Java - Generically handling the creation of subclasses - java

I have three classes that are quite similar, excepting a single method. Therefore, I chose to put the rest of their functionality into an abstract superclass. When it comes to creating instances of these classes, however, I'm at a loss for how to implement what seems to me like the "obvious" or "elegant" approach. Their constructors are essentially identical, and I need multiple instances of each, so I wanted to do something like the following:
private SubclassA[] subclassA_array, SubclassB[] subclassB_array, SubclassC[] subclassC_array;
subclassA_array = new SubclassA[getNumInstancesOfClassANeeded()]
subclassB_array = new SubclassA[getNumInstancesOfClassBNeeded()]
subclassC_array = new SubclassA[getNumInstancesOfClassCNeeded()]
// might have my syntax wrong here; array of the three subclass arrays
private Superclass[][] superArray = new Superclass[][3];
superArray[0] = subclassA_array;
superArray[1] = subclassA_array;
superArray[2] = subclassA_array;
for ( Superclass[] array: superArray )
for(int i = 0; i< array.length; i++)
// array[i] = new..... what goes here?
}
}
How would I find the appropriate class to construct in that innermost loop? Is this actually a really oddball way of approaching the problem; have I missed something more obvious? Should I just say "to hell with it!" and just have three separate loops?

Should I just say "to hell with it!" and just have three separate loops?
IMO, yes.
You could do the following:
Use array.getClass() to get the class of the array,
Use getConmponentType() to get the array's base type
Use newInstance() to create an instance
Assign the instance reference to the array.
... but this results in fragile code and is like using a sledge-hammer to crack a walnut.

You could work with reflection in your inner loop, something like array.getClass().getComponentType().newInstance(), but I think there might be better solutions to the overall problem (To answer that, I'd need more information about what you want to code)

You can create an static method
public static subclassA[] getNewInstances(int numberOfInstances);
static methods can be accessed without the need to create a new instance SubclassA.getNewInstances(3).
In your definition of the matrix, you need to define first the first dimension (so it becomes new Superclass[3][]

Related

How do you know when you need to add a separate class?

This is a pretty elementary general question, but it's pretty simple. I understand that you create a class to create objects, but I'm wondering if that is the ONLY reason why you would need to create a separate class? The reason I ask is because in a course I'm taking, all the students presented on the design of a program that we all had to build individually. Many students had 5-10 classes, while I only had 2. Both options seem to work just fine.
If this is a subjective question, then what is the most accepted way to write programs. What do industry leaders say about adding extra classes that might not exactly be 100% necessary?
Here are some guidelines:
Single Responsibility Principle
The single responsibility principle basically says that each class should only do one thing. If there is a class that handles two or more things, split that into multiple classes.
So check your classes now, is there any class that does a lot of things, like getting user input, doing caluclations, and printing the result? If that's the case you probably want to split that into multiple classes.
Abstraction
Abstraction in OOP is very important. It's basically the process of making real world things into classes or interfaces. For example, if you were doing a calculation app, you would have a Calculator class that does the actual calculation. You would also have a CalculatorWindow class that manages the window of the calculator, like listening for button events. This class can then give the user input to a Calculator object and have it calculate the result.
Design Patterns
There are a lot of design patterns out there. By looking at these design patterns, you can see how classes interact and hopefully you'll get when to create a new class.
There is no one-size-fits-all answer to this.
If this is a subjective question, then what is the most accepted way to write programs.
Obviously, that question is subjective too. (You don't expect us to do a survey for you do you?)
What do industry leaders say about adding extra classes that might not exactly be 100% necessary?
You mean like, Bill Gates, Larry Ellison?
They probably don't say anything.
Sure, there are some people who will get up on their soap box and tell you with great authority that X Y Z is "best practice" or some such. But most of the time these pronouncements are based on (at best) anecdotal evidence / personal experience. In other words, they are really opinions dressed up as facts.
Bottom line: there is no single correct answer, so you learn:
what works best for you (and your team), and
it is not really worth worrying too much about it ... provided what you are doing "works for you".
(The two extremes that don't "work" are when the classes are so fine-grained that you spend all of your time writing and reading boilerplate, OR the classes are so large and complex that you can no longer understand them.)
Different class are used to do different tasks. This reduces code duplication and increases code reuse. And this helps you to follow design pattern to solve some critical problem easily. This is good practice.
Here is a simple example.
To sort data.
//Without using multiple class
public class A{
public static void main(String[] args){
int array[] = {1,6,1,8,34,5};
for(int i=0; i< array.length; i++){
//your procedure to sort the array
}
//other operations;
//Now you need to sort another new array (new_array[])
int new_array[] = {1,6,1,8,34,5};
for(int i=0; i< new_array.length; i++){
//your procedure to sort the new_array
}
}
}
Here in this example we used two for loop to sort two different array. Now see a example with multiple classes
public class A{
public static void main(String[] args){
int array[] = {1,6,1,8,34,5};
int my_array[] = Opertaion.sortArray(array);
//other operations;
//Now you need to sort another new array (new_array[])
int new_array[] = {1,6,1,8,34,5};
int my_new_array[] = Opertaion.sortArray(new_array);
}
}
public class Opertaion{
public static int[] sortArray(int[] array){
for(int i=0; i< array.length; i++){
//your procedure to sort the array
}
return array;
}
}
The above example is very simple example but when you need to do big projects using multiple class will reduce your time to code.
Suppose when you are in a big project
you will write a class to control database queries, a Service class to handle other operation with that database class, a controller class to control everything etc.

Passing a parameter versus returning it from function

As it might be clear from the title which approach should we prefer?
Intention is to pass a few method parameters and get something as output. We can pass another parameter and method will update it and method need not to return anything now, method will just update output variable and it will be reflected to the caller.
I am just trying to frame the question through this example.
List<String> result = new ArrayList<String>();
for (int i = 0; i < SOME_NUMBER_N; i++) {
fun(SOME_COLLECTION.get(i), result);
}
// in some other class
public void fun(String s, List<String> result) {
// populates result
}
versus
List<String> result = new ArrayList<String>();
for (int i = 0; i < SOME_NUMBER_N; i++) {
List<String> subResult = fun(SOME_COLLECTION.get(i));
// merges subResult into result
mergeLists(result, subResult);
}
// in some other class
public List<String> fun(String s) {
List<String> res = new ArrayList<String>();
// some processing to populate res
return res;
}
I understand that one passes the reference and another doesn't.
Which one should we prefer (in different situations) and why?
Update: Consider it only for mutable objects.
Returning a value from the function is generally a cleaner way of writing code. Passing a value and modifying it is more C/C++ style due to the nature of creating and destroying pointers.
Developers generally don't expect that their values will be modified by passing it through a function, unless the function explicitly states it modifies the value (and we often skim documentation anyway).
There are exceptions though.
Consider the example of Collections.sort, which does actually do an in place sort of a list. Imagine a list of 1 million items and you are sorting that. Maybe you don't want to create a second list that has another 1 million entries (even though these entries are pointing back to the original).
It is also good practice to favor having immutable objects. Immutable objects cause far fewer problems in most aspects of development (such as threading). So by returning a new object, you are not forcing the parameter to be mutable.
The important part is to be clear about your intentions in the methods. My recommendation is to avoid modifying the parameter when possible since it not the most typical behavior in Java.
You should return it. The second example you provided is the way to go.
First of all, its more clear. When other people read your code, there's no gotcha that they might not notice that the parameter is being modified as output. You can try to name the variables, but when it comes to code readability, its preferable.
The BIG reason why you should return it rather than pass it, is with immutable objects.
Your example, the List, is mutable, so it works okay.
But if you were to try to use a String that way, it would not work.
As strings are immutable, if you pass a string in as a parameter, and then the function were to say:
public void fun(String result){
result = "new string";
}
The value of result that you passed in would not be altered. Instead, the local scope variable 'result' now points to a new string inside of fun, but the result in your calling method still points to the original string.
If you called:
String test = "test";
fun(test);
System.out.println(test);
It will print: "test", not "new string"!
So definitely, it is superior to return. :)
This is more about best practices and your own method to program. I would say if you know this is going to be a one value return type function like:
function IsThisNumberAPrimeNumber{ }
Then you know that this is only going to ever return a boolean. I usually use functions as helper programs and not as large sub procedures. I also apply naming conventions that help dictate what I expect the sub\function will return.
Examples:
GetUserDetailsRecords
GetUsersEmailAddress
IsEmailRegistered
If you look at those 3 names, you can tell the first is going to give you some list or class of multiple user detail records, the second will give you a string value of a email and the third will likely give you a boolean value. If you change the name, you change the meaning, so I would say consider this in addition.
The reason I don't think we understand is that those are two totally different types of actions. Passing a variable to a function is a means of giving a function data. Returning it from the function is a way of passing data out of a function.
If you mean the difference between these two actions:
public void doStuff(int change) {
change = change * 2;
}
and
public void doStuff() {
int change = changeStorage.acquireChange();
change = change * 2;
}
Then the second is generally cleaner, however there are several reasons (security, function visibilty, etc) that can prevent you from passing data this way.
It's also preferable because it makes reusing code easier, as well as making it more modular.
according to guys recommendation and java code convention and also syntax limitation this is a bad idea and makes code harder to understand
BUT you can do it by implementing a reference holder class
public class ReferenceHolder<T>{
public T value;
}
and pass an object of ReferenceHolder into method parameter to be filled or modified by method.
on the other side that method must assign its return into Reference value instead of returning it.
here is the code for getting result of an average method by a ReferenceHolder instead of function return.
public class ReferenceHolderTest {
public static void main(String[] args) {
ReferenceHolder<Double> out = new ReferenceHolder<>();
average(new int[]{1,2,3,4,5,6,7,8},out);
System.out.println(out.value);
}
public static void average(int[] x, ReferenceHolder<Double> out ) {
int sum=0;
for (int a : x) {
sum+=a;
}
out.value=sum/(double)x.length;
}
}
Returning it will keep your code cleaner and cause less coupling between methods/classes.
It is generally preferable to return it.
Specially from a unit testing standpoint. If you are unit testing it
is easier to assert a returned value from a method than verifying if
your object was modified or interacted correctly. (Using
ArgumentCaptor or ArgumentMatcher to assert interactions isn't as
straight forward as a simple return assertion).
Increased code readability. If I see a method that takes 5 object parameters I
might have no immediate way of knowing you plan on modifying one of
those references for future use downstream. Instead if you are returning an
object, I can easily see you ultimately care about the result of that
method's computation.

Regarding two lines of java code

I am trying to learn a java-based program, but I am pretty new to java. I am quite confusing on the following two lines of java code. I think my confusion comes from the concepts including “class” and “cast”, but just do not know how to analyze.
For this one
XValidatingObjectCorpus<Classified<CharSequence>> corpus
= new XValidatingObjectCorpus<Classified<CharSequence>>(numFolds);
What is <Classified<CharSequence>> used for in terms of Java programming? How to understand its relationships with XValidatingObjectCorpusand corpus
For the second one
LogisticRegressionClassifier<CharSequence> classifier
= LogisticRegressionClassifier.<CharSequence>train(para1, para2, para3)
How to understand the right side of LogisticRegressionClassifier.<CharSequence>train? What is the difference between LogisticRegressionClassifier.<CharSequence>train and LogisticRegressionClassifier<CharSequence> classifier
?
These are called generics. They tell Java to make an instance of the outer class - either XValidatingObjectCorpus or LogisticRegressionClassifier - using the type of the inner object.
Normally, these are used for lists and arrays, such as ArrayList or HashMap.
What is the relationship between XValidatingObjectCorpus and corpus?
corpus is just a name given to the new XValidatingObjectCorpus object that you make with that statement (hence the = new... part).
What does LogisticRegressionClassifier.<CharSequence>train mean?
I have no idea, really. I suggest looking at the API for that (I think this is the right class).
What is the difference between LogisticRegressionClassifier.<CharSequence>train and LogisticRegressionClassifier<CharSequence> classifier?
You can't really compare these two. The one on the left of the = is the object identifier, and the one on the right is the allocator (probably the wrong word, but it is what it does, kind of).
Together, the two define an instance of LogisticRegressionClassifier, saying to create that type of object, call it classifier, and then give it the value returned by the train() method. Again, look at the API to understand it more.
By the way, these look like wretched examples to be learning Java with. Start with something simple, or at least an easier part of the code. It looks like someone had way too much fun with long names (the API has even longer names). Seriously though, I only just got to fully understanding this, and Java was my main language for quite a while (It gets really confusing when you try and do simple things). Anyways, good luck!
public class Sample<T> { // T implies Generic implementation, T can be substituted with any object.
static <T> Sample<T> train(int par1, int par2, int par3){
return new Sample<T>(); // you are calling the Generic method to return Sample object which works with a particular type of generic object, may it be an Integer or a CharSequence. --> see the main method.
}
public static void main(String ... a)
{
int par1 = 0, par2 = 0, par3 = 1;
// Here you are returning Sample object which works with a sequence of characters.
Sample<CharSequence> sample = Sample.<CharSequence>train(par1, par2, par3);
// Here you are returning Sample object which works with Integer values.
Sample<CharSequence> sample1 = Sample.<Integer>train(par1, par2, par3);
}
}
<Classified<CharSequence>> is a generic parameter.
LogisticRegressionClassifier<CharSequence> is a generic type.
LogisticRegresstionClassifier.<CharSequence>train is a generic method.
Java Generics Tutorial

ImplementIon of eval() parser and 2d array in Java

I have really stuck on two Java related issues. One simple and one more difficult.
Regarding the creation of a 2D array, I initialize a table like this:
private String [][] table_of_classifiers = null;
and then, within a function, I fill its contents like this:
String [][] table_of_classifiers = {
{"x1","x","x","x","x"},
{"x2","x","x","x","x"},
{"x3","x","x","x","x"},
{"x4","x","x","x","x"},
{"x5","x","x","x","x"},
{"x6","x","x","x","x"},
};
But as you can guess the second table overwrites (locally) the first one, that is of course not what I want to do. What I do wrong? Note that the dimension of the table is not known from the beginning.
Regarding the creation of a 2D array, I initialize a table like this:
private String [][] table_of_classifiers = null;
Not really. This is the declaration and initialization of a variable that can point to a "2d array", "table" or more exact an "array of arrays" of Strings.
Unless you work with that fact that the variable can/will be null, initializing it to null is usually a bad idea, because you need to do extra work to check for null. Examples:
String[][] a;
// ...
String b = a[0][0];
This won't compile, unless a wasn't initialized in the mean time. This is a good thing, because you can avoid a potential bug.
String[][] a = null;
// ...
String b = a[0][0];
This will however will compile, and if you forgot to actually assign the variable a real array, the program will "crash" with a "null pointer exception" or you need to add additional code/work to check for null.
I fill its contents like this:
String [][] table_of_classifiers = {
{"x1","x","x","x","x"},
{"x2","x","x","x","x"},
{"x3","x","x","x","x"},
{"x4","x","x","x","x"},
{"x5","x","x","x","x"},
{"x6","x","x","x","x"},
};
You are not "filling" anything here. For something to be filled it must exist first, but you haven't created anything yet.
Here you are declaring a second variable of the same name, which is only possible if you are in a different scope that the first one, and in that case you are "hiding" ("shadowing") the original variable if it originally was accessible from this new scope.
But as you can guess the second table overwrites (locally) the first
one, that is of course not what I want to do. What I do wrong?
Which "first" table? There was no first table until now, only a first variable. The others have shown you what you need to do to assign the "table" to the original variable, by not using the "declaration" String[][] at the beginning of the line.
Otherwise it's impossible to say what you are "doing wrong" because you haven't really explained what you are attempting to do.
Note that the dimension of the table is not known from the beginning.
It's not? How/why are you using a array literal then? Literal arrays are for creating arrays of a fixed size with a fixed "prefilling".
What exactly do mean with "the beginning"? Isn't the size known when you are programming (during compile time) or when the program starts (at run time)?
If you get the size of the array during run time you can create a normal array with new:
int a = ...;
int b = ...; // Get the sizes from somewhere, e.g, user input
String[][] table_of_classifiers = new String[a][b];
// Now you have an "empty" table
If size "changes" during run time, then - depending on what you are actually attempting to do - then an array is the wrong tool and you should be using a List implementation such as ArrayList instead.
Regarding "eval", as the others say, Java is a compiled language making "eval" basically impossible. The is "reflection" or the use of Class types to achieve what you are hinting at, but you really need to explain much more extensively what you are trying to achieve, then it may be possible to help you here.
However reflection and CLass types are a complicated matter, and considering you are obviously struggling with the most basic Java concepts, you have a long way to go to until you will be able to do what you want to do.
Just do:
class Foo {
private String [][] table_of_classifiers = null;
void bar() {
table_of_classifiers = new String[][] {
{"x1","x","x","x","x"},
{"x2","x","x","x","x"},
{"x3","x","x","x","x"},
{"x4","x","x","x","x"},
{"x5","x","x","x","x"},
{"x6","x","x","x","x"},
};
}
}
Java doesn't have eval (because it's a compiled language), but it does have reflection. It's almost certainly not the best approach to whatever it is that you want to do, though.
Regarding your first problem: to assign to table_of_classifiers without redeclaring it, write:
table_of_classifiers = new String[][] {
{"x1","x","x","x","x"},
{"x2","x","x","x","x"},
{"x3","x","x","x","x"},
{"x4","x","x","x","x"},
{"x5","x","x","x","x"},
{"x6","x","x","x","x"},
};
Regarding eval . . . the problem is that the run-time doesn't have the names of scoped local variables, and although it can get the names of instance variables, it has to do that within the context of an object. It's possible to address these sorts of issues, but it's non-trivial, and will involve major compromises. I think you have to thoroughly understand how scoping works and how reflection works before you start figuring out what features eval will support, because otherwise you'll just be disappointed at all the requirements you give it that turn out to be impossible.

Java instance variables vs. local variables

I'm in my first programming class in high school. We're doing our end of the first semester project.
This project only involves one class, but many methods. My question is about best practice with instance variables and local variables. It seems that it would be much easier for me to code using almost only instance variables. But I'm not sure if this is how I should be doing it or if I should be using local variables more (I would just have to have methods take in the values of local variables a lot more).
My reasoning for this is also because a lot of times I'll want to have a method return two or three values, but this is of course not possible. Thus it just seems easier to simply use instance variables and never having to worry since they are universal in the class.
I haven't seen anyone discuss this so I'll throw in more food for thought. The short answer/advice is don't use instance variables over local variables just because you think they are easier to return values. You are going to make working with your code very very hard if you don't use local variables and instance variables appropriately. You will produce some serious bugs that are really hard to track down. If you want to understand what I mean by serious bugs, and what that might look like read on.
Let's try and use only instance variables as you suggest to write to functions. I'll create a very simple class:
public class BadIdea {
public Enum Color { GREEN, RED, BLUE, PURPLE };
public Color[] map = new Colors[] {
Color.GREEN,
Color.GREEN,
Color.RED,
Color.BLUE,
Color.PURPLE,
Color.RED,
Color.PURPLE };
List<Integer> indexes = new ArrayList<Integer>();
public int counter = 0;
public int index = 0;
public void findColor( Color value ) {
indexes.clear();
for( index = 0; index < map.length; index++ ) {
if( map[index] == value ) {
indexes.add( index );
counter++;
}
}
}
public void findOppositeColors( Color value ) {
indexes.clear();
for( index = 0; i < index < map.length; index++ ) {
if( map[index] != value ) {
indexes.add( index );
counter++;
}
}
}
}
This is a silly program I know, but we can use it to illustrate the concept that using instance variables for things like this is a tremendously bad idea. The biggest thing you'll find is that those methods use all of the instance variables we have. And it modifies indexes, counter, and index every time they are called. The first problem you'll find is that calling those methods one after the other can modify the answers from prior runs. So for example, if you wrote the following code:
BadIdea idea = new BadIdea();
idea.findColor( Color.RED );
idea.findColor( Color.GREEN ); // whoops we just lost the results from finding all Color.RED
Since findColor uses instance variables to track returned values we can only return one result at a time. Let's try and save off a reference to those results before we call it again:
BadIdea idea = new BadIdea();
idea.findColor( Color.RED );
List<Integer> redPositions = idea.indexes;
int redCount = idea.counter;
idea.findColor( Color.GREEN ); // this causes red positions to be lost! (i.e. idea.indexes.clear()
List<Integer> greenPositions = idea.indexes;
int greenCount = idea.counter;
In this second example we saved the red positions on the 3rd line, but same thing happened!?Why did we lose them?! Because idea.indexes was cleared instead of allocated so there can only be one answer used at a time. You have to completely finish using that result before calling it again. Once you call a method again the results are cleared and you lose everything. In order to fix this you'll have to allocate a new result each time so red and green answers are separate. So let's clone our answers to create new copies of things:
BadIdea idea = new BadIdea();
idea.findColor( Color.RED );
List<Integer> redPositions = idea.indexes.clone();
int redCount = idea.counter;
idea.findColor( Color.GREEN );
List<Integer> greenPositions = idea.indexes.clone();
int greenCount = idea.counter;
Ok finally we have two separate results. The results of red and green are now separate. But, we had to know a lot about how BadIdea operated internally before the program worked didn't we? We need to remember to clone the returns every time we called it to safely make sure our results didn't get clobbered. Why is the caller forced to remember these details? Wouldn't it be easier if we didn't have to do that?
Also notice that the caller has to use local variables to remember the results so while you didn't use local variables in the methods of BadIdea the caller has to use them to remember results. So what did you really accomplish? You really just moved the problem to the caller forcing them to do more. And the work you pushed onto the caller is not an easy rule to follow because there are some many exceptions to the rule.
Now let's try doing that with two different methods. Notice how I've been "smart" and I reused those same instance variables to "save memory" and kept the code compact. ;-)
BadIdea idea = new BadIdea();
idea.findColor( Color.RED );
List<Integer> redPositions = idea.indexes;
int redCount = idea.counter;
idea.findOppositeColors( Color.RED ); // this causes red positions to be lost again!!
List<Integer> greenPositions = idea.indexes;
int greenCount = idea.counter;
Same thing happened! Damn but I was being so "smart" and saving memory and the code uses less resources!!! This is the real peril of using instance variables like this is calling methods is order dependent now. If I change the order of the method calls the results are different even though I haven't really changed the underlying state of BadIdea. I didn't change the contents of the map. Why does the program yield different results when I call the methods in different order?
idea.findColor( Color.RED )
idea.findOppositeColors( Color.RED )
Produces a different result than if I swapped those two methods:
idea.findOppositeColors( Color.RED )
idea.findColor( Color.RED )
These types of errors are really hard to track down especially when those lines aren't right next to each other. You can completely break your program by just adding a new call in anywhere between those two lines and get wildly different results. Sure when we're dealing with small number of lines it's easy to spot errors. But, in a larger program you can waste days trying to reproduce them even though the data in the program hasn't changed.
And this only looks at single threaded problems. If BadIdea was being used in a multi-threaded situation the errors can get really bizarre. What happens if findColors() and findOppositeColors() is called at the same time? Crash, all your hair falls out, Death, space and time collapse into a singularity and the universe is swallows up? Probably at least two of those. Threads are probably above your head now, but hopefully we can steer you away from doing bad things now so when you do get to threads those bad practices don't cause you real heartache.
Did you notice how careful you had to be when calling the methods? They overwrote each other, they shared memory possibly randomly, you had to remember the details of how it worked on the inside to make it work on the outside, changing the order in which things were called produce very big changes in the next lines down, and it only could only work in a single thread situation. Doing things like this will produce really brittle code that seems to fall apart whenever you touch it. These practices I showed contributed directly to the code being brittle.
While this might look like encapsulation it is the exact opposite because the technical details of how you wrote it have to be known to the caller. The caller has to write their code in a very particular way to make their code work, and they can't do it without knowing about the technical details of your code. This is often called a Leaky Abstraction because the class is suppose to hide the technical details behind an abstraction/interface, but the technical details leak out forcing the caller to change their behavior. Every solution has some degree of leaky-ness, but using any of the above techniques like these guarantees no matter what problem you are trying to solve it will be terribly leaky if you apply them. So let's look at the GoodIdea now.
Let's rewrite using local variables:
public class GoodIdea {
...
public List<Integer> findColor( Color value ) {
List<Integer> results = new ArrayList<Integer>();
for( int i = 0; i < map.length; i++ ) {
if( map[index] == value ) {
results.add( i );
}
}
return results;
}
public List<Integer> findOppositeColors( Color value ) {
List<Integer> results = new ArrayList<Integer>();
for( int i = 0; i < map.length; i++ ) {
if( map[index] != value ) {
results.add( i );
}
}
return results;
}
}
This fixes every problem we discussed above. I know I'm not keeping track of counter or returning it, but if I did I can create a new class and return that instead of List. Sometimes I use the following object to return multiple results quickly:
public class Pair<K,T> {
public K first;
public T second;
public Pair( K first, T second ) {
this.first = first;
this.second = second;
}
}
Long answer, but a very important topic.
Use instance variables when it's a core concept of your class. If you're iterating, recursing or doing some processing, then use local variables.
When you need to use two (or more) variables in the same places, it's time to create a new class with those attributes (and appropriate means to set them). This will make your code cleaner and help you think about problems (each class is a new term in your vocabulary).
One variable may be made a class when it is a core concept. For example real-world identifiers: these could be represented as Strings, but often, if you encapsulate them into their own object they suddenly start "attracting" functionality (validation, association to other objects, etc.)
Also (not entirely related) is object consistency - an object is able to ensure that its state makes sense. Setting one property may alter another. It also makes it far easier to alter your program to be thread-safe later (if required).
Local variables internal to methods are always prefered, since you want to keep each variable's scope as small as possible. But if more than one method needs to access a variable, then it's going to have to be an instance variable.
Local variables are more like intermediate values used to reach a result or compute something on the fly. Instance variables are more like attributes of a class, like your age or name.
The easy way: if the variable must be shared by more than one method, use instance variable, otherwise use local variable.
However, the good practice is to use as more local variables as possible. Why? For your simple project with only one class, there is no difference. For a project that includes a lot of classes, there is big difference. The instance variable indicates the state of your class. The more instance variables in your class, the more states this class can have and then, the more complex this class is, the hard the class is maintained or the more error prone your project might be. So the good practice is to use as more local variable as possible to keep the state of the class as simple as possible.
Short story: if and only if a variable needs to be accessed by more than one method (or outside of the class), create it as an instance variables. If you need it only locally, in a single method, it has to be a local variable.
Instance variables are more costly than local variables.
Keep in mind: instance variables are initialized to default values while local variables are not.
Declare variables to be scoped as narrowly as possible. Declare local variables first. If this isn't sufficient, use instance variables. If this isn't sufficient, use class (static) variables.
I you need to return more than one value return a composite structure, like an array or an object.
Try to think about your problem in terms of objects. Each class represents a different type of object. Instance variables are the pieces of data that a class needs to remember in order to work, either with itself or with other objects. Local variables should just be used intermediate calculations, data that you don't need to save once you leave the method.
Try not to return more than one value from your methods in first place. If you can't, and in some cases you really can't, then I would recommend encapsulating that in a class. Just in last case I would recommend changing another variable inside your class (an instance variable). The problem with the instance variables approach is that it increases side effects - for example, you call method A in your program and it modifies some instance(s) variable(s). Over time, that leads to increased complexity in your code and maintenance becomes harder and harder.
When I have to use instance variables, I try to make then final and initialize then in the class constructors, so side effects are minimized. This programming style (minimizing the state changes in your application) should lead to better code that is easier to maintain.
Generally variables should have minimal scope.
Unfortunately, in order to build classes with minimized variable scope, one often needs to do a lot of method parameter passing.
But if you follow that advice all the time, perfectly minimizing variable scope, you
may end up with a lot of redundancy and method inflexibility with all the required objects passed in and out of methods.
Picture a code base with thousands of methods like this:
private ClassThatHoldsReturnInfo foo(OneReallyBigClassThatHoldsCertainThings big,
AnotherClassThatDoesLittle little) {
LocalClassObjectJustUsedHere here;
...
}
private ClassThatHoldsReturnInfo bar(OneMediumSizedClassThatHoldsCertainThings medium,
AnotherClassThatDoesLittle little) {
...
}
And, on the other hand, imagine a code base with lots of instance variables like this:
private OneReallyBigClassThatHoldsCertainThings big;
private OneMediumSizedClassThatHoldsCertainThings medium;
private AnotherClassThatDoesLittle little;
private ClassThatHoldsReturnInfo ret;
private void foo() {
LocalClassObjectJustUsedHere here;
....
}
private void bar() {
....
}
As code increases, the first way may minimize variable scope best, but can easily lead to a lot of method parameters being passed around. The code will usually be more verbose and this can lead to a complexity as one refactors all these methods.
Using more instance variables can reduce the complexity of lots of method parameters being passed around and can give a flexibility to methods when you are frequently reorganizing methods for clarity. But it creates more object state that you have to maintain. Generally the advice is to do the former and refrain from the latter.
However, very often, and it may depend on the person, one can more easily manage state complexity compared with the thousands of extra object references of the first case. One may notice this when business logic within methods increases and organization needs to change to keep order and clarity.
Not only that. When you reorganize your methods to keep clarity and make lots of method parameter changes in the process, you end up with lots of version control diffs which is not so good for stable production quality code. There is a balance. One way causes one kind of complexity. The other way causes another kind of complexity.
Use the way that works best for you. You will find that balance over time.
I think this young programmer has some insightful first impressions for low maintenance code.
Use instance variables when
If two functions in the class need the same value, then make it an instance variable
or
If the state is not expected to change, make it an instance variable. For example: immutable object, DTO, LinkedList, those with final variables
or
If it is an underlying data on whom actions are performed. For example: final in arr[] in the PriorityQueue.java source code file
or
Even if it is used only once and state is expected to change, make it an instance if it is used only once by a function whose parameter list should be empty. For example: HTTPCookie.java Line: 860 hashcode() function uses 'path variable'.
Similarly, use a local variable when none of these conditions match, specifically if the role of the variable would end after the stack is popped off. For example: Comparator.compare(o1, o2);

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