How to get common properties from objects of different classes in java - java

I have a Object say Car which has different methods to get Cars of different car makers e.g. Audi, BMW, Merc etc. All these car classes do not have any common interface or abstract classes on them but have some common properties as wheel, brakes etc. Car object has a method to identify which type of maker object should be used to extract properties. Can anyone suggest me a good approach to extract wheels from car object?
public class Car {
public Audi getAudi() { return this.audi; }
public BMW getBMW() { return this.bmw; }
public Merc getMerc() { return this.merc; )
public String getMaker() { return this.maker; }
}
public class Audi {
public Wheel getWheel() { return this.wheel; }
public Brakes getBrakes() { return this.brakes; }
}
public class BMW {
public Wheel getWheel() { return this.wheel; }
public Brakes getBrakes() { return this.brakes; }
}
public class Merc{
public Wheel getWheel() { return this.wheel; }
public Brakes getBrakes() { return this.brakes; }
}

First of all, if all classes have the same (logical) methods, it does have an interface, just not a formal one, so your first task would be to implement a formal Interface which all classes must implement.
Alternatively you can use reflection to get all the methods and parse there names, but this method is cumbersome, and error prone (and horrible if your method signatures are too complex).
Alternatively, you can make your Car class abstract and have abstract methods for GetWheel() , GetBrakes() etc.
Also, it seems like you should use a Factory Pattern to hold your getAudi(), getBMW(), getMerc() methods. Which could either hold a Map of Car instances (if you're using single instances) or return new instances (which can be anonymous Inner classes instead of concrete classes), depending on what you're trying to achieve.

Related

Is it a bad pattern: determine class of interface implementation

I have the interface
interface Car {
enum Type { MITSUBISHI, FORD }
Car.Type getType();
And two of classes implementing the interface
class Mitsubishi implements Car {
#Override
Car.Type getType() { return Car.Type.MITSUBISHI; }
}
class Ford implements Car {
#Override
Car.Type getType() { return Car.Type.FORD; }
}
And use it field like
List<Car> cars = this.cars;
List<Mitsubishi> mitsubishiCars = cars.stream().filter(c -> c.getType().equals(Car.Type.MITSUBISHI)).collect(Collectors.toList());
Question, is this a bad pattern or not? If it is, then why?
Generally speaking, it seems like a bad pattern because the interface Car is not supposed to know who implements it, while containing this enum Type automatically acquires the knowledges of its potential implementations.
This said, it all depends how you think to use the Car.Type.
Most probably, you will want to use the enum values to determine specified actions to perform. For example:
//park the car depending on the type
switch (type) {
case MITSUBISHI:
//park in a certain way
case FORD:
//park in some other way
//...
}
If that's the case, I see at least 2 further problems except for the interface knowing its implementations:
Each time you have a new Car's implementation, you'll need to enrich the enum Type inside the interface Car. It may be annoying
When the values of Type become a lot, whatever flow structure (switch, if blocks etc.) will become huge and hard to maintain.
If that's the case, I'd rather create methods in the interface that handle the action according to the car's type. For example:
interface Car {
void park();
}
class Mitsubishi implements Car {
#Override
public void park() {
//way to park a Mitsubishi
}
}
If instead you simply wanted to use the enum value just to print the type of car at some point (like in a log), then just add a String getType() method in the interface that returns the proper brand:
interface Car {
String getType();
}
class Mitsubishi implements Car {
#Override
public String getType() {
return "Mitsubishi";
}
}
But overall, I wouldn't suggest such approach unless there is not a use you have in mind for Car.Type that you're not sharing (even though I really don't see how else you may want to use an enum except for the 2 cases I listed above).
Post-edit
After seeing how you want to use the enum:
List<Car> cars = this.cars;
List<Mitsubishi> mitsubishiCars = cars.stream()
.filter(c -> c.getType().equals(Car.Type.MITSUBISHI))
.collect(Collectors.toList());
I think you can just define your enum outside the interface, then creating a Type getType() method in the interface and then using it like this:
cars.stream()
.filter(c -> c.getType() == Type.MITSUBISHI)
.collect(Collectors.toList());
(assuming of course that Mitsubishi implementation will return Type.MITSUBISHI on Type getType()).

implement generic class of child classes

I created an Athlete class.
public class Athlete {
private final int id;
private final String name;
private final Country sourceCountry;
public Athlete(int id, String name, Country sourceCountry){
this.id = id;
this.name = name;
this.sourceCountry = sourceCountry;
}
}
then I created the following interfaces and sub classes:
public interface IJumper {
public double jump();
}
public interface IRunner {
public double run();
}
public class Runner extends Athlete implements IRunner {
public Runner(int id, String name, Country sourceCountryCode) {
super(id, name, sourceCountryCode);
}
#Override
public double run() {
return Math.random();
}
}
public class Jumper extends Athlete implements IJumper {
public Jumper(int id, String name, Country sourceCountry) {
super(id, name, sourceCountry);
}
#Override
public double jump() {
return Math.random();
}
}
in addition, I created the following RunnerJumper class to create another type of athlete that can both run and jump:
public class RunnerJumper extends Athlete implements IRunner, IJumper {
public RunnerJumper(int id, String name, Country sourceCountry) {
super(id, name, sourceCountry);
}
#Override
public double jump() {
return Math.random();
}
#Override
public double run() {
return Math.random();
}
}
now, I want to create an Team class. the team should be team of runners or jumpers (team of runners can contain Runner & RunnerJumper and team of Jumpers can contain Jumper & RunnerJumper)
so I want the team to be generic..
in addition the team class should have method like "compete" (
something like: forEach Athlete of Team:
run or jump (depends the type of athlete..)
)
how can I achieve this kind of behaviour?
I tried to create it like this:
public class Team<C extends Athlete> {}
but in this form team of runners cannot contain RunnerJumper..
I also tried to create new interface Competitor:
interface Competitor {}
and have both IRunner & IJumper extend it..
this seems good at first:
public class Team<C extends Competitor> {}
but I don't understand how I can Implement the compete functionality in this form...
It's impossible to do it the way you imagine.
Types - in Java - serve to express guarantees. Things that are 100% certain about a piece of code. If a piece of code gets a Duck, there is 100% guarantee that it is also a Bird and an Animal.
But you cannot express relations like "it's either a Duck or a Bucket". You would need both to extend the same supertype and make sure that the type is only extended by these two; in general it would require multiple inheritance and sealed types.
And you cannot express relations which mix values with types, like "if the numberOfLegs == 8, then the type is Octopus". I have no idea how to call the aparatus required for this, but the structural types in Type Script, I think, can express such constraints. I think that duck typing is a prerequisite.
Coming back to Java: if there's a set of objects which can contain Runners or RunnerJumpers, the only thing that you can guarantee in the Java's type system is that all the objects are Runners. No generics, inheritance etc. can change that.
You can use one of the multitude of patterns to achieve your business goal:
refactor the jumping / running behavior into a separate classes, both implementing Action with a single perform method. Then create an interface with a single method: getActions, called, say, a Player. Then, your Team can iterate over Players, get actions for each one and call their perform method in an inner loop. The implementation of the getAction method can even return a static list of lambdas, so that you can access all your player's attributes from inside. This pattern allows you to keep the list of possible actions open (introducing new actions will not require you to recompile or touch your Team class).
if the list of possible actions is statically known by the Team, you can use the Visitor pattern - let the Team call the player's visit method, and the player can call Team's playerJumps(Jumper j) or playerRuns(Runner r).
Or you can use other mechanisms of the language: reflection and casting (this will also make the list of possible actions static).
What you could do is you could create two Team classes, one for the runners and one for the jumpers, like so:
public interface Team {
public void compete();
}
public class TeamRunners implements Team {
private List<Runner> runners;
private List<RunnerJumper> runnerJumpers;
public Team(List<Runner> runners, List<RunnerJumper> runnerJumpers) {
this.runners = runners;
this.runnerJumpers = runnerJumpers;
}
#Override
public void compete() {
for (Runner runner : runners) {
runner.run();
}
for (RunnerJumper runnerJumper : runnerJumpers) {
runnerJumper.run();
runnerJumper.jump();
}
}
}
public class TeamJumpers implements Team {
private List<Jumper> jumpers;
private List<RunnerJumper> runnerJumpers;
public Team(List<Jumper> jumpers, List<RunnerJumper> runnerJumpers) {
this.jumpers = jumpers;
this.runnerJumpers = runnerJumpers;
}
#Override
public void compete() {
for (Jumper jumper : jumpers) {
jumper.jump();
}
for (RunnerJumper runnerJumper : runnerJumpers) {
runnerJumper.run();
runnerJumper.jump();
}
}
}

I am implementing factory design pattern in java

I am implementing factory design pattern in java where I want to keep one overloaded method in abstract class. Will it violate the factory pattern concept?
Or please suggest whether this is right way to implement Factory design pattern ?
abstract class A{
void meth(int a);
void meth(int a,int b);
}
class Factory{
public static A factoryMethod(int a){
if(a==1){
return new Ob1();
}else{
return new Ob2();
}
}
}
class Ob1 extends A{
void meth(int a){}
void meth(int a,int b){}
}
To implement the Factory Pattern first you need to consider what the Factory will produce. Let's produce Vehicles.
public VehicleFactory {
public Vehicle newVehicle(String type) {
...
}
}
which will produce Vehicles according to the class hierarchy below.
public interface Vehicle {
public List<Door> getDoors();
}
public class Motorcycle implements Vehicle {
public List<Door> getDoors() {
return Collections.<Door>emptyList();
}
}
public class SportsCar implements Vehicle {
public List<Door> getDoors() {
return Collections.<Door>unmodifiableList(Arrays.asList(new Door("driver"), new Door("passenger"));
}
}
public class Hatchback implements Vehicle {
public List<Door> getDoors() {
return Collections.<Door>unmodifiableList(Arrays.asList(new Door("driver"), new Door("passenger"), new Door("back"));
}
}
Then your VehicleFactory method newVehicle(...) might look like
public Vehicle newVehicle(String type) {
if ("motorcycle".equals(type)) { return new Motorcycle(); }
if ("sports car".equals(type)) { return new SportsCar(); }
if ("hatchback".equals(type)) { return new Hatchback(); }
return null;
}
Now the main question is "Why would you want to do this?"
Sometimes you want a nice clean interface for building a lot of
related items. You give the related items an Interface and a Factory
to build them. This allows someone using this part of the software to
simply pull in the Interface class and the ItemFactory. They don't
see the individual details, which simplifies their code.
Since you hid the implementation details of all of the Vehicles in the above code, if you had a programming error (or wanted to add something), you can fix one of the Vehicles (or add a new Vehicle) to the factory and re-release the library (JAR file) containing the VehicleFactory.
You know that other people have been using the VehicleFactory methods, so you don't have to worry about their code breaking at compile time, and unless you were careless, you can also assure that it will work at runtime.
This is not the same as saying that the behavior won't change. The new implementations of Vehicle will be returned back, hopefully with fewer embedded bugs. Also, since they didn't ask for the "new vehicles" you might have added they won't see them, until they call newVehicle("station wagon") or something like that.
Also, you can change how the Vehicles are built up. For example, if you later decide that you don't want a simple "just construct it in one pass" implementation style, you could alter 'newVehicle(...)' like so
public Vehicle newVehicle(String type) {
Chassis chassis;
if ("motorcycle".equals(type)) {
chassis = new TwoWheelChassis();
} else {
chassis = new FourWheelChassis();
}
return new ComponentVehicle(chassis, getDoorCount(type));
}
where ComponentVehicle implements Vehicle and for some reason requires an explicit Chassis object.
--- update seeing the "number of methods" question in the comments ---
A Factory pattern is not really about the number of methods, but about one method having the ability to build an abstract thing out of one or more concrete things.
So in the example above, I could have
public VehicleFactory {
public Vehicle newVehicle(String type) { ... }
public Vehicle newRedVehicle(String type) { ... }
public Vehicle newBlackVehicle(String type) { ... }
}
And they would all be acceptible factory methods with respect to the type of the Vehicle, but they would not be factory oriented methods with respect to the color of the Vehicle.
To get a factory method that could handle Type and Color at the same time, the factory method
public Vehicle newVehicle(String type, String color) { ... }
might be added. Note that sometimes some combinations just don't make any sense, so it might not be worthwhile packing all factory methods down into a single factory method.
Any method in your factory object is not really a factory method unless it has the potential to return back more than one base type of the interface. Likewise it is not a factory method if you have to specify how to build the object outside of the method.
If you need to pass control of how to build a Vehicle to the client of your "it would have been a factory" method while providing some security they used it in a sane manner, you want the Builder pattern. An example of how a Builder Pattern differs can be seen in the client code below
VehicleBuilder builder = new VehicleBuilder();
builder.addDoor("driver");
builder.addDoor("passenger");
builder.paintVehicle("red");
Vehicle vehicle = builder.getVehicle();
Factory pattern is a vague term, no? There are Simple factories, Factory methods, and Abstract factories. I think you're talking about a Simple Factory here. https://www.codeproject.com/Articles/1131770/Factory-Patterns-Simple-Factory-Pattern
Here is an example of Java factory implementation.
Let's say we have a requirement to create multiple currencies support and code should be extensible to accommodate new Currency as well. Here we have made Currency as interface and all currency would be a concrete implementation of Currency interface.
Factory Class will create Currency based upon country and return concrete implementation which will be stored in interface type. This makes code dynamic and extensible.
Here is complete code example of Factory pattern in Java.
The Currency classes:
interface Currency {
String getSymbol();
}
// Concrete Rupee Class code
class Rupee implements Currency {
#Override
public String getSymbol() {
return "Rs";
}
}
// Concrete SGD class Code
class SGDDollar implements Currency {
#Override
public String getSymbol() {
return "SGD";
}
}
// Concrete US Dollar code
class USDollar implements Currency {
#Override
public String getSymbol() {
return "USD";
}
}
The Factory:
// Factory Class code
class CurrencyFactory {
public static Currency createCurrency (String country) {
if (country. equalsIgnoreCase ("India")){
return new Rupee();
}else if(country. equalsIgnoreCase ("Singapore")){
return new SGDDollar();
}else if(country. equalsIgnoreCase ("US")){
return new USDollar();
}
throw new IllegalArgumentException("No such currency");
}
}
// Factory client code
public class Factory {
public static void main(String args[]) {
String country = args[0];
Currency rupee = CurrencyFactory.createCurrency(country);
System.out.println(rupee.getSymbol());
}
}
Check out for more Java Factory pattern examples.

Which contract is satisfied [duplicate]

If I have two interfaces , both quite different in their purposes , but with same method signature , how do I make a class implement both without being forced to write a single method that serves for the both the interfaces and writing some convoluted logic in the method implementation that checks for which type of object the call is being made and invoke proper code ?
In C# , this is overcome by what is called as explicit interface implementation. Is there any equivalent way in Java ?
No, there is no way to implement the same method in two different ways in one class in Java.
That can lead to many confusing situations, which is why Java has disallowed it.
interface ISomething {
void doSomething();
}
interface ISomething2 {
void doSomething();
}
class Impl implements ISomething, ISomething2 {
void doSomething() {} // There can only be one implementation of this method.
}
What you can do is compose a class out of two classes that each implement a different interface. Then that one class will have the behavior of both interfaces.
class CompositeClass {
ISomething class1;
ISomething2 class2;
void doSomething1(){class1.doSomething();}
void doSomething2(){class2.doSomething();}
}
There's no real way to solve this in Java. You could use inner classes as a workaround:
interface Alfa { void m(); }
interface Beta { void m(); }
class AlfaBeta implements Alfa {
private int value;
public void m() { ++value; } // Alfa.m()
public Beta asBeta() {
return new Beta(){
public void m() { --value; } // Beta.m()
};
}
}
Although it doesn't allow for casts from AlfaBeta to Beta, downcasts are generally evil, and if it can be expected that an Alfa instance often has a Beta aspect, too, and for some reason (usually optimization is the only valid reason) you want to be able to convert it to Beta, you could make a sub-interface of Alfa with Beta asBeta() in it.
If you are encountering this problem, it is most likely because you are using inheritance where you should be using delegation. If you need to provide two different, albeit similar, interfaces for the same underlying model of data, then you should use a view to cheaply provide access to the data using some other interface.
To give a concrete example for the latter case, suppose you want to implement both Collection and MyCollection (which does not inherit from Collection and has an incompatible interface). You could provide a Collection getCollectionView() and MyCollection getMyCollectionView() functions which provide a light-weight implementation of Collection and MyCollection, using the same underlying data.
For the former case... suppose you really want an array of integers and an array of strings. Instead of inheriting from both List<Integer> and List<String>, you should have one member of type List<Integer> and another member of type List<String>, and refer to those members, rather than try to inherit from both. Even if you only needed a list of integers, it is better to use composition/delegation over inheritance in this case.
The "classical" Java problem also affects my Android development...
The reason seems to be simple:
More frameworks/libraries you have to use, more easily things can be out of control...
In my case, I have a BootStrapperApp class inherited from android.app.Application,
whereas the same class should also implement a Platform interface of a MVVM framework in order to get integrated.
Method collision occurred on a getString() method, which is announced by both interfaces and should have differenet implementation in different contexts.
The workaround (ugly..IMO) is using an inner class to implement all Platform methods, just because of one minor method signature conflict...in some case, such borrowed method is even not used at all (but affected major design semantics).
I tend to agree C#-style explicit context/namespace indication is helpful.
The only solution that came in my mind is using referece objects to the one you want to implent muliple interfaceces.
eg: supposing you have 2 interfaces to implement
public interface Framework1Interface {
void method(Object o);
}
and
public interface Framework2Interface {
void method(Object o);
}
you can enclose them in to two Facador objects:
public class Facador1 implements Framework1Interface {
private final ObjectToUse reference;
public static Framework1Interface Create(ObjectToUse ref) {
return new Facador1(ref);
}
private Facador1(ObjectToUse refObject) {
this.reference = refObject;
}
#Override
public boolean equals(Object obj) {
if (obj instanceof Framework1Interface) {
return this == obj;
} else if (obj instanceof ObjectToUse) {
return reference == obj;
}
return super.equals(obj);
}
#Override
public void method(Object o) {
reference.methodForFrameWork1(o);
}
}
and
public class Facador2 implements Framework2Interface {
private final ObjectToUse reference;
public static Framework2Interface Create(ObjectToUse ref) {
return new Facador2(ref);
}
private Facador2(ObjectToUse refObject) {
this.reference = refObject;
}
#Override
public boolean equals(Object obj) {
if (obj instanceof Framework2Interface) {
return this == obj;
} else if (obj instanceof ObjectToUse) {
return reference == obj;
}
return super.equals(obj);
}
#Override
public void method(Object o) {
reference.methodForFrameWork2(o);
}
}
In the end the class you wanted should something like
public class ObjectToUse {
private Framework1Interface facFramework1Interface;
private Framework2Interface facFramework2Interface;
public ObjectToUse() {
}
public Framework1Interface getAsFramework1Interface() {
if (facFramework1Interface == null) {
facFramework1Interface = Facador1.Create(this);
}
return facFramework1Interface;
}
public Framework2Interface getAsFramework2Interface() {
if (facFramework2Interface == null) {
facFramework2Interface = Facador2.Create(this);
}
return facFramework2Interface;
}
public void methodForFrameWork1(Object o) {
}
public void methodForFrameWork2(Object o) {
}
}
you can now use the getAs* methods to "expose" your class
You can use an Adapter pattern in order to make these work. Create two adapter for each interface and use that. It should solve the problem.
All well and good when you have total control over all of the code in question and can implement this upfront.
Now imagine you have an existing public class used in many places with a method
public class MyClass{
private String name;
MyClass(String name){
this.name = name;
}
public String getName(){
return name;
}
}
Now you need to pass it into the off the shelf WizzBangProcessor which requires classes to implement the WBPInterface... which also has a getName() method, but instead of your concrete implementation, this interface expects the method to return the name of a type of Wizz Bang Processing.
In C# it would be a trvial
public class MyClass : WBPInterface{
private String name;
String WBPInterface.getName(){
return "MyWizzBangProcessor";
}
MyClass(String name){
this.name = name;
}
public String getName(){
return name;
}
}
In Java Tough you are going to have to identify every point in the existing deployed code base where you need to convert from one interface to the other. Sure the WizzBangProcessor company should have used getWizzBangProcessName(), but they are developers too. In their context getName was fine. Actually, outside of Java, most other OO based languages support this. Java is rare in forcing all interfaces to be implemented with the same method NAME.
Most other languages have a compiler that is more than happy to take an instruction to say "this method in this class which matches the signature of this method in this implemented interface is it's implementation". After all the whole point of defining interfaces is to allow the definition to be abstracted from the implementation. (Don't even get me started on having default methods in Interfaces in Java, let alone default overriding.... because sure, every component designed for a road car should be able to get slammed into a flying car and just work - hey they are both cars... I'm sure the the default functionality of say your sat nav will not be affected with default pitch and roll inputs, because cars only yaw!

Do I really have a car in my garage? [duplicate]

This question already has answers here:
A Base Class pointer can point to a derived class object. Why is the vice-versa not true?
(13 answers)
Closed 8 years ago.
I'm a newbie to Java programming, trying to get the hang of OOP.
So I built this abstract class:
public abstract class Vehicle{....}
and 2 subclasses:
public class Car extends Vehicle{....}
public class Boat extends Vehicle{....}
Car and Boat also hold some unique fields and methods that aren't common (don't have the same name, so I can't define an abstract method for them in Vehicle).
Now in mainClass I have setup my new Garage:
Vehicle[] myGarage= new Vehicle[10];
myGarage[0]=new Car(2,true);
myGarage[1]=new Boat(4,600);
I was very happy with polymorphism until I tried to access one of the fields that are unique to Car, such as:
boolean carIsAutomatic = myGarage[0].auto;
The compiler doesn't accept that. I worked around this issue using casting:
boolean carIsAutomatic = ((Car)myGarage[0]).auto;
That works... but it doesn't help with methods, just fields. Meaning I can't do
(Car)myGarage[0].doSomeCarStuff();
So my question is - what do I really have in my garage? I'm trying to get the intuition as well as understand what's going on "behind the scenes".
for the sake of future readers, a short summary of the answers below:
Yes, there's a Car in myGarage[]
Being a static typed language, the Java compiler will not lend access to methods/fields that are non-"Vehicle", if accessing those through a data structure based on the Vehicle super class( such as Vehicle myGarage[])
As for how to solve, there are 2 main approaches below:
Use type casting, which will ease the compiler's concerns and leave any errors in the design to run time
The fact that I need casting says the design is flawed. If I need access to non-Vehicle capabilities then I shouldn't be storing the Cars and Boats in a Vehicle based data structure. Either make all those capabilities belong to Vehicle, or use more specific (derived) type based structures
In many cases, composition and/or interfaces would be a better alternative to inheritance. Probably the subject of my next question...
Plus many other good insights down there, if one does have the time to browse through the answers.
If you need to make the difference between Car and Boat in your garage, then you should store them in distinct structures.
For instance:
public class Garage {
private List<Car> cars;
private List<Boat> boats;
}
Then you can define methods that are specific on boats or specific on cars.
Why have polymorphism then?
Let's say Vehicle is like:
public abstract class Vehicle {
protected int price;
public getPrice() { return price; }
public abstract int getPriceAfterYears(int years);
}
Every Vehicle has a price so it can be put inside the Vehicle abstract class.
Yet, the formula determining the price after n years depends on the vehicle, so it left to the implementing class to define it. For instance:
public Car extends Vehicle {
// car specific
private boolean automatic;
#Override
public getPriceAfterYears(int years) {
// losing 1000$ every year
return Math.max(0, this.price - (years * 1000));
}
}
The Boat class may have an other definition for getPriceAfterYears and specific attributes and methods.
So now back in the Garage class, you can define:
// car specific
public int numberOfAutomaticCars() {
int s = 0;
for(Car car : cars) {
if(car.isAutomatic()) {
s++;
}
}
return s;
}
public List<Vehicle> getVehicles() {
List<Vehicle> v = new ArrayList<>(); // init with sum
v.addAll(cars);
v.addAll(boats);
return v;
}
// all vehicles method
public getAveragePriceAfterYears(int years) {
List<Vehicle> vehicules = getVehicles();
int s = 0;
for(Vehicle v : vehicules) {
// call the implementation of the actual type!
s += v.getPriceAfterYears(years);
}
return s / vehicules.size();
}
The interest of polymorphism is to be able to call getPriceAfterYears on a Vehicle without caring about the implementation.
Usually, downcasting is a sign of a flawed design: do not store your vehicles all together if you need to differenciate their actual type.
Note: of course the design here can be easily improved. It is just an example to demonstrate the points.
To answer your question you can find out what exactly is in your garage you do the following:
Vehicle v = myGarage[0];
if (v instanceof Car) {
// This vehicle is a car
((Car)v).doSomeCarStuff();
} else if(v instanceof Boat){
// This vehicle is a boat
((Boat)v).doSomeBoatStuff();
}
UPDATE: As you can read from the comments below, this method is okay for simple solutions but it is not good practice, particularly if you have a huge number of vehicles in your garage. So use it only if you know the garage will stay small. If that's not the case, search for "Avoiding instanceof" on stack overflow, there are multiple ways to do it.
If you operate on the base type, you can only access public methods and fields of it.
If you want to access the extended type, but have a field of the base type where it's stored (as in your case), you first have to cast it and then you can access it:
Car car = (Car)myGarage[0];
car.doSomeCarStuff();
Or shorter without temp field:
((Car)myGarage[0]).doSomeCarStuff();
Since you are using Vehicle objects, you can only call methods from the base class on them without casting. So for your garage it may be advisable to distinguish the objects in different arrays - or better lists - an array is often not a good idea, since it's far less flexible in handling than a Collection-based class.
You defined that your garage will store vehicles, so you do not care what type of vehicles you have. The vehicles have common features like engine, wheel, behavior like moving.
The actual representation of these features might be different, but at abstract layer are the same.
You used abstract class which means that some attributes, behaviors are exactly the same by both vehicle. If you want to express that your vehicles have common abstract features then use interface like moving might mean different by car and boat. Both can get from point A to point B, but in a different way (on wheel or on water - so the implementation will be different)
So you have vehicles in the garage which behave the same way and you do not car about the specific features of them.
To answer the comment:
Interface means a contract which describes how to communicate with the outer world. In the contract you define that your vehicle can move, can be steered, but you do not describe how it will actually work, it is described in the implementation.By abstract class you might have functions where you share some implementation, but you also have function which you do not know how it will be implemented.
One example of using abstract class:
abstract class Vehicle {
protected abstract void identifyWhereIAm();
protected abstract void startEngine();
protected abstract void driveUntilIArriveHome();
protected abstract void stopEngine();
public void navigateToHome() {
identifyWhereIAm();
startEngine();
driveUntilIArriveHome();
stopEngine();
}
}
You will use the same steps by each vehicle, but the implementation of the steps will differ by vehicle type. Car might use GPS, boat might use sonar to identify where it is.
I'm a newbie to Java programming, trying to get the hang of OOP.
Just my 2 cents — I will try to make it short as many interesting things have already been said. But, in fact, there is two questions here. One about "OOP" and one about how it is implemented in Java.
First of all, yes, you have a car in your garage. So your assumptions are right. But, Java is a statically typed language. And the type system in the compiler can only "know" the type of your various object by their corresponding declaration. Not by their usage. If you have an array of Vehicle, the compiler only knows that. So it will check that you only perform operation allowed on any Vehicle. (In other words, methods and attributes visible in the Vehicle declaration).
You can explain to the compiler that "you in fact know this Vehicle is a Car", by using an explicit cast (Car). the compiler will believe you -- even if in Java there is a check at run-time, that might lead to a ClassCastException that prevent further damages if you lied (other language like C++ won't check at run-time - you have to know what you do)
Finally, if you really need, you might rely of run-time type identification (i.e.: instanceof) to check the "real" type of an object before attempting to cast it. But this is mostly considered as a bad practice in Java.
As I said, this is the Java way of implementing OOP. There is whole different class family of languages broadly known as "dynamic languages", that only check at run-time if an operation is allowed on an object or not. With those languages, you don't need to "move up" all the common methods to some (possibly abstract) base class to satisfy the type system. This is called duck typing.
You asked your butler:
Jeeves, remember my garage on the Isle of Java? Go check whether the first vehicle parked there is automatic.
and lazy Jeeves said:
but sir, what if it's a vehicle that can't be automatic or non-automatic?
That's all.
Ok, that's not really all since reality is more duck-typed than statically typed. That's why I said Jeeves is lazy.
Your problem here is at a more fundamental level: you built Vehicle in such a way that Garage needs to know more about its objects than the Vehicle interface gives away. You should try and build the Vehicle class from the Garage perspective (and in general from the perspective of everything that's going to use Vehicle): what kind of things do they need to do with their vehicles? How can I make those things possible with my methods?
For example, from your example:
bool carIsAutomatic = myGarage[0].auto;
Your garage want to know about a vehicle's engine for... reasons? Anyway, there is no need for this to be just exposed by Car. You can still expose an unimplemented isAutomatic() method in Vehicle, then implement it as return True in Boat and return this.auto in Car.
It would be even better to have a three-valued EngineType enum (HAS_NO_GEARS, HAS_GEARS_AUTO_SHIFT, HAS_GEARS_MANUAL_SHIFT), which would let your code reason on the actual characteristics of a generic Vehicle cleanly and accurately. (You'd need this distinction to handle motorbikes, anyway.)
You garage contains Vehicles, so the compiler static control view that you have a Vehicle and as .auto is a Car field you can't access it, dynamically it is a Car so the cast don't create some problem, if it will be a Boat and you try to make cast to Car will rise an exception on runtime.
This is a good place for application of the Visitor design pattern.
The beauty of this pattern is you can call unrelated code on different subclasses of a superclass without having to do weird casts everywhere or putting tons of unrelated methods into the superclass.
This works by creating a Visitor object and allowing our Vehicle class to accept() the visitor.
You can also create many types of Visitor and call unrelated code using the same methods, just a different Visitor implementation, which makes this design pattern very powerful when creating clean classes.
A demo for example:
public class VisitorDemo {
// We'll use this to mark a class visitable.
public static interface Visitable {
void accept(Visitor visitor);
}
// This is the visitor
public static interface Visitor {
void visit(Boat boat);
void visit(Car car);
}
// Abstract
public static abstract class Vehicle implements Visitable {
// NO OTHER RANDOM ABSTRACT METHODS!
}
// Concrete
public static class Car extends Vehicle {
public void doCarStuff() {
System.out.println("Doing car stuff");
}
#Override
public void accept(Visitor visitor) {
visitor.visit(this);
}
}
// Concrete
public static class Boat extends Vehicle {
public void doBoatStuff() {
System.out.println("Doing boat stuff");
}
#Override
public void accept(Visitor visitor) {
visitor.visit(this);
}
}
// Concrete visitor
public static class StuffVisitor implements Visitor {
#Override
public void visit(Boat boat) {
boat.doBoatStuff();
}
#Override
public void visit(Car car) {
car.doCarStuff();
}
}
public static void main(String[] args) {
// Create our garage
Vehicle[] garage = {
new Boat(),
new Car(),
new Car(),
new Boat(),
new Car()
};
// Create our visitor
Visitor visitor = new StuffVisitor();
// Visit each item in our garage in turn
for (Vehicle v : garage) {
v.accept(visitor);
}
}
}
As you can see, StuffVisitor allows you to call different code on Boat or Car depending on which implementation of visit is called. You can also create other implementations of the Visitor to call different code with the same .visit() pattern.
Also notice that using this method, there is no use of instanceof or any hacky class checking. The only duplicated code between classes is the method void accept(Visitor).
If you want to support 3 types of concrete subclasses for example, you can just add that implementation into the Visitor interface too.
I'm really just pooling the ideas of the others here (and I'm not a Java guy, so this is pseudo rather than actual) but, in this contrived example, I would abstract my car checking approach into a dedicated class, that only knows about cars and only cares about cars when looking at garages:
abstract class Vehicle {
public abstract string getDescription() ;
}
class Transmission {
public Transmission(bool isAutomatic) {
this.isAutomatic = isAutomatic;
}
private bool isAutomatic;
public bool getIsAutomatic() { return isAutomatic; }
}
class Car extends Vehicle {
#Override
public string getDescription() {
return "a car";
}
private Transmission transmission;
public Transmission getTransmission() {
return transmission;
}
}
class Boat extends Vehicle {
#Override
public string getDescription() {
return "a boat";
}
}
public enum InspectionBoolean {
FALSE, TRUE, UNSUPPORTED
}
public class CarInspector {
public bool isCar(Vehicle v) {
return (v instanceof Car);
}
public bool isAutomatic(Car car) {
Transmission t = car.getTransmission();
return t.getIsAutomatic();
}
public bool isAutomatic(Vehicle vehicle) {
if (!isCar(vehicle)) throw new UnsupportedVehicleException();
return isAutomatic((Car)vehicle);
}
public InspectionBoolean isAutomatic(Vehicle[] garage, int bay) {
if (!isCar(garage[bay])) return InspectionBoolean.UNSUPPORTED;
return isAutomatic(garage[bay])
? InspectionBoolean.TRUE
: InspectionBoolean.FALSE;
}
}
Point is, you've already decided you only care about cars when you ask about the car's transmission. So just ask the CarInspector. Thanks to the tri-state Enum, you can now know whether it is automatic or even if it is not a car.
Of course, you'll need different VehicleInspectors for each vehicle you care about. And you have just pushed the problem of which VehicleInspector to instantiate up the chain.
So instead, you might want to look at interfaces.
Abstract getTransmission out to an interface (e.g. HasTransmission). That way, you can check if a vehicle has a transmission, or write an TransmissionInspector:
abstract class Vehicle { }
class Transmission {
public Transmission(bool isAutomatic) {
this.isAutomatic = isAutomatic;
}
private bool isAutomatic;
public bool getIsAutomatic() { return isAutomatic; }
}
interface HasTransmission {
Transmission getTransmission();
}
class Car extends Vehicle, HasTransmission {
private Transmission transmission;
#Override
public Transmission getTransmission() {
return transmission;
}
}
class Bus extends Vehicle, HasTransmission {
private Transmission transmission;
#Override
public Transmission getTransmission() {
return transmission;
}
}
class Boat extends Vehicle { }
enum InspectionBoolean {
FALSE, TRUE, UNSUPPORTED
}
class TransmissionInspector {
public bool hasTransmission(Vehicle v) {
return (v instanceof HasTransmission);
}
public bool isAutomatic(HasTransmission h) {
Transmission t = h.getTransmission();
return t.getIsAutomatic();
}
public bool isAutomatic(Vehicle v) {
if (!hasTranmission(v)) throw new UnsupportedVehicleException();
return isAutomatic((HasTransmission)v);
}
public InspectionBoolean isAutomatic(Vehicle[] garage, int bay) {
if (!hasTranmission(garage[bay])) return InspectionBoolean.UNSUPPORTED;
return isAutomatic(garage[bay])
? InspectionBoolean.TRUE
: InspectionBoolean.FALSE;
}
}
Now you are saying, you only about transmission, regardless of Vehicle, so can ask the TransmissionInspector. Both the bus and the car can be inspected by the TransmissionInspector, but it can only ask about the transmission.
Now, you might decide that boolean values are not all you care about. At that point, you might prefer to use a generic Supported type, that exposes both the supported state and the value:
class Supported<T> {
private bool supported = false;
private T value;
public Supported() { }
public Supported(T value) {
this.isSupported = true;
this.value = value;
}
public bool isSupported() { return supported; }
public T getValue() {
if (!supported) throw new NotSupportedException();
return value;
}
}
Now your Inspector might be defined as:
class TransmissionInspector {
public Supported<bool> isAutomatic(Vehicle[] garage, int bay) {
if (!hasTranmission(garage[bay])) return new Supported<bool>();
return new Supported<bool>(isAutomatic(garage[bay]));
}
public Supported<int> getGearCount(Vehicle[] garage, int bay) {
if (!hasTranmission(garage[bay])) return new Supported<int>();
return new Supported<int>(getGearCount(garage[bay]));
}
}
As I've said, I'm not a Java guy, so some of the syntax above may be wrong, but the concepts should hold. Nevertheless, don't run the above anywhere important without testing it first.
If you are on Java, could use reflections to check if a function is available and execute it, too
Create Vehicle level fields that will help make each individual Vehicle more distinct.
public abstract class Vehicle {
public final boolean isCar;
public final boolean isBoat;
public Vehicle (boolean isCar, boolean isBoat) {
this.isCar = isCar;
this.isBoat = isBoat;
}
}
Set the Vehicle level fields in the inheriting class to the appropriate value.
public class Car extends Vehicle {
public Car (...) {
super(true, false);
...
}
}
public class Boat extends Vehicle {
public Boat (...) {
super(false, true);
...
}
}
Implement using the Vehicle level fields to properly decipher the vehicle type.
boolean carIsAutomatic = false;
if (myGarage[0].isCar) {
Car car = (Car) myGarage[0];
car.carMethod();
carIsAutomatic = car.auto;
}
else if (myGarage[0].isBoat) {
Boat boat = (Boat) myGarage[0];
boat.boatMethod();
}
Since your telling your compiler that everything in your garage is a Vehicle, your stuck with the Vehicle class level methods and fields. If you want to properly decipher the Vehicle type, then you should set some class level fields e.g. isCar and isBoat that will give you the programmer a better understanding of what type of Vehicle you are using.
Java is a type safe language so its best to always type check before handling data that has been casted like your Boats and Cars.
Modeling objects you want to present in a program (in order to solve some problem) is one thing, coding is another story. In your code, I think essentially it's inappropriate to model a garage using array. Arrays shouldn't be often considered as objects, although they do appear to be, usually for the sake of self-contained-ness sort of integrity of a language and providing some familiarity, but array as a type is really just a computer-specific thing, IMHO, especially in Java, where you can't extend arrays.
I understand that correctly modeling a class to represent a garage won't help answer your "cars in a garage" question; just a piece of advice.
Head back to the code. Other than getting some hang to OOP, a few questions would be helpful creating a scene hence to better understand the problem you want to resolve (assuming there is one, not just "getting some hang"):
Who or what wants to understand carIsAutomatic?
Given carIsAutomatic, who or what would perform doSomeCarStuff?
It might be some inspector, or someone who knows only how to drive auto-transmission cars, etc., but from the garage's perspective, all it knows is it holds some vehicle, therefore (in this model) it is the responsibility of this inspector or driver to tell if it's a car or a boat; at this moment, you may want to start creating another bunch of classes to represent similar types of *actor*s in the scene. Depends on the problem to be resolved, if you really have to, you can model the garage to be a super intelligent system so it behaves like a vending machine, instead of a regular garage, that has a button says "Car" and another says "Boat", so that people can push the button to get a car or a boat as they want, which in turn makes this super intelligent garage responsible for telling what (a car or a boat) should be presented to its users; to follow this improvisation, the garage may require some bookkeeping when it accepts a vehicle, someone may have to provide the information, etc., all these responsibilities go beyond a simple Main class.
Having said this much, certainly I understand all the troubles, along with the boilerplates, to code an OO program, especially when the problem it tries to resolve is very simple, but OO is indeed a feasible way to resolve many other problems. From my experience, with some input providing use cases, people start to design scenes how objects would interact with each other, categorize them into classes (as well as interfaces in Java), then use something like your Main class to bootstrap the world.

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