Stub an interface - java

I have to build against an interface. To test I need to override 3 methods of an interface.
I searched for examples but wasn't able to find something that works and is well explained. I don't have a preference regarding a Mocking Framework, just suggest what suits my use case the best.
I need to stub this functionality and do not want to have 400 lines of unused overrides.
public class StubInventory implements Inventory
{
private final ItemStack[] contents;
public StubInventory (int size)
{
contents = new ItemStack[size];
}
#Override
public void setItem (int index, ItemStack item)
{
contents[index] = item;
}
#Override
public ItemStack getItem (int index)
{
return contents[index];
}
#Override
public void clear ()
{
Arrays.fill(contents, null);
}
//<-- Insert 400 lines of unused #Override's here
}
Update:
The getters and especially the setters are used by my code and have to work. The values are not predefined. The values will be set by my code and my test code will verify the result.
mockInventory = mock(Inventory.class);
//Not "nice" but will probably work
for (int i = 0; i < size * 9; i++)
when(mockInventory.getItem(i)).thenReturn(contents[i]);
//This is where the problem is. I need to take item (ItemStack)
// and set it in my stubbed class. Basically I need to access the parameter.
for (int i = 0; i < size * 9; i++)
when(mockInventory.setItem(i, item)).then(contents[i] = item);

Try Mockito. It is really stable and convenient for most cases. For example, you could write:
Inventory inventory = Mockito.mock(Inventory.class);
Mockito.when(inventory.getItem(Mockito.any())).thenReturn(somePresetItemStack);
You should use static import on Mockito.* methods for better readability:
import static org.Mockito.*;

You can easily do this with mockito. Have a look at the examples. What you want to do is a basic mocking job.

Related

Java ArrayList trying to check if object with this name exists

I'm having a bit of trouble in my head trying to solve this:
I'm working on a "rankList", an arrayList made of "Score". Score it's the object that has the following atributes: name,wins,loses,draws. My class Ranking has an ArrayList of Score objects. To create a new Score object I just use the name (and set the rest to 0 since it's new). However I'm trying to check if the player's name it's already in rankList I don't have to create new but sum a win or lose or draw.
I have been reading arround that I have to override equals then others say I have to override contains... It's getting a big mess in my head. My fastest solution would be to write an "for" that goes arround the arrayList and use the getName().equals("name"); however this is getting too messi in my code. I have checkPlayer (if the palyer is in the list):
public boolean checkPlayer(String playerName) {
for (int i = 0; i < this.rankList.size(); i++) {
if (this.rankList.get(i).getName().equals(playerName)) {
return true;
}
}
return false;
}
then if I want to incrase the wins i have this :
public void incraseWins(String playerName) {
if (checkPlayer(playerName)) {
for (int i = 0; i < this.rankList.size(); i++) {
if (this.rankList.get(i).getName().equals(playerName)) {
this.rankList.get(i).setWins(this.rankList.get(i).getWins() + 1);
break;
}
}
} else {
createPlayer(playerName);
//more for to get to the player i'm looking for...
for (int i = 0; i < this.rankList.size(); i++) {
if (this.rankList.get(i).getName().equals(playerName)) {
this.rankList.get(i).setWins(this.rankList.get(i).getWins() + 1);
break;
}
}
}
So i guess there is a better way to do this... :/
ArrayList is not the right data structure here. To check if an element exists in the array you are searching the entire arraylist. Which means it's O(N).
To keep an array list is sorted order and do a binary search on it would definitely be faster as suggested in the comments. But that wouldn't solve all your problems either because insert into the middle would be slow. Please see this Q&A: When to use LinkedList over ArrayList?
One suggestion is to use a Map. You would then be storing player name, player object pairs. This would give you very quick look ups. Worst case is O(log N) i believe.
It's also worth mentioning that you would probably need to make a permanent record of these scores eventually. If so an indexed RDBMS would give you much better performance and make your code a lot simpler.
Try using a hashtable with a key, it would be much more efficient!
e..Why not using map<>.
a binary search is good idea if you must use List,code like this
List<Method> a= new ArrayList<>();
//some method data add...
int index = Collections.binarySearch(a, m);
Method f = a.get(index);
and class method is impl of Comparable,then override compareTo() method
public class Method implements Comparable<Method>{
........
#Override
public int compareTo(Method o) {
return this.methodName.compareTo(o.getMethodName());
}
if you don't want use binsearch,CollectionUtils in commons can help you
CollectionUtils.find(a, new Predicate() {
#Override
public boolean evaluate(Object object) {
return ((Method)object).getMethodName().equals("aaa");
}
});
in fact CollectionUtils.find is also a 'for'
for (Iterator iter = collection.iterator(); iter.hasNext();) {
Object item = iter.next();
if (predicate.evaluate(item)) {
return item;
}
}

How to set the initial centroids of KMColourSegmenter in OpenIMAJ library?

I want to measure the time that KMColourSegmenter, in OpenIMAJ library, takes to perform the clustering.
If I didn't make the initial centroids fixed, rather than random, I can't make the measure the performance; because it will change every time, give different number of iterations , and vary in time to execute the clustering.
So how to make the initial centroids fixed i.e. setting them manually?
Update:
#Jon Thanks for the answer, I am trying to implement what you said. Could you check it, especially the "clusters" array I think this array doesn't make sense to initialize. Please, correct me if I am wrong.
public class MyFloatKMeansInit extends FloatKMeansInit{
#Override
public void initKMeans(DataSource<float[]> bds, float[][] clusters) throws IOException {
// TODO Auto-generated method stub
for (int i = 0; i < bds.size(); i++) {
for (int j = 0; j < bds.getData(i).length; j++) {
clusters[i][j]=bds.getData(i)[j];
}
}
}
}
public class MyKMColourSegmenter extends KMColourSegmenter{
public MyKMColourSegmenter(FloatArrayBackedDataSource bds, ColourSpace colourSpace, int K) throws IOException {
super(colourSpace, K);
MyFloatKMeansInit myFloatKMeansInit = new MyFloatKMeansInit();
float[][] clusters = new float[K][];//#######I think there is something wrong here
myFloatKMeansInit.initKMeans(bds, clusters);
this.kmeans.setInit(myFloatKMeansInit);
// TODO Auto-generated constructor stub
}
}
You'll have to implement this yourself; create a subclass of KMColourSegmenter and create a constructor that takes in the centroids, as well as any parameters needed by your choice of constructor in the KMColourSegmenter super class. Then in your constructor, after the call to super, use the this.kmeans.setInit() method to set a initialisation to use you predefined centroids. You'll need to implement a custom FloatKMeansInit subclass that lets you set the centroids externally, but this should be trivial as it only requires implementing a single method.
Update in response to amended question:
You shouldn't call initKMeans directly; that happens behind the scenes when you run the algorithm. You also need to populate the centroids array with the centroids initial centroids you want rather than from the bds. For example (untested):
public class MyFloatKMeansInit extends FloatKMeansInit{
private float [][] mycentroids;
public MyFloatKMeansInit(float [][] mycentroids) {//modifying data type here
this.mycentroids = mycentroids;
}
#Override
public void initKMeans(DataSource<float[]> bds, float[][] clusters) throws IOException {
for (int i = 0; i < mycentroids.length; i++) {
for (int j = 0; j < mycentroids[i].length; j++) {
clusters[i][j]=mycentroids[i][j]; //could use arraycopy instead
}
}
}
}
public class MyKMColourSegmenter extends KMColourSegmenter{
public MyKMColourSegmenter(ColourSpace colourSpace, float[][] mycentroids) throws IOException {
super(colourSpace, mycentroids.length);
MyFloatKMeansInit myFloatKMeansInit = new MyFloatKMeansInit(mycentroids);
this.kmeans.setInit(myFloatKMeansInit);
}
}

Simplifying a method in java

I'm trying to create a simple method which I have below:
public void analyzeWithAnalytics(String data) {
for (int i = 0; i < VALUE; i++) {
if (data.equals("action1")) {
// call a method on a value
}
if (data.equals("action2")) {
// call a different method on a value
}
}
This is only a small snippet (I took a lot out of my code), but essentially I want to be able to call a specific method without testing multiple lines in my for loop for which method to call.
Is there a way for me to decide what value to call by declaring a variable at the very beginning, instead of doing so many 'if statement' tests?
OK, I have an ArrayList inside my class:
private List<Value> values;
The value object has 2 fields time and speed.
Depending on the string I pass (time or speed), I want to be able to call the specific method for that field without doing multiple string comparisons on what method I passed.
For example, I want to be able to call getSpeed() or getTime() without doing a string comparison each time I want to call it.
I just want to test it once.
Another one:
enum Action {
SPEED {
public void doSomething() {
// code
}
},
TIME {
public void doSomething() {
// code
}
};
public abstract void doSomething();
}
public void analyzeWithAnalytics(Action data) {
for (int i = 0; i < VALUE; i++) {
data.doSomething();
}
}
You can have a Map which maps the names (action1, action2, ...) to classes which common parent and one method. And make call as following:
map.getClass("action1").executeMethod();
Map<String, MethodClass> theMap = new Map<>();
interface MethodClass {
executeMethod();
}
and children:
class MethodClass1 implements MethodClass{...}
class MethodClass2 implements MethodClass{...}
Your goal is not really clear from your question. Do you want to:
avoid typing the many cases?
gain code readability?
improve performance?
In case you're after performance, don't optimize prematurely! Meaning, don't assume that this will be important for performance without checking that out first (preferably by profiling). Instead focus on readability and perhaps laziness. ;)
Anyway, you can avoid the many tests inside by simply checking data outside of the loop. But than you'd have to copy/paste the loop code several times. Doesn't make the method more beautiful...
I would also recommend using case instead of if. It improves readability a lot and also gives you a little performance. Especially since your original code didn't use if - elseif - ... which means all conditions are checked even after the first was true.
Do I get this right? data will not be changed in the loop? Then do this:
public void analyzeWithAnalytics(String data) {
if (data.equals("action1")) {
for (int i = 0; i < VALUE; i++) {
// call a method on a value
}
} else if (data.equals("action2")) {
for (int i = 0; i < VALUE; i++) {
// call a different method on a value
}
}
}
You can also switch on strings (Java 7) if you don't like ìf...
You could try something like this, it would reduce the amount of typing for sure:
public void analyzeWithAnalytics(String data) {
for (int i = 0; i < VALUE; i++) {
switch(data) {
case "action1": doSomething(); break;
case "action2": doSomething(); break;
}
}
}

Having trouble understanding how to maintain state using classes

I'm new to using OOP, I typically just put all my code in a single class and use methods. But I want to maintain state information and think classes are the best fit but I'm having trouble wrapping my head around it.
Say I have a list of items and I want to stop when the total sum of all previous items in the list equals X(in this case 10 so it takes item 1 + 2, then 2+3.etc..until it hits the threshold 10), I can use a method to calculate it but it involves me doing the entire process all over again when all I really need to do is increment by the last item and then see if my data exceeds the threshold. Here's my code so far but I know its not good because although it works its really just using the class as an independent method and recalculating on every loop. My goal is to,using this structure, reduce loops if not necessary to check thresholds.
Any suggestions?
Code:
public class LearningClassesCounter {
public static void main(String[] args) {
int[] list = new int[]{1,2,3,4,5,6,7,8,9,10};
int[] data_list = new int[list.length];
for (int current_location = 0; current_location<list.length;current_location++) {
//can only put commands in here. Nothing above.
Counter checker = new Counter(data_list);
System.out.println(checker.check_data(current_location));
for (int i =0; i<100; i++){
if (checker.check_data(current_location) == false) {
break;
}
data_list[current_location] = (list[current_location]+1); //this is just a random function, it could be any math function I just put it in here to show that some work is being done.
}
}
//its done now lets print the results
for (Integer item : data_list) {
System.out.println(item);
}
}
}
class Counter {
private int[] data_list;
private int total_so_far;
// create a new counter with the given parameters
public Counter(int[] data_list) {
this.data_list = data_list;
this.total_so_far = 0;
}
public boolean check_data(int current_location) {
// TODO Auto-generated method stub
int total_so_far = 0;
//System.out.println(total_so_far);
for (int item : data_list) {
total_so_far = item + total_so_far;
if (total_so_far >= 10) {
break;
}
}
if (total_so_far>=10) {
return false;
} else {
return true;
}
}
}
I don't need anyone to fix my code or anything(I want to do it myself, the code is just to give an idea of what I'm doing). I'm more interested in the flaw in my logic and maybe a way for me to better think about designing classes so I can apply them to my own situations better.
So the solution is that you do not update the data_list directly. Instead have a setter method in the Counter class that takes the index and value to update. It updates the value in the array and also updates a count value.
Something like this:
class Counter{
private final int[] list;
private count = 0;
private final maxCount = 10;
public Counter(int[] list){
this.list = list;
}
public boolean updateValueAndCheckPastMax(int index, int value){
list[index] = value;
count += value;
return count >= maxCount;
}
}
You are way over thinking this, and a counter class is not really necessary in this case.
I'm also interested as to why you'd be doing this line:
data_list[current_location] = (list[current_location]+1);
Do you want your data_list to be the same as list, but each value is incremented by 1?
If you are merely trying to return a sub-array of the values that are < 10, i would suggest just doing this in a for loop, and using an int as a counter.

Is it possible to loop setters and getters?

I'm fairly confident that there's no way this could work, but I wanted to ask anyway just in case I'm wrong:
I've heard many times that whenever you have a certain number of lines of very similar code in one batch, you should always loop through them.
So say I have something like the following.
setPos1(getCard1());
setPos2(getCard2());
setPos3(getCard3());
setPos4(getCard4());
setPos5(getCard5());
setPos6(getCard6());
setPos7(getCard7());
setPos8(getCard8());
setPos9(getCard9());
setPos10(getCard10());
setPos11(getCard11());
setPos12(getCard12());
There is no way to cut down on lines of code as, e.g., below, right?
for (i = 0; i < 12; i++) {
setPos + i(getCard + i)());
}
I'm sure this will have been asked before somewhere, but neither Google nor SO Search turned up with a negative proof.
Thanks for quickly confirming this!
No way to do that specifically in Java without reflection, and I don't think it would be worth it. This looks more like a cue that you should refactor your getcard function to take an integer argument. Then you could loop.
This is a simple snippet that shows how to loop through the getters of a certain object to check if the returned values are null, using reflection:
for (Method m : myObj.getClass().getMethods()) {
// The getter should start with "get"
// I ignore getClass() method because it never returns null
if (m.getName().startsWith("get") && !m.getName().equals("getClass")) {
// These getters have no arguments
if (m.invoke(myObj) == null) {
// Do something
}
}
}
Like the others stated, probably it's not an elegant implementation. It's just for the sake of completeness.
You could do it via reflection, but it would be cumbersome. A better approach might be to make generic setPos() and getCard() methods into which you could pass the index of the current item.
You need to ditch the getter/setter pairs, and use a List to store your objects rather then trying to stuff everything into one God object.
Here's a contrived example:
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
public class Foo {
public static class Card {
int val;
public Card(int val) {
this.val = val;
}
public int getVal() {
return val;
}
}
public static class Position {
int value;
public Position(Card card) {
this.value = card.getVal();
}
}
public static void main(String[] args) {
List<Card> cards = new ArrayList<Card>(Arrays.asList(new Card(1), new Card(2), new Card(3)));
List<Position> positions = new ArrayList<Position>();
for (Card card : cards) {
positions.add(new Position(card));
}
}
}
You can't dynamically construct a method name and then invoke it (without reflection). Even with reflection it would be a bit brittle.
One option is to lump all those operations into one method like setAllPositions and just call that method.
Alternatively, you could have an array of positions, and then just loop over the array, setting the value at each index.
Card[] cardsAtPosition = new Card[12];
and then something like
public void setCardsAtEachPosition(Card[] valuesToSet) {
// check to make sure valuesToSet has the required number of cards
for (i = 0; i < cardsAtPosition.length; i++) {
cardsAtPosition[i] = valuesToSet[i];
}
}
Reflection would be your only option for your example case.

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