How different is Python 3.6 vs 3.10? Understanding Python Versions.

Python is an older language and it has many versions. In this video I go over some of the versions of Python, from Python 2.7 to Python 3.10. More importantly, I help you to understand how think about Python versions in your actual programming career.

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How different is Python 3.6 vs 3.10? Understanding Python Versions.
Veronica  Roob

Veronica Roob

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A Pure PHP Implementation Of The MessagePack Serialization Format

msgpack.php

A pure PHP implementation of the MessagePack serialization format.

Features

Installation

The recommended way to install the library is through Composer:

composer require rybakit/msgpack

Usage

Packing

To pack values you can either use an instance of a Packer:

$packer = new Packer();
$packed = $packer->pack($value);

or call a static method on the MessagePack class:

$packed = MessagePack::pack($value);

In the examples above, the method pack automatically packs a value depending on its type. However, not all PHP types can be uniquely translated to MessagePack types. For example, the MessagePack format defines map and array types, which are represented by a single array type in PHP. By default, the packer will pack a PHP array as a MessagePack array if it has sequential numeric keys, starting from 0 and as a MessagePack map otherwise:

$mpArr1 = $packer->pack([1, 2]);               // MP array [1, 2]
$mpArr2 = $packer->pack([0 => 1, 1 => 2]);     // MP array [1, 2]
$mpMap1 = $packer->pack([0 => 1, 2 => 3]);     // MP map {0: 1, 2: 3}
$mpMap2 = $packer->pack([1 => 2, 2 => 3]);     // MP map {1: 2, 2: 3}
$mpMap3 = $packer->pack(['a' => 1, 'b' => 2]); // MP map {a: 1, b: 2}

However, sometimes you need to pack a sequential array as a MessagePack map. To do this, use the packMap method:

$mpMap = $packer->packMap([1, 2]); // {0: 1, 1: 2}

Here is a list of type-specific packing methods:

$packer->packNil();           // MP nil
$packer->packBool(true);      // MP bool
$packer->packInt(42);         // MP int
$packer->packFloat(M_PI);     // MP float (32 or 64)
$packer->packFloat32(M_PI);   // MP float 32
$packer->packFloat64(M_PI);   // MP float 64
$packer->packStr('foo');      // MP str
$packer->packBin("\x80");     // MP bin
$packer->packArray([1, 2]);   // MP array
$packer->packMap(['a' => 1]); // MP map
$packer->packExt(1, "\xaa");  // MP ext

Check the "Custom types" section below on how to pack custom types.

Packing options

The Packer object supports a number of bitmask-based options for fine-tuning the packing process (defaults are in bold):

NameDescription
FORCE_STRForces PHP strings to be packed as MessagePack UTF-8 strings
FORCE_BINForces PHP strings to be packed as MessagePack binary data
DETECT_STR_BINDetects MessagePack str/bin type automatically
  
FORCE_ARRForces PHP arrays to be packed as MessagePack arrays
FORCE_MAPForces PHP arrays to be packed as MessagePack maps
DETECT_ARR_MAPDetects MessagePack array/map type automatically
  
FORCE_FLOAT32Forces PHP floats to be packed as 32-bits MessagePack floats
FORCE_FLOAT64Forces PHP floats to be packed as 64-bits MessagePack floats

The type detection mode (DETECT_STR_BIN/DETECT_ARR_MAP) adds some overhead which can be noticed when you pack large (16- and 32-bit) arrays or strings. However, if you know the value type in advance (for example, you only work with UTF-8 strings or/and associative arrays), you can eliminate this overhead by forcing the packer to use the appropriate type, which will save it from running the auto-detection routine. Another option is to explicitly specify the value type. The library provides 2 auxiliary classes for this, Map and Bin. Check the "Custom types" section below for details.

Examples:

// detect str/bin type and pack PHP 64-bit floats (doubles) to MP 32-bit floats
$packer = new Packer(PackOptions::DETECT_STR_BIN | PackOptions::FORCE_FLOAT32);

// these will throw MessagePack\Exception\InvalidOptionException
$packer = new Packer(PackOptions::FORCE_STR | PackOptions::FORCE_BIN);
$packer = new Packer(PackOptions::FORCE_FLOAT32 | PackOptions::FORCE_FLOAT64);

Unpacking

To unpack data you can either use an instance of a BufferUnpacker:

$unpacker = new BufferUnpacker();

$unpacker->reset($packed);
$value = $unpacker->unpack();

or call a static method on the MessagePack class:

$value = MessagePack::unpack($packed);

If the packed data is received in chunks (e.g. when reading from a stream), use the tryUnpack method, which attempts to unpack data and returns an array of unpacked messages (if any) instead of throwing an InsufficientDataException:

while ($chunk = ...) {
    $unpacker->append($chunk);
    if ($messages = $unpacker->tryUnpack()) {
        return $messages;
    }
}

If you want to unpack from a specific position in a buffer, use seek:

$unpacker->seek(42); // set position equal to 42 bytes
$unpacker->seek(-8); // set position to 8 bytes before the end of the buffer

To skip bytes from the current position, use skip:

$unpacker->skip(10); // set position to 10 bytes ahead of the current position

To get the number of remaining (unread) bytes in the buffer:

$unreadBytesCount = $unpacker->getRemainingCount();

To check whether the buffer has unread data:

$hasUnreadBytes = $unpacker->hasRemaining();

If needed, you can remove already read data from the buffer by calling:

$releasedBytesCount = $unpacker->release();

With the read method you can read raw (packed) data:

$packedData = $unpacker->read(2); // read 2 bytes

Besides the above methods BufferUnpacker provides type-specific unpacking methods, namely:

$unpacker->unpackNil();   // PHP null
$unpacker->unpackBool();  // PHP bool
$unpacker->unpackInt();   // PHP int
$unpacker->unpackFloat(); // PHP float
$unpacker->unpackStr();   // PHP UTF-8 string
$unpacker->unpackBin();   // PHP binary string
$unpacker->unpackArray(); // PHP sequential array
$unpacker->unpackMap();   // PHP associative array
$unpacker->unpackExt();   // PHP MessagePack\Type\Ext object

Unpacking options

The BufferUnpacker object supports a number of bitmask-based options for fine-tuning the unpacking process (defaults are in bold):

NameDescription
BIGINT_AS_STRConverts overflowed integers to strings [1]
BIGINT_AS_GMPConverts overflowed integers to GMP objects [2]
BIGINT_AS_DECConverts overflowed integers to Decimal\Decimal objects [3]

1. The binary MessagePack format has unsigned 64-bit as its largest integer data type, but PHP does not support such integers, which means that an overflow can occur during unpacking.

2. Make sure the GMP extension is enabled.

3. Make sure the Decimal extension is enabled.

Examples:

$packedUint64 = "\xcf"."\xff\xff\xff\xff"."\xff\xff\xff\xff";

$unpacker = new BufferUnpacker($packedUint64);
var_dump($unpacker->unpack()); // string(20) "18446744073709551615"

$unpacker = new BufferUnpacker($packedUint64, UnpackOptions::BIGINT_AS_GMP);
var_dump($unpacker->unpack()); // object(GMP) {...}

$unpacker = new BufferUnpacker($packedUint64, UnpackOptions::BIGINT_AS_DEC);
var_dump($unpacker->unpack()); // object(Decimal\Decimal) {...}

Custom types

In addition to the basic types, the library provides functionality to serialize and deserialize arbitrary types. This can be done in several ways, depending on your use case. Let's take a look at them.

Type objects

If you need to serialize an instance of one of your classes into one of the basic MessagePack types, the best way to do this is to implement the CanBePacked interface in the class. A good example of such a class is the Map type class that comes with the library. This type is useful when you want to explicitly specify that a given PHP array should be packed as a MessagePack map without triggering an automatic type detection routine:

$packer = new Packer();

$packedMap = $packer->pack(new Map([1, 2, 3]));
$packedArray = $packer->pack([1, 2, 3]);

More type examples can be found in the src/Type directory.

Type transformers

As with type objects, type transformers are only responsible for serializing values. They should be used when you need to serialize a value that does not implement the CanBePacked interface. Examples of such values could be instances of built-in or third-party classes that you don't own, or non-objects such as resources.

A transformer class must implement the CanPack interface. To use a transformer, it must first be registered in the packer. Here is an example of how to serialize PHP streams into the MessagePack bin format type using one of the supplied transformers, StreamTransformer:

$packer = new Packer(null, [new StreamTransformer()]);

$packedBin = $packer->pack(fopen('/path/to/file', 'r+'));

More type transformer examples can be found in the src/TypeTransformer directory.

Extensions

In contrast to the cases described above, extensions are intended to handle extension types and are responsible for both serialization and deserialization of values (types).

An extension class must implement the Extension interface. To use an extension, it must first be registered in the packer and the unpacker.

The MessagePack specification divides extension types into two groups: predefined and application-specific. Currently, there is only one predefined type in the specification, Timestamp.

Timestamp

The Timestamp extension type is a predefined type. Support for this type in the library is done through the TimestampExtension class. This class is responsible for handling Timestamp objects, which represent the number of seconds and optional adjustment in nanoseconds:

$timestampExtension = new TimestampExtension();

$packer = new Packer();
$packer = $packer->extendWith($timestampExtension);

$unpacker = new BufferUnpacker();
$unpacker = $unpacker->extendWith($timestampExtension);

$packedTimestamp = $packer->pack(Timestamp::now());
$timestamp = $unpacker->reset($packedTimestamp)->unpack();

$seconds = $timestamp->getSeconds();
$nanoseconds = $timestamp->getNanoseconds();

When using the MessagePack class, the Timestamp extension is already registered:

$packedTimestamp = MessagePack::pack(Timestamp::now());
$timestamp = MessagePack::unpack($packedTimestamp);

Application-specific extensions

In addition, the format can be extended with your own types. For example, to make the built-in PHP DateTime objects first-class citizens in your code, you can create a corresponding extension, as shown in the example. Please note, that custom extensions have to be registered with a unique extension ID (an integer from 0 to 127).

More extension examples can be found in the examples/MessagePack directory.

To learn more about how extension types can be useful, check out this article.

Exceptions

If an error occurs during packing/unpacking, a PackingFailedException or an UnpackingFailedException will be thrown, respectively. In addition, an InsufficientDataException can be thrown during unpacking.

An InvalidOptionException will be thrown in case an invalid option (or a combination of mutually exclusive options) is used.

Tests

Run tests as follows:

vendor/bin/phpunit

Also, if you already have Docker installed, you can run the tests in a docker container. First, create a container:

./dockerfile.sh | docker build -t msgpack -

The command above will create a container named msgpack with PHP 8.1 runtime. You may change the default runtime by defining the PHP_IMAGE environment variable:

PHP_IMAGE='php:8.0-cli' ./dockerfile.sh | docker build -t msgpack -

See a list of various images here.

Then run the unit tests:

docker run --rm -v $PWD:/msgpack -w /msgpack msgpack

Fuzzing

To ensure that the unpacking works correctly with malformed/semi-malformed data, you can use a testing technique called Fuzzing. The library ships with a help file (target) for PHP-Fuzzer and can be used as follows:

php-fuzzer fuzz tests/fuzz_buffer_unpacker.php

Performance

To check performance, run:

php -n -dzend_extension=opcache.so \
-dpcre.jit=1 -dopcache.enable=1 -dopcache.enable_cli=1 \
tests/bench.php

Example output

Filter: MessagePack\Tests\Perf\Filter\ListFilter
Rounds: 3
Iterations: 100000

=============================================
Test/Target            Packer  BufferUnpacker
---------------------------------------------
nil .................. 0.0030 ........ 0.0139
false ................ 0.0037 ........ 0.0144
true ................. 0.0040 ........ 0.0137
7-bit uint #1 ........ 0.0052 ........ 0.0120
7-bit uint #2 ........ 0.0059 ........ 0.0114
7-bit uint #3 ........ 0.0061 ........ 0.0119
5-bit sint #1 ........ 0.0067 ........ 0.0126
5-bit sint #2 ........ 0.0064 ........ 0.0132
5-bit sint #3 ........ 0.0066 ........ 0.0135
8-bit uint #1 ........ 0.0078 ........ 0.0200
8-bit uint #2 ........ 0.0077 ........ 0.0212
8-bit uint #3 ........ 0.0086 ........ 0.0203
16-bit uint #1 ....... 0.0111 ........ 0.0271
16-bit uint #2 ....... 0.0115 ........ 0.0260
16-bit uint #3 ....... 0.0103 ........ 0.0273
32-bit uint #1 ....... 0.0116 ........ 0.0326
32-bit uint #2 ....... 0.0118 ........ 0.0332
32-bit uint #3 ....... 0.0127 ........ 0.0325
64-bit uint #1 ....... 0.0140 ........ 0.0277
64-bit uint #2 ....... 0.0134 ........ 0.0294
64-bit uint #3 ....... 0.0134 ........ 0.0281
8-bit int #1 ......... 0.0086 ........ 0.0241
8-bit int #2 ......... 0.0089 ........ 0.0225
8-bit int #3 ......... 0.0085 ........ 0.0229
16-bit int #1 ........ 0.0118 ........ 0.0280
16-bit int #2 ........ 0.0121 ........ 0.0270
16-bit int #3 ........ 0.0109 ........ 0.0274
32-bit int #1 ........ 0.0128 ........ 0.0346
32-bit int #2 ........ 0.0118 ........ 0.0339
32-bit int #3 ........ 0.0135 ........ 0.0368
64-bit int #1 ........ 0.0138 ........ 0.0276
64-bit int #2 ........ 0.0132 ........ 0.0286
64-bit int #3 ........ 0.0137 ........ 0.0274
64-bit int #4 ........ 0.0180 ........ 0.0285
64-bit float #1 ...... 0.0134 ........ 0.0284
64-bit float #2 ...... 0.0125 ........ 0.0275
64-bit float #3 ...... 0.0126 ........ 0.0283
fix string #1 ........ 0.0035 ........ 0.0133
fix string #2 ........ 0.0094 ........ 0.0216
fix string #3 ........ 0.0094 ........ 0.0222
fix string #4 ........ 0.0091 ........ 0.0241
8-bit string #1 ...... 0.0122 ........ 0.0301
8-bit string #2 ...... 0.0118 ........ 0.0304
8-bit string #3 ...... 0.0119 ........ 0.0315
16-bit string #1 ..... 0.0150 ........ 0.0388
16-bit string #2 ..... 0.1545 ........ 0.1665
32-bit string ........ 0.1570 ........ 0.1756
wide char string #1 .. 0.0091 ........ 0.0236
wide char string #2 .. 0.0122 ........ 0.0313
8-bit binary #1 ...... 0.0100 ........ 0.0302
8-bit binary #2 ...... 0.0123 ........ 0.0324
8-bit binary #3 ...... 0.0126 ........ 0.0327
16-bit binary ........ 0.0168 ........ 0.0372
32-bit binary ........ 0.1588 ........ 0.1754
fix array #1 ......... 0.0042 ........ 0.0131
fix array #2 ......... 0.0294 ........ 0.0367
fix array #3 ......... 0.0412 ........ 0.0472
16-bit array #1 ...... 0.1378 ........ 0.1596
16-bit array #2 ........... S ............. S
32-bit array .............. S ............. S
complex array ........ 0.1865 ........ 0.2283
fix map #1 ........... 0.0725 ........ 0.1048
fix map #2 ........... 0.0319 ........ 0.0405
fix map #3 ........... 0.0356 ........ 0.0665
fix map #4 ........... 0.0465 ........ 0.0497
16-bit map #1 ........ 0.2540 ........ 0.3028
16-bit map #2 ............. S ............. S
32-bit map ................ S ............. S
complex map .......... 0.2372 ........ 0.2710
fixext 1 ............. 0.0283 ........ 0.0358
fixext 2 ............. 0.0291 ........ 0.0371
fixext 4 ............. 0.0302 ........ 0.0355
fixext 8 ............. 0.0288 ........ 0.0384
fixext 16 ............ 0.0293 ........ 0.0359
8-bit ext ............ 0.0302 ........ 0.0439
16-bit ext ........... 0.0334 ........ 0.0499
32-bit ext ........... 0.1845 ........ 0.1888
32-bit timestamp #1 .. 0.0337 ........ 0.0547
32-bit timestamp #2 .. 0.0335 ........ 0.0560
64-bit timestamp #1 .. 0.0371 ........ 0.0575
64-bit timestamp #2 .. 0.0374 ........ 0.0542
64-bit timestamp #3 .. 0.0356 ........ 0.0533
96-bit timestamp #1 .. 0.0362 ........ 0.0699
96-bit timestamp #2 .. 0.0381 ........ 0.0701
96-bit timestamp #3 .. 0.0367 ........ 0.0687
=============================================
Total                  2.7618          4.0820
Skipped                     4               4
Failed                      0               0
Ignored                     0               0

With JIT:

php -n -dzend_extension=opcache.so \
-dpcre.jit=1 -dopcache.jit_buffer_size=64M -dopcache.jit=tracing -dopcache.enable=1 -dopcache.enable_cli=1 \
tests/bench.php

Example output

Filter: MessagePack\Tests\Perf\Filter\ListFilter
Rounds: 3
Iterations: 100000

=============================================
Test/Target            Packer  BufferUnpacker
---------------------------------------------
nil .................. 0.0005 ........ 0.0054
false ................ 0.0004 ........ 0.0059
true ................. 0.0004 ........ 0.0059
7-bit uint #1 ........ 0.0010 ........ 0.0047
7-bit uint #2 ........ 0.0010 ........ 0.0046
7-bit uint #3 ........ 0.0010 ........ 0.0046
5-bit sint #1 ........ 0.0025 ........ 0.0046
5-bit sint #2 ........ 0.0023 ........ 0.0046
5-bit sint #3 ........ 0.0024 ........ 0.0045
8-bit uint #1 ........ 0.0043 ........ 0.0081
8-bit uint #2 ........ 0.0043 ........ 0.0079
8-bit uint #3 ........ 0.0041 ........ 0.0080
16-bit uint #1 ....... 0.0064 ........ 0.0095
16-bit uint #2 ....... 0.0064 ........ 0.0091
16-bit uint #3 ....... 0.0064 ........ 0.0094
32-bit uint #1 ....... 0.0085 ........ 0.0114
32-bit uint #2 ....... 0.0077 ........ 0.0122
32-bit uint #3 ....... 0.0077 ........ 0.0120
64-bit uint #1 ....... 0.0085 ........ 0.0159
64-bit uint #2 ....... 0.0086 ........ 0.0157
64-bit uint #3 ....... 0.0086 ........ 0.0158
8-bit int #1 ......... 0.0042 ........ 0.0080
8-bit int #2 ......... 0.0042 ........ 0.0080
8-bit int #3 ......... 0.0042 ........ 0.0081
16-bit int #1 ........ 0.0065 ........ 0.0095
16-bit int #2 ........ 0.0065 ........ 0.0090
16-bit int #3 ........ 0.0056 ........ 0.0085
32-bit int #1 ........ 0.0067 ........ 0.0107
32-bit int #2 ........ 0.0066 ........ 0.0106
32-bit int #3 ........ 0.0063 ........ 0.0104
64-bit int #1 ........ 0.0072 ........ 0.0162
64-bit int #2 ........ 0.0073 ........ 0.0174
64-bit int #3 ........ 0.0072 ........ 0.0164
64-bit int #4 ........ 0.0077 ........ 0.0161
64-bit float #1 ...... 0.0053 ........ 0.0135
64-bit float #2 ...... 0.0053 ........ 0.0135
64-bit float #3 ...... 0.0052 ........ 0.0135
fix string #1 ....... -0.0002 ........ 0.0044
fix string #2 ........ 0.0035 ........ 0.0067
fix string #3 ........ 0.0035 ........ 0.0077
fix string #4 ........ 0.0033 ........ 0.0078
8-bit string #1 ...... 0.0059 ........ 0.0110
8-bit string #2 ...... 0.0063 ........ 0.0121
8-bit string #3 ...... 0.0064 ........ 0.0124
16-bit string #1 ..... 0.0099 ........ 0.0146
16-bit string #2 ..... 0.1522 ........ 0.1474
32-bit string ........ 0.1511 ........ 0.1483
wide char string #1 .. 0.0039 ........ 0.0084
wide char string #2 .. 0.0073 ........ 0.0123
8-bit binary #1 ...... 0.0040 ........ 0.0112
8-bit binary #2 ...... 0.0075 ........ 0.0123
8-bit binary #3 ...... 0.0077 ........ 0.0129
16-bit binary ........ 0.0096 ........ 0.0145
32-bit binary ........ 0.1535 ........ 0.1479
fix array #1 ......... 0.0008 ........ 0.0061
fix array #2 ......... 0.0121 ........ 0.0165
fix array #3 ......... 0.0193 ........ 0.0222
16-bit array #1 ...... 0.0607 ........ 0.0479
16-bit array #2 ........... S ............. S
32-bit array .............. S ............. S
complex array ........ 0.0749 ........ 0.0824
fix map #1 ........... 0.0329 ........ 0.0431
fix map #2 ........... 0.0161 ........ 0.0189
fix map #3 ........... 0.0205 ........ 0.0262
fix map #4 ........... 0.0252 ........ 0.0205
16-bit map #1 ........ 0.1016 ........ 0.0927
16-bit map #2 ............. S ............. S
32-bit map ................ S ............. S
complex map .......... 0.1096 ........ 0.1030
fixext 1 ............. 0.0157 ........ 0.0161
fixext 2 ............. 0.0175 ........ 0.0183
fixext 4 ............. 0.0156 ........ 0.0185
fixext 8 ............. 0.0163 ........ 0.0184
fixext 16 ............ 0.0164 ........ 0.0182
8-bit ext ............ 0.0158 ........ 0.0207
16-bit ext ........... 0.0203 ........ 0.0219
32-bit ext ........... 0.1614 ........ 0.1539
32-bit timestamp #1 .. 0.0195 ........ 0.0249
32-bit timestamp #2 .. 0.0188 ........ 0.0260
64-bit timestamp #1 .. 0.0207 ........ 0.0281
64-bit timestamp #2 .. 0.0212 ........ 0.0291
64-bit timestamp #3 .. 0.0207 ........ 0.0295
96-bit timestamp #1 .. 0.0222 ........ 0.0358
96-bit timestamp #2 .. 0.0228 ........ 0.0353
96-bit timestamp #3 .. 0.0210 ........ 0.0319
=============================================
Total                  1.6432          1.9674
Skipped                     4               4
Failed                      0               0
Ignored                     0               0

You may change default benchmark settings by defining the following environment variables:

NameDefault
MP_BENCH_TARGETSpure_p,pure_u, see a list of available targets
MP_BENCH_ITERATIONS100_000
MP_BENCH_DURATIONnot set
MP_BENCH_ROUNDS3
MP_BENCH_TESTS-@slow, see a list of available tests

For example:

export MP_BENCH_TARGETS=pure_p
export MP_BENCH_ITERATIONS=1000000
export MP_BENCH_ROUNDS=5
# a comma separated list of test names
export MP_BENCH_TESTS='complex array, complex map'
# or a group name
# export MP_BENCH_TESTS='-@slow' // @pecl_comp
# or a regexp
# export MP_BENCH_TESTS='/complex (array|map)/'

Another example, benchmarking both the library and the PECL extension:

MP_BENCH_TARGETS=pure_p,pure_u,pecl_p,pecl_u \
php -n -dextension=msgpack.so -dzend_extension=opcache.so \
-dpcre.jit=1 -dopcache.enable=1 -dopcache.enable_cli=1 \
tests/bench.php

Example output

Filter: MessagePack\Tests\Perf\Filter\ListFilter
Rounds: 3
Iterations: 100000

===========================================================================
Test/Target            Packer  BufferUnpacker  msgpack_pack  msgpack_unpack
---------------------------------------------------------------------------
nil .................. 0.0031 ........ 0.0141 ...... 0.0055 ........ 0.0064
false ................ 0.0039 ........ 0.0154 ...... 0.0056 ........ 0.0053
true ................. 0.0038 ........ 0.0139 ...... 0.0056 ........ 0.0044
7-bit uint #1 ........ 0.0061 ........ 0.0110 ...... 0.0059 ........ 0.0046
7-bit uint #2 ........ 0.0065 ........ 0.0119 ...... 0.0042 ........ 0.0029
7-bit uint #3 ........ 0.0054 ........ 0.0117 ...... 0.0045 ........ 0.0025
5-bit sint #1 ........ 0.0047 ........ 0.0103 ...... 0.0038 ........ 0.0022
5-bit sint #2 ........ 0.0048 ........ 0.0117 ...... 0.0038 ........ 0.0022
5-bit sint #3 ........ 0.0046 ........ 0.0102 ...... 0.0038 ........ 0.0023
8-bit uint #1 ........ 0.0063 ........ 0.0174 ...... 0.0039 ........ 0.0031
8-bit uint #2 ........ 0.0063 ........ 0.0167 ...... 0.0040 ........ 0.0029
8-bit uint #3 ........ 0.0063 ........ 0.0168 ...... 0.0039 ........ 0.0030
16-bit uint #1 ....... 0.0092 ........ 0.0222 ...... 0.0049 ........ 0.0030
16-bit uint #2 ....... 0.0096 ........ 0.0227 ...... 0.0042 ........ 0.0046
16-bit uint #3 ....... 0.0123 ........ 0.0274 ...... 0.0059 ........ 0.0051
32-bit uint #1 ....... 0.0136 ........ 0.0331 ...... 0.0060 ........ 0.0048
32-bit uint #2 ....... 0.0130 ........ 0.0336 ...... 0.0070 ........ 0.0048
32-bit uint #3 ....... 0.0127 ........ 0.0329 ...... 0.0051 ........ 0.0048
64-bit uint #1 ....... 0.0126 ........ 0.0268 ...... 0.0055 ........ 0.0049
64-bit uint #2 ....... 0.0135 ........ 0.0281 ...... 0.0052 ........ 0.0046
64-bit uint #3 ....... 0.0131 ........ 0.0274 ...... 0.0069 ........ 0.0044
8-bit int #1 ......... 0.0077 ........ 0.0236 ...... 0.0058 ........ 0.0044
8-bit int #2 ......... 0.0087 ........ 0.0244 ...... 0.0058 ........ 0.0048
8-bit int #3 ......... 0.0084 ........ 0.0241 ...... 0.0055 ........ 0.0049
16-bit int #1 ........ 0.0112 ........ 0.0271 ...... 0.0048 ........ 0.0045
16-bit int #2 ........ 0.0124 ........ 0.0292 ...... 0.0057 ........ 0.0049
16-bit int #3 ........ 0.0118 ........ 0.0270 ...... 0.0058 ........ 0.0050
32-bit int #1 ........ 0.0137 ........ 0.0366 ...... 0.0058 ........ 0.0051
32-bit int #2 ........ 0.0133 ........ 0.0366 ...... 0.0056 ........ 0.0049
32-bit int #3 ........ 0.0129 ........ 0.0350 ...... 0.0052 ........ 0.0048
64-bit int #1 ........ 0.0145 ........ 0.0254 ...... 0.0034 ........ 0.0025
64-bit int #2 ........ 0.0097 ........ 0.0214 ...... 0.0034 ........ 0.0025
64-bit int #3 ........ 0.0096 ........ 0.0287 ...... 0.0059 ........ 0.0050
64-bit int #4 ........ 0.0143 ........ 0.0277 ...... 0.0059 ........ 0.0046
64-bit float #1 ...... 0.0134 ........ 0.0281 ...... 0.0057 ........ 0.0052
64-bit float #2 ...... 0.0141 ........ 0.0281 ...... 0.0057 ........ 0.0050
64-bit float #3 ...... 0.0144 ........ 0.0282 ...... 0.0057 ........ 0.0050
fix string #1 ........ 0.0036 ........ 0.0143 ...... 0.0066 ........ 0.0053
fix string #2 ........ 0.0107 ........ 0.0222 ...... 0.0065 ........ 0.0068
fix string #3 ........ 0.0116 ........ 0.0245 ...... 0.0063 ........ 0.0069
fix string #4 ........ 0.0105 ........ 0.0253 ...... 0.0083 ........ 0.0077
8-bit string #1 ...... 0.0126 ........ 0.0318 ...... 0.0075 ........ 0.0088
8-bit string #2 ...... 0.0121 ........ 0.0295 ...... 0.0076 ........ 0.0086
8-bit string #3 ...... 0.0125 ........ 0.0293 ...... 0.0130 ........ 0.0093
16-bit string #1 ..... 0.0159 ........ 0.0368 ...... 0.0117 ........ 0.0086
16-bit string #2 ..... 0.1547 ........ 0.1686 ...... 0.1516 ........ 0.1373
32-bit string ........ 0.1558 ........ 0.1729 ...... 0.1511 ........ 0.1396
wide char string #1 .. 0.0098 ........ 0.0237 ...... 0.0066 ........ 0.0065
wide char string #2 .. 0.0128 ........ 0.0291 ...... 0.0061 ........ 0.0082
8-bit binary #1 ........... I ............. I ........... F ............. I
8-bit binary #2 ........... I ............. I ........... F ............. I
8-bit binary #3 ........... I ............. I ........... F ............. I
16-bit binary ............. I ............. I ........... F ............. I
32-bit binary ............. I ............. I ........... F ............. I
fix array #1 ......... 0.0040 ........ 0.0129 ...... 0.0120 ........ 0.0058
fix array #2 ......... 0.0279 ........ 0.0390 ...... 0.0143 ........ 0.0165
fix array #3 ......... 0.0415 ........ 0.0463 ...... 0.0162 ........ 0.0187
16-bit array #1 ...... 0.1349 ........ 0.1628 ...... 0.0334 ........ 0.0341
16-bit array #2 ........... S ............. S ........... S ............. S
32-bit array .............. S ............. S ........... S ............. S
complex array ............. I ............. I ........... F ............. F
fix map #1 ................ I ............. I ........... F ............. I
fix map #2 ........... 0.0345 ........ 0.0391 ...... 0.0143 ........ 0.0168
fix map #3 ................ I ............. I ........... F ............. I
fix map #4 ........... 0.0459 ........ 0.0473 ...... 0.0151 ........ 0.0163
16-bit map #1 ........ 0.2518 ........ 0.2962 ...... 0.0400 ........ 0.0490
16-bit map #2 ............. S ............. S ........... S ............. S
32-bit map ................ S ............. S ........... S ............. S
complex map .......... 0.2380 ........ 0.2682 ...... 0.0545 ........ 0.0579
fixext 1 .................. I ............. I ........... F ............. F
fixext 2 .................. I ............. I ........... F ............. F
fixext 4 .................. I ............. I ........... F ............. F
fixext 8 .................. I ............. I ........... F ............. F
fixext 16 ................. I ............. I ........... F ............. F
8-bit ext ................. I ............. I ........... F ............. F
16-bit ext ................ I ............. I ........... F ............. F
32-bit ext ................ I ............. I ........... F ............. F
32-bit timestamp #1 ....... I ............. I ........... F ............. F
32-bit timestamp #2 ....... I ............. I ........... F ............. F
64-bit timestamp #1 ....... I ............. I ........... F ............. F
64-bit timestamp #2 ....... I ............. I ........... F ............. F
64-bit timestamp #3 ....... I ............. I ........... F ............. F
96-bit timestamp #1 ....... I ............. I ........... F ............. F
96-bit timestamp #2 ....... I ............. I ........... F ............. F
96-bit timestamp #3 ....... I ............. I ........... F ............. F
===========================================================================
Total                  1.5625          2.3866        0.7735          0.7243
Skipped                     4               4             4               4
Failed                      0               0            24              17
Ignored                    24              24             0               7

With JIT:

MP_BENCH_TARGETS=pure_p,pure_u,pecl_p,pecl_u \
php -n -dextension=msgpack.so -dzend_extension=opcache.so \
-dpcre.jit=1 -dopcache.jit_buffer_size=64M -dopcache.jit=tracing -dopcache.enable=1 -dopcache.enable_cli=1 \
tests/bench.php

Example output

Filter: MessagePack\Tests\Perf\Filter\ListFilter
Rounds: 3
Iterations: 100000

===========================================================================
Test/Target            Packer  BufferUnpacker  msgpack_pack  msgpack_unpack
---------------------------------------------------------------------------
nil .................. 0.0001 ........ 0.0052 ...... 0.0053 ........ 0.0042
false ................ 0.0007 ........ 0.0060 ...... 0.0057 ........ 0.0043
true ................. 0.0008 ........ 0.0060 ...... 0.0056 ........ 0.0041
7-bit uint #1 ........ 0.0031 ........ 0.0046 ...... 0.0062 ........ 0.0041
7-bit uint #2 ........ 0.0021 ........ 0.0043 ...... 0.0062 ........ 0.0041
7-bit uint #3 ........ 0.0022 ........ 0.0044 ...... 0.0061 ........ 0.0040
5-bit sint #1 ........ 0.0030 ........ 0.0048 ...... 0.0062 ........ 0.0040
5-bit sint #2 ........ 0.0032 ........ 0.0046 ...... 0.0062 ........ 0.0040
5-bit sint #3 ........ 0.0031 ........ 0.0046 ...... 0.0062 ........ 0.0040
8-bit uint #1 ........ 0.0054 ........ 0.0079 ...... 0.0062 ........ 0.0050
8-bit uint #2 ........ 0.0051 ........ 0.0079 ...... 0.0064 ........ 0.0044
8-bit uint #3 ........ 0.0051 ........ 0.0082 ...... 0.0062 ........ 0.0044
16-bit uint #1 ....... 0.0077 ........ 0.0094 ...... 0.0065 ........ 0.0045
16-bit uint #2 ....... 0.0077 ........ 0.0094 ...... 0.0063 ........ 0.0045
16-bit uint #3 ....... 0.0077 ........ 0.0095 ...... 0.0064 ........ 0.0047
32-bit uint #1 ....... 0.0088 ........ 0.0119 ...... 0.0063 ........ 0.0043
32-bit uint #2 ....... 0.0089 ........ 0.0117 ...... 0.0062 ........ 0.0039
32-bit uint #3 ....... 0.0089 ........ 0.0118 ...... 0.0063 ........ 0.0044
64-bit uint #1 ....... 0.0097 ........ 0.0155 ...... 0.0063 ........ 0.0045
64-bit uint #2 ....... 0.0095 ........ 0.0153 ...... 0.0061 ........ 0.0045
64-bit uint #3 ....... 0.0096 ........ 0.0156 ...... 0.0063 ........ 0.0047
8-bit int #1 ......... 0.0053 ........ 0.0083 ...... 0.0062 ........ 0.0044
8-bit int #2 ......... 0.0052 ........ 0.0080 ...... 0.0062 ........ 0.0044
8-bit int #3 ......... 0.0052 ........ 0.0080 ...... 0.0062 ........ 0.0043
16-bit int #1 ........ 0.0089 ........ 0.0097 ...... 0.0069 ........ 0.0046
16-bit int #2 ........ 0.0075 ........ 0.0093 ...... 0.0063 ........ 0.0043
16-bit int #3 ........ 0.0075 ........ 0.0094 ...... 0.0062 ........ 0.0046
32-bit int #1 ........ 0.0086 ........ 0.0122 ...... 0.0063 ........ 0.0044
32-bit int #2 ........ 0.0087 ........ 0.0120 ...... 0.0066 ........ 0.0046
32-bit int #3 ........ 0.0086 ........ 0.0121 ...... 0.0060 ........ 0.0044
64-bit int #1 ........ 0.0096 ........ 0.0149 ...... 0.0060 ........ 0.0045
64-bit int #2 ........ 0.0096 ........ 0.0157 ...... 0.0062 ........ 0.0044
64-bit int #3 ........ 0.0096 ........ 0.0160 ...... 0.0063 ........ 0.0046
64-bit int #4 ........ 0.0097 ........ 0.0157 ...... 0.0061 ........ 0.0044
64-bit float #1 ...... 0.0079 ........ 0.0153 ...... 0.0056 ........ 0.0044
64-bit float #2 ...... 0.0079 ........ 0.0152 ...... 0.0057 ........ 0.0045
64-bit float #3 ...... 0.0079 ........ 0.0155 ...... 0.0057 ........ 0.0044
fix string #1 ........ 0.0010 ........ 0.0045 ...... 0.0071 ........ 0.0044
fix string #2 ........ 0.0048 ........ 0.0075 ...... 0.0070 ........ 0.0060
fix string #3 ........ 0.0048 ........ 0.0086 ...... 0.0068 ........ 0.0060
fix string #4 ........ 0.0050 ........ 0.0088 ...... 0.0070 ........ 0.0059
8-bit string #1 ...... 0.0081 ........ 0.0129 ...... 0.0069 ........ 0.0062
8-bit string #2 ...... 0.0086 ........ 0.0128 ...... 0.0069 ........ 0.0065
8-bit string #3 ...... 0.0086 ........ 0.0126 ...... 0.0115 ........ 0.0065
16-bit string #1 ..... 0.0105 ........ 0.0137 ...... 0.0128 ........ 0.0068
16-bit string #2 ..... 0.1510 ........ 0.1486 ...... 0.1526 ........ 0.1391
32-bit string ........ 0.1517 ........ 0.1475 ...... 0.1504 ........ 0.1370
wide char string #1 .. 0.0044 ........ 0.0085 ...... 0.0067 ........ 0.0057
wide char string #2 .. 0.0081 ........ 0.0125 ...... 0.0069 ........ 0.0063
8-bit binary #1 ........... I ............. I ........... F ............. I
8-bit binary #2 ........... I ............. I ........... F ............. I
8-bit binary #3 ........... I ............. I ........... F ............. I
16-bit binary ............. I ............. I ........... F ............. I
32-bit binary ............. I ............. I ........... F ............. I
fix array #1 ......... 0.0014 ........ 0.0059 ...... 0.0132 ........ 0.0055
fix array #2 ......... 0.0146 ........ 0.0156 ...... 0.0155 ........ 0.0148
fix array #3 ......... 0.0211 ........ 0.0229 ...... 0.0179 ........ 0.0180
16-bit array #1 ...... 0.0673 ........ 0.0498 ...... 0.0343 ........ 0.0388
16-bit array #2 ........... S ............. S ........... S ............. S
32-bit array .............. S ............. S ........... S ............. S
complex array ............. I ............. I ........... F ............. F
fix map #1 ................ I ............. I ........... F ............. I
fix map #2 ........... 0.0148 ........ 0.0180 ...... 0.0156 ........ 0.0179
fix map #3 ................ I ............. I ........... F ............. I
fix map #4 ........... 0.0252 ........ 0.0201 ...... 0.0214 ........ 0.0167
16-bit map #1 ........ 0.1027 ........ 0.0836 ...... 0.0388 ........ 0.0510
16-bit map #2 ............. S ............. S ........... S ............. S
32-bit map ................ S ............. S ........... S ............. S
complex map .......... 0.1104 ........ 0.1010 ...... 0.0556 ........ 0.0602
fixext 1 .................. I ............. I ........... F ............. F
fixext 2 .................. I ............. I ........... F ............. F
fixext 4 .................. I ............. I ........... F ............. F
fixext 8 .................. I ............. I ........... F ............. F
fixext 16 ................. I ............. I ........... F ............. F
8-bit ext ................. I ............. I ........... F ............. F
16-bit ext ................ I ............. I ........... F ............. F
32-bit ext ................ I ............. I ........... F ............. F
32-bit timestamp #1 ....... I ............. I ........... F ............. F
32-bit timestamp #2 ....... I ............. I ........... F ............. F
64-bit timestamp #1 ....... I ............. I ........... F ............. F
64-bit timestamp #2 ....... I ............. I ........... F ............. F
64-bit timestamp #3 ....... I ............. I ........... F ............. F
96-bit timestamp #1 ....... I ............. I ........... F ............. F
96-bit timestamp #2 ....... I ............. I ........... F ............. F
96-bit timestamp #3 ....... I ............. I ........... F ............. F
===========================================================================
Total                  0.9642          1.0909        0.8224          0.7213
Skipped                     4               4             4               4
Failed                      0               0            24              17
Ignored                    24              24             0               7

Note that the msgpack extension (v2.1.2) doesn't support ext, bin and UTF-8 str types.

License

The library is released under the MIT License. See the bundled LICENSE file for details.

Author: rybakit
Source Code: https://github.com/rybakit/msgpack.php
License: MIT License

#php 

Ray  Patel

Ray Patel

1619518440

top 30 Python Tips and Tricks for Beginners

Welcome to my Blog , In this article, you are going to learn the top 10 python tips and tricks.

1) swap two numbers.

2) Reversing a string in Python.

3) Create a single string from all the elements in list.

4) Chaining Of Comparison Operators.

5) Print The File Path Of Imported Modules.

6) Return Multiple Values From Functions.

7) Find The Most Frequent Value In A List.

8) Check The Memory Usage Of An Object.




#python #python hacks tricks #python learning tips #python programming tricks #python tips #python tips and tricks #python tips and tricks advanced #python tips and tricks for beginners #python tips tricks and techniques #python tutorial #tips and tricks in python #tips to learn python #top 30 python tips and tricks for beginners

ERIC  MACUS

ERIC MACUS

1647540000

Substrate Knowledge Map For Hackathon Participants

Substrate Knowledge Map for Hackathon Participants

The Substrate Knowledge Map provides information that you—as a Substrate hackathon participant—need to know to develop a non-trivial application for your hackathon submission.

The map covers 6 main sections:

  1. Introduction
  2. Basics
  3. Preliminaries
  4. Runtime Development
  5. Polkadot JS API
  6. Smart Contracts

Each section contains basic information on each topic, with links to additional documentation for you to dig deeper. Within each section, you'll find a mix of quizzes and labs to test your knowledge as your progress through the map. The goal of the labs and quizzes is to help you consolidate what you've learned and put it to practice with some hands-on activities.

Introduction

One question we often get is why learn the Substrate framework when we can write smart contracts to build decentralized applications?

The short answer is that using the Substrate framework and writing smart contracts are two different approaches.

Smart contract development

Traditional smart contract platforms allow users to publish additional logic on top of some core blockchain logic. Since smart contract logic can be published by anyone, including malicious actors and inexperienced developers, there are a number of intentional safeguards and restrictions built around these public smart contract platforms. For example:

Fees: Smart contract developers must ensure that contract users are charged for the computation and storage they impose on the computers running their contract. With fees, block creators are protected from abuse of the network.

Sandboxed: A contract is not able to modify core blockchain storage or storage items of other contracts directly. Its power is limited to only modifying its own state, and the ability to make outside calls to other contracts or runtime functions.

Reversion: Contracts can be prone to undesirable situations that lead to logical errors when wanting to revert or upgrade them. Developers need to learn additional patterns such as splitting their contract's logic and data to ensure seamless upgrades.

These safeguards and restrictions make running smart contracts slower and more costly. However, it's important to consider the different developer audiences for contract development versus Substrate runtime development.

Building decentralized applications with smart contracts allows your community to extend and develop on top of your runtime logic without worrying about proposals, runtime upgrades, and so on. You can also use smart contracts as a testing ground for future runtime changes, but done in an isolated way that protects your network from any errors the changes might introduce.

In summary, smart contract development:

  • Is inherently safer to the network.
  • Provides economic incentives and transaction fee mechanisms that can't be directly controlled by the smart contract author.
  • Provides computational overhead to support graceful logical failures.
  • Has a low barrier to entry for developers and enables a faster pace of community interaction.

Substrate runtime development

Unlike traditional smart contract development, Substrate runtime development offers none of the network protections or safeguards. Instead, as a runtime developer, you have total control over how the blockchain behaves. However, this level of control also means that there is a higher barrier to entry.

Substrate is a framework for building blockchains, which almost makes comparing it to smart contract development like comparing apples and oranges. With the Substrate framework, developers can build smart contracts but that is only a fraction of using Substrate to its full potential.

With Substrate, you have full control over the underlying logic that your network's nodes will run. You also have full access for modifying and controlling each and every storage item across your runtime modules. As you progress through this map, you'll discover concepts and techniques that will help you to unlock the potential of the Substrate framework, giving you the freedom to build the blockchain that best suits the needs of your application.

You'll also discover how you can upgrade the Substrate runtime with a single transaction instead of having to organize a community hard-fork. Upgradeability is one of the primary design features of the Substrate framework.

In summary, runtime development:

  • Provides low level access to your entire blockchain.
  • Removes the overhead of built-in safety for performance.
  • Has a higher barrier of entry for developers.
  • Provides flexibility to customize full-stack application logic.

To learn more about using smart contracts within Substrate, refer to the Smart Contract - Overview page as well as the Polkadot Builders Guide.

Navigating the documentation

If you need any community support, please join the following channels based on the area where you need help:

Alternatively, also look for support on Stackoverflow where questions are tagged with "substrate" or on the Parity Subport repo.

Use the following links to explore the sites and resources available on each:

Substrate Developer Hub has the most comprehensive all-round coverage about Substrate, from a "big picture" explanation of architecture to specific technical concepts. The site also provides tutorials to guide you as your learn the Substrate framework and the API reference documentation. You should check this site first if you want to look up information about Substrate runtime development. The site consists of:

Knowledge Base: Explaining the foundational concepts of building blockchain runtimes using Substrate.

Tutorials: Hand-on tutorials for developers to follow. The first SIX tutorials show the fundamentals in Substrate and are recommended for every Substrate learner to go through.

How-to Guides: These resources are like the O'Reilly cookbook series written in a task-oriented way for readers to get the job done. Some examples of the topics overed include:

  • Setting up proper weight functions for extrinsic calls.
  • Using off-chain workers to fetch HTTP requests.
  • Writing tests for your pallets It can also be read from

API docs: Substrate API reference documentation.

Substrate Node Template provides a light weight, minimal Substrate blockchain node that you can set up as a local development environment.

Substrate Front-end template provides a front-end interface built with React using Polkadot-JS API to connect to any Substrate node. Developers are encouraged to start new Substrate projects based on these templates.

If you face any technical difficulties and need support, feel free to join the Substrate Technical matrix channel and ask your questions there.

Additional resources

Polkadot Wiki documents the specific behavior and mechanisms of the Polkadot network. The Polkadot network allows multiple blockchains to connect and pass messages to each other. On the wiki, you can learn about how Polkadot—built using Substrate—is customized to support inter-blockchain message passing.

Polkadot JS API doc: documents how to use the Polkadot-JS API. This JavaScript-based API allows developers to build custom front-ends for their blockchains and applications. Polkadot JS API provides a way to connect to Substrate-based blockchains to query runtime metadata and send transactions.

Quiz #1

👉 Submit your answers to Quiz #1

Basics

Set up your local development environment

Here you will set up your local machine to install the Rust compiler—ensuring that you have both stable and nightly versions installed. Both stable and nightly versions are required because currently a Substrate runtime is compiled to a native binary using the stable Rust compiler, then compiled to a WebAssembly (WASM) binary, which only the nightly Rust compiler can do.

Also refer to:

Lab #1

👉 Complete Lab #1: Run a Substrate node

Interact with a Substrate network using Polkadot-JS apps

Polkadot JS Apps is the canonical front-end to interact with any Substrate-based chain.

You can configure whichever endpoint you want it to connected to, even to your localhost running node. Refer to the following two diagrams.

  1. Click on the top left side showing your currently connected network:

assets/01-polkadot-app-endpoint.png

  1. Scroll to the bottom of the menu, open DEVELOPMENT, and choose either Local Node or Custom to specify your own endpoint.

assets/02-polkadot-app-select-endpoint.png

Quiz #2

👉 Complete Quiz #2

Lab #2

👉 Complete Lab #2: Using Polkadot-JS Apps

Notes: If you are connecting Apps to a custom chain (or your locally-running node), you may need to specify your chain's custom data types in JSON under Settings > Developer.

Polkadot-JS Apps only receives a series of bytes from the blockchain. It is up to the developer to tell it how to decode and interpret these custom data type. To learn more on this, refer to:

You will also need to create an account. To do so, follow these steps on account generation. You'll learn that you can also use the Polkadot-JS Browser Plugin (a Metamask-like browser extension to manage your Substrate accounts) and it will automatically be imported into Polkadot-JS Apps.

Notes: When you run a Substrate chain in development mode (with the --dev flag), well-known accounts (Alice, Bob, Charlie, etc.) are always created for you.

Lab #3

👉 Complete Lab #3: Create an Account

Preliminaries

You need to know some Rust programming concepts and have a good understanding on how blockchain technology works in order to make the most of developing with Substrate. The following resources will help you brush up in these areas.

Rust

You will need familiarize yourself with Rust to understand how Substrate is built and how to make the most of its capabilities.

If you are new to Rust, or need a brush up on your Rust knowledge, please refer to The Rust Book. You could still continue learning about Substrate without knowing Rust, but we recommend you come back to this section whenever in doubt about what any of the Rust syntax you're looking at means. Here are the parts of the Rust book we recommend you familiarize yourself with:

  • ch 1 - 10: These chapters cover the foundational knowledge of programming in Rust
  • ch 13: On iterators and closures
  • ch 18 - 19: On advanced traits and advanced types. Learn a bit about macros as well. You will not necessarily be writing your own macros, but you'll be using a lot of Substrate and FRAME's built-in macros to write your blockchain runtime.

How blockchains work

Given that you'll be writing a blockchain runtime, you need to know what a blockchain is, and how it works. The **Web3 Blockchain Fundamental MOOC Youtube video series provides a good basis for understanding key blockchain concepts and how blockchains work.

The lectures we recommend you watch are: lectures 1 - 7 and lecture 10. That's 8 lectures, or about 4 hours of video.

Quiz #3

👉 Complete Quiz #3

Substrate runtime development

High level architecture

To know more about the high level architecture of Substrate, please go through the Knowledge Base articles on Getting Started: Overview and Getting Started: Architecture.

In this document, we assume you will develop a Substrate runtime with FRAME (v2). This is what a Substrate node consists of.

assets/03-substrate-architecture.png

Each node has many components that manage things like the transaction queue, communicating over a P2P network, reaching consensus on the state of the blockchain, and the chain's actual runtime logic (aka the blockchain runtime). Each aspect of the node is interesting in its own right, and the runtime is particularly interesting because it contains the business logic (aka "state transition function") that codifies the chain's functionality. The runtime contains a collection of pallets that are configured to work together.

On the node level, Substrate leverages libp2p for the p2p networking layer and puts the transaction pool, consensus mechanism, and underlying data storage (a key-value database) on the node level. These components all work "under the hood", and in this knowledge map we won't cover them in detail except for mentioning their existence.

Quiz #4

👉 Complete Quiz #4

Runtime development topics

In our Developer Hub, we have a thorough coverage on various subjects you need to know to develop with Substrate. So here we just list out the key topics and reference back to Developer Hub. Please go through the following key concepts and the directed resources to know the fundamentals of runtime development.

Key Concept: Runtime, this is where the blockchain state transition function (the blockchain application-specific logic) is defined. It is about composing multiple pallets (can be understood as Rust modules) together in the runtime and hooking them up together.

Runtime Development: Execution, this article describes how a block is produced, and how transactions are selected and executed to reach the next "stage" in the blockchain.

Runtime Develpment: Pallets, this article describes what the basic structure of a Substrate pallet is consists of.

Runtime Development: FRAME, this article gives a high level overview of the system pallets Substrate already implements to help you quickly develop as a runtime engineer. Have a quick skim so you have a basic idea of the different pallets Substrate is made of.

Lab #4

👉 Complete Lab #4: Adding a Pallet into a Runtime

Runtime Development: Storage, this article describes how data is stored on-chain and how you could access them.

Runtime Development: Events & Errors, this page describe how external parties know what has happened in the blockchain, via the emitted events and errors when executing transactions.

Notes: All of the above concepts we leverage on the #[pallet::*] macro to define them in the code. If you are interested to learn more about what other types of pallet macros exist go to the FRAME macro API documentation and this doc on some frequently used Substrate macros.

Lab #5

👉 Complete Lab #5: Building a Proof-of-Existence dApp

Lab #6

👉 Complete Lab #6: Building a Substrate Kitties dApp

Quiz #5

👉 Complete Quiz #5

Polkadot JS API

Polkadot JS API is the javascript API for Substrate. By using it you can build a javascript front end or utility and interact with any Substrate-based blockchain.

The Substrate Front-end Template is an example of using Polkadot JS API in a React front-end.

  • Runtime Development: Metadata, this article describes the API allowing external parties to query what API is open for the chain. Polkadot JS API makes use of a chain's metadata to know what queries and functions are available from a chain to call.

Lab #7

👉 Complete Lab #7: Using Polkadot-JS API

Quiz #6

👉 Complete Quiz #6: Using Polkadot-JS API

Smart contracts

Learn about the difference between smart contract development vs Substrate runtime development, and when to use each here.

In Substrate, you can program smart contracts using ink!.

Quiz #7

👉 Complete Quiz #7: Using ink!

What we do not cover

A lot 😄

On-chain runtime upgrades. We have a tutorial on On-chain (forkless) Runtime Upgrade. This tutorial introduces how to perform and schedule a runtime upgrade as an on-chain transaction.

About transaction weight and fee, and benchmarking your runtime to determine the proper transaction cost.

Off-chain Features

There are certain limits to on-chain logic. For instance, computation cannot be too intensive that it affects the block output time, and computation must be deterministic. This means that computation that relies on external data fetching cannot be done on-chain. In Substrate, developers can run these types of computation off-chain and have the result sent back on-chain via extrinsics.

Tightly- and Loosely-coupled pallets, calling one pallet's functions from another pallet via trait specification.

Blockchain Consensus Mechansim, and a guide on customizing it to proof-of-work here.

Parachains: one key feature of Substrate is the capability of becoming a parachain for relay chains like Polkadot. You can develop your own application-specific logic in your chain and rely on the validator community of the relay chain to secure your network, instead of building another validator community yourself. Learn more with the following resources:

Terms clarification

  • Substrate: the blockchain development framework built for writing highly customized, domain-specific blockchains.
  • Polkadot: Polkadot is the relay chain blockchain, built with Substrate.
  • Kusama: Kusama is Polkadot's canary network, used to launch features before these features are launched on Polkadot. You could view it as a beta-network with real economic value where the state of the blockchain is never reset.
  • Web 3.0: is the decentralized internet ecosystem that, instead of apps being centrally stored in a few servers and managed by a sovereign party, it is an open, trustless, and permissionless network when apps are not controlled by a centralized entity.
  • Web3 Foundation: A foundation setup to support the development of decentralized web software protocols. Learn more about what they do on thier website.

Others


Author: substrate-developer-hub
Source Code: https://github.com/substrate-developer-hub/hackathon-knowledge-map
License: 

#blockchain #substrate 

Ray  Patel

Ray Patel

1619510796

Lambda, Map, Filter functions in python

Welcome to my Blog, In this article, we will learn python lambda function, Map function, and filter function.

Lambda function in python: Lambda is a one line anonymous function and lambda takes any number of arguments but can only have one expression and python lambda syntax is

Syntax: x = lambda arguments : expression

Now i will show you some python lambda function examples:

#python #anonymous function python #filter function in python #lambda #lambda python 3 #map python #python filter #python filter lambda #python lambda #python lambda examples #python map

ルヌプを䜿甚しお、Rustのデヌタを反埩凊理したす

このモゞュヌルでは、Rustでハッシュマップ耇合デヌタ型を操䜜する方法に぀いお説明したす。ハッシュマップのようなコレクション内のデヌタを反埩凊理するルヌプ匏を実装する方法を孊びたす。挔習ずしお、芁求された泚文をルヌプし、条件をテストし、さたざたなタむプのデヌタを凊理するこずによっお車を䜜成するRustプログラムを䜜成したす。

さび遊び堎

錆遊び堎は錆コンパむラにブラりザむンタフェヌスです。蚀語をロヌカルにむンストヌルする前、たたはコンパむラが利甚できない堎合は、Playgroundを䜿甚しおRustコヌドの蚘述を詊すこずができたす。このコヌス党䜓を通しお、サンプルコヌドず挔習ぞのPlaygroundリンクを提䟛したす。珟時点でRustツヌルチェヌンを䜿甚できない堎合でも、コヌドを操䜜できたす。

Rust Playgroundで実行されるすべおのコヌドは、ロヌカルの開発環境でコンパむルしお実行するこずもできたす。コンピュヌタヌからRustコンパむラヌず察話するこずを躊躇しないでください。Rust Playgroundの詳现に぀いおは、What isRustをご芧ください。モゞュヌル。

孊習目暙

このモゞュヌルでは、次のこずを行いたす。

  • Rustのハッシュマップデヌタ型、およびキヌず倀にアクセスする方法を確認しおください
  • ルヌプ匏を䜿甚しおRustプログラムのデヌタを反埩凊理する方法を探る
  • Rustプログラムを䜜成、コンパむル、実行しお、ルヌプを䜿甚しおハッシュマップデヌタを反埩凊理したす

Rustのもう1぀の䞀般的なコレクションの皮類は、ハッシュマップです。このHashMap<K, V>型は、各キヌKをその倀にマッピングするこずによっおデヌタを栌玍したすV。ベクトル内のデヌタは敎数むンデックスを䜿甚しおアクセスされたすが、ハッシュマップ内のデヌタはキヌを䜿甚しおアクセスされたす。

ハッシュマップタむプは、オブゞェクト、ハッシュテヌブル、蟞曞などのデヌタ項目の倚くのプログラミング蚀語で䜿甚されたす。

ベクトルのように、ハッシュマップは拡匵可胜です。デヌタはヒヌプに栌玍され、ハッシュマップアむテムぞのアクセスは実行時にチェックされたす。

ハッシュマップを定矩する

次の䟋では、曞評を远跡するためのハッシュマップを定矩しおいたす。ハッシュマップキヌは本の名前であり、倀は読者のレビュヌです。

use std::collections::HashMap;
let mut reviews: HashMap<String, String> = HashMap::new();

reviews.insert(String::from("Ancient Roman History"), String::from("Very accurate."));
reviews.insert(String::from("Cooking with Rhubarb"), String::from("Sweet recipes."));
reviews.insert(String::from("Programming in Rust"), String::from("Great examples."));

このコヌドをさらに詳しく調べおみたしょう。最初の行に、新しいタむプの構文が衚瀺されたす。

use std::collections::HashMap;

このuseコマンドは、Rust暙準ラむブラリの䞀郚HashMapからの定矩をcollectionsプログラムのスコヌプに取り蟌みたす。この構文は、他のプログラミング蚀語がむンポヌトず呌ぶものず䌌おいたす。

HashMap::newメ゜ッドを䜿甚しお空のハッシュマップを䜜成したす。reviews必芁に応じおキヌず倀を远加たたは削陀できるように、倉数を可倉ずしお宣蚀したす。この䟋では、ハッシュマップのキヌず倀の䞡方がStringタむプを䜿甚しおいたす。

let mut reviews: HashMap<String, String> = HashMap::new();

キヌず倀のペアを远加したす

このinsert(<key>, <value>)メ゜ッドを䜿甚しお、ハッシュマップに芁玠を远加したす。コヌドでは、構文は<hash_map_name>.insert()次のずおりです。

reviews.insert(String::from("Ancient Roman History"), String::from("Very accurate."));

キヌ倀を取埗する

ハッシュマップにデヌタを远加した埌、get(<key>)メ゜ッドを䜿甚しおキヌの特定の倀を取埗できたす。

// Look for a specific review
let book: &str = "Programming in Rust";
println!("\nReview for \'{}\': {:?}", book, reviews.get(book));

出力は次のずおりです。

Review for 'Programming in Rust': Some("Great examples.")

ノヌト

出力には、曞評が単なる「すばらしい䟋」ではなく「Some "すばらしい䟋。"」ずしお衚瀺されおいるこずに泚意しおください。getメ゜ッドはOption<&Value>型を返すため、Rustはメ゜ッド呌び出しの結果を「Some」衚蚘でラップしたす。

キヌず倀のペアを削陀したす

この.remove()メ゜ッドを䜿甚しお、ハッシュマップから゚ントリを削陀できたす。get無効なハッシュマップキヌに察しおメ゜ッドを䜿甚するず、getメ゜ッドは「なし」を返したす。

// Remove book review
let obsolete: &str = "Ancient Roman History";
println!("\n'{}\' removed.", obsolete);
reviews.remove(obsolete);

// Confirm book review removed
println!("\nReview for \'{}\': {:?}", obsolete, reviews.get(obsolete));

出力は次のずおりです。

'Ancient Roman History' removed.
Review for 'Ancient Roman History': None

このコヌドを詊しお、このRustPlaygroundでハッシュマップを操䜜できたす。

挔習ハッシュマップを䜿甚しお泚文を远跡する
この挔習では、ハッシュマップを䜿甚するように自動車工堎のプログラムを倉曎したす。

ハッシュマップキヌず倀のペアを䜿甚しお、車の泚文に関する詳现を远跡し、出力を衚瀺したす。繰り返しになりたすが、あなたの課題は、サンプルコヌドを完成させおコンパむルしお実行するこずです。

この挔習のサンプルコヌドで䜜業するには、次の2぀のオプションがありたす。

  • コヌドをコピヌしお、ロヌカル開発環境で線集したす。
  • 準備されたRustPlaygroundでコヌドを開きたす。

ノヌト

サンプルコヌドで、todo!マクロを探したす。このマクロは、完了するか曎新する必芁があるコヌドを瀺したす。

珟圚のプログラムをロヌドする

最初のステップは、既存のプログラムコヌドを取埗するこずです。

  1. 線集のために既存のプログラムコヌドを開きたす。コヌドは、デヌタ型宣蚀、および定矩のため含みcar_quality、car_factoryおよびmain機胜を。

次のコヌドをコピヌしおロヌカル開発環境で線集する
か、この準備されたRustPlaygroundでコヌドを開きたす。

#[derive(PartialEq, Debug)]
struct Car { color: String, motor: Transmission, roof: bool, age: (Age, u32) }

#[derive(PartialEq, Debug)]
enum Transmission { Manual, SemiAuto, Automatic }

#[derive(PartialEq, Debug)]
enum Age { New, Used }

// Get the car quality by testing the value of the input argument
// - miles (u32)
// Return tuple with car age ("New" or "Used") and mileage
fn car_quality (miles: u32) -> (Age, u32) {

    // Check if car has accumulated miles
    // Return tuple early for Used car
    if miles > 0 {
        return (Age::Used, miles);
    }

    // Return tuple for New car, no need for "return" keyword or semicolon
    (Age::New, miles)
}

// Build "Car" using input arguments
fn car_factory(order: i32, miles: u32) -> Car {
    let colors = ["Blue", "Green", "Red", "Silver"];

    // Prevent panic: Check color index for colors array, reset as needed
    // Valid color = 1, 2, 3, or 4
    // If color > 4, reduce color to valid index
    let mut color = order as usize;
    if color > 4 {        
        // color = 5 --> index 1, 6 --> 2, 7 --> 3, 8 --> 4
        color = color - 4;
    }

    // Add variety to orders for motor type and roof type
    let mut motor = Transmission::Manual;
    let mut roof = true;
    if order % 3 == 0 {          // 3, 6, 9
        motor = Transmission::Automatic;
    } else if order % 2 == 0 {   // 2, 4, 8, 10
        motor = Transmission::SemiAuto;
        roof = false;
    }                            // 1, 5, 7, 11

    // Return requested "Car"
    Car {
        color: String::from(colors[(color-1) as usize]),
        motor: motor,
        roof: roof,
        age: car_quality(miles)
    }
}

fn main() {
    // Initialize counter variable
    let mut order = 1;
    // Declare a car as mutable "Car" struct
    let mut car: Car;

    // Order 6 cars, increment "order" for each request
    // Car order #1: Used, Hard top
    car = car_factory(order, 1000);
    println!("{}: {:?}, Hard top = {}, {:?}, {}, {} miles", order, car.age.0, car.roof, car.motor, car.color, car.age.1);

    // Car order #2: Used, Convertible
    order = order + 1;
    car = car_factory(order, 2000);
    println!("{}: {:?}, Hard top = {}, {:?}, {}, {} miles", order, car.age.0, car.roof, car.motor, car.color, car.age.1);    

    // Car order #3: New, Hard top
    order = order + 1;
    car = car_factory(order, 0);
    println!("{}: {:?}, Hard top = {}, {:?}, {}, {} miles", order, car.age.0, car.roof, car.motor, car.color, car.age.1);

    // Car order #4: New, Convertible
    order = order + 1;
    car = car_factory(order, 0);
    println!("{}: {:?}, Hard top = {}, {:?}, {}, {} miles", order, car.age.0, car.roof, car.motor, car.color, car.age.1);

    // Car order #5: Used, Hard top
    order = order + 1;
    car = car_factory(order, 3000);
    println!("{}: {:?}, Hard top = {}, {:?}, {}, {} miles", order, car.age.0, car.roof, car.motor, car.color, car.age.1);

    // Car order #6: Used, Hard top
    order = order + 1;
    car = car_factory(order, 4000);
    println!("{}: {:?}, Hard top = {}, {:?}, {}, {} miles", order, car.age.0, car.roof, car.motor, car.color, car.age.1);
}

2. プログラムをビルドしたす。次のセクションに進む前に、コヌドがコンパむルされお実行されるこずを確認しおください。

次の出力が衚瀺されたす。

1: Used, Hard top = true, Manual, Blue, 1000 miles
2: Used, Hard top = false, SemiAuto, Green, 2000 miles
3: New, Hard top = true, Automatic, Red, 0 miles
4: New, Hard top = false, SemiAuto, Silver, 0 miles
5: Used, Hard top = true, Manual, Blue, 3000 miles
6: Used, Hard top = true, Automatic, Green, 4000 miles

泚文の詳现を远跡するためのハッシュマップを远加する

珟圚のプログラムは、各車の泚文を凊理し、各泚文が完了した埌に芁玄を印刷したす。car_factory関数を呌び出すたびにCar、泚文の詳现を含む構造䜓が返され、泚文が実行されたす。結果はcar倉数に栌玍されたす。

お気づきかもしれたせんが、このプログラムにはいく぀かの重芁な機胜がありたせん。すべおの泚文を远跡しおいるわけではありたせん。car倉数は、珟圚の泚文の詳现のみを保持しおいたす。関数carの結果で倉数が曎新されるたびcar_factoryに、前の順序の詳现が䞊曞きされたす。

ファむリングシステムのようにすべおの泚文を远跡するために、プログラムを曎新する必芁がありたす。この目的のために、<K、V>ペアでハッシュマップを定矩したす。ハッシュマップキヌは、車の泚文番号に察応したす。ハッシュマップ倀は、Car構造䜓で定矩されおいるそれぞれの泚文の詳现になりたす。

  1. ハッシュマップを定矩するには、main関数の先頭、最初の䞭括匧の盎埌に次のコヌドを远加したす{。
// Initialize a hash map for the car orders
    // - Key: Car order number, i32
    // - Value: Car order details, Car struct
    use std::collections::HashMap;
    let mut orders: HashMap<i32, Car> = HashMap;

2. ordersハッシュマップを䜜成するステヌトメントの構文の問題を修正したす。

ヒント

ハッシュマップを最初から䜜成しおいるので、おそらくこのnew()メ゜ッドを䜿甚するこずをお勧めしたす。

3. プログラムをビルドしたす。次のセクションに進む前に、コヌドがコンパむルされおいるこずを確認しおください。コンパむラからの譊告メッセヌゞは無芖しおかたいたせん。

ハッシュマップに倀を远加する

次のステップは、履行された各自動車泚文をハッシュマップに远加するこずです。

このmain関数では、car_factory車の泚文ごずに関数を呌び出したす。泚文が履行された埌、println!マクロを呌び出しお、car倉数に栌玍されおいる泚文の詳现を衚瀺したす。

// Car order #1: Used, Hard top
    car = car_factory(order, 1000);
    println!("{}: {}, Hard top = {}, {:?}, {}, {} miles", order, car.age.0, car.roof, car.motor, car.color, car.age.1);

    ...

    // Car order #6: Used, Hard top
    order = order + 1;
    car = car_factory(order, 4000);
    println!("{}: {}, Hard top = {}, {:?}, {}, {} miles", order, car.age.0, car.roof, car.motor, car.color, car.age.1);

新しいハッシュマップで機胜するように、これらのコヌドステヌトメントを修正したす。

  • car_factory関数の呌び出しは保持したす。返された各Car構造䜓は、ハッシュマップの<K、V>ペアの䞀郚ずしお栌玍されたす。
  • println!マクロの呌び出しを曎新しお、ハッシュマップに保存されおいる泚文の詳现を衚瀺したす。
  1. main関数で、関数の呌び出しcar_factoryずそれに䌎うprintln!マクロの呌び出しを芋぀けたす。
// Car order #1: Used, Hard top
    car = car_factory(order, 1000);
    println!("{}: {}, Hard top = {}, {:?}, {}, {} miles", order, car.age.0, car.roof, car.motor, car.color, car.age.1);

    ...

    // Car order #6: Used, Hard top
    order = order + 1;
    car = car_factory(order, 4000);
    println!("{}: {}, Hard top = {}, {:?}, {}, {} miles", order, car.age.0, car.roof, car.motor, car.color, car.age.1);

2. すべおの自動車泚文のステヌトメントの完党なセットを次の改蚂されたコヌドに眮き換えたす。

// Car order #1: Used, Hard top
    car = car_factory(order, 1000);
    orders(order, car);
    println!("Car order {}: {:?}", order, orders.get(&order));

    // Car order #2: Used, Convertible
    order = order + 1;
    car = car_factory(order, 2000);
    orders(order, car);
    println!("Car order {}: {:?}", order, orders.get(&order));

    // Car order #3: New, Hard top
    order = order + 1;
    car = car_factory(order, 0);
    orders(order, car);
    println!("Car order {}: {:?}", order, orders.get(&order));

    // Car order #4: New, Convertible
    order = order + 1;
    car = car_factory(order, 0);
    orders(order, car);
    println!("Car order {}: {:?}", order, orders.get(&order));

    // Car order #5: Used, Hard top
    order = order + 1;
    car = car_factory(order, 3000);
    orders(order, car);
    println!("Car order {}: {:?}", order, orders.get(&order));

    // Car order #6: Used, Hard top
    order = order + 1;
    car = car_factory(order, 4000);
    orders(order, car);
    println!("Car order {}: {:?}", order, orders.get(&order));

3. 今すぐプログラムをビルドしようずするず、コンパむル゚ラヌが衚瀺されたす。<K、V>ペアをordersハッシュマップに远加するステヌトメントに構文䞊の問題がありたす。問題がありたすか先に進んで、ハッシュマップに順序を远加する各ステヌトメントの問題を修正しおください。

ヒント

ordersハッシュマップに盎接倀を割り圓おるこずはできたせん。挿入を行うにはメ゜ッドを䜿甚する必芁がありたす。

プログラムを実行する

プログラムが正垞にビルドされるず、次の出力が衚瀺されたす。

Car order 1: Some(Car { color: "Blue", motor: Manual, roof: true, age: ("Used", 1000) })
Car order 2: Some(Car { color: "Green", motor: SemiAuto, roof: false, age: ("Used", 2000) })
Car order 3: Some(Car { color: "Red", motor: Automatic, roof: true, age: ("New", 0) })
Car order 4: Some(Car { color: "Silver", motor: SemiAuto, roof: false, age: ("New", 0) })
Car order 5: Some(Car { color: "Blue", motor: Manual, roof: true, age: ("Used", 3000) })
Car order 6: Some(Car { color: "Green", motor: Automatic, roof: true, age: ("Used", 4000) })

改蚂されたコヌドの出力が異なるこずに泚意しおください。println!マクロディスプレむの内容Car各倀を瀺すこずによっお、構造䜓ず察応するフィヌルド名。

次の挔習では、ルヌプ匏を䜿甚しおコヌドの冗長性を枛らしたす。

for、while、およびloop匏を䜿甚したす


倚くの堎合、プログラムには、その堎で繰り返す必芁のあるコヌドのブロックがありたす。ルヌプ匏を䜿甚しお、繰り返しの実行方法をプログラムに指瀺できたす。電話垳のすべおの゚ントリを印刷するには、ルヌプ匏を䜿甚しお、最初の゚ントリから最埌の゚ントリたで印刷する方法をプログラムに指瀺できたす。

Rustは、プログラムにコヌドのブロックを繰り返させるための3぀のルヌプ匏を提䟛したす。

  • loop手動停止が発生しない限り、繰り返したす。
  • while条件が真のたたで繰り返したす。
  • forコレクション内のすべおの倀に察しお繰り返したす。

この単元では、これらの各ルヌプ匏を芋おいきたす。

ルヌプし続けるだけ

loop匏は、無限ルヌプを䜜成したす。このキヌワヌドを䜿甚するず、匏の本文でアクションを継続的に繰り返すこずができたす。ルヌプを停止させるための盎接アクションを実行するたで、アクションが繰り返されたす。

次の䟋では、「We loopforever」ずいうテキストを出力したす。そしおそれはそれ自䜓で止たりたせん。println!アクションは繰り返し続けたす。

loop {
    println!("We loop forever!");
}

loop匏を䜿甚する堎合、ルヌプを停止する唯䞀の方法は、プログラマヌずしお盎接介入する堎合です。特定のコヌドを远加しおルヌプを停止したり、Ctrl + Cなどのキヌボヌド呜什を入力しおプログラムの実行を停止したりできたす。

loop匏を停止する最も䞀般的な方法は、breakキヌワヌドを䜿甚しおブレヌクポむントを蚭定するこずです。

loop {
    // Keep printing, printing, printing...
    println!("We loop forever!");
    // On the other hand, maybe we should stop!
    break;                            
}

プログラムがbreakキヌワヌドを怜出するず、loop匏の本䜓でアクションの実行を停止し、次のコヌドステヌトメントに進みたす。

breakキヌワヌドは、特別な機胜を明らかにするloop衚珟を。breakキヌワヌドを䜿甚するず、匏本䜓でのアクションの繰り返しを停止するこずも、ブレヌクポむントで倀を返すこずもできたす。

次の䟋はbreak、loop匏でキヌワヌドを䜿甚しお倀も返す方法を瀺しおいたす。

let mut counter = 1;
// stop_loop is set when loop stops
let stop_loop = loop {
    counter *= 2;
    if counter > 100 {
        // Stop loop, return counter value
        break counter;
    }
};
// Loop should break when counter = 128
println!("Break the loop at counter = {}.", stop_loop);

出力は次のずおりです。

Break the loop at counter = 128.

私たちのloop衚珟の本䜓は、これらの連続したアクションを実行したす。

  1. stop_loop倉数を宣蚀したす。
  2. 倉数倀をloop匏の結果にバむンドするようにプログラムに指瀺したす。
  3. ルヌプを開始したす。loop匏の本䜓でアクションを実行したす
    ルヌプ本䜓
    1. counter倀を珟圚の倀の2倍にむンクリメントしたす。
    2. counter倀を確認しおください。
    3. もしcounter倀が100以䞊です。

ルヌプから抜け出し、counter倀を返したす。

4. もしcounter倀が100以䞊ではありたせん。

ルヌプ本䜓でアクションを繰り返したす。

5. stop_loop倀を匏のcounter結果である倀に蚭定したすloop。

loop匏本䜓は、耇数のブレヌクポむントを持぀こずができたす。匏に耇数のブレヌクポむントがある堎合、すべおのブレヌクポむントは同じタむプの倀を返す必芁がありたす。すべおの倀は、敎数型、文字列型、ブヌル型などである必芁がありたす。ブレヌクポむントが明瀺的に倀を返さない堎合、プログラムは匏の結果を空のタプルずしお解釈したす()。

しばらくルヌプする

whileルヌプは、条件匏を䜿甚しおいたす。条件匏が真である限り、ルヌプが繰り返されたす。このキヌワヌドを䜿甚するず、条件匏がfalseになるたで、匏本䜓のアクションを実行できたす。

whileルヌプは、ブヌル条件匏を評䟡するこずから始たりたす。条件匏がず評䟡されるtrueず、本䜓のアクションが実行されたす。アクションが完了するず、制埡は条件匏に戻りたす。条件匏がず評䟡されるfalseず、while匏は停止したす。

次の䟋では、「しばらくルヌプしたす...」ずいうテキストを出力したす。ルヌプを繰り返すたびに、「カりントが5未満である」ずいう条件がテストされたす。条件が真のたたである間、匏本䜓のアクションが実行されたす。条件が真でなくなった埌、whileルヌプは停止し、プログラムは次のコヌドステヌトメントに進みたす。

while counter < 5 {
    println!("We loop a while...");
    counter = counter + 1;
}

これらの倀のルヌプ

forルヌプは、項目のコレクションを凊理するためにむテレヌタを䜿甚しおいたす。ルヌプは、コレクション内の各アむテムの匏本䜓のアクションを繰り返したす。このタむプのルヌプの繰り返しは、反埩ず呌ばれたす。すべおの反埩が完了するず、ルヌプは停止したす。

Rustでは、配列、ベクトル、ハッシュマップなど、任意のコレクションタむプを反埩凊理できたす。Rustはむテレヌタを䜿甚しお、コレクション内の各アむテムを最初から最埌たで移動したす。

forルヌプはむテレヌタずしお䞀時倉数を䜿甚しおいたす。倉数はルヌプ匏の開始時に暗黙的に宣蚀され、珟圚の倀は反埩ごずに蚭定されたす。

次のコヌドでは、コレクションはbig_birds配列であり、むテレヌタヌの名前はbirdです。

let big_birds = ["ostrich", "peacock", "stork"];
for bird in big_birds

iter()メ゜ッドを䜿甚しお、コレクション内のアむテムにアクセスしたす。for匏は結果にむテレヌタの珟圚の倀をバむンドするiter()方法。匏本䜓では、むテレヌタ倀を操䜜できたす。

let big_birds = ["ostrich", "peacock", "stork"];
for bird in big_birds.iter() {
    println!("The {} is a big bird.", bird);
}

出力は次のずおりです。

The ostrich is a big bird.
The peacock is a big bird.
The stork is a big bird.

むテレヌタを䜜成するもう1぀の簡単な方法は、範囲衚蚘を䜿甚するこずですa..b。むテレヌタはa倀から始たりb、1ステップず぀続きたすが、倀を䜿甚したせんb。

for number in 0..5 {
    println!("{}", number * 2);
}

このコヌドは、0、1、2、3、および4の数倀をnumber繰り返し凊理したす。ルヌプの繰り返しごずに、倀を倉数にバむンドしたす。

出力は次のずおりです。

0
2
4
6
8

このコヌドを実行しお、このRustPlaygroundでルヌプを探玢できたす。

挔習ルヌプを䜿甚しおデヌタを反埩凊理する


この挔習では、自動車工堎のプログラムを倉曎しお、ルヌプを䜿甚しお自動車の泚文を反埩凊理したす。

main関数を曎新しお、泚文の完党なセットを凊理するためのルヌプ匏を远加したす。ルヌプ構造は、コヌドの冗長性を枛らすのに圹立ちたす。コヌドを簡玠化するこずで、泚文量を簡単に増やすこずができたす。

このcar_factory関数では、範囲倖の倀での実行時のパニックを回避するために、別のルヌプを远加したす。

課題は、サンプルコヌドを完成させお、コンパむルしお実行するこずです。

この挔習のサンプルコヌドで䜜業するには、次の2぀のオプションがありたす。

  • コヌドをコピヌしお、ロヌカル開発環境で線集したす。
  • 準備されたRustPlaygroundでコヌドを開きたす。

ノヌト

サンプルコヌドで、todo!マクロを探したす。このマクロは、完了するか曎新する必芁があるコヌドを瀺したす。

プログラムをロヌドする

前回の挔習でプログラムコヌドを閉じた堎合は、この準備されたRustPlaygroundでコヌドを再床開くこずができたす。

必ずプログラムを再構築し、コンパむラ゚ラヌなしで実行されるこずを確認しおください。

ルヌプ匏でアクションを繰り返す

より倚くの泚文をサポヌトするには、プログラムを曎新する必芁がありたす。珟圚のコヌド構造では、冗長ステヌトメントを䜿甚しお6぀の泚文をサポヌトしおいたす。冗長性は扱いにくく、維持するのが困難です。

ルヌプ匏を䜿甚しおアクションを繰り返し、各泚文を䜜成するこずで、構造を単玔化できたす。簡略化されたコヌドを䜿甚するず、倚数の泚文をすばやく䜜成できたす。

  1. ではmain機胜、削陀次の文を。このコヌドブロックは、order倉数を定矩および蚭定し、自動車の泚文のcar_factory関数ずprintln!マクロを呌び出し、各泚文をordersハッシュマップに挿入したす。
// Order 6 cars
    // - Increment "order" after each request
    // - Add each order <K, V> pair to "orders" hash map
    // - Call println! to show order details from the hash map

    // Initialize order variable
    let mut order = 1;

    // Car order #1: Used, Hard top
    car = car_factory(order, 1000);
    orders.insert(order, car);
    println!("Car order {}: {:?}", order, orders.get(&order));

    ...

    // Car order #6: Used, Hard top
    order = order + 1;
    car = car_factory(order, 4000);
    orders.insert(order, car);
    println!("Car order {}: {:?}", order, orders.get(&order));

2. 削陀されたステヌトメントを次のコヌドブロックに眮き換えたす。

// Start with zero miles
    let mut miles = 0;

    todo!("Add a loop expression to fulfill orders for 6 cars, initialize `order` variable to 1") {

        // Call car_factory to fulfill order
        // Add order <K, V> pair to "orders" hash map
        // Call println! to show order details from the hash map        
        car = car_factory(order, miles);
        orders.insert(order, car);
        println!("Car order {}: {:?}", order, orders.get(&order));

        // Reset miles for order variety
        if miles == 2100 {
            miles = 0;
        } else {
            miles = miles + 700;
        }
    }

3. アクションを繰り返すルヌプ匏を远加しお、6台の車の泚文を䜜成したす。order1に初期化された倉数が必芁です。

4. プログラムをビルドしたす。コヌドが゚ラヌなしでコンパむルされるこずを確認しおください。

次の䟋のような出力が衚瀺されたす。

Car order 1: Some(Car { color: "Blue", motor: Manual, roof: true, age: ("New", 0) })
Car order 2: Some(Car { color: "Green", motor: SemiAuto, roof: false, age: ("Used", 700) })
Car order 3: Some(Car { color: "Red", motor: Automatic, roof: true, age: ("Used", 1400) })
Car order 4: Some(Car { color: "Silver", motor: SemiAuto, roof: false, age: ("Used", 2100) })
Car order 5: Some(Car { color: "Blue", motor: Manual, roof: true, age: ("New", 0) })
Car order 6: Some(Car { color: "Green", motor: Automatic, roof: true, age: ("Used", 700) })

車の泚文を11に増やす

 ãƒ—ログラムは珟圚、ルヌプを䜿甚しお6台の車の泚文を凊理しおいたす。6台以䞊泚文するずどうなりたすか

  1. main関数のルヌプ匏を曎新しお、11台の車を泚文したす。
    todo!("Update the loop expression to create 11 cars");

2. プログラムを再構築したす。実行時に、プログラムはパニックになりたす

Compiling playground v0.0.1 (/playground)
    Finished dev [unoptimized + debuginfo] target(s) in 1.26s
    Running `target/debug/playground`
thread 'main' panicked at 'index out of bounds: the len is 4 but the index is 4', src/main.rs:34:29

この問題を解決する方法を芋おみたしょう。

ルヌプ匏で実行時のパニックを防ぐ

このcar_factory関数では、if / else匏を䜿甚colorしお、colors配列のむンデックスの倀を確認したす。

// Prevent panic: Check color index for colors array, reset as needed
    // Valid color = 1, 2, 3, or 4
    // If color > 4, reduce color to valid index
    let mut color = order as usize;
    if color > 4 {        
        // color = 5 --> index 1, 6 --> 2, 7 --> 3, 8 --> 4
        color = color - 4;
    }

colors配列には4぀の芁玠を持ち、か぀有効なcolor堎合は、むンデックスの範囲は0〜3の条件匏をチェックしおいるcolor私たちはをチェックしたせんむンデックスが4よりも倧きい堎合color、その埌の関数で4に等しいむンデックスぞのずきに我々のむンデックスを車の色を割り圓おる配列では、むンデックス倀から1を枛算したすcolor - 1。color倀4はcolors[3]、配列ず同様に凊理されたす。

珟圚のif / else匏は、8台以䞋の車を泚文するずきの実行時のパニックを防ぐためにうたく機胜したす。しかし、11台の車を泚文するず、プログラムは9番目の泚文でパニックになりたす。より堅牢になるように匏を調敎する必芁がありたす。この改善を行うために、別のルヌプ匏を䜿甚したす。

  1. ではcar_factory機胜、ルヌプ匏であれば/他の条件文を亀換しおください。colorむンデックス倀が4より倧きい堎合に実行時のパニックを防ぐために、次の擬䌌コヌドステヌトメントを修正しおください。
// Prevent panic: Check color index, reset as needed
    // If color = 1, 2, 3, or 4 - no change needed
    // If color > 4, reduce to color to a valid index
    let mut color = order as usize;
    todo!("Replace `if/else` condition with a loop to prevent run-time panic for color > 4");

ヒント

この堎合、if / else条件からルヌプ匏ぞの倉曎は実際には非垞に簡単です。

2. プログラムをビルドしたす。コヌドが゚ラヌなしでコンパむルされるこずを確認しおください。

次の出力が衚瀺されたす。

Car order 1: Some(Car { color: "Blue", motor: Manual, roof: true, age: ("New", 0) })
Car order 2: Some(Car { color: "Green", motor: SemiAuto, roof: false, age: ("Used", 700) })
Car order 3: Some(Car { color: "Red", motor: Automatic, roof: true, age: ("Used", 1400) })
Car order 4: Some(Car { color: "Silver", motor: SemiAuto, roof: false, age: ("Used", 2100) })
Car order 5: Some(Car { color: "Blue", motor: Manual, roof: true, age: ("New", 0) })
Car order 6: Some(Car { color: "Green", motor: Automatic, roof: true, age: ("Used", 700) })
Car order 7: Some(Car { color: "Red", motor: Manual, roof: true, age: ("Used", 1400) })
Car order 8: Some(Car { color: "Silver", motor: SemiAuto, roof: false, age: ("Used", 2100) })
Car order 9: Some(Car { color: "Blue", motor: Automatic, roof: true, age: ("New", 0) })
Car order 10: Some(Car { color: "Green", motor: SemiAuto, roof: false, age: ("Used", 700) })
Car order 11: Some(Car { color: "Red", motor: Manual, roof: true, age: ("Used", 1400) })

抂芁

このモゞュヌルでは、Rustで䜿甚できるさたざたなルヌプ匏を調べ、ハッシュマップの操䜜方法を発芋したした。デヌタは、キヌず倀のペアずしおハッシュマップに保存されたす。ハッシュマップは拡匵可胜です。

loop手動でプロセスを停止するたでの匏は、アクションを繰り返したす。while匏をルヌプしお、条件が真である限りアクションを繰り返すこずができたす。このfor匏は、デヌタ収集を反埩凊理するために䜿甚されたす。

この挔習では、自動車プログラムを拡匵しお、繰り返されるアクションをルヌプし、すべおの泚文を凊理したした。泚文を远跡するためにハッシュマップを実装したした。

このラヌニングパスの次のモゞュヌルでは、Rustコヌドで゚ラヌず障害がどのように凊理されるかに぀いお詳しく説明したす。

 ãƒªãƒ³ã‚¯: https://docs.microsoft.com/en-us/learn/modules/rust-loop-expressions/

#rust #Beginners