Advanced wicket programming - java

I am currently involved in a medium-scale (300-400k lines) project written in Apache Wicket. At this time, majority of it's source code is not really reusable, breaks a lot of wicket's "best practices" (like passing raw objects instead of models or passing whole components/pages to other components), it's prone to all kinds of errors and does not handle extending functionality well. As far as Wicket's documentation goes, it is great way to scratch the surface, but I can not really say it's sufficient source of information for projects of this scale. What I am interested in is, how large scale applications are actually written in Wicket? Are there any sources/examples you could recommend?
And as for something specific, I also have few questions:
How to handle communication between several components? Are events preferred over abstract/no-op methods or vice versa?
Are anonymous implementations considered bad practice? How to establish a boundary on what should stay in a component and what should go into services (ie. when overriding onClick())?
How to properly encapsulate component functionality, if it depends on other components?
How to avoid conditional adding of componenta (ie. if(...) add.(A) else add(B))? Is there any other way around this except setting either one to visible=false?
I would really wish to dig deeper into wicket and take few more steps to mastering it, but I feel like there is not much to learn from.
Thank you in advance for your answers, anything will be appreciated :)

Related

Aspect oriented programming - why cross cutting is the main reason

I'm currently working on a project that i need to use Aspectj in it. In the documentation , for every aspect i wrote, i need to explain what were the reasons for using this aspect and not just write the code in the main program.
In generally, i only think about reasons like code-reusing, or flexibility (meaning the program can deal without this aspect, but the aspect will make the program more effective, like check things that maybe do some trouble in the future for example), but i think it is not enough.
While searching for more reasons, i saw that many programmers wrote "cross cutting" - what is the meaning of this and why its so important reason?
EDIT:
This question was asked during my school days, when aspects were something not so common in the projects. Now, 3 years after that, and a lot of backend programming in Java (Spring) I can answer to myself with simple example: the Repository aspect - This annotation(#repository) is used on Java classes which directly access the database.For example, when an exception occurs in the class there is a handler for that exception and there is no need to add a try catch block. It doesn't restrict to particular Class, doesn't care about the domain logic, it's to all of the Classes that want to interact with databases - this is a cross cutting problem.
Cross cutting, in my eyes, is mainly to have separation of concerns, i.e. you can separate the code that handles e.g. technical things (like e.g. logging, authorization, transactions etc.) from code that handles field of domain things.
But why and when is this useful?
It is especially useful if your development organisation also separates theses things, i.e. if some developers are responsible for field of domain programming and others for technical layers.
So different persons can write their code in different places, not disturbing each other.
If the same persons write the different aspects it may still be useful to have this separation of concerns, but it is not that urgent in this case, at least not so urgent, that you want to mess with AspectJ, which introduces some additional complexity.

Does the use of ObservableList in JavaFX go against Model-View-Controller separation?

I am attempting a study of JavaFX because I want to use it as the GUI of my program. My question is essentially a conceptual one:
To date my program is mostly the "Model" part of the MVC pattern; that is, almost all of my code is the OO-representation of abstractions in the sense of classes, and all of that code is logical code.
Since I do not want to be the only user of my program, I want to add the "View" part of MVC so that people can easily use and manipulate the "Model" part of my program. For this, I want to use JavaFX.
In my "Model" classes I obviously use various Lists, Maps, and other classes from the Java Collections API. In order to let the users of my program manipulate these underlying Lists and Maps I want to use the Observable(List/Map) interfaces in JavaFX.
A concrete example to bring clarity to the situation:
Let's say that I have a MachineMonitor class that every 3 minutes checks certain properties of a Machine, such as if the connection is still good, the speed that the gears are turning, etc. If certain inequalities are met (say that the speed of the gears has fallen to a rate of 1 turn/sec) the MachineMonitor fires a RestartMachineEvent.
Currently I use an ArrayList<MachineMonitor> to keep track of all of the individual MachineMonitor's. Now extending to the "View" part of MVC, I want the User to be able to manipulate a TableView that displays the list of MachineMonitors so that they can, for instance, create and remove new MachineMonitor's to monitor various Machines.
So that I can keep track of what the user of my program wants to do (say, create a MachineMonitor for Machine #5 that checks to see if the turn/sec of the gears falls below 0.5) I use an ObservableList<MachineMonitor> as the underlying List for the TableView.
The easiest way to link the "Model" and "View" of my program would simply be to change the "Model" class to have an ObservableList<MachineMonitor> and not an ArrayList<MachineMonitor> but (getting to the topic of the question) I feel that this is very messy because it mixes "Model" and "View" code.
A naïve approach would be to use an ObservableList<MachineMonitor> for the TableView and retain the use of my ArrayList<MachineMonitor>. However, changes made to the ObservableList<MachineMonitor> do not affect the underlying List as per the JavaFX specifications.
Given this, is the best way to solve this conundrum to make a ChangeListener for the ObservableList<MachineMonitor> that "propagates" the changes made to the ObservableList<MachineMonitor> to the underlying "Model" ArrayList<MachineMonitor>? Perhaps put this in a class called MachineMonitorController?
This ad-hoc solution seems very messy and non-ideal.
My question is: What is the best way to retain nearly complete separation between the "Model" and "View" in this scenario?
Briefly, I don't think use of ObservableList breaks the MVC contract.
The rest, you may read or not as you wish, as it is quite annoyingly long.
Architectural Pattern Background
Observables are useful in MVC style architectures because they provide a way of feeding data back and forth between the MVC components through loose couplings where the model and view classes don't need to refer directly to each other, but can instead work with some shared data model which communicates data flow. It's not a coincidence that the Observable pattern and the MVC style architecture concept both originated around the same time at Xerox PARC - the things are linked.
As noted in Martin Fowler's GUI architectures, there are numerous different approaches to building GUIs. MVC is just one of these, kind of the granddaddy of them all. It is nice to understand MVC well (it is often misunderstood) and MVC concepts are applicable in many places. For your application you should use the system which feels best for you rather than rigidly following a given pattern (unless you are using a particular framework which enforces a given pattern) and also be open to adopting different patterns within an application rather than trying to shoehorn everything into a single conceptual framework.
Java Beans are a fundamental part of almost all Java programs. Though traditionally often only used in client apps, the observer pattern, through PropertyChangeListeners, has been, for good reason, a part of the Java Bean specification since it was created. The observable and binding elements of JavaFX are a rework of that earlier work, learning from it to build something that is both more convenient to work with and easier to understand. Perhaps, if the JavaFX observable and binding elements had existed ten or twelve years ago as part of the JDK, such concepts would be more generally used in a wider variety of libraries and frameworks than a couple of pure GUI frameworks.
Advice
I suggest considering the MVVM model and other GUI architectures.
If you want a dead-easy framework which follows a model, view, presenter style, definitely give afterburner.fx a spin.
I think the correct choice of architecture depends on your application, your experience and the size and complexity of the problems you are trying to solve. For instance, if you have a distributed system, then you could follow REST principles rather than (or in addition to) MVC. Whichever you choose, the architecture should aid you in solving the problem at hand (and possibly future problems) and not the converse. Over-architecting a solution is a common trap and is very easy to do, so try to avoid it.
Caveat
One caveat to consider is that observables necessarily work via side-effects which can be difficult to reason about and can be antithetical to the concept of isolation. JavaFX features some good tools, such as ReadOnlyObjectWrapper and ReadOnlyListWrapper, to help limit the impact (damage control if you like) on observables so they don't run amok in your system. Use such tools (and immutable objects) with reckless abandon.
Learn from Examples
For a simple JavaFX application which is built using observables, refer to tic-tac-toe.
For a good way to structure a large and complex JavaFX application with FXML based components, refer to the source code for SceneBuilder and SceneBuilderKit. The source code is available in the JavaFX mercurial source tree, just check it out and start learning.
Read up on the JavaFX UI controls architecture. Examine the JavaFX controls source code (e.g. Button and ButtonSkin or ListView and ListViewSkin) to see how concepts such as MVC can be applied using JavaFX structures. Based on that learning, try creating some of your own custom controls using the architecture that the JavaFX controls framework provides. Often, when you are building your own application you don't need to create your own controls (at least ones which derive form JavaFX Control). The JavaFX Controls architecture is specially crafted to support building libraries of reusable controls, so it is not necessarily generally suitable for all purposes; instead it provides a concrete demonstration of one proven way to get certain things done. Adopting and adapting proven solutions goes a long way to ensuring you don't reinvent stuff needlessly and allows you to build on a solid base and learn from the trials of others.
Regarding your Concrete Example
I advise you to go with:
The easiest way to link the "Model" and "View" of my program would simply be to change the "Model" class to have an ObservableList and not an ArrayList
Maybe use a ReadOnlyListWrapper to expose the ObservableList from the MachineMonitor to the outside world, so that nothing can modify it unduly.
Setup some other structure which encapsulates the view (for example a ControlPanel and ControlPanelSkin) and provide it a reference to the read only observable list of MachineMonitors. The ControlPanelSkin can encapsulate a TableView, a graph or whatever visual knobs and widgets you want to use for the user to monitor the machines.
Using such a structure effectively isolates your view from the model. The model really doesn't know anything about the UI at all and ControlPanelSkin implementation could be changed out to a completely different visual representation or technology without changing the core MachineMonitor system at all.
The above just outlines a general approach, you'll need to tweak it for your specific example.
I disagree that using an ObservableList in your "model" class violates MVC separation. An ObservableList is purely data representation; it is part of the model and not part of the view. I (and others) use JavaFX properties and collections in model representations in all tiers of my applications. Among other things in there, I point out how I use JavaFX properties that are (or can be, at least) bound to JSF. (I should mention that not everyone agrees with the approach of using FX properties on the server side; however I don't really see any way to make the argument that they are somehow part of the view.)
Also, if you do
List<MachineMonitor> myNonObservableList = ... ;
ObservableList<MachineMonitor> myObservableList = FXCollections.observableList(myNonObservableList);
myObservableList.add(new MachineMonitor());
the observable list is backed by the non-observable list, so the change occurs in myNonObservableList too. So you can use this approach if you prefer.

when and why do we need to divide a class into many classes?

I am an android beginner developer. Currently, I am developing an application. However, my class is quite large because there are many UI components (to handle onClick, onProgressBarChanged, etc.).
Most of my components are dynamic. So, I have method to create those components.
Now I split some methods for initializing UI components into another class.
At this point, I am trying to think/search for a good reason to split my class into several classes.
Advantage: maintainability, testability, reusability
Disadvantage: reduce runtime performance
I am not sure that there is any advantage or disadvantage that I have missed?
Furthermore, I will divide a class when I find an overlap method
I am not sure that there is another situation when a class must be divided.
First, if you've never looked into refactoring, then I would strongly encourage you to do so. Martin Fowler has some excellent resources to get you started. But, I'm getting slightly ahead of myself.
To begin with, you split out classes to maintain a clear delineation of responsibilities. You can think of the SOLID principle here - each class does one thing, and one thing very clearly.
If you notice that a method, let alone a class, is doing more than one thing, then that is a good time to stop and refactor - that is, take the code you have, and apply a particular, focused refactoring to it to improve readability and flow, while maintaining the same functionality. You're essentially looking for code smells - parts of the code that are suspect, not following a specific contract or methodology, or are legitimate anti-patterns - which are, themselves, practices that developers strive to avoid.
Programs that deal with UI (especially in Java) tend to be pretty verbose. What you should avoid doing is placing any conditional business logic in the UI layer, for ease of separability, testing and clarity. Make use of the Model-View-Controller pattern to understand and abstract away the necessary separations between the UI (Views), and the actual work that's needed to be done (Controllers), while maintaining some semblance of state (Models).
We use OOPs Concept in Android(core java) Application Development. If we split our one class in many class it gives a good sense of maintainability, re-usability, Security and Easy change in Coding during Development.
As for example:- Util class for Database handling, Network Class for Internet connection , Dialog class for different type dialog and so...
This way we can categories our coding and change or re use it any time. So it is good practice to follow the OOPS concept during Development.
Thanks

Two ways to design complex system: Top-down vs Bottom-up

I have a complex system to design.
I have two ways:
Top-down: I will design many interfaces and contracts. Afterwords, I will implement these interfaces, and write a prototype to verify the design.
Bottom-up: I will write code to make the system run. Afterwords, I will extract interfaces and contracts from solid code. The distilled interfaces and contracts is my design. It's rule "make it run, make it right".
What is better way? From my opinion, I will choose Bottom-up. Because Top-down is very difficult, no one can design many interfaces at high abstract level,at least it's hard for me. When I write solid implementation to verify the initial design, there are many unreasonable things which force me to re-design from scratch. While I use Bottom-up, I feel quite "safe", it can run at least.
As others have said, it's usually a mix. On a more practical level, the following approach usually helps:
Start by going ABSTRACT Top-Down. Namely, break the system/design into logical components to solve tasks. But don't design precise finalized interfaces for those components. Proceed recursively till some components you arrive at are of "implementation-possible" size (e.g. are the size of a single function/method/class)
Then, go through the resultant component list Bottom-Up, and start designing first draft of interfaces/contracts.
Then, go through the resultant component list Bottom-Up, and start implementing them. This will allow you to:
Have a working and testable code immediately (no need to wait for underlying components to be implemented to test)
You can synthesize the final version of interfaces/contracts for higher level components based on the needs of the already-completed lower level components.
Except in most trivial designs nothing is ever this simplistic. I find that most designs require a mixture of both methodologies to refine.
In my opinion, top-down design is more natural than bottom-up one. E.g.: when you are designing a system, primarly you define its functionality(design interfaces and contracts), then you specify the entities of the system, implement relations among them and so on... Certainly, top-down design is more difficult than bottom-up one, and it requires experienced developers.
I personally also prefer Bottom up - first because you always forget something when doing top-down and then have to fix that and second because at least in my case I get lots of good ideas for the complete system while designing the single components from bottom.
Greetings,
Lorenz
In the real world is nearly impossibile to use these simplistic methodologies to design systems. You usally have to use both of them in multiple iterations.
But this is a simplistic answer, too.

Splitting objects into their most fundamental parts

Not sure if the title captures what I'm trying to say here.
When designing in OO should I be splitting my objects up into their most specific areas - so if I have a factory object that deals with creating objects but later on i come across a way of creating objects for another purpose even though they may be the same objects is it worth creating a seperate fcatory or just add to the exsiting.
My biggest worry is bulking up classes with tons of stuff, or splitting objects and diluting my projects into a sea of classes.
Any help?
EDIT:
I guess on a side note/sub topic part of me wants to find out the level of granularity you should use in a program. Kind of, how low should you go?
My biggest worry is bulking up classes with tons of stuff, or
splitting objects and diluting my
projects into a sea of classes
This is a very valid point and in any even reasonably sized project, extremely difficult to get right up front especially because realistically, requirements themselves evolve over time in most cases.
This is where "Refactoring" come in. You design based on what you know at any given point and try not too make too many leaps of faith as to what you think the system MAY evolve to.
Given that you know what you are building right now, you design your classes trying to make the best possible use of OO concepts - eg encapsulation / polymorphism. This is itself, like others have noted as well, can be notoriously difficult to achieve and thats where experience, both in designing OO systems as well as knowledge of the domain can really come in handy.
Design based on what you know --> Build It --> Review it --> Refactor it --> Re-design --> and it goes on and on..
Finding the correct level of detail and responsibility is what makes OOP design so difficult. We can help you with a specific case but not with anything this general. If there were algorithms or strict methodologies of how to solve this, everyone could be an OOP designer.
A rule of thumb I like for deciding "is this getting too big now?" is "can I explain the purpose of it concisely?" If you start having to introduce caveats and lots of weasel words to explain the functions of a component of your design (be it class, member variable, method or whatever) it might be a good indicator that it's getting too complex and should be split up.
In your specific case, if you already have a factory object then the DRY Principle (Don't Repeat Yourself) would say that it's a bad idea to create another factory that does the same thing.
Is this an actual problem that you face? Or merely a fear about how your code might grow in the future?
If you are using the same type of object to solve drastically different problems then you may need to redesign the class to focus on seperation of concerns. If you need a more specific answer, you will need to provide an example of a type of class that would need this functionality.
I might have worded things badly in
the Q. I guess I wouldnt be repeating
myself its just more of a case of
where to put the code, it could be
added to an exsiting factory that
creates design objects for exporing
data to excel spreadsheets. On the
other hand I could see it could also
have its own factory for importing
excel data. Both factories would
produce the same objects but the inner
workings are completely different. –
If you aren't doing or plan on doing any class abstraction (subclassing or using interfaces) you may not need to use the factory pattern at all. The factory pattern is generally best suited for supplying objects of a base class type or that implement a specific interface.
Both
factories would produce the same
objects but the inner workings are
completely different.
Not sure if I've understood you correctly, but this sounds like a candidate for the AbstractFactory pattern.

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