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These are the user uploaded subtitles that are being translated: 1 00:00:04,290 --> 00:00:08,880 So here is a very commonly repeated quote about computer science. 2 00:00:09,240 --> 00:00:14,880 There are only two hard things in computer science cache invalidation and naming things. 3 00:00:15,040 --> 00:00:22,440 And this is usually attributed to Phil Carlton, an engineer who worked at silicon graphics and Netscape, 4 00:00:22,440 --> 00:00:24,870 among other famous companies. 5 00:00:25,380 --> 00:00:31,380 And this is a very sometimes added to this quote, by the way, is and off by one errors. 6 00:00:31,390 --> 00:00:35,730 So there's only two hard things cache invalidation naming things and off by one errors. 7 00:00:36,180 --> 00:00:41,520 I tend to think that really the first two of the most important, although that second one is kind of 8 00:00:41,520 --> 00:00:41,820 funny. 9 00:00:42,210 --> 00:00:45,570 So what is cached cache invalidation? 10 00:00:45,570 --> 00:00:47,100 We'll get to naming things in just a second. 11 00:00:47,100 --> 00:00:52,950 I think it's the easiest thing to unpack, but cache invalidation doesn't necessarily mean something 12 00:00:52,980 --> 00:00:56,460 if you haven't necessarily got a theoretical grounding in computer science. 13 00:00:57,030 --> 00:00:59,370 So what do we mean by caching? 14 00:00:59,760 --> 00:01:02,070 Well, caching is when we store of value. 15 00:01:02,070 --> 00:01:04,860 That's for performance reasons or for ease. 16 00:01:05,099 --> 00:01:06,780 We could have just calculated. 17 00:01:07,530 --> 00:01:13,920 So for example, we've got a square and the only information we need to know about a rectangle in this 18 00:01:13,920 --> 00:01:14,110 case. 19 00:01:14,330 --> 00:01:17,670 Only thing we need to know about a rectangle is its width and height. 20 00:01:18,330 --> 00:01:23,100 And from that, we can have set width height on this. 21 00:01:23,640 --> 00:01:29,430 If this was a class, we could also have a get area method and we could calculate the area using the 22 00:01:29,430 --> 00:01:30,900 width and height by multiplying them. 23 00:01:31,920 --> 00:01:38,460 However, if we decided, Oh, we want to do this for performance reasons or just for simplicity's sake, 24 00:01:38,460 --> 00:01:41,920 we didn't feel like writing a getter. 25 00:01:42,390 --> 00:01:45,960 We just go and store the area in a new variable. 26 00:01:45,960 --> 00:01:50,850 So we've just added another piece of state, another variable into the mix in this class. 27 00:01:51,360 --> 00:01:56,910 And because it's a cache, because it is derived from other data and could easily be read arrived, 28 00:01:57,420 --> 00:02:04,210 there is a problem of invalidating this cache every time I call set width or set height. 29 00:02:04,230 --> 00:02:08,130 I need to remember to write code that updates the area. 30 00:02:08,160 --> 00:02:10,680 Otherwise, this cache becomes invalid. 31 00:02:10,680 --> 00:02:18,720 The very variable stored in the area is now no longer the real area, not representing the current width 32 00:02:18,720 --> 00:02:20,730 and height of this rectangle. 33 00:02:21,780 --> 00:02:24,750 So that will seems like, OK, well, I've just got to remember to store it in two variables. 34 00:02:24,750 --> 00:02:28,110 I can go ahead and do that, and at the time, that will seem like a good idea. 35 00:02:28,110 --> 00:02:34,020 Then somebody else will come along and write a method like double width and height and you. 36 00:02:34,500 --> 00:02:39,030 And they won't remember when know that area is a cache and needs to be updated every time. 37 00:02:39,030 --> 00:02:43,920 Width and height is updated, so they just go ahead and naively double the width and height and think 38 00:02:43,920 --> 00:02:45,000 everything will be fine. 39 00:02:45,210 --> 00:02:45,780 It isn't. 40 00:02:45,930 --> 00:02:52,680 Area becomes invalid every time this method is up is called, and that is how bugs are introduced by 41 00:02:52,680 --> 00:02:53,580 cache invalidation. 42 00:02:53,590 --> 00:02:55,230 Now, this is a trivial example. 43 00:02:55,440 --> 00:03:01,410 However, in reality, these bugs get far more obscure and hard to pick up, so that's why it's really 44 00:03:01,410 --> 00:03:07,530 important whenever introducing new variables that you think very carefully about all my caching something. 45 00:03:07,950 --> 00:03:09,960 Could I just calculate this some other how? 46 00:03:10,560 --> 00:03:16,590 Here are a few a couple of common signs that you can look out for just to save yourself the hassle of 47 00:03:16,590 --> 00:03:18,620 introducing the caching in the first place. 48 00:03:18,640 --> 00:03:21,300 If, if in doubt, calculate don't cache. 49 00:03:21,600 --> 00:03:27,240 And even if it's not that efficient, you think it might cost you something in terms of efficiency in 50 00:03:27,240 --> 00:03:27,660 the long run? 51 00:03:27,930 --> 00:03:32,610 Trust me, it probably won't, and it will cost you in terms of bugs. 52 00:03:33,120 --> 00:03:35,880 So a common thing to say is Boolean flags. 53 00:03:35,880 --> 00:03:42,900 If if you've got a Boolean around the place, for some reason, Brazilians tend not to be tend not to 54 00:03:42,900 --> 00:03:48,150 be state that there are some states, but for example, a common Boolean flag might be is jumping. 55 00:03:48,390 --> 00:03:51,620 Could you not calculate whether you are off the ground instead? 56 00:03:51,630 --> 00:03:56,490 Because then some other way that you could calculate whether you are jumping rather than storing a Boolean 57 00:03:56,490 --> 00:04:02,010 variable about that, as probably it's probably the right state, you can probably in a lot of cases 58 00:04:02,010 --> 00:04:06,710 with Boolean flags, you can calculate that from some other state. 59 00:04:06,720 --> 00:04:07,710 So that's an important one. 60 00:04:08,670 --> 00:04:09,530 Get components. 61 00:04:09,540 --> 00:04:13,830 So this is unity specific when you have get components and store the result of that in a way you're 62 00:04:13,830 --> 00:04:15,940 actually caching the result of that. 63 00:04:15,960 --> 00:04:19,630 What happens if a new component is added later on? 64 00:04:19,649 --> 00:04:23,520 What happens if that component gets deleted and a new one gets created? 65 00:04:23,520 --> 00:04:27,660 Your cache, your pointer to that component will go out of date. 66 00:04:27,660 --> 00:04:32,070 Now, this is reasonably safe in unity and probably one that you can ignore. 67 00:04:32,070 --> 00:04:34,950 But just be aware that that is a cache that you're creating. 68 00:04:34,950 --> 00:04:37,260 There is not necessarily. 69 00:04:37,890 --> 00:04:42,870 If you've if you think of the state as being, what is the current component on this game object, you're 70 00:04:42,870 --> 00:04:44,220 not necessarily going to get that. 71 00:04:44,220 --> 00:04:47,460 You're going to get the component that was on the game object at a wake. 72 00:04:47,790 --> 00:04:52,380 So that was a cache having to remember to update something in code. 73 00:04:52,390 --> 00:04:56,760 So if you've got some function and you always find yourself saying to yourself, I need to remember 74 00:04:56,760 --> 00:04:57,870 that that needs to be updated. 75 00:04:58,260 --> 00:05:00,000 Then you probably have a cache. 76 00:05:00,930 --> 00:05:03,540 Updating variables on callbacks is quite common. 77 00:05:03,540 --> 00:05:03,710 One. 78 00:05:03,830 --> 00:05:09,680 If, like on collision and on collision and on collision exit, you find yourself again update something 79 00:05:09,680 --> 00:05:15,590 like a Boolean flag or maybe something else, you might find that you have got yourself into a situation 80 00:05:15,590 --> 00:05:20,480 where you have to do that with callbacks because you are trying to keep a cache up to date. 81 00:05:20,960 --> 00:05:25,760 It's not to say that all caches are bad and that you should never cache but avoid it if you can help 82 00:05:25,760 --> 00:05:25,880 it. 83 00:05:25,910 --> 00:05:29,300 Now on to the slightly easier, good naming. 84 00:05:29,540 --> 00:05:31,610 Part of that quote? 85 00:05:32,330 --> 00:05:34,310 Here are some good naming tips. 86 00:05:34,670 --> 00:05:40,490 So typically, the measure of a code quality is w.e.f per minute. 87 00:05:40,550 --> 00:05:42,160 Well, at least that's a nice way to think about it. 88 00:05:42,170 --> 00:05:44,990 You want to have whoever is looking at your code. 89 00:05:45,320 --> 00:05:51,560 Be confused as few times as possible when they're reading it, and that includes you in the future. 90 00:05:51,570 --> 00:05:58,190 So you want to name things so that everybody understands what you're talking about us where good naming 91 00:05:58,190 --> 00:06:00,500 comes in, it's all about good communication. 92 00:06:00,500 --> 00:06:02,630 Ultimately, code is communication. 93 00:06:03,620 --> 00:06:04,990 Something like this is terrible. 94 00:06:05,000 --> 00:06:12,320 You've got an integer named T. And then in a comment, you're saying seconds since the event happened. 95 00:06:12,560 --> 00:06:17,690 So second, since I did something like the character was shot or the character died. 96 00:06:18,110 --> 00:06:18,920 Those kinds of things. 97 00:06:18,920 --> 00:06:22,550 But you've called the variable T. So anyway, you're using this in the code. 98 00:06:22,760 --> 00:06:26,900 You'd have to go and find this place where it's declared, find the comment. 99 00:06:27,230 --> 00:06:28,880 You're going to go WCF. 100 00:06:28,880 --> 00:06:31,270 What is this t about? 101 00:06:31,280 --> 00:06:32,690 What am I supposed to do with it? 102 00:06:33,050 --> 00:06:37,340 If you'd named it something sensible to begin with, like seconds since event happened, even if it's 103 00:06:37,340 --> 00:06:43,970 a long variable name everywhere that variable is used, you will know exactly what it's for. 104 00:06:43,970 --> 00:06:49,160 And it's going to be clear to the reader of the code, including yourself in the future, that this 105 00:06:49,160 --> 00:06:50,390 was what it was meant to do. 106 00:06:51,920 --> 00:06:57,020 General rule of a good practice is that classes should be named as nouns. 107 00:06:57,950 --> 00:07:02,190 Avoid names such as manager, controller, processor. 108 00:07:02,210 --> 00:07:06,290 It's really not clear what a manager does or what a controller or processor do. 109 00:07:06,740 --> 00:07:09,590 They are kind of cop out names, in my opinion. 110 00:07:09,590 --> 00:07:12,290 We add them because we don't really know what this thing is supposed to do. 111 00:07:12,290 --> 00:07:13,730 It's an audio manager. 112 00:07:13,730 --> 00:07:14,650 What does it do with audio? 113 00:07:14,660 --> 00:07:17,120 What exactly is its purpose? 114 00:07:17,480 --> 00:07:19,230 Is it an audio source? 115 00:07:19,250 --> 00:07:20,780 Is it an audio player? 116 00:07:21,020 --> 00:07:26,090 Things like that are much more meaningful than calling it a manager or a controller or processor. 117 00:07:26,120 --> 00:07:32,090 So if you find yourself and I find this quite often that I want to call something a manager, stop and 118 00:07:32,090 --> 00:07:34,380 ask yourself, what does it actually do? 119 00:07:34,400 --> 00:07:36,290 What do I really want to call this thing? 120 00:07:37,520 --> 00:07:43,700 Methods should be verbs, typically, so you do something with a method to a class, which is a noun. 121 00:07:44,180 --> 00:07:50,660 So those are good rules to follow in terms of object oriented programming and be consistent. 122 00:07:50,750 --> 00:07:55,280 Once you've chosen to call something something, use that term all the time. 123 00:07:55,280 --> 00:07:59,930 Don't go switching between terms and confusing the heck out of somebody who is reading it something 124 00:07:59,930 --> 00:08:04,100 like fetch value and then later having a get value in a retrieve value will leave. 125 00:08:04,100 --> 00:08:09,500 People wondering is fetch different to get or is retrieve different to fetch? 126 00:08:09,770 --> 00:08:11,180 You just don't know. 127 00:08:11,180 --> 00:08:16,640 As the reader of that code, if you have chosen the exact same word, then you are sure that the same 128 00:08:16,640 --> 00:08:17,960 thing is probably happening. 129 00:08:18,590 --> 00:08:23,960 And finally, if you're not sure, go and talk to somebody else about how to name something. 130 00:08:23,960 --> 00:08:28,910 You'll often find that they go, Oh, well, what you're talking about is blah blah blah, and they 131 00:08:28,910 --> 00:08:33,130 know exactly what word you intended to use or so on. 132 00:08:33,760 --> 00:08:40,460 I will often find that I have very lengthy discussions about naming something Well, we do this inside 133 00:08:40,460 --> 00:08:44,510 the team very regularly will go and talk about like, what should we call this? 134 00:08:44,780 --> 00:08:49,970 And we will spend 15 20 minutes talking about naming something very specific. 135 00:08:50,210 --> 00:08:53,390 And that's because naming so, so important in communications. 136 00:08:53,390 --> 00:08:54,590 So don't underrate it. 137 00:08:54,590 --> 00:08:55,550 Spend time on it. 138 00:08:55,820 --> 00:08:58,580 Good naming will save you a lot of time later on. 139 00:08:58,880 --> 00:09:04,550 So there are going to be lots of challenges like this one in this course to share your own examples 140 00:09:04,550 --> 00:09:09,350 from your own experience, because I think this is much more interesting than my clinical examples that 141 00:09:09,350 --> 00:09:11,030 I can come up with on the spot. 142 00:09:11,510 --> 00:09:15,140 So where have you used cash in your code? 143 00:09:15,140 --> 00:09:18,080 Go and share in the discussions for this lecture. 144 00:09:18,320 --> 00:09:19,910 Where have you cashed something? 145 00:09:20,510 --> 00:09:23,990 Where have you ever had a cache invalidation bug? 146 00:09:23,990 --> 00:09:28,610 Not everyone will have had this if you've been programmed for a short while, but if you've been probing 147 00:09:28,610 --> 00:09:30,280 for a long while, I'm sure you have. 148 00:09:30,290 --> 00:09:32,750 Can you point to any cases where you like done it? 149 00:09:32,960 --> 00:09:36,980 I should have updated that variable and I forgot to, and it led to a bug. 150 00:09:37,760 --> 00:09:41,600 What is your variable name of shame? 151 00:09:41,930 --> 00:09:46,220 What is the worst name you've given to a variable function or class? 152 00:09:46,570 --> 00:09:54,350 And let me know down in the discussions I would love to read and share my own there as well. 153 00:09:54,350 --> 00:10:01,310 In the next lecture, we're going to be looking at the sources of spaghetti ification spaghetti fying 154 00:10:01,580 --> 00:10:03,530 in your code, and I'm not talking. 155 00:10:03,570 --> 00:10:07,980 About the kind of tasty sources I'm talking about, the points where they originate from. 156 00:10:08,250 --> 00:10:10,320 Let's dive in to that lecture. 15824

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