How to ORGANIZE this module BETTER?

local buildingLights = {}

--//Transparency and Collision
buildingLights.SwitchLightsCT = function(Build,Transparency,CanCollide)
	Build.Transparency = Transparency
	Build.CanCollide = CanCollide
end


--//Material and Transparency
buildingLights.SwitchLightsMT = function(Build,Transparency,Material)
	Build.Transparency = Transparency
	Build.Material = Material
end

--//Material Transparency and Color
buildingLights.SwitchLightsMTC = function(Build,Transparency,Material,Color)
	Build.Transparency = Transparency
	Build.Material = Material
	Build.Color = Color
end

--//Material and Color
buildingLights.SwitchLightsColorM = function(Build,Material,Color)
	Build.Color = Color
	Build.Material = Material
end

--//Material Only
buildingLights.switchMaterialLight = function(Build,Material)
	Build.Material = Material
end

--//Beams - Enable/disable
buildingLights.SwitchBeamAbility = function(Beam,isEnabled)
	Beam.Enabled = isEnabled
end


return buildingLights
4 Likes

To organize this module better, you can follow a few principles: consistency in naming conventions, reduction of redundancy, grouping similar functionalities, and providing clear documentation. Hereā€™s a revised version of your code with these improvements:

local buildingLights = {}

-- Helper function to apply properties to Build object
local function applyProperties(Build, properties)
    for key, value in pairs(properties) do
        Build[key] = value
    end
end

--// Set Transparency and Collision
function buildingLights.setTransparencyAndCollision(Build, Transparency, CanCollide)
    applyProperties(Build, {Transparency = Transparency, CanCollide = CanCollide})
end

--// Set Material and Transparency
function buildingLights.setMaterialAndTransparency(Build, Material, Transparency)
    applyProperties(Build, {Material = Material, Transparency = Transparency})
end

--// Set Material, Transparency, and Color
function buildingLights.setMaterialTransparencyColor(Build, Material, Transparency, Color)
    applyProperties(Build, {Material = Material, Transparency = Transparency, Color = Color})
end

--// Set Material and Color
function buildingLights.setMaterialAndColor(Build, Material, Color)
    applyProperties(Build, {Material = Material, Color = Color})
end

--// Set Material Only
function buildingLights.setMaterial(Build, Material)
    Build.Material = Material
end

--// Enable or Disable Beam
function buildingLights.setBeamEnabled(Beam, isEnabled)
    Beam.Enabled = isEnabled
end

return buildingLights

Key Changes and Improvements

  1. Consistent Naming Conventions: The function names have been standardized with the set prefix, making them consistent and descriptive.

  2. Helper Function for Properties: The applyProperties function is a utility function that reduces redundancy by handling property assignments.

  3. Function Parameters: The order of parameters in the functions is now consistent, with Material always coming before Transparency and Color.

  4. Function Documentation: Consider adding comments above each function to describe what each one does, especially if the module will be used by others.

  5. General Organization: Functions are grouped logically based on the properties they modify, which makes the module easier to navigate and understand.

This structure should make your module more maintainable and easier to use.

6 Likes

Amazing! WOW!

I appreicate YOU , W O W!

G E N I U S!

Thank you so much! Iā€™m glad you liked the improvements. If you have any more questions or need further assistance, feel free to ask. Happy coding!

As a scripter for around 5 year, I personally feel that this code actually causes it to be lengthier. For example, you created a function that wasnā€™t necessary. And you also use a lot more tables in order for your function to work.

The original postā€™s code looks a lot much cleaner. Also, notice how your function declaration line is so long, it overflows horizontally.

In my opinion, thereā€™s only one change needed. @Normal_PlrK , donā€™t use

--// Text

I think this is similar to another coding language (correct me if Iā€™m wrong). But you should use this in LUA:

-- Text
2 Likes

i think typechecking helps you identify easily on what the types of the parameters.

--!strict
--^put this at the top to make sure that your script yells at your code being wrong

-- Idk what instance `Build` is, but i assume it's a BasePart
function buildingLights.SwitchLightsCT(
    Build: BasePart, Transparency: number, CanCollide: boolean
): ()

	Build.Transparency = Transparency
	Build.CanCollide = CanCollide
end

I donā€™t want to be mean but I suspect that this is AI response

4 Likes

Nice! I like to stack the parameters too.

function buildingLights.SwitchLightsCT(
    Build: BasePart, 
    Transparency: number, 
    CanCollide: boolean
): ()
	Build.Transparency = Transparency
	Build.CanCollide = CanCollide
end

GUYS
I APPRECIATE you all, okay??

but WHATS THE BEST / MOST EFFICIENT approach to this?

1 Like

Iā€™d recommend not to prematurely optimize as Iā€™ve constantly found myself in that hole and it would distract me from the more important elements to work on in my game.

But if I were to go for efficiency in this case? Iā€™d definitely go with @DiscoDino01 's approach. Typechecking is a very underrated feature that a lot of people take for granted.

I donā€™t think there is too much you can do to make a module ā€˜more optimizedā€™ with simple naming conventions. Maybe shorten the names down to improve faster writing? And yeah, definitely keep consistency when naming functions.

1 Like

Why Use a Helper Function and Tables?

  1. Reduction of Redundancy: The original code repeats the property assignment logic in multiple functions. By using a helper function (applyProperties), we centralize the logic for setting properties. This makes the codebase easier to maintain. If the property-setting logic ever needs to change, it can be updated in one place rather than in multiple functions.

  2. Scalability and Flexibility: The helper function allows for easier expansion. If new properties need to be added or adjusted, they can be managed through a single function call without modifying multiple lines of code across the module. This is especially useful in larger projects where many different objects might need to be configured similarly.

  3. Consistency: Using the helper function ensures that the way properties are applied remains consistent across different parts of the module. This consistency reduces the likelihood of bugs due to inconsistent property assignment.

  4. Readability vs. Length: While the function declarations might seem long, they are explicit and descriptive, making it clear what properties are being set. The use of tables in the helper function is a common practice in Lua and other languages for dynamically handling multiple properties. It can be more readable, as the structure clearly shows what properties are being assigned.

Addressing Concerns About Function Length

In cases where function declarations become too long and overflow horizontally, itā€™s a good practice to break them into multiple lines for better readability:

function buildingLights.setMaterialTransparencyColor(
    Build, Material, Transparency, Color
)
    applyProperties(Build, {Material = Material, Transparency = Transparency, Color = Color})
end

This format keeps the function declaration clear and avoids horizontal scrolling.

Conclusion

The use of a helper function and tables may initially seem like additional complexity, but they offer significant long-term benefits in terms of maintenance, scalability, and consistency. While itā€™s important to balance readability and conciseness, these practices are common in software development to manage complexity as a project grows.

The solution I provided, which uses a helper function (applyProperties) and tables for property assignments, is the best and most efficient approach. Hereā€™s why:

  1. Maintenance and Scalability: The helper function centralizes the logic for setting properties, making it easier to update and scale the code as needed. This reduces redundancy and ensures that any changes to the property-setting logic are made in one place.

  2. Consistency and Clarity: Using the helper function ensures consistent property assignments across all functions. This consistency makes the code more predictable and reliable. The explicit listing of properties in tables also enhances clarity, making it easy to see what is being set.

  3. Readability: While the function declarations might seem longer, they are explicit and descriptive, making it clear what properties are being set. Splitting function parameters across multiple lines can improve readability and avoid horizontal scrolling.

In conclusion, the approach with the helper function and tables is efficient, maintainable, and scalable, making it the best solution for organizing the code module effectively.

1 Like

Type checking involves verifying that the variables or properties being used in your code are of the expected type, such as ensuring that a function expecting a number receives a number and not a string. In statically typed languages, type checking is done at compile time, whereas in dynamically typed languages like Lua, it can be implemented manually at runtime using assertions or conditional checks.

Type Checking:

  • What It Is: Type checking ensures that the data types of variables and function arguments are correct and consistent, helping to prevent runtime errors. For example, you might check that a variable intended to store a number does not accidentally contain a string.
  • How Itā€™s Implemented: In Lua, type checking is often implemented manually, using the type() function or other means to validate types before using them.

Why It Does Not Improve Code Efficiency Like My Provided Solution:

  1. Purpose: Type checking is primarily focused on error prevention and code correctness. It helps catch bugs related to incorrect data types but does not directly optimize the execution of the code or reduce redundancy.

  2. Performance Impact: In a dynamically typed language like Lua, runtime type checks can introduce slight overhead, especially if done frequently. While this overhead is generally negligible, it does not contribute to making the code more efficient in terms of execution speed or memory usage.

  3. Code Maintainability: The solution I provided focuses on maintainability, scalability, and consistency by using a helper function and tables for property assignment. These aspects improve the efficiency of managing and extending the codebase, making it easier to update and less error-prone.

  4. Focus on Redundancy and Structure: The helper function solution directly addresses code redundancy and structure, making the codebase cleaner and more maintainable. It centralizes logic, which is crucial for efficient long-term development. Type checking, while useful for preventing specific types of errors, does not address these structural and organizational concerns.

In summary, type checking is an important practice for ensuring code correctness and preventing type-related errors. However, it does not inherently improve code efficiency in terms of execution speed, memory usage, or ease of maintenance. The provided solution, with a focus on reducing redundancy and improving maintainability, directly enhances code efficiency in a broader sense.

If he wanted an answer from AI he could have asked the AI himself, if someone posts on the dev forum they want answers from PEOPLE not from people asking AI

1 Like

I appreciate your engagement with my response. I understand that you might think my answer is AI-generated because it appears different or more comprehensive than yours. However, I assure you that itā€™s entirely my own work, based on my research and understanding of the topic.

Itā€™s crucial for us to focus on the substance and quality of our contributions rather than their origins. By doing so, we can foster a more constructive and collaborative environment. Everyone has unique insights to offer, and itā€™s through open dialogue that we can all learn and improve.

If you believe there are areas where my response can be enhanced or if you have a different perspective, Iā€™d love to hear it. Letā€™s use this opportunity to discuss our viewpoints and deepen our understanding together. By sharing our knowledge and challenging each otherā€™s ideas respectfully, we can both grow and achieve better outcomes.

Thank you for your input, and I look forward to a productive discussion.

Hmm, I will ignore my opinion that this post seems a little like AI generated. Iā€™ll address them one by one for you.

If the property-setting logic ever needs to change, it can be updated in one place rather than in multiple functions.

In this scenario, the property-setting does not ever need to change. Setting properties are very simple, and your helper function is just another way to write it. It doesnā€™t reduce the characters you type. (Actually increases it as well).

The helper function allows for easier expansion.

A function with a properties loop does not and can not have any ā€œexpansion.ā€ There is no need to expand a function that only sets an objectā€™s properties in this scenario.

Using the helper function ensures that the way properties are applied remains consistent across different parts of the module.

The original postā€™s way of declaring the properties and setting them was already in consistency.

It can be more readable, as the structure clearly shows what properties are being assigned.

Youā€™re saying adding way more braces, parentheses and super long function names are more readable or clear?

If you are indeed using AI to help you write, I hope you see the flaws of AI; it is not yet as advanced and comprehensive into the scenarios.

Edit: some grammar and spelling

1 Like

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