How to use interface methods randomly? - java

I have an interface and these methods:
public interface Form {
public void setFirstName (String value);
public void setLastName (String value);
public void setGender (String value);
}
Can I call these methods randomly on an objet? Something like:
form.randomMethodFromFormInterface(String randomString);
Is it actually possible? Just to clarify, I would like to fillout the form randomly: sometimes just the last name, sometimes just the first name, sometimes just the gender.

Random rand = new Random();
switch (rand.nextInt(3)) {
case 0: myForm.setFirstName(myFirstName); break;
case 1: myForm.setLastName(myLastName); break;
case 2: myForm.setGender(myGender); break;
default: throw new IllegalStateException();
}

Couldn't you use Random to pick from 0-2, and then depending on that value call the corresponding method?

Could you make another method in the interface that generates a random number and calls a method based on that number? Although I would bet there's an easier way to do this than creating an interface for it.

Here a general way, using reflection:
private static Random r = new Random();
public static void callRandomMethod(Object target, Class<?> iface, Object ... arguments) {
List<Method> methods = findFittingMethods(iface, arguments);
Method m = methods.get(r.nextInt(methods.size()));
m.invoke(target, arguments);
}
public List<Method> findFittingMethods(Class<?> iface, Object ... arguments
Method[] allMethods = iface.getMethods();
List<Method> fittingMethods = new ArrayList<Method>();
findMethodLoop:
for(Method candidate : allMethods) {
Class<?>[] argumentTypes = candidate.getArguments();
if(argumentTypes.length != arguments.length) {
continue;
}
// check argument types
for(int i = 0; i < argumentTypes.length; i++) {
if(arguments[i] == null) {
if(argumentTypes[i].isPrimitive()) {
// null can't be passed to a primitive argument.
continue findMethodLoop;
}
else {
// ... but to every other argument type.
continue; // check next argument
}
}
if(argumentTypes[i].isInstance(arguments[i])) {
continue; // check next argument
}
if(argumentTypes[i].isPrimitive()) {
// hack to check if we have the right wrapper class
try {
Array.set(Array.newInstance(argumentTypes[i], 1), 0, arguments[i]);
continue; // check next argument
}
catch(ArrayStoreException ex) {
continue findMethodLoop;
}
}
// wrong type
continue findMethodLoop;
}
// now we found a method which would accept the arguments, put it into the list.
fittingMethods.add(candidate);
}
return fittingMethods;
}
Of course, if you do this often, you would not create the list of methods for every call, but only once, and reuse it then. (And if you only have a known interface with a low number of methods, use the switch statement instead, like others have recommended.)

You can place the various method names in an array structure.
Then choose a random index within the scope of the array.
Then use reflection to actually call the method using the randomly chosen name from the previous step

Why not make the following method:
public static void randomMethodFromFormInterface(Form form, String value) {
switch(random.nextInt(3) {
case 0:
form.setFirstName(value);
break;
case 1:
form.setLastName(value);
break;
case 2:
form.setGenderName(value);
break;
}
}
You can put it in a utility class. random here is, of course, an instance of java.util.Random.

Can I call these methods randomly on
an objet?
Yes, this is possible with Reflection. The randomness is not implemented in this example (I assume that you can easily do this with a random int) and all methods are called without knowing how they are named or how many methods are available. For simplicity the example assumes that the parameter is only a String (like in your example). Of course, you must instantiate a class which implements Form:
Class thisClass = Class.forName("FormImpl");
Object o = thisClass.newInstance();
Method[] methods = thisClass.getDeclaredMethods();
for(Method m : methods)
{
m.invoke(o, "test");
}

You could do something like below. However, I am not sure if I really like the idea of calling methods in an interface randomly. It breaks the contract in a way and sounds like a bad design idea in my opinion.
import java.util.Random;
public class RandomInterfaceImpl implements RandomInterface {
private Random rnd;
public RandomInterfaceImpl(){
rnd = new Random();
}
#Override
public void setFirstName(String value) {
System.out.println("called setFirstName");
}
#Override
public void setLastName(String value) {
System.out.println("called setLastName");
}
#Override
public void setGender(String value) {
System.out.println("called setGender");
}
#Override
public void getNextRandomMethod(String value) {
int nextRand = rnd.nextInt(3);
switch(nextRand){
case 0: setFirstName(value); break;
case 1: setLastName(value); break;
case 2: setGender(value); break;
}
}
}
public static void main(String[] args) {
RandomInterface myInterface = new RandomInterfaceImpl();
myInterface.getNextRandomMethod("Foo");
myInterface.getNextRandomMethod("Foo");
myInterface.getNextRandomMethod("Foo");
}
prints:-
called setFirstName
called setLastName
called setLastName

Related

Calling a method originated from a switch case from another class

I am relatively new to java and I have been assigned a project. I need to make a rather complicated(for a newbie) battleship game.
Here, I try to call switch cases in class Player from class Tile. Since I've read that one can't directly have access to a switch case, I have made the methods caseSea(), caseShip() e.t.c.
When trying to call them in class Player I get a 'void' type not allowed here error, which I understand but have no idea how to fix!
Any help would be appreciated thanks!
Here is class Tile created to represent one block of a 2D array that will become the battleground board:
public class Tile
{
private int x,y;
static boolean hidden;
public Action tile_action;
public enum Action
{
Sea,
Ship,
Hit,
Miss
}
Action action;
public Tile(Action action)
{
this.action=action;
this.x = x;
this.y = y;
this.tile_action = action;
}
public static void caseSea()
{
System.out.println("~");
}
public static void caseShip()
{
if(hidden == true)
System.out.println("~");
else
System.out.println("s");
}
public static void caseHit()
{
System.out.println("X");
}
public static void caseMiss()
{
System.out.println("O");
}
public static void draw(Action action)
{
switch(action)
{
case Sea:
caseSea();
break;
case Ship:
caseShip();
break;
case Hit:
caseHit();
break;
case Miss:
caseMiss();
break;
}
}
}
Also here is class Player which contains the call to the switch case:
import java.util.Scanner;
public class Player
{
String username; //Variable declaration
static int shotcount;
static int misscount;
static int hitcount;
static int repeatshot;
private int HitPosition[][] = new int[10][10];
public Player(String username)
{
this.username = username;
}
private void placeAllShips()
{
//super.placeAllShips();
}
public void fire(int pos[],int board,boolean hit)
{
if(hit == true)
{
HitPosition[pos[0]][pos[1]] = Tile.draw(Tile.caseHit());
shotcount++;
hitcount++;
}
else
{
HitPosition[pos[0]][pos[1]] = Tile.draw(Tile.caseMiss());
shotcount++;
misscount++;
}
}
}
I get the error that I mention above, in Tile.draw(Tile.caseHit()) and Tile.draw(Tile.caseMiss())
Heh, since this is a relatively simple issue I wanted to stick to comments, but I feel I need to make my voice since the other answers are simply wrong.
What the other guys are suggesting is changing the return type of the methods, and that indeed can work but not with the code you have.
They would ultimately be called twice, and thats not what you want.
The call order would be
caseHit()
pass the caseHit()'s value to draw()
enter a switch inside the draw() method with the Hit enum value and ultimately call caseHit() again.
This is not what you want to do. All you wanna do is call the draw() method with the right argument, which in this case is one of the Action enum values.
So ultimately there is a very easy way to fix your code without much changes and this is changing
Tile.draw(Tile.caseHit());
to
Tile.draw(Tile.Action.Hit);
(and by analogy the other calls of this method)
With Tile.draw(Tile.caseHit()) you are trying to call the caseHit() method and sending the return value of that method as a parameter to the draw() method. The problem is that the caseHit() method isn't returning anything as it has a void return type.
You could fix this by making the caseHit() method return an Action:
public static Action caseHit() {
return Action.Hit;
}

Ensure every enum value is used

If I´m using an enum to determine the type of a task.
public enum TaskType {
TYPE_ONE("Type1"),TYPE_TWO("Type2"),TYPE_THREE("Type3");
private final String type;
private StageType(String type) {
this.type = type;
}
#Override
public String toString() {
return type;
}
}
how can I assure at one point in my Application
if(taskType == TaskType.TYPE_ONE) {
typeOneProcessing();
} else if(taskType == TaskType.TYPE_TWO) {
typeTwoProcessing();
} else if(taskType == TaskType.TYPE_THREE) {
typeThreeProcessing();
}
that every enum value is used?
I mean if I need to add a new TYPE_FOUR someday, I´d need to find every place in my code where I used the enum, so I ask myself if there is a better way so that I either avoid the enum and use some other concept or that I can ensure that every value of the enum is used in that piece of code.
There are findbugs type tools for doing that but you could consider removing the if-then-else completely and put the processing inside the enum. Here, adding a new TYPE_FOUR will force you to write it's doProcessing() method.
public interface DoesProcessing {
public void doProcessing();
}
public enum TaskType implements DoesProcessing {
TYPE_ONE("Type1") {
#Override
public void doProcessing() {
}
},
TYPE_TWO("Type2") {
#Override
public void doProcessing() {
}
},
TYPE_THREE("Type3") {
#Override
public void doProcessing() {
}
},
TYPE_FOUR("Type4") {
// error: <anonymous com.oldcurmudgeon.test.Test$TaskType$4> is not abstract and does not override abstract method doProcessing() in DoesProcessing
};
private final String type;
private TaskType(String type) {
this.type = type;
}
#Override
public String toString() {
return type;
}
}
public void test() {
DoesProcessing type = TaskType.TYPE_TWO;
type.doProcessing();
}
If you would prefer an abstract method then this works:
public enum TaskType {
TYPE_ONE("Type1") {
#Override
public void doProcessing() {
}
},
TYPE_TWO("Type2") {
#Override
public void doProcessing() {
}
},
TYPE_THREE("Type3") {
#Override
public void doProcessing() {
}
};
private final String type;
private TaskType(String type) {
this.type = type;
}
// Force them all to implement doProcessing.
public abstract void doProcessing();
#Override
public String toString() {
return type;
}
}
You could put the process method as an abstract method in TaskType, and then override it in every task in the enum. What would probably be a better idea is if you create an interface, something like:
public interface Task {
void process();
}
Then you either let your enum implement this interface. Or, probably better, you create concrete classes implementing this interface. One class for each of your task types.
I think you are saying that you are wanting the compiler to tell you that all of the enum's values are considered.
Unfortunately, Java doesn't support that.
You might think that you could write something like this:
public int method(TaskType t) {
switch (t) {
case TYPE_ONE: return 1;
case TYPE_TWO: return 2;
case TYPE_THREE: return 3;
}
// not reachable ... no return required
}
... and rely on the compiler to tell you if you left out one of the enum values in the switch cases.
Unfortunately, it doesn't work!! The above is a compilation error anyway. According to the JLS reachability rules, the switch statement needs a default: arm for that method to be valid. (Or you can add a return at the end ...)
There is a good reason for this oddity. The JLS binary compatibility rules say that adding a new value to an enum is a binary compatible change. That means that any code with switch statement that switches on an enum needs to still remain valid (executable) code after the addition of enum values. If method was valid to start with, it can't become invalid (because there is a return path with no return statement) after the binary compatible change.
In fact, this is how I would write the code above:
public int method(TaskType t) {
switch (t) {
case TYPE_ONE: return 1;
case TYPE_TWO: return 2;
case TYPE_THREE: return 3;
default:
throw new AssertionError("TaskType " + t + " not implemented");
}
// not reachable ... no return required
}
This doesn't pretend to be compile-time safe, but it is fail-fast, and it doesn't involve bad OO design.
AFAIK you can't do it "automatically".
To minimize the risk of forgetting to add an if/case for new value you could have one "service" class for each enum value and a factory which provides a specific service for enum value.
E.g. instead of:
void methodA(TaskType type) {
doSth();
switch(type) {
case TYPE_ONE:
foo1();
break;
case TYPE_TWO:
foo2();
break;
...
}
}
void methodB(TaskType type) {
doSthElse();
switch(type) {
case TYPE_ONE:
bar1();
break;
case TYPE_TWO:
bar2();
break;
...
}
}
do:
interface Service {
foo();
bar();
}
class ServiceFactory {
Service getInstance(TaskType type) {
switch(type) {
case TYPE_ONE:
return new TypeOneService();
case TYPE_TWO:
return new TypeTwoService();
default:
throw new IllegalArgumentException("Unsupported TaskType: " + type);
}
}
}
And then the methods above can be rewritten as follows:
void methodX(TaskType type) {
doSth();
ServiceFactory.getInstance(type).foo();
}
This way you have only one point where you have to add handling of new enum value.
HashMap<String, Integer> hm=new HashMap<String, Integer>();
...
if(taskType == TaskType.TYPE_ONE) {
typeOneProcessing();
hm.put(TaskType.TYPE_ONE, 1)
} else if(taskType == TaskType.TYPE_TWO) {
typeTwoProcessing();
hm.put(TaskType.TYPE_TWO, 1)
} else if(taskType == TaskType.TYPE_THREE) {
typeThreeProcessing();
hm.put(TaskType.TYPE_THREE, 1)
}
...
for (TaskType t : TaskType.values()) {
if(hm.get(t)!=1)
// Trigger the alarm
}
You can even count the times the element was count if you need it
You can do swich case on the enum, and fail if the default is hit:
switch(taskType ){
case TYPE_ONE: ... break;
case TYPE_TWO: ... break;
case TYPE_THREE: ... break;
default:
throw new IllegalStateException("Unsupported task type:"+taskType);
}

How to do refactoring to eliminate type-code if it is used in validation rules?

Let's say we have to check some set of rules before adding a new element in a collection. Elements are objects of a few similar types. All type specific features are encapsulated in subclasses of an abstract class. Collection contains objects of this abstract class. The rules apply conditions for types along with other constraints. For that reason the abstract superclass of items has additional type code. New element can be added to collection but due to additional rules other elements in collection can be removed or replaced.
In the code that needs to be refactored, validation of the rules is implemented as one long block of code with nested control flow statements. Validation of the type code breaks encapsulation. Separate branches of the control flow statements cannot be defined as method of corresponding subclasses of collection elements because them need to check type and make changes to collection.
additional facts regarding type code in my case:
type code does not affect the behaviour of class
type code is immutable
type code is used by ItemsManager to resolve some rules before to add
new element to collection.
How to eliminate type code and separate rules from types?
Here is example of such problem:
Type specific features of Items are encpsulated in AbstractItem subclasses.add method of ItemManager class breaks encapsulation.Rule: item of Type2 must be removed if new item of Type1 with the same value of SomeUsefull property is adding to collection.
For simplicity implementation of ICloneable and IComparable interfaces is omitted. In real world items in collection are immutable and cloneable and the system of rules is quite tangled.
abstract class AbstractItem {
private int Type; // this would like to eliminate
private int SomeUseful;
protected AbstractItem(int Type, int Value) {
this.Type = Type;
this.SomeUseful = Value;
}
public int getType() { return this.Type; }
public int getSomeUseful() { return this.SomeUseful; }
#Override
public String toString() {
return String.format("Item{Type=%d, Value=%d}", Type, SomeUseful);
}
}
class ItemType1 extends AbstractItem {
ItemType1(int Value) { super(1, Value); }
}
class ItemType2 extends AbstractItem {
ItemType2(int Value) { super(2, Value); }
}
class ItemManager {
private java.util.ArrayList<AbstractItem> ListOfItems;
public ItemManager(){
this.ListOfItems = new java.util.ArrayList<AbstractItem>();
}
public void add(final AbstractItem newItem) {
// this code breaks encapsulation
switch (newItem.getType()) {
case 1:
// do some type dependent operations
for(AbstractItem i: this.ListOfItems) {
if (i.getType()==2 && i.getSomeUseful()==newItem.getSomeUseful()) {
this.ListOfItems.remove(i);
break;
}
}
break;
case 2:
// do some other type dependent operations
break;
default:
// throw error
}
this.ListOfItems.add(newItem);
}
#Override
public String toString() {
String str = String.format("ItemsManager content");
for(AbstractItem i: this.ListOfItems) {
str += String.format("\n\tType = %d, Value = %d", i.getType(), i.getSomeUseful());
}
return str;
}
}
public class Example1 {
public static void main(String[] arg) {
System.out.println("Example 1");
ItemManager im = new ItemManager();
im.add(new ItemType1(1));
im.add(new ItemType2(2));
im.add(new ItemType2(3));
im.add(new ItemType1(3));
System.out.println(im.toString());
}
}
/*
Example 1
ItemsManager content
Type = 1, Value = 1
Type = 2, Value = 2
Type = 1, Value = 3
*/
Starting from #dbugger's answer you can push it further.
You can use Double Dispatch to hide the type code. Still not a perfect solution because the parent knows too much about its children, but the type code is gone now.
It is hard to tell what a better solution might be with the example code you have given, because when you simplified, you removed all the information about the items involved. There might be something there that could be used for discrimination in some other way, allowing you to get rid of the double dispatch with shoudBeRemovedBecauseType1.
Here is the altered onAdd method from type 1
#Override
public List<AbstractItem> onAdd(List<AbstractItem> list) {
for (AbstractItem item : list) {
if (item.shoudBeRemovedBecauseType1(this)) {
list.remove(item);
break;
}
}
return list;
}
A new method in the base class
public boolean shoudBeRemovedBecauseType1(ItemType1 itemType1)
{
return false;
}
overridden in the type 2 subclass
#Override
public boolean shoudBeRemovedBecauseType1(ItemType1 itemType1)
{
return getSomeUseful() == itemType1.getSomeUseful();
}
It's not ideal, but it's a step towards getting some encapsulation and killing the switch statement...
add an onAdd method to the base class that takes the list as a parameter.
public java.util.ArrayList<AbstractItem> onAdd(java.util.ArrayList<AbstractItem> list) { return list; }
then override it in the sub classes, for example...
#Override
public java.util.ArrayList<AbstractItem> onAdd(java.util.ArrayList<AbstractItem> list) {
for(AbstractItem i: this.ListOfItems) {
if (i.getType()==2 && i.getSomeUseful()==this.getSomeUseful()) {
list.remove(i);
break;
}
}
return list;
}
then rewrite the ItemManager add method to just call the sub classes' onAdd methods...
public void add(final AbstractItem newItem) {
this.ListOfItems = newItem.onAdd(this.ListOfItems);
this.ListOfItems.add(newItem);
}

How to call a method whose name is the value of a string variable in java?

This is the code of the method that I want to simplify. The method name I call of SerializedExpFamMixture class is exactly the value of "model", my question is how to assign the value of "model" directly as the name of the method instead of using "if" to determine which method I should call. Since by using "if", I need to list all the possible values of "model" and judge which method I should use.
Thank you very much for help. I am new to java.
public static SerializedExpFamMixture RateMtxModel(String model)
{
SerializedExpFamMixture result=new SerializedExpFamMixture();
if(model=="kimura1980()")
result=SerializedExpFamMixture.kimura1980();
if(model=="accordance()")
result=SerializedExpFamMixture.accordance();
if(model=="pair()")
result=SerializedExpFamMixture.pair();
return result;
}
One way you can approach this is to use Reflection:
Method method = myClass.getClass().getMethod("doSomething", null);
method.invoke(myClass, null);
Since you are new to Java, it's time for some general pointers:
In Java, we usually name our methods with camelCase, so the first letter is lower case.
Also, in Java we usually leave the opening curly-bracket on the same line as the code (no newline).
Always use final on your variables. At least your parameters. That way you won't overwrite it, and thus won't have to try to figure out which value it actually has at runtime.
Use curly-brackets! Please!
The result variable is not actually needed.
Use the equals-method to compare Strings.
If you only want one result, use else-if
Fixing these things, your method looks like this:
public static SerializedExpFamMixture rateMtxModel(String model) {
if (model.equals("kimura1980()")) {
return SerializedExpFamMixture.kimura1980();
} else if (model.equals("accordance()")) {
return SerializedExpFamMixture.accordance();
} else if(model.equals("pair()")) {
return SerializedExpFamMixture.pair();
}
return new SerializedExpFamMixture();
}
Next, let's look at what you are actually trying to do here. You want to pass some Strings around, and use them as a basis for creating objects. And now, with the advice given here, you will do this using reflection. This does not sound like a very good idea to me. Say you were to go through with this, and this happened:
rateMtxModel("kinura1980");
Small typo, hard to spot, will give unexpected results. If you were actually calling a method the compiler would let you know that you messed up, now you will get no warning (btw did you see both errors in that method call?). The same if someone were to delete the accordance()-method, the compiler would not alert them that this will break the program.
If it was up to be I would just use the static factory-methods in SerializedExpFamMixture directly, but if you have to do it like this (if the task at hand is using a String input to create an object) I would do something like this:
public enum Something {
KIMURA1980("kimura1980()"),
ACCORDANCE("accordance()"),
PAIR("pair()");
private final String stringValue;
private Something(final String stringValue) {
this.stringValue = stringValue;
}
public static Something fromString(final String string) {
for (final Something something : values()) {
if (something.stringValue.equals(string)) {
return something;
}
}
return null;
}
}
public static SerializedExpFamMixture rateMtxModel(final String model) {
if (model == null) {
throw new IllegalArgumentException("model is null!");
}
final Something something = Something.fromString(model);
if (something == null) {
return new SerializedExpFamMixture();
}
switch(something) {
case KIMURA1980:
return SerializedExpFamMixture.kimura1980();
case ACCORDANCE:
return SerializedExpFamMixture.accordance();
case PAIR:
return SerializedExpFamMixture.pair();
default:
return new SerializedExpFamMixture();
}
}
This way, the one place where you will use the Strings is in the enum, the rest of the code will use the enum constants and thus have the safety of the compiler to rely on.
One could also leave the linking between operation and String to the enum, like this:
interface Operation<T> {
public T run();
}
public enum Something {
KIMURA1980("kimura1980()", new Operation<SerializedExpFamMixture>() {
public SerializedExpFamMixture run() {
return SerializedExpFamMixture.kimura1980();
}
}) ,
ACCORDANCE("accordance()", new Operation<SerializedExpFamMixture>() {
public SerializedExpFamMixture run() {
return SerializedExpFamMixture.accordance();
}
}),
PAIR("pair()", new Operation<SerializedExpFamMixture>() {
public SerializedExpFamMixture run() {
return SerializedExpFamMixture.pair();
}
}),
DEFAULT(null, new Operation<SerializedExpFamMixture>() {
public SerializedExpFamMixture run() {
return new SerializedExpFamMixture();
}
});
private final String stringValue;
private final Operation<SerializedExpFamMixture> operation;
private Something(final String stringValue, final Operation<SerializedExpFamMixture> operation) {
this.stringValue = stringValue;
this.operation = operation;
}
public static Something fromString(final String string) {
if (string != null) {
for (final Something something : values()) {
if (string.equals(something.stringValue)) {
return something;
}
}
}
return DEFAULT;
}
public SerializedExpFamMixture getCorrespondingSerializedExpFamMixture() {
return operation.run();
}
}
With this setup in the enum (I think the Operation-part can be trimmed out with Java8), the method will be as simple as:
public static SerializedExpFamMixture rateMtxModel(String model) {
return Something.fromString(model).getCorrespondingSerializedExpFamMixture();
}
Use reflection, but you need to consider a few things:
Bug alert! Comparing Strings using == doesn't work as expected in java - use .equals() instead. However, the solution below bypasses that problem
For the general case, which includes methods not visible to the invoker, you need to consider accessibility, both in finding the method and invoking it
You don't need the result variable, and even if using your code, don't need to initialize it
Try this:
String methodName = model.replace("(", "").replace(")", "");
try {
// getMethod() returns only public methods, getDeclaredMethod() returns any visibility
Method method = SerializedExpFamMixture.class.getDeclaredMethod(methodName);
// if the method is not guaranteed to be visible (eg public) you need this:
method.setAccessible(true);
return (SerializedExpFamMixture) method.invoke(null); // how to invoke on the class object
} catch (Exception forBrevity) {
return new SerializedExpFamMixture();
}

Java: run method based on user input?

say I have three methods
method1()
method2()
method3()
and I have the user input a number corresponding to which method they want to run, is there a way to run it directly from their input? i.e. instead of having an if statement along the lines of
System.out.println("Which method would you like to run? 1/2/3");
String input = reader.readLine();
if(input == 1){method1();}
if(input == 2){method2();}
...
etc. and instead be able to have something like
System.out.println("Which method would you like to run? 1/2/3");
String input = reader.readLine();
method(input)();
?
Yes you could achieve that by using an interface as follows:
interface A {
void run();
}
public void method1() {}
public void method2() {}
public void mainMethod(String[] args) {
// Initialise the method map - note, you only have to do this once
// So, this initialisation code can go into a constructor
// And mothodMap can be declared as a final instance variable.
A methodOne = new A() { #Override public void run() { method1(); } };
A methodTwo = new A() { #Override public void run() { method2(); } };
Map<Integer, A> methodMap = new HashMap<>();
methodMap.put(1, methodOne);
methodMap.put(2, methodTwo);
Integer input = /* get it from user*/ 1;
A aMethod = methodMap.get(input);
aMethod.run();
}
No, not unless you use reflection. Java doesn't have function pointers, otherwise you could index to the appropriate function in an array. But what's wrong with if statements? They're more readable and secure..
If you're looking for a future-proof, more abstract solution, consider a strategy pattern:
// strategy
interface CommandMethod {
void runMethod();
}
// for every method 1 .. n
class CmdMethod1() implements CommandMethod {
void runMethod() {
// concrete implementation
}
}
// initialization ----------------
Map<String, CommandMethod> cmds = new HashMap<String, CommandMethod>();
cmds.put("1", new CmdMethod1());
// .. etc ..
cmds.put("n", new CmdMethodN());
// at the prompt:
System.out.println("Which method would you like to run? 1/2/3/.../n");
String input = reader.readLine();
cmds.get(input).runMethod(); // more like what you're going for ?
Not without having an if or switch statement (or reflection like paislee pointed out). If you wanted to do something like method(input); you would need the if/switch statement in another method:
....
String input = reader.readLine();
method(input);
}
private void method(int input) {
if (input == 1) {method1();}
if (input == 2) {method2();}
}
There's no way to do this. However, you can use if-statements or switch-case statements to make the "redirection" process less cumbersome. You might also consider creating a wrapper function to accept the user input to make your code cleaner.
The standard way of accomplishing this is to create a "functor"
public interface Functor
{
public void execute();
}
public class Method1 implements Functor
{
public void execute() { /* do something */ }
}
etc...
private Functor[] f = { new Method1(), new Method2(), new Method3() };
...
// Execute the method selected by i
f[i].execute();
Also take a look at the Callable interface
Just to update this. Another way this can be implemented is by using switch-case in a while true loop. And using scanner object static Scanner scanner = new Scanner(System.in); user input.
while(true){
System.out.print("Input: ");
int option = scanner.nextInt();
switch(option){
case 1 -> method1();
case 2 -> method2();
}
}
do remember to include a way to exit the while loop in any of the methods.

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