I'm trying to write a generic code. Here is my scenario.
class AEvent {
public void onAEventCreate( A event){
//do something
}
}
class BEvent {
public void onBEventCreate (B event) {
//do something
}
}
I want to have some generic class which could do the operation of method onAEventCreate and onBEventCreate on one single method. Now the catch is I do not want to change the classes AEvent and BEvent . Is there a way I can listen to the two methods? or is there some kind of design pattern maybe like observer which can help me achieve this.
There are a lot of ways to do this, if you want to use the Observe Pattern an example would be :
You create an ObserverEvent class
class EventObserver {
private AEvent aEvent;
private BEvent bEvent;
public EventObserver(AEvent aEvent, BEvent bEvent) {
this.aEvent = aEvent;
this.bEvent = bEvent;
aEvent.setObserver(this);
bEvent.setObserver(this);
}
public void onEventCreated() {
if (aEvent.isAEventCreated && bEvent.isBEventCreated) {
onBothEventsCreated();
}
}
public void onBothEventsCreated() {
//this method will be called when both events are created
}
}
Then you need to adapt your classes to this :
class BEvent {
private boolean isBEventCreated = false;
private EventObserver observer;
public void setObserver(EventObserver observer) {
this.observer = observer;
}
public void onBEventCreated() {
this.isBEventCreated = true;
observer.onEventCreated();
}
}
And the same with AEvent.
Related
I have multiple JavaFX panes and canvases that reference a complex object with data they need, and I want them to redraw when the object changes.
This would call for the object to be Observable, but which class do I use? JavaFX seems to mostly have ObservableValue subclasses, which wrap a value and allow swapping it out. I don't want to swap out the complex object, just notify the listeners when changes occur. I could do that by implementing addListener, but I'm sure there's a subclass that does it for me already.
class ComplexObject /* extends SomeObservableClass */ {
public int getValue1 { complex calculations... };
public int getValue2 { ... };
public void setNewValue1(int newValue) { ... }
}
class ComplexRenderer extends Canvas implements InvalidationListener {
private ComplexObject complexObject;
public void setComplexObject(ComplexObject complexObject) {
this.complexObject = complexObject;
complexObject.addListener(this);
}
public void draw() { ... }
}
Which class should ComplexObject extend? Is there something that maintains the list of listeners and has something like fireValueChangedEvent() so I can make it notify all listeners?
Everything I see in JavaFX seems to be geared towards properties, which don't seem the right choice here.
Not really sure what you meant by swapping, and not really sure if I understood you right.
class ComplexObject {
private IntegerProperty value1 = new SimpleIntegerProperty();
private IntegerProperty value2 = new SimpleIntegerProperty();
private BooleanProperty internalChanged = new SimpleBooleanProperty(false);
public ComplexObject() {
this.internalChanged.bind(Bindings.createBooleanBinding(() ->
this.internalChanged.set(!this.internalChanged.get()), this.value1, this.value2));
}
public IntegerProperty value1Property() { return this.value1; }
public int getValue1() { return this.value1.get(); }
public void setValue1(int value) { return this.value1.set(value); }
public IntegerProperty value2Property() { return this.value2; }
public int getValue2() { return this.value2.get(); }
public void setValue2(int value) { return this.value2.set(value); }
public void setNewValue1(int newValue) { /* What value is this??? */ }
public BooleanProperty internalChangedProperty() { return this.internalChanged; }
}
class ComplexRenderer extends Canvas implements InvalidationListener {
private ComplexObject complexObject;
public void setComplexObject(ComplexObject complexObject) {
this.complexObject = complexObject;
complexObject.internalChangedProperty().addListener(this);
}
#Override public void invalidated(Observable observable) {
// Something inside complex object changed
}
public void draw() { ... }
}
Maybe you can have a look at the Interface ObjectPropertyBase<T> and the classes ObjectPropertyBase<T> and SimpleObjectProperty<T> which implements Observable.
However you have to define when your object changes and listening logic.
I'm sorry it's just a trace of work, but I hope it may be useful.
I'm trying to get rid of big switch statement from my code and I thought that Strategy pattern based on my existing enum would be nice. The concept is like:
public class MyStrategy {
public MyStrategy() {
Option.Option1.setMethodToExecute(this::action1);
Option.Option2.setMethodToExecute(this::action2);
}
public void executeChoosenMethod(int i) {
Option.values()[i].execute();
// instead of
// switch(convertItoOption()) {
// case Option1:...
// case Option2:...
// }
}
private void action1() {
System.out.println("action1");
}
private void action2() {
System.out.println("action2");
}
private enum Option {
Option1, Option2;
private InvokeAction methodToExecute;
public void setMethodToExecute(InvokeAction methodToExecute) {
this.methodToExecute = methodToExecute;
}
public void execute() {
methodToExecute.execute();
}
}
#FunctionalInterface
private interface InvokeAction {
void execute();
}
}
so I can use it like:
public class StrategyTest {
public static void main(String[] args) {
MyStrategy strategy = new MyStrategy();
//user choose 0 or 1
strategy.executeChoosenMethod(0);
strategy.executeChoosenMethod(1);
}
}
but I don't like this part with Option.Option1.setMethodToExecute(this::action1); since my enum has more and more options and I would like to have all of this inside enum. What would be perfect is something like this:
public class MyStrategy {
public void executeChoosenMethod(int i) {
Option.values()[i].execute();
}
private void action1() {
System.out.println("action1");
}
private void action2() {
System.out.println("action2");
}
private enum Option {
Option1(MyStrategy.this::action1),
Option2(MyStrategy.this::action2);
private InvokeAction methodToExecute;
private Option(InvokeAction method) {
methodToExecute = method;
}
public void execute() {
methodToExecute.execute();
}
}
#FunctionalInterface
private interface InvokeAction {
void execute();
}
}
but this is impossible since enum is static and I don't have access to enclosing instance by MyStrategy.this. I need enum, because I have set of options and it is convenient to use methods like values() or valueOf(), but what I would like to have is single line invoke instead of growing switch.
Do you have any ideas how to achieve sometghing like this or is there any workaround to make this enum constructor call possible Option1(MyStrategy.this::action1) ?
With enums you could implement it like this:
public class MyStrategy {
public void executeChoosenMethod(int i) {
Option.values()[i].execute(this);
}
private void action1() {
System.out.println("action1");
}
private void action2() {
System.out.println("action2");
}
private enum Option {
Option1(MyStrategy::action1),
Option2(MyStrategy::action2);
private InvokeAction methodToExecute;
private Option(InvokeAction method) {
methodToExecute = method;
}
public void execute(MyStrategy s) {
methodToExecute.execute(s);
}
}
#FunctionalInterface
private interface InvokeAction {
void execute(MyStrategy s);
}
}
This uses the fact the with lambdas you can make method references to arbitrary instance methods and call them on a specific instance by passing in the instance as first parameter.
you're right. This isn't possible with enum. But why not just use a good old class:
public class MyStrategy {
public MyStrategy() {
buildUp();
}
public void executeChoosenMethod(int i) {
actions.get(i).execute();
}
private void action1() {
System.out.println("action1");
}
private void action2() {
System.out.println("action2");
}
private List<InvokeAction> actions = new ArrayList<>();
private void buildUp() {
actions.add(this::action1);
actions.add(this::action2);
}
#FunctionalInterface
private interface InvokeAction {
void execute();
}
}
Consider a method
public void doSomething(String actionID){
switch (actionID){
case "dance":
System.out.print("I'm dancing");
break;
case "sleep":
System.out.print("I'm sleeping");
break;
default:
System.out.print("I've no idea what I'm doing");
}
The implementation of the method depends on the value of the parameter. Is there a more elegant way to do this, or a different design pattern to replicate the behaviour?
If the caller decides what logic is executed by passing different strings, then why not just have them call different methods:
public void doSomething(String actionID) {...}
...
doSomething("dance");
doSomething("sleep");
VS.:
public void dance() {...}
public void sleep() {...}
...
dance();
sleep();
It seems like you're unnecessarily funnelling all the calls into doSomething
But the strings might not always be literals. What if you're taking them from the console?
You could provide static mappings from the strings to the corresponding functions:
class MyClass {
private static final Map<String, Consumer<MyClass>> map = new HashMap<>();
static {
map.put("sleep", MyClass::sleep);
map.put("dance", MyClass::dance);
}
public void doSomething(String actionID) {
map.getOrDefault(actionID, MyClass::doNothing).accept(this);
}
public void dance() {
System.out.print("I'm dancing");
}
public void sleep() {
System.out.print("I'm sleeping");
}
private void doNothing() {
System.out.println("I've no idea what I'm doing");
}
}
This makes scenarios where you have a lot of switch cases a lot cleaner.
Introduce an interface, e.g.
public interface HumanState {
public void tellMeWhatYouAreDoing();
}
encapsulate the logic in different implementations
public class DancingState implements HumanState {
#Override
public void tellMeWhatYouAreDoing() {
System.out.println("I'm dancing");
}
}
public class SleepingState implements HumanState {
#Override
public void tellMeWhatYouAreDoing() {
System.out.println("I'm sleeping");
}
}
public class UnknownState implements HumanState {
#Override
public void tellMeWhatYouAreDoing() {
System.out.println("I've no idea what I'm doing");
}
}
and use a map. E.g.
public class HumanStateExample {
public static void main(String[] args) {
HumanStateExample humanStateExample = new HumanStateExample();
humanStateExample.doSomething("dance");
humanStateExample.doSomething("sleep");
humanStateExample.doSomething("unknown");
}
private final HashMap<String, HumanState> humanStateMap;
public HumanStateExample(){
humanStateMap = new HashMap<String, HumanState>();
humanStateMap.put("dance", new DancingState());
humanStateMap.put("sleep", new SleepingState());
}
public void doSomething(String action) {
HumanState humanState = humanStateMap.get(action);
if(humanState == null){
humanState = new UnknownState();
}
humanState.tellMeWhatYouAreDoing();
}
}
I'm not sure how the pattern is called, but it is very useful if you need to delegate the method call based on more than one parameter:
Create a lot of handlers where each one knows when it is responsible for handling a call. Then just loop through them and invoke the first one matching the parameter.
edit: I renamed the class from FancyParameterActionFactory to FancyParameterActionUtility: it is not a factory, the name was misleading
//Your method, but this time with a complex object, not with a simple string.
public void doSomething(FancyParameterObject fpo){
FancyParameterActionUtility.invokeOn(fpo);
}
//The utility which can handle the complex object and decides what to do.
public class FancyParameterActionUtility{
public Interface FPAHandler{
void invoke(FancyParameterObject fpo);
boolean handles(FancyParameterObject fpo);
}
//Omitted: Different implementations of FPAHandler
public static List<FPAHandler> handlers = new LinkedList<>();
static{
handlers.add(new DanceHandler());
handlers.add(new SleepHandler());
//Omitted: Different implementations of FPAHandler
}
public static void invokeOn(FancyParameterObject fpo){
for(FPAHandler handler:handlers){
if (handler.handles(fpo)){
handler.invoke(fpo);
return;
}
}
//Default-Behavior
}
}
Here is a simple implementation of the command pattern based your sample problem. I define a general AbstractCommand abstract class which contains two methods. The first method, createCommand(), instantiates a command class based on an input string name. This is how you can delegate your string input to create the right type of command. The second method is doAction(), and this is left undefined, to be implemented later on by specific concrete command classes.
public abstract class AbstractCommand {
public static AbstractCommand createCommand(String name) {
try {
String clsName = name + "Command";
Class<?> cls = Class.forName(clsName);
AbstractCommand command = (AbstractCommand) cls.newInstance();
return command;
}
catch (Exception e) {
System.out.println("Something went wrong.");
}
}
public abstract void doAction();
}
public class DanceCommand extends AbstractCommand {
public void doAction() {
System.out.println("I'm dancing");
}
}
public class TestCommandPattern {
public void doSomething(String actionID) {
AbstractCommand cmd = AbstractCommand.createCommand(actionID);
cmd.doAction();
}
public static void main(String[] args) {
TestCommandPattern test = new TestCommandPattern();
test.doSomething("Dance"); // should print "I'm dancing"
}
}
Now that this framework has been setup, you could easily add other commands for the various types of actions in your original problem. For example, you could create a SleepCommand class which would output I'm sleeping, or do whatever action you wish.
I just want to ask, if it is possible to check if a void method "cancelled" itself by calling return;?
For example in my main I call calculate(myArray);, which is defined as follows:
public static void calculate(Object[] array) {
if (array == null)
return;
// do stuff
}
Is their a way to know, if it returned or not? My thoughts were making a "global" boolean which is changed to true right before we return and then check its value in main or just change the return type to something like int and when it returned at the beginning we use return -1; and at the end of the method return 0;
Both is possible but I think neither of them is very good style. Is there an alternative?
You are right that the practices you described are considered bad in Java (and other modern languages).
The most common acceptable practices for your scenario are:
Make the method throw an exception. Do this if the "failing" code path shouldn't happen under normal circumstances.
Make the method's return type bool to indicate success or failure. Do this if the "failing" code path can happen under normal circumstances as well.
No, you cannot. From The Oracle Java tutorials - Returning a Value from a Method:
Any method declared void doesn't return a value. It does not need to contain a return statement, but it may do so. In such a case, a return statement can be used to branch out of a control flow block and exit the method and is simply used like this:
return;
There is no way from method invocation to determine if the void method was completed by a fall-through block or a return; statement.
Most other methods includes a return type of boolean and returns false when something went wrong, or simply throws an IllegalArgumentException.
You can utilize publisher - listener pattern :)
import java.awt.event.ActionListener;
import java.util.LinkedList;
import java.util.List;
public class Sample {
private interface Event {
}
private static class ExitEvent implements Event {
}
private static class SucceedEvent implements Event {
}
private interface EventListener {
void eventPerformed(Event e);
}
private static List<EventListener> listeners = new LinkedList<EventListener>();
private static void addActionListener(EventListener l) {
listeners.add(l);
}
private static void fireEvent(Event event) {
for (EventListener l : listeners) {
l.eventPerformed(event);
}
}
public static void calculate(Object[] array) {
if (array == null) {
fireEvent(new ExitEvent());
return;
}
fireEvent(new SucceedEvent());
}
public static void main(String[] args) {
addActionListener(new EventListener() {
public void eventPerformed(Event e) {
if (e instanceof ExitEvent) {
System.out.println("Exit");
} else if (e instanceof SucceedEvent) {
System.out.println("Success");
}
}
});
calculate(null);
calculate(new Object[] {});
}
}
Output:
Exit
Success
You can go much farther and remove those ugly ifs, by utilizing visitor pattern
import java.util.LinkedList;
import java.util.List;
public class Sample {
private interface EventVisitor {
void visit(ExitEvent event);
void visit(SucceedEvent event);
}
private interface Event {
void accept(EventVisitor visitor);
}
private static class ExitEvent implements Event {
public void accept(EventVisitor visitor) {
visitor.visit(this);
}
}
private static class SucceedEvent implements Event {
public void accept(EventVisitor visitor) {
visitor.visit(this);
}
}
private interface EventListener {
void eventPerformed(Event e);
}
private static List<EventListener> listeners = new LinkedList<EventListener>();
private static void addActionListener(EventListener l) {
listeners.add(l);
}
private static void fireEvent(Event event) {
for (EventListener l : listeners) {
l.eventPerformed(event);
}
}
public static void calculate(Object[] array) {
if (array == null) {
fireEvent(new ExitEvent());
return;
}
fireEvent(new SucceedEvent());
}
public static void main(String[] args) {
addActionListener(new EventListener() {
public void eventPerformed(Event e) {
e.accept(new EventVisitor() {
public void visit(SucceedEvent event) {
System.out.println("Success");
}
public void visit(ExitEvent event) {
System.out.println("Exit");
}
});
}
});
calculate(null);
calculate(new Object[] {});
}
}
Output:
Exit
Success
I'm working on a game engine, and the last question I had regarding this was what good way I can use to make "observers" or listeners. A user suggested that I should use Java's EventObject class to inherit from and make a Listener interface. However, this didn't provide me with good flexibility.
Here is the Handler annotation to state that a method is an event handler in a listener:
#Retention(RetentionPolicy.CLASS)
#Target(ElementType.METHOD)
public #interface Handler {}
Here is the base class for Event, which is basically the same as EventObject (but I'll add abstract methods sooner or later):
public abstract class Event {
private Object source;
public Event(Object source) {
this.source = source;
}
public Object getSource() {
return source;
}
}
Here is the Listener class, which is empty:
public interface Listener {}
Here is the ListenerHandler class, used to handle all listeners. You register and unregister them here. I'll edit the register/unregister methods later for a better use:
public class ListenerHandler {
private ArrayList<Listener> listeners;
public ListenerHandler() {
this.listeners = new ArrayList<Listener>();
}
public void registerListener(Listener l) {
listeners.add(l);
}
public void unregisterListener(Listener l) {
listeners.remove(l);
}
public void onEvent(Event event) {
for(Listener l : listeners) {
Class<?> c = l.getClass();
Method[] methods = c.getDeclaredMethods();
for(Method m : methods) {
if(m.isAccessible()) {
if(m.isAnnotationPresent(Handler.class)) {
Class<?>[] params = m.getParameterTypes();
if(params.length > 1) {
continue;
}
Class<?> par = params[0];
if(par.getSuperclass().equals(Event.class)) {
try {
m.invoke(this, event);
}catch(IllegalAccessException | IllegalArgumentException | InvocationTargetException e) {
e.printStackTrace();
}
}
}
}
}
}
}
}
From what I heard, it's a use of a lot of memory in order to get all methods of a class. I'm not going to assume this is the case, but I'm sure there is a better way as this will be a game engine with many components and such.
I'd like to know the best way to implement this, or if I'm doing it right. I'd also like to know if anyone can help me improve this in any way without hogging memory usage by the game (as of now it's not a big deal -- the "game engine" is not even close to rendering anything yet)
I tried to keep it a very simple example and will comment with different ideas to it:
First meet the Achievement class:
import java.util.Observable;
public class Achievement extends Observable {
public static class AchievementDetails {}
public Achievement() {
addObserver(EventsListener.getInstance());
}
public void achievementReached() {
AchievementDetails achievemetDetails = null;
setChanged();
notifyObservers(achievemetDetails);
}
}
And then the events listener class:
import com.test.Achievement.AchievementDetails;
public class EventsListener implements Observer {
private static EventsListener instance = new EventsListener();
public static EventsListener getInstance() {
return instance;
}
#Override
public void update(Observable o, Object arg) {
if(o instanceof Achievement) {
AchievementDetails achievemetDetails = (AchievementDetails) arg;
//do some logic here
}
}
}
The only one thing that is missing is to create an instance of your achievement (which register the EventsListener to itself) and handle the life cycle of it.