Java - static method in an interface - What do I need to do? - java

The details:
I have been given a Java program in which I need to fill in some code. The main idea of the program is to get used to interfaces and static methods in them. For the past 6 hours I have been watching countless of videos regarding interfaces and static interfaces and I still feel somewhat clueless to what I am supposed to do.
public interface Util {
static Util create() {
//TODO: this line needs to be replaced with the constructor of a concrete implementation
throw new IllegalStateException("Not implemented yet!");
}
Instruction forSymbols(Symbol first, Symbol last);
Symbol forToken(String token);
Supplier<Integer> buildPipe(InputStream input);
Consumer<Integer> buildPipe(OutputStream output);
String getInstructionCode(Instruction instruction);
Optional<Instruction> getInstruction(String code);
}
This is a snippet of the util interface for a program that will be relevant for having a Ook! translator and is supposed to have a lot of useful tools for other classes.
Now, my goal is to understand what I am supposed to do.
What I tried:
Considering I don't know what I need to do, I don't know what I have to code. I understand that an interface is a sort of template for classes. A static method in an interface is the part that I don't understand yet: I have been told that a static method in an interface is something that doesn't have to be implemented in other classes. In my case, the static method create() is "supposed to be a concrete instance of the util object". So, if I get this right, due to it being static, there would be one shared instance of util.
Afterwards, if a class has the prompt "Instruction instruction = util.forSymbols(Symbol.Point, Symbol.Point);" after Util.create() has been used, I would have defined instruction using util's forSymbols method.
I do not know if I am good at conveying just what I need. I per sé understand what a constructor is, I understand what an interface is, I understand what static does, but I don't understand what I have to insert into the create() method. Heck, I don't even want a direct code solution to my problem, I just want to understand what I am supposed to code.
That being said, if anyone could give me an example of an interface working in a similar fashion as my code above that makes it clear just what exactly the static part in an interface does aswell as help me out with my describes issues, I would be tremendously thankful. Also, I hope that my issue description is alright.
That being said, thank you for trying to help me and thanks to all possible answers.

No, the interface can't keep state, so there isn't anywhere for the shared instance to hang out. This is not a way to implement a singleton. It must be a factory method. I think adding a method like this is confusing and probably a bad idea because it ties together the interface and the implementation in an inflexible way. you're expected to create something that implements Util, so there is going to be a constructor call for that class implementing Util. Otherwise it's not clear.
Another sign this is a bad idea is obviously Util doesn't have any instance methods so isn't usable as an object; either a) there is no state and creating an object is pointless or b) the object returned has to be cast to something else to be useful. Casts are bad, for the most part; they mean we're not benefiting from using the type system.
An interface is like a mask an object wears to keep users of it from seeing anything on it except what is on the interface. But allowing static methods is kind of a bolted-on feature that doesn't have much to do with interfaces (except that classes that implement the interface can call them without having to reference the interface).
Originally in Java you could put static methods only in classes, not in interfaces. There was an idea of a utility class, which was just a dumping ground for people to put static methods, and which didn't have any purpose as a class otherwise. Then there was a change to the language so you can put static methods on interfaces and not have to have a class involved. That's all putting static methods on an interface buys you, you can add only static methods because there is no mutable state allowed.
These methods outlined for you should all be things you can implement with only passed in arguments and local variables, without keeping any state outside of the scope of the method implementation.
I've tried to give you some idea of what is possible and what isn't, once that is clear you can ask your instructor some more focused questions about what you need to do.

I agree with Nathan Hughes. This an ill-conceived design, on the face of it.
But to cut to the chase, here is an example of you could complete that static method:
static Util create() {
return new OookUtil();
}
where
public class OookUtil implements Util {
public OookUtil() { ... }
// methods implementing the Util API for the Oook case.
}
Reviewing this we can immediately see one of the problems with the interface design. We have hard-wired a specific implementation class into the interface. That is most likely a bad idea.
Could we do any better? Well ... maybe ...
The Java SE class libraries have a concept of a Java Service Provider Interface or SPI. An SPI allows different providers to be selected depending on what is available at runtime, and so on. The idea is that SPI code does a runtime classpath search looking for all classes that implement the SPI (e.g. your Util). Then it selects the "best" according to (typically) runtime configurable criteria.
That logic would be implemented in your create method. The method would then instantiate the chosen class reflectively and return the instance. In its simplest form (ignoring the classpath search aspect) it might be something like this:
static Util create() {
String classname = System.getProperty("yourapp.utilclass");
Class<?> clazz Class.forName(className);
return (Util) clazz.newInstance();
}
In this illustration are getting a classname from the system properties. It could be set by running the application with a -D option; e.g. -Dyourapp.utilclass=yourapp.OookUtil.
The above code needs some exception handling ... which I will leave for you to figure out.
Maybe that is what your instructor is getting at. But if so, he or she should have explained more clearly what was expected.

Related

Is it ok to keep common code in a separate class and make the method static in java?

I would like to know if it safe and a good practice to keep common code in a separate class and make method static.
I have a class Car, that is constructed based on inputs from other classes. I need to apply some post construct processing after the Car object is created. Example below.
Class Travel uses Car and calls postConstructProcessing method.
CarProcessor is simillary used in other classes whenever car object is creates.
My question is should I make method process Static in CarProcessor.
Class car{
Type type;
Int model
Car(Type t, int m){
...
...
}
;
....
...}
Below class of code uses Car and calls postConstructProcessing method
public class Travel {
public void go(){
....
....
Car c = new Car(t,m);
new CarProcessor().process(c);
}
}
class CarProcessor{
public Car process(Car c){
If(c.type.value.equals("ABC"){
c.type.version=1.1;
}
if(c.model=5.7){
c.price=50k
}
}
}
My question is , is it safe and a good practice to make method process in CarProcessor static.
In general it's not great.
The most obvious problem is, if you are testing the go method, how do you replace/mock out CarProcessor::process?
The real problem is organizational though. When you are coding next time and looking for the functionality you'd expect to see in "Car" or "go", you type "car." or "go." into your IDE and hit ctrl-space, you'd expect to see all the interesting methods shown to you. How do you know to create a CarProcessor to proceed?
Some things are difficult to implement in OO though--in particular utilities. Look at the entire Math package in the java library. It's full of static methods that you just call. An oo fanatic would say these all belong in the Number class (maybe something like "Number.math.sqrt()?", but java didn't take that route--in fact they don't even have a good common number class (We have one, it's not good)--
But even when we have real classes like String, we lean towards "StringUtil" and such. This has led to a HUGE number of conflicting "Util" implementations of String. In this case part of the problem is that String is immutable and we can't really back-fill it with methods (probably a good thing). but in general, OO just isn't great for general-purpose utility methods.
Functions (which is what you are proposing) are not awesome, but are heavily used. If you have the ability to modify your business classes then that's almost always a better fit for this type of code.
Just to clarify: A Function is different from a Method--methods work on members (class variables), functions are stand-alone (Might as well be static).
Functions are a very old approach at organization. OO is a somewhat newer approach invented for when the sheer number of functions become too difficult to manage (conceptually).

Why does Java 8 not allow non-public default methods?

Let's take an example:
public interface Testerface {
default public String example() {
return "Hello";
}
}
public class Tester implements Testerface {
#Override
public String example() {
return Testerface.super.example() + " world!";
}
}
public class Internet {
public static void main(String[] args) {
System.out.println(new Tester().example());
}
}
Simply enough, this would print Hello world!. But say I was doing something else with the return value of Testerface#example, for instance initializing a data file and returning a sensitive internal value that shouldn't leave the implementing class. Why does Java not allow access modifiers on default interface methods? Why can't they be protected/private and potentially elevated by a subclass (similar in how a class that extends a parent class can use a more visible modifier for an overridden method)?
A common solution is moving to an abstract class however in my specific case, I have an interface for enums, so that does not apply here. I imagine it was either overlooked or because the original idea behind interfaces that they are a "contract" of available methods, but I suppose I want input as to what's going on with this.
I've read "Why is “final” not allowed in Java 8 interface methods?", which states:
The basic idea of a default method is: it is an interface method with a default implementation, and a derived class can provide a more specific implementation
And it sounds to me like visibility wouldn't break that aspect at all.
As with the linked question since it looks like it had trouble being closed, an authoritative answer would be appreciated in this matter, rather than opinion-based ones.
As we saw in What is the reason why “synchronized” is not allowed in Java 8 interface methods? and Why is "final" not allowed in Java 8 interface methods?, extending interfaces to define behavior is more subtle than it might first appear. It turns out that each of the possible modifiers has their own story; its not simply a matter of blindly copying from how classes work. (This is at least obvious in hindsight, as tools for OO modeling that work for single inheritance do not automatically work for multiple inheritance.)
Let's start with the obvious answer: interfaces have always been restricted to only having public members, and while we added default methods and static methods to interfaces in Java 8, that doesn't mean we have to change everything just to be "more like" classes.
Unlike with synchronized and final, which would have been serious mistakes to support for default methods, weaker accessibilities, especially private, are reasonable features to consider. Private interface methods, whether static or instance (note that these would not be defaults, since they do not participate in inheritance) are a perfectly sensible tool (though they can be easily simulated by nonpublic helper classes.)
We actually did consider doing private interface methods in Java 8; this was mostly something that just fell off the bottom of the list due to resource and time constraints. It is quite possible this feature might reappear on the to-do list some day. (UPDATE: private methods in interfaces were added in Java 9.)
Package and protected methods, however, are more complicated than they look; the complexity of multiple inheritance and the complexity of the true meaning of protected would interact in all sorts of no-so-fun ways. So I wouldn't hold your breath for that.
So, the short answer is, private interface methods is something we could have done in 8, but we couldn't do everything that could have been done and still ship, so it was cut, but could come back.

OOP-Design: Interface-Methods with implementation-dependent parameters

The subject says it already:
I am thinking right now about following design-problem: I define an interface for a specific type of object that contains various methods.
Now i have the problem, that different implementations of this interface, need additional/different method-parameters (because the way they are implemented makes this necessary), which i cannot incorporate into the interface because they are not common to all interface-implementations.
Now i realize that interface implementations could come with their own property-files, loading their additional parameters from there, but what if these parameters need to be passed in at runtime?
Currently i can only think of passing in a Map<String, Object> parameters to overcome this problem - since JDK-Classes like DocumentBuilderFactory are doing something very similar by providing methods like setAttribute(String attName, Object attValue) this
seems like a feasible approach to solve this problem.
Nevertheless i would be interested in how others solve issues like this, alternative ideas?
I dont want to derive from the interface and add additional methods, since in my case i would then have to throw NotImplementException from the methods of the base interface.
UPDATE:
What could be eventual problems of the Map-approach? Implementing classes are free to ignore it completely if they cant make use of additional parameters.
Others might check if the Map contains the desired parameter-names, check the type of their values and use them if valid, throw an exception if not.
I have also seen this being used for the abstract class JAXBContext, so it seems to be a common approach..
UPDATE:
I decided to go for the map-approach, since i dont see any obvious disadvantages and it is being used in the JDK as well (yes, i know this does not necessarily mean much :)
Since i cannot accept an answer on this question, i will just upvote. Thanks for your input!
regards,
--qu
You should just initialize each inheritor with its own specific required parameters and let the interface method remain parameter-less, as in:
Interface Runnable:
public interface Runnable {
public abstract void run();
}
Implementation:
public class MyRunnable {
private final String myConcreteString;
public MyRunnable(String myConcreteString) {
this.myConcreteString = myConcreteString;
}
public void run() {
// do something with myConcreteString
}
}
The point of the interfaces is to have something that is common to all implementations. By trying to do this you destroy the whole reason why interfaces exists.
If you absolutely must do that there is a simple enough way that I have used before.
My answer is in C++ because I'm just not that fluent in other languages. I'm sure there are ways to implement this in java as well.
SomeMethod(void* parameterData);
void* parameterData is a pointer to a struct containing your data. In each implementation you know what you are receiving. You can even have a enum to tell you what kind of data you are receiving.
SSomeData* data = (SSomeData)parameterData
EDIT:
Another approach would be to create a new interface for the parameters: IParameterData.
Inside that interface you have 2 methods: GetParameter(name) and SetParameter(name).
For each implementation of your primary interface you create a implementation of IParameterData.
I hope it helps
couldn't you design subinterfaces that extend your (super)interface?
anyhow I see a design problem if you need a method with different parameters depending on the implementation!
edit: code to clarify
interface CommonBehaviour
{
void methodA(int aParam);
}
interface SpecificBehaviour extends CommonBehaviour
{
void methodB(int aParam, int anotherParam);
}
class SpecificBehaviourImpl implements SpecificBehaviour
{
void methodA(int aParam)
{
//do something common
}
void methodB(int aParam, int anotherParam)
{
//do something specific
}
}
CommonBehaviour myObj = new SpecificBehaviourImpl();
EDIT: You may benefit from the Command pattern:
"Using command objects makes it easier to construct general components that need to delegate, sequence or execute method calls at a time of their choosing without the need to know the owner of the method or the method parameters."
(source: wikipedia)
I don't think the Map approach to be any good, I may accept it as a fix of existing code that would allow you to have any parameter number and type, but without formal checks! You're trying to define a common behavior (interface methods) given a variable, runtime, state.
You should introduce parameter object representing a super-set of possible arguments.
In your place, I would consider finding appropriate design pattern to your problem, rather then try to bend the interface methods to suit your needs. Look into Strategy Pattern for starters.
Can you invert the problem, and implement an interface on the user of these objects which they can query for the additional parameters?
So, when you instantiate these objects implementing the common interface, you also pass in (e.g. to their constructor) an object which provides a way of accessing the additional parameters they might require.
Say your interface has a method 'doSomething' taking parameter 'a', but you have an implementation that needs to know what 'b' is inside this 'doSomething' method. It would call 'getB' on the object you provided to it's constructor to get this information.

Java method keyword "final" and its use

When I create complex type hierarchies (several levels, several types per level), I like to use the final keyword on methods implementing some interface declaration. An example:
interface Garble {
int zork();
}
interface Gnarf extends Garble {
/**
* This is the same as calling {#link #zblah(0)}
*/
int zblah();
int zblah(int defaultZblah);
}
And then
abstract class AbstractGarble implements Garble {
#Override
public final int zork() { ... }
}
abstract class AbstractGnarf extends AbstractGarble implements Gnarf {
// Here I absolutely want to fix the default behaviour of zblah
// No Gnarf shouldn't be allowed to set 1 as the default, for instance
#Override
public final int zblah() {
return zblah(0);
}
// This method is not implemented here, but in a subclass
#Override
public abstract int zblah(int defaultZblah);
}
I do this for several reasons:
It helps me develop the type hierarchy. When I add a class to the hierarchy, it is very clear, what methods I have to implement, and what methods I may not override (in case I forgot the details about the hierarchy)
I think overriding concrete stuff is bad according to design principles and patterns, such as the template method pattern. I don't want other developers or my users do it.
So the final keyword works perfectly for me. My question is:
Why is it used so rarely in the wild? Can you show me some examples / reasons where final (in a similar case to mine) would be very bad?
Why is it used so rarely in the wild?
Because you should write one more word to make variable/method final
Can you show me some examples / reasons where final (in a similar case to mine) would be very bad?
Usually I see such examples in 3d part libraries. In some cases I want to extend some class and change some behavior. Especially it is dangerous in non open-source libraries without interface/implementation separation.
I always use final when I write an abstract class and want to make it clear which methods are fixed. I think this is the most important function of this keyword.
But when you're not expecting a class to be extended anyway, why the fuss? Of course if you're writing a library for someone else, you try to safeguard it as much as you can but when you're writing "end user code", there is a point where trying to make your code foolproof will only serve to annoy the maintenance developers who will try to figure out how to work around the maze you had built.
The same goes to making classes final. Although some classes should by their very nature be final, all too often a short-sighted developer will simply mark all the leaf classes in the inheirance tree as final.
After all, coding serves two distinct purposes: to give instructions to the computer and to pass information to other developers reading the code. The second one is ignored most of the time, even though it's almost as important as making your code work. Putting in unnecessary final keywords is a good example of this: it doesn't change the way the code behaves, so its sole purpose should be communication. But what do you communicate? If you mark a method as final, a maintainer will assume you'd had a good readon to do so. If it turns out that you hadn't, all you achieved was to confuse others.
My approach is (and I may be utterly wrong here obviously): don't write anything down unless it changes the way your code works or conveys useful information.
Why is it used so rarely in the wild?
That doesn't match my experience. I see it used very frequently in all kinds of libraries. Just one (random) example: Look at the abstract classes in:
http://code.google.com/p/guava-libraries/
, e.g. com.google.common.collect.AbstractIterator. peek(), hasNext(), next() and endOfData() are final, leaving just computeNext() to the implementor. This is a very common example IMO.
The main reason against using final is to allow implementors to change an algorithm - you mentioned the "template method" pattern: It can still make sense to modify a template method, or to enhance it with some pre-/post actions (without spamming the entire class with dozens of pre-/post-hooks).
The main reason pro using final is to avoid accidental implementation mistakes, or when the method relies on internals of the class which aren't specified (and thus may change in the future).
I think it is not commonly used for two reasons:
People don't know it exists
People are not in the habit of thinking about it when they build a method.
I typically fall into the second reason. I do override concrete methods on a somewhat common basis. In some cases this is bad, but there are many times it doesn't conflict with design principles and in fact might be the best solution. Therefore when I am implementing an interface, I typically don't think deeply enough at each method to decide if a final keyword would be useful. Especially since I work on a lot of business applications that change frequently.
Why is it used so rarely in the wild?
Because it should not be necessary. It also does not fully close down the implementation, so in effect it might give you a false sense of security.
It should not be necessary due to the Liskov substitution principle. The method has a contract and in a correctly designed inheritance diagram that contract is fullfilled (otherwise it's a bug). Example:
interface Animal {
void bark();
}
abstract class AbstractAnimal implements Animal{
final void bark() {
playSound("whoof.wav"); // you were thinking about a dog, weren't you?
}
}
class Dog extends AbstractAnimal {
// ok
}
class Cat extends AbstractAnimal() {
// oops - no barking allowed!
}
By not allowing a subclass to do the right thing (for it) you might introduce a bug. Or you might require another developer to put an inheritance tree of your Garble interface right beside yours because your final method does not allow it to do what it should do.
The false sense of security is typical of a non-static final method. A static method should not use state from the instance (it cannot). A non-static method probably does. Your final (non-static) method probably does too, but it does not own the instance variables - they can be different than expected. So you add a burden on the developer of the class inheriting form AbstractGarble - to ensure instance fields are in a state expected by your implementation at any point in time. Without giving the developer a way to prepare the state before calling your method as in:
int zblah() {
prepareState();
return super.zblah();
}
In my opinion you should not close an implementation in such a fashion unless you have a very good reason. If you document your method contract and provide a junit test you should be able to trust other developers. Using the Junit test they can actually verify the Liskov substitution principle.
As a side note, I do occasionally close a method. Especially if it's on the boundary part of a framework. My method does some bookkeeping and then continues to an abstract method to be implemented by someone else:
final boolean login() {
bookkeeping();
return doLogin();
}
abstract boolean doLogin();
That way no-one forgets to do the bookkeeping but they can provide a custom login. Whether you like such a setup is of course up to you :)

Java: extending Object class

I'm writing (well, completing) an "extension" of Java which will help role programming.
I translate my code to Java code with javacc. My compilers add to every declared class some code. Here's an example to be clearer:
MyClass extends String implements ObjectWithRoles { //implements... is added
/*Added by me */
public setRole(...){...}
public ...
/*Ends of stuff added*/
...//myClass stuff
}
It adds Implements.. and the necessary methods to EVERY SINGLE CLASS you declare. Quite rough, isnt'it?
It will be better if I write my methods in one class and all class extends that.. but.. if class already extends another class (just like the example)?
I don't want to create a sort of wrapper that manage roles because i don't want that the programmer has to know much more than Java, few new reserved words and their use.
My idea was to extends java.lang.Object.. but you can't. (right?)
Other ideas?
I'm new here, but I follow this site so thank you for reading and all the answers you give! (I apologize for english, I'm italian)
If it is only like a "research" project in which you want to explore how such extension would work, you could provide your own implementation of the Object class. Simply copy the existing object implementation, add your setRole method etc, and give -Xbootclasspath:.:/usr/lib/jvm/java-6-sun/jre/lib/rt.jar as parameter to the java command. (I will look for api-classes in . before looking in the real rt.jar.)
You should consider using composition rather than inheritence to solve this problem; that way you can provide the functionality you need without using up your "one-shot" at inheritence.
For example, the JDK provides a class PropertyChangeSupport, which can be used to manage PropertyChangeListeners and the firing of PropertyChangeEvents. In situations where you wish to write a class that fires PropertyChangeEvents you could embed a PropertyChangeSupport instance variable and delegate all method calls to that. This avoids the need for inheritence and means you can supplement an existing class hierarchy with new functionality.
public class MyClass extends MySuperClass {
private final PropertyChangeSupport support;
public MyClass() {
this.support = new PropertyChangeSupport(this);
}
public void addPropertyChangeListener(PropertyChangeListener l) {
support.addPropertyChangeListener(l);
}
protected void firePropertyChangeEvent() {
PropertyChangeEvent evt = new ...
support.firePropertyChangeEvent(evt);
}
}
you can extend Object - every class extends it.
you seem to need something like multiple inheritance - there isn't such a thing in Java
if you want to add functionality, use object composition. I.e.,
YourClass extends Whatever implements ObjectWithRoles {
private RoleHandler roleHandler;
public RoleHandler getRoleHandler() {..} // defined by the interface
}
And then all of the methods are placed in the RoleHandler
If you're talking about adding a role to all your objects I would also consider an annotation-based solution. You'd annotate your classes with something like #Role("User"). In another class you can extract that role value and use it.
I think it would need an annotation with runtime retention and you can check, run-time, whether the annotation is present using reflection and get that annotation using getAnnotation. I feel that this would be a lot cleaner than extending all your classes automatically.
I believe there are some frameworks which use exactly such a solution, so there should be example code somewhere.
If you are doing what you are doing, then inheritance is probably not the correct idiom. You may want to consider the decorator pattern, whereby you construct a class that takes as its parameter some other class with less functionality, and adds some additional functionality to it, delegating to the existing class for functionality that already exists. If the implementation is common to many of your decorators, you may want to consider putting that functionality in class that can be shared and to which you can delegate for all your decorators. Depending on what you need, double-dispatch or reflection may be appropriate in order to make similar but not quite the same decorators for a large variety of classes.
Also, as has been pointed out in the comments, String is declared "final" and, therefore, cannot be extended. So, you should really consider a solution whereby you delegate/decorate objects. For example, you might have some object that wraps a string and provides access to the string via getString() or toString(), but then adds the additional functionality on top of the String class.
If you just want to associate some objects with additional attributes, use a Map (e.g. HashMap).
What you really want to do would be monkey patching, i.e. changing the behaviour of existing classes without modifying their code.
Unfortunately, Java does not support this, nor things like mixins that might be used alternatively. So unless you're willing to switch to a more dynamic language like Groovy, you'll have to live with less elegant solutions like composition.

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