, this reasoning would also apply, making it ill-formed as well. However none of the four compilers agrees on that, so maybe I am wrong.

            The quoted wording comes mostly from CWG issue 1424. Clang lists its implementation status currently as unknown (https://clang.llvm.org/cxx_dr_status.html), as does GCC (https://gcc.gnu.org/projects/cxx-dr-status.html).

            Source https://stackoverflow.com/questions/70774468

            QUESTION

            React: return object from hook causing object re-create on every render
            Asked 2022-Jan-12 at 10:20

            I try to create custom hook to validate my inputs. But if custom hook returns an object, it re-creates on every change on the page

            ...

            ANSWER

            Answered 2022-Jan-12 at 10:20

            Every time you call useInput you're creating a new object with the object literal syntax {} and then returning it and storing that in user. Because it's a new object, it's a new reference in memory, so it's not considered equal to the last user object (as objects are compared by reference). As a result, your useEffect() callback triggers. However, when you use useMemo(), it will return the same object reference if value or state haven't changed, so a new object isn't created if value and state are still the same, and instead the old object is reused.

            The destructuring works because when you destructure your values from your object, you're pulling out the primitive string values into variables. As strings are primitives, they are compared by value, unlike objects which are compared by their reference. As the values of your destructured strings in your dependency array are equal to those from the last render, your useEffect() won't trigger the callback.

            See code snippet below for further details:

            Source https://stackoverflow.com/questions/70679350

            QUESTION

            A clarification on the named requirements for containers
            Asked 2022-Jan-01 at 16:27

            I am trying to get to grips with the specifics of the (C++20) standards requirements for container classes with a view to writing some container classes that are compatible with the standard library. To begin looking into this matter I have looked up the references for named requirements, specifically around container requirements, and have only found one general container requirement called Container given by the standard. Reading this requirement has given my two queries that I am unsure about and would like some clarification on:

            1. The requirement for the expression a == b for two container type C has as precondition on the element type T that it is equality comparable. However, noted later on the same page under the header 'other requirements' is the explicitly requirement that T be always equality comparable. Thus, on my reading the precondition for the aforementioned requirement is redundant and need not be given. Am I correct in this thinking, or is there something else at play here that I should take into account?

            2. I was surprised to see explicit requirements on T at all: notably the equality comparable requirement above and the named requirement destructible. Does this mean it is undefined behaviour to ever construct standard containers of types failing these requirements, or only to perform certain standard library function calls on them?

            Apologies if these two questions sound asinine, I am currently trying to transition my C++ knowledge from a place of having a basic understanding of how to use features to a robust understanding so that I may write good generic code. Whilst I am trying to use (a draft of) the standard to look up behaviour where possible, its verbiage is oft too verbose for me to completely understand what is actually being said.

            In an attempt to seek the answer I cooked up a a quick test .cpp file to try an compile, given below. All uncommented code compiles with MSVC compiler set to C++20. All commented code will not compile, and visa versa all uncommented code will. It seems that what one naively thinks should work does In particular:

            • We cannot construct any object without a destructor, though the objects type is valid and can be used for other things (for example as a template parameter!)
            • We cannot create an object of vector, where T has no destructor, even if we don't attempt to create any objects T. Presumably because creating the destructor for vector tries to access a destructor for T.
            • We can create an object of type vector, T where T has no operator ==, so long as we do not try to use operator ==, which would require T to have operator ==.

            However, just because my compiler lets me make an object of vector where T is not equality-comparable does not mean I have achieved standards compliant behaviour/ all of our behaviour is not undefined - which is what I want I concerned about, especially as at least some of the usual requirements on the container object have been violated.

            Code:

            ...

            ANSWER

            Answered 2021-Dec-30 at 04:32

            If the members of a container are not destructible, then the container could never do anything except add new elements (or replace existing elements). erase, resize and destruction all involve destroying elements. If you had a type T that was not destructible, and attempted to instantiate a vector (say), I would expect that it would fail to compile.

            As for the duplicate requirements, I suspect that's just something that snuck in when the CppReference folks wrote that page. The container requirements in the standard mention (in the entry for a == b) that the elements must be equality comparable.

            Source https://stackoverflow.com/questions/70527058

            QUESTION

            How to use of laziness in Scheme efficiently?
            Asked 2021-Dec-30 at 10:19

            I am trying to encode a small lambda calculus with algebraic datatypes in Scheme. I want it to use lazy evaluation, for which I tried to use the primitives delay and force. However, this has a large negative impact on the performance of evaluation: the execution time on a small test case goes up by a factor of 20x.

            While I did not expect laziness to speed up this particular test case, I did not expect a huge slowdown either. My question is thus: What is causing this huge overhead with lazy evaluation, and how can I avoid this problem while still getting lazy evaluation? I would already be happy to get within 2x the execution time of the strict version, but faster is of course always better.

            Below are the strict and lazy versions of the test case I used. The test deals with natural numbers in unary notation: it constructs a sequence of 2^24 sucs followed by a zero and then destructs the result again. The lazy version was constructed from the strict version by adding delay and force in appropriate places, and adding let-bindings to avoid forcing an argument more than once. (I also tried a version where zero and suc were strict but other functions were lazy, but this was even slower than the fully lazy version so I omitted it here.)

            I compiled both programs using compile-file in Chez Scheme 9.5 and executed the resulting .so files with petite --program. Execution time (user only) for the strict version was 0.578s, while the lazy version takes 11,891s, which is almost exactly 20x slower.

            Strict version ...

            ANSWER

            Answered 2021-Dec-28 at 16:24

            This sounds very like a problem that crops up in Haskell from time to time. The problem is one of garbage collection.

            There are two ways that this can go. Firstly, the lazy list can be consumed as it is used, so that the amount of memory consumed is limited. Or, secondly, the lazy list can be evaluated in a way that it remains in memory all of the time, with one end of the list pinned in place because it is still being used - the garbage collector objects to this and spends a lot of time trying to deal with this situation.

            Haskell can be as fast as C, but requires the calculation to be strict for this to be possible.

            I don't entirely understand the code, but it appears to be recursively creating a longer and longer list, which is then evaluated. Do you have the tools to measure the amount of memory that the garbage collector is having to deal with, and how much time the garbage collector runs for?

            Source https://stackoverflow.com/questions/70501342

            QUESTION

            Coq/SSReflect: standard way to case on (x < y) + (x == y) + (y < x)?
            Asked 2021-Dec-01 at 22:24

            In vanilla Coq, I'd write

            ...

            ANSWER

            Answered 2021-Dec-01 at 22:24

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