Stack Trace Logger - java

I need to write a parent Java class that classes using recursion can extend. The parent class will be be able to realize whenever the call stack changes ( you enter a method, temporarily leave it to go to another method call, or you are are finsihed with the method ) and then print it out. I want it to print on the console, but clear the console as well every time so it shows the stack horizantaly so you can see the height of each stack to see what popped off and what popped on... Also print out if a baseline was reached for recursive functions.
First. How can I using the StackTraceElements and Thread classes to detect automatically whenever the stack has popped or pushed an element on without calling it manually?
Second, how would I do the clearing thing?
For instance , if I had the code:
public class recursion(int i)
{
private static void recursion(int i)
{
if(i < 10)
System.out.println('A');
else
{
recursion(i / 10 );
System.out.println('B');
}
}
public static void main(String[] argv)
{
recursion(102);
}
}
It would need to print out the stack when entering main(), when entering recursion(102) from main(), when it enters recursion(102 / 10), which is recursion(10), from recursion(102), when it enters recursion(10 / 10), which is recursion(1) from recursion(10). Print out a message out when it reaches the baseline recursion(1).. then print out the stacks of reversed revisitation of function recursion(10), recursion(102) and main(). finally print out we are exiting main().

Thread class allows managing OS threads, it does not have anything to do with the call-stack. StackTraceElement represents a stack-frame but you need a StackTrace to get to it.
You are looking for a notification for when the stack-trace changes, for example a frame is added (a method is entered) or removed (a method is exited).
By far the most appropriate tool for this task is AspectJ. It lets you define advices (a kind of method) that gets called (besides other cases) when other methods are entered or existed. These triggers that result in the advices getting called are called pointcuts -- they can be method entry, exit and the methods can be described using wildcards: the pointcut MyClass.get* applies to all get methods of MyClass.

I started to write my own before seeing your answer. It is simplistic in form but the shell is:
package stackTraceLogger;
import java.util.ArrayList;
public class StackTraceLogger
{
static final int MAX_ROW = Integer.MAX_VALUE;
static final int MAX_COLUMN = Integer.MAX_VALUE;
static public ArrayList<ArrayList<String>> stringTrace;
//private ArrayList<ArrayList<StackTraceElement>> stack;
public StackTraceLogger()
{
stringTrace = new ArrayList< ArrayList <String>>();
//stack = new ArrayList<ArrayList<StackTraceElement>>();
}
static public void addStack(StackTraceElement[] inputTrace)
{
int size = inputTrace.length;
// make an ArrayList with the strings of all the StrackTraceElements
ArrayList<String> str = new ArrayList<>(size);
for(int i = 0; i < size; i++)
{
str.add(i,inputTrace[i].getMethodName());
}
// Add the ArrayList to the 2D ArrayList of the stacks
}
static public void printTrace()
{
/* if(stringTrace.get(0).size() > 0)
{
for(int i = 0; i < stringTrace.size(); i++)
{
System.out.println(stringTrace.get(i));
for(int j = 0; j < stringTrace.get(j).size(); j++)
System.out.println(stringTrace.get(i).get(j));
}
}*/
}
static private ArrayList<String> convertToArrayList(StackTraceElement[] inputTrace)
{
ArrayList<String> strTrace = new ArrayList<>();
for(int j = 0; j < inputTrace.length; j++ )
strTrace.add(inputTrace[j].getMethodName());
return strTrace;
}
}

Related

Shallow copy of object not correctly updating original object

I would like to model a graph, and to do so :
I have a class A that contains a LinkedList of instances of A and has a setter method associated :
class A {
private LinkedList<A> list;
[...]
public setList(LinkedList<A> l) {
this.list = l;
}
}
And in an other class NetA I have a method genCon that takes a LinkedList of instances of A then sets their list attribute to be a shuffled SubList of rlist :
static void genCon (LinkedList<A> rlist) {
for(int i=0; i<rlist.size(); i++) {
A temp = rlist.get(i);
LinkedList<A> slist = new LinkedList<A>(rlist.subList(0, rlist.size()));
temp.setList(slist);
}
}
Then genCon(rlist) is called in main, but altough all the objects of rlist should have their list initialized (and being equal to a shuffled version of rlist) some appear to be empty, with no consistent pattern (i.e. not every n or repeatable pattern), but completely at random.
At first I thought that A temp = rlist.get(i) was not giving me a shallow copy of the object at index i, but the check for identity with == returns true, so, if I am not mistaken that means that both variable hold the same reference and that should not be what is causing the issue?
Then I thought that it might be an optimization issue, maybe eclispe tries to do the operations in parallel and that somehow messes up the initialization at random?
I have tried to process step by step, but I can't seem to find where I messed up.
What did I miss?
Edit :
The main function looks like this :
public static void main(String[] args) {
LinkedList<A> a_list = generateAList(20);
genCon(a_list);
for(int i=0; i<a_list.size(); i++) {
System.out.println(a_list.get(i).toString());
}
}
a_list is correctly initialized. The issue happens in the following loop, when trying to print the objects.
Since it's only for testing main is located in the same class as genCon() atm.
generateAList() looks like this :
static public LinkedList<A> generateAList(int n) {
LinkedList<A> a_list = new LinkedList<A>();
for(int i=0; i<n; i++) {
ap_list.add(A.rand()); // A.rand() is just a static function that return an instance of A with randomly set values and an unitialized list.
}
return ap_list;
}

Array in Method Header: error ']' expected (Java)

I'm quite new to arrays and methods, and I've been seeing this error recurring through several programs: error '[' expected.
In each occasion, it seems to correct itself as I adjust something else, but in this particular case, I am completely stumped.
By the way, I am using several methods and arrays to create a quiz (before you ask, yes, this is an assignment and I agree, a list is a better way to handle this data - but that is not an option).
It is possible that I am not passing the arrays correctly between methods, as I'm a little muddy on that process. From my understanding, in order to send/receive (i.e. import/export) an array or other variable between methods, I must declare that variable/array in the method header parameters.
import java.util.Scanner;
public class H7pseudo
{
public static void main(String[] args)
{
//call getAnswerkey method
getAnswerkey(answerkey[i]);
//call getAnswers method
getAnswers(answers[i]);
//call passed method? necessary or no?
boolean passed = passed(answerkey[i], answers[i], qMissed[i], points);
//Print results of grading
if (passed)
{
System.out.println("Congratulations! You passed.");
}
else
{
System.out.println("Try again, sucka. You FAILED.");
}
//call totalPoints
totalIncorrect(points);
//call questionsMissed
questionsMissed(qMissed[i]);
}
//get answer key (create answerkey array & export)
public static void getAnswerkey(answerkey[i])
{
//create answerkey array here
char[] answerkey;
//determine number of questions (indices)
answerkey = new char[20];
//input values (correct answers) for each index
//for our purposes today, the answer is always 'c'.
for (int i = 0; i <=20; i++)
{
answerkey[i] = 'c';
}
}
//get student answers (create answers array & export)
public static void getAnswers(answers[i])
{
//initialize scanner for user input
Scanner scan = new Scanner(System.in);
//create answer array here
char[] answers;
//determine number of questions (indices)
answers = new char[20];
//prompt for user input as values of each index
for (int i = 0; i <= 20; i++) {
answers[i] = scan.nextChar();
}
}
//grade student answers (import & compare index values of arrays:answers&answerkey
//create & export qMissed array
public static boolean passed(answerkey[i], answers[i], qMissed[i], points)
{
int points = 0;
//create new array: qMissed
boolean[] qMissed;
//determine number of questions to be graded
qMissed = new boolean[20];
//initialize values for array
for (int i = 0; i <= 20; i++) {
qMissed[i] = false;
}
//cycle through indices of answerkey[i] & answers[i];
for (int i = 0; i =< 20; i++)
{
if (answers[i] == answerkey[i])
{
correct = true;
points = points+1;
qMissed[i] = true;
}
else {
qMissed[i] = false;
}
}
//evaluate whether or not the student passed (15+ correct answers)
if (points >= 15)
{
passed = true;
}
else
{
passed = false;
}
return passed;
}
public static void totalIncorrect(points)
{
int missed = 20 - points;
System.out.println("You missed " + missed + " questions.");
}
public static void questionsMissed(qMissed[i])
{
// for each index of the array qMissed...
for (int i = 0; i < qMissed.length; i++)
{
//...print correct and false answers.
system.out.println(i + ": " + qMissed[i] + "\n");
}
}
}
You can't define array size in the method signature, in Java.
public static void getAnswerkey(answerkey[i])
You can't put anything inside the [] in a method declaration. Also, you have to mention the type:
public static void getAnswerKey(char[] answerkey)
This is not the only reason your code won't work as intended, but I'll leave the rest as part of the exercise.
Look at your method definitions:
public static void questionsMissed(qMissed[i])
This is wrong. You should define the type of the variable and it should not contain [i] like an element of an array. It should be something like this:
public static void questionsMissed(int qMissed)
Or if you want to pass the array, write it like this:
public static void questionsMissed(int[] qMissed)
Apart of this, there are other several errors in your code:
getAnswerkey(answerkey[i]); //answerkey is not defined
getAnswers(answers[i]); //answers is not defined
It would be better if you start reading a Java tutorial first.
I want to vote up Luiggi's answer, but I don't have enough reputation to do that :)
Congrats, cordivia, on getting started with Java!
Here is how an array is declared:
type[] arrayName = new type[numberOfElements]
For example, you did this right in your method definition for getAnswerkey():
char[] answerkey;
answerkey = new char[20];
The part in the method definition inside the parentheses defines the kind of data the method is willing to accept from the outside. So if you don't need to put something into the method to get something out of it, you don't need to put anything in the parentheses. Define the method like this:
getAnswerkey() {
...But that's not the whole story. If you want to get something out of the method, it needs to have a return type as well. A return type is what you're gonna get out of the method when the method's done doing it's magic. For example, if you want to get an int array out of a method you would do something like this:
public static int getTheInteger() {
Since you want an array of chars from the method, you'll want to do something like this:
public static char[] getAnswerkey() {
So that's how you get a method to give you something back. If don't want anything back, you put void:
public static void noMarshmallows() {
Now, when you use the method, you're gonna need to do something with what it gives you, or it did all that work for nothing. So you need to store the return value in a variable when you call the array (calling methods is what you've been doing in main). You know how to store something in a variable. You use the '=' operator:
int myVeryFavoriteNumber;
myVeryFavoriteNumber = 5;
So, you do the same thing when you're getting something out of an array. You assign the return value to a variable. If you want to do this with an array, do this:
int[] myFavs;
myFavs = getMyFavoriteNumbers();
Same with chars:
char[] answerKey;
answerKey = getAnswerKey();
Voila! Your answer key is now right out in the open for the rest of main to see :)
Now, if you want to put something into a method and have it do something with what you put in, you define a parameter. You know how this works. It's just like declaring a variable, and that's exactly what it is. Parameters go in the parentheses and only the method using the parameter sees that variable name (it's local). Something like this:
public static void plusOneToAll (int[] numbers) {
for (int i = 0; i < numbers.length; i++) {
numbers[i] = numbers[i] + 1;
}
}
Notice int[] numbers in the parentheses. The type being passed in is int[] or integer array. numbers is just the parameter name. It functions just like a variable, but it is declared locally (inside the parentheses) and use locally (inside the method). So, if you wanted to compare the answers from two arrays and return the number of matches (like a total score for instance), you would do something like this:
public static int getTotalScore (char[] correctAnswers, char[] userAnswers) {
int totalScore = 0;
for (int i = 0; i < correctAnswers.length; i++) {
if (userAnswers[i] == correctAnswers[i]) {
totalScore = totalScore + 1;
}
}
return totalScore;
}
Notice the return type: int (written before the method name). Inside the array I'm using the variable totalScore to keep track of the number of times the answers match. The method takes two char arrays from the outside and uses them on the inside. Finally, I return an int: totalScore. That kicks the value of totalScore back out to whatever called it (main).
If I might add one last thing: Do yourself a favor and go pick up a copy of Head First Java. It's hard to find a good tutorial online and Java textbooks are just plain boring. The Head First series are kind of like coloring books for adults.
Best of luck!

How can I increment a variable on button click?

I'm trying to make a small game like thing for school. It's designed to help you learn your times tables. What I want is for the multiplier of the table to be random each time (5x8 then 5x3 then 5x9 etc).
I've got the generating of the numbers in control with an array as can be seen below
public static Integer[] generateNumbers()
{
Integer[] arr = new Integer[12];
for(int j = 0; j < arr.length; j++)
{
arr[j] = j+1;
}
Collections.shuffle(Arrays.asList(arr));
System.out.println(Arrays.asList(arr));
return arr;
}
How can I make it so that every time the user clicks a button, the next number in the array is selected, baring in mind that the button is declared in another class, and the ActionListener is also declared elsewhere?
Oh and the array is available class-wide as the function is declared like this:
public static Integer[] arr = generateNumbers();
Thematic answer
public class UnicornFrame extends JFrame {
private Integer[] poneyArr = MyClassThatGeneratesNumbers.generateNumbers();
private int poneyCounter = 0;
private JButton poneyButton;
public void poneyInit() {
System.out.println("Unicorns are poney magical friends!");
poneyButton = new JButton("OMG! Ponies!");
// Java 8 Lambdas! Yey!
poneyButton.addActionListener(e -> {
if (poneyCounter >= poneyArr.length) {
poneyArray = MyClassThatGeneratesNumbers.generateNumbers();
poneyCounter = 0;
}
Integer selected = poneyArr[poneyCounter++];
System.out.println("OMG! I have selected " + selected);
});
// other stuff
add(poneyButton, BorderLayout.CENTER);
}
}
The button int he separate class is not needed, the action listener will communicate with your array whenever its clicked, the easiest way I see is to put a public method int the array's class, that takes an index, which then increments the index, and returns the element stored at it.
Have fun coding, but these assignments are meant for you to scratch your head, try writing some code, and let us know if it breaks, rather than asking for general answers.

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.

exception in thread "main" Java.lang.nullPointerException error?

I am getting the following error:
Exception in thread "main" java.lang.NullPointerException
at BallContainerImage.update(BallContainerImage.java:101)
at BallContainer.addBall(BallContainer.java:93)
at Game.ejectBall(Game.java:92)
at LotteryTestB.main(LotteryTestB.java:19)
Line 19 contains:
dramaticGame1.ejectBall();
the Dramatic Game class contains the following:
public class DramaticMachine extends Machine
{
// Constructor is given the person's name.
public DramaticMachine(String name, int length)
{
super(name, length);
}
public Ball ejectBall()
{
if (getNoOfBalls() >= 0)
return null;
else
{
//Math.random() * getNoOfBalls yields a number
//which is >=0 and < number of balls.
int ejectedBallIndex = (int) (Math.random() * getNoOfBalls());
for (int selectedBallIndex = 0; selectedBallIndex < ejectedBallIndex; selectedBallIndex++)
{
Ball selectedBall = getBall(selectedBallIndex);
selectedBall.flash(4, 5);
}
Ball ejectedBall = getBall(ejectedBallIndex);
ejectedBall.flash(4, 5);
swapBalls(ejectedBallIndex, getNoOfBalls() -1);
removeBall();
return ejectedBall;
}//else
}//ejectBall
public String getType()
{
return "Dramatic Lottery Machine";
}//getType
}//dramaticMachine
How can i fix this?
This is the code for the DramaticGame class:
public class DramaticGame extends Game
{
// Constructor is given the person's name.
public DramaticGame(String machineName, int machineSize, String rackName, int
rackSize)
{
super(machineName,machineSize,rackName,rackSize);
}
public Machine makeMachine(String machineName, int machineSize)
{
return new DramaticMachine(machineName, machineSize);
}//makeMachine
}
This is the code for LotteryTestB:
public class LotteryTestB
{
public static void main (String args[])
{
SpeedController speedController
= new SpeedController(SpeedController.HALF_SPEED);
LotteryGUI gui = new LotteryGUI("TV Studio", speedController);
Worker worker = new TraineeWorker("Jim",0);
DramaticGame dramaticGame1 = new DramaticGame("Lott O'Luck Larry", 49,
"Slippery's Mile", 7);
gui.addGame(dramaticGame1);
worker.fillMachine(dramaticGame1);
for (int count = 1; count <=dramaticGame1.getRackSize(); count++)
{
dramaticGame1.ejectBall();
speedController.delay(40);
}//for
}//main
}//LotteryTestB
NullPointerException is one of the easier problems to chase down. It means that some reference wasn't initialized properly. It should be easy to figure out by stepping through your code with a debugger.
If you are incapable of using a debugger, the stack trace makes this easy for you. There are only four places to look, and it says exactly where they are.
at BallContainerImage.update(BallContainerImage.java:101)
at BallContainer.addBall(BallContainer.java:93)
at Game.ejectBall(Game.java:92)
at LotteryTestB.main(LotteryTestB.java:19)
It's not the bottom one. The reference to dramaticGame is the only one on that line, and you call new to initialize it. Go on to the next one. Add a log or print statement to prove where the null reference is, then go and initialize it properly.
I don't think your code is layered properly. You'll never get this working unless you can decompose the problem into smaller chunks, unit test them until they work, and then use that code to build up the complex solution.
Separate UI from the game itself. Get the game working, then worry about display issues.

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