I'm developing plugins in Eclipse which mandates the use of singleton pattern for the Plugin class in order to access the runtime plugin. The class holds references to objects such as Configuration and Resources.
In Eclipse 3.0 plug-in runtime objects
are not globally managed and so are
not generically accessible. Rather,
each plug-in is free to declare API
which exposes the plug-in runtime
object (e.g., MyPlugin.getInstance()
In order for the other components of my system to access these objects, I have to do the following:
MyPlugin.getInstance().getConfig().getValue(MyPlugin.CONFIGKEY_SOMEPARAMETER);
, which is overly verbose IMO.
Since MyPlugin provides global access, wouldn't it be easier for me to just provide global access to the objects it manages as well?
MyConfig.getValue(MyPlugin.CONFIGKEY_SOMEPARAMETER);
Any thoughts?
(I'm actually asking because I was reading about the whole "Global variable access and singletons are evil" debates)
Any thoughts?
Yes, for the current use-case you are examining, you could marginally simplify your example code by using statics.
But think of the potential disadvantages of using statics:
What if in a future version of Eclipse Plugin objects are globally managed?
What if you want to reuse your configuration classes in a related Plugin?
What if you want to use a mock version of your configuration class for unit testing?
Also, you can make the code less verbose by refactoring; e.g.
... = MyPlugin.getInstance().getConfig().getValue(MyPlugin.CONFIGKEY_P1);
... = MyPlugin.getInstance().getConfig().getValue(MyPlugin.CONFIGKEY_P2);
becomes
MyConfig config = MyPlugin.getInstance().getConfig();
... = config.getValue(MyPlugin.CONFIGKEY_P1);
... = config.getValue(MyPlugin.CONFIGKEY_P2);
You suggest that
MyPlugin.getInstance().getConfig().getValue(MyPlugin.CONFIGKEY_SOMEPARAMETER);
is too verbose and
MyConfig.getValue(MyPlugin.CONFIGKEY_SOMEPARAMETER);
might be better. By that logic, wouldn't:
getMyConfigValue(MyPlugin.CONFIGKEY_SOMEPARAMETER):
be better yet (Maybe not shorter, but simpler)? I'm suggesting you write a local helper method.
This gives you the advantage of readability without bypassing concepts that were crafted by people who have been through the effort of fixing code that was done the easy/short/simple way.
Generally globals are pretty nasty in any situation. Singletons are also an iffy concept, but they beat the hell out of public statics in a class.
Consider how you will mock out such a class. Mocking out public statics is amazingly annoying. Mocking out singletons is hard (You have to override your getter in every method that uses it). Dependency Injection is the next level, but it can be a touch call between DI and a few simple singletons.
Related
I'm taking over an old project. Now I have some classes in the flavor of own util class overriding a util class of external library. E.g.:
public final class StringUtilsXXX extends org.apache.commons.lang3.StringUtils {
}
These classes are not overriding any methods of the extended class at all (and never will be in the future). I find it confusing, that most calls on the own implementation are just delegating to the super class. Is this bad practice?
Yes. This is bad practice. The argument for why is that it tightly couples your own classes to a third party library. I'm sure the reason your predecessor did this, is so that if he needed to some day replace commons-lang, he would only have to change one piece of the code. He probably did this because of frustration from upgrading from lang2 to lang3.
The way he should have done this, would have been to create a StringUtil interface, and write different implementations of this (you could have a StringUtil which was implemented using lang2, one that used lang3 and even maybe a fallback implementation that was implemented from scratch. (if you needed some string handling not provided by either, or if you needed to compile some versions with an older Java version, or whatever).
Normally not needed if you are not overriding anything or adding any data or method member in subclass. However, for future placeholder, this may be used.
It will not hurt for now. But using (has a) StringUtils should be preferred over extending it, if no additional behavior is provided.
If there is an interface available for StringUtils and you are pointing your implementation (extending class instance using it) then it might still make some sense from maintainability point of view (that again depends on how you are instantiating it).
I don't consider it as a bad practice necessarily. There are cases that you may not want to rely on the API of an external library, and you might want to build a wrapper layer between the client (your) code and the external library. The reason doing this would be that you have control of the API of the wrapper contrary to the API of the external library.
I guess what he really did, from the pattern standpoint, is a decorator. I don't know anything about this particular library (because I'm a .net dev) and does it expose interfaces that he should implement instead but I would rephrase the question to:
Is it fine to create decorators on 3rd party libraries or should we make adapters instead.
As far as I see it, adapters are the right answer. But there is something more that puzzles me here: shouldn't we always try as hard as we can not to break contract when upgrading our project we give away to others? Did "they" have to introduce new namespace?
If they did, should we blame our colleges for hacking code to maintain project despite someone else's doubtful ideas/solutions?
No.. This is a bad practice. Suppose tomorrow org.apache.commons.lang3.StringUtils changes something (removes a method. Though it is unlikely, it can still happen with other classes especially with custom classes), imagine the impact it would have on your code. You are actually tightly coupling your methods with org.apache.commons.lang3.StringUtils.
I have an application that has several classes used for storing application-wide settings (locations of resources, user settings, and such). Right now these classes are just full of static fields and methods, but I never instantiate them.
Someone suggested I make them Singletons, What's the case for/against?
I consider the Singleton pattern to be the most inappropriately applied design pattern. In ~12 years of software development I'd say I've maybe seen 5 examples that were appropriate.
I worked on a project where we had a system monitoring service that modeled our system with a System class (not to be confused with Java's built-in System class) that contained a list of Subsystems each with a list of Components and so on. The designer made System a Singleton. I asked "Why is this a Singleton?" Answer: "Well, there is only one system." "I know, but, why did you make it a Singleton? Couldn't you just instantiate one instance of a normal class and pass it to the classes that need it?" "It was easier to just call getInstance() everywhere instead of passing it around." "Oh..."
This example is typical: Singletons are often misused as a convenient way to access a single instance of a class, rather than to enforce a unique instance for technical reasons. But this comes at a cost. When a class depends on getInstance(), it is forever bound to the Singleton implementation. This makes it less testable, reusable, and configurable. It violates a basic rule I follow and that probably has a common name in some design principles essay somewhere: classes should not know how to instantiate their dependencies. Why? Because it hardcodes classes together. When a class calls a constructor, it is bound to an implementation. getInstance() is no different. The better alternative is to pass an interface into the class, and something else can do the constructor/getInstance()/factory call. This is where dependency injection frameworks like Spring come in, though they are not necessary (just really nice to have).
So when is it appropriate to use a Singleton? In that rare case where instantiating more than one of something would literally ruin the application. I'm not talking about instantiating two Earths in a solar system app - that's just a bug. I mean where there is some underlying hardware or software resource that will blow up your app if you call/allocate/instantiate it more than once. Even in this case, classes that use the Singleton should not know it is a Singleton. There should be one and only one call to getInstance() that returns an interface that is then passed to constructors/setters of classes that need it. I guess another way of saying it is that you should use a Singleton for its "singleness" and not for its "globally accessibleness".
By the way, on that project I mentioned where System was a Singleton... Well System.getInstance() was laced throughout the code base, along with several other inappropriate Singletons. A year later some new requirements came down: "We are deploying our system to multiple sites and want the system monitoring service to be able to monitor each instance." Each instance... hmmm... getInstance() ain't gonna cut it :-)
Effective Java says:
Singletons typically represent some system component that is intrinsically
unique, such as a video display or file system.
So if your component warrants single instance accross the entire application and it has some state, it makes sense to make it a singleton
In your case, the settings of the application is a good candidate for singleton.
On the other hand, a class can only have static methods if you want to group certain functions together, such as utility classes, examples in jdk are java.util.Arrays java.util.Collections. These have several related methods that act on arrays or collections
Singleton will give you an object reference, that you can use all over your app...
you will use singleton if you want objects and/or polymorphism...
If you don't ever need to instantiate them, I don't see the point of singletons. Well, I should amend that - if these classes cannot be instantiated, then it doesn't make sense to compare them to singletons - the singleton pattern restricts instantiation to one object, and comparing that to something that cannot be instantiated doesn't make sense.
I find my main use of singletons generally involves a class that has static methods that, after maybe preparing an environment, instantiate an instance of themselves. By utilising private constructors and overriding Object.clone() to throw CloneNotSupportedException, no other classes can create a new instance of it, or if they're ever passed an instance of it, they cannot clone it.
I guess I'd say that if your application settings are part of a class that is never instantiated, it's not relevant to say "It should/shouldn't be a singleton."
I think you no need to create signleton class.
just make this class constructor private.
Like Math class in java.
public final class Math {
/**
* Don't let anyone instantiate this class.
*/
private Math() {}
//static fields and methods
}
Singletons often show up in situations like you're describing- you have some sort of global data that needs to live in some place, and you'll only ever need one, preferably you want to make sure that you can only have one.
The simplest thing you can do is a static variable:
public class Globals{
public static final int ACONSTANT=1;
This is fine, and ensures that you'll have only one, and you have no instantiation issues. The main downside, of course, is that it's often inconvenient to have your data baked in. It also runs into loading issue if, for example, your string is actually built, by, say, building something from an outside resource (there's also a gotcha with primitives - if your static final is an int, say, classes that depend on it compile it inline, which means that recompiling your constants may not replace the constants in the app - e.g., given public class B{ int i = Globals.ACONSTANT; } changing Globals.ACONSTANT and recompiling only Globals will leave B.i still =1.)
Building your own singleton is the next simplest thing to do, and is often fine (though look up discussions on problems inherent in singleton loading, e.g. double-checked locking).
These sorts of issues are a big reason why many apps are built using Spring, Guice, or some other framework that manages resource loading.
So basically:
Statics
Good: easy to code, code is clear and simple
bad: Not configurable- you've got to recompile to change your values, may not be workable if your global data requires complex initialization
Singletons fix some of this, Dependency Injection frameworks fix and simplify some of the issues involved in singleton loading.
Since your class is holding global settings, a pro for a singleton could be that you have more control about creation of the singleton. You could read a configuration file during object creation.
In other cases if methods are static there would be no benefit like in javas Math class which has only static members.
A more obvious need for singletons is when you implement factories as singletons, because you can interchange different implementations of this factory.
Sometimes what people think belong as Singleton objects really can be private members of a class. Other times they should be unique global variables. Depends on what the design needs them to be.
If there should be one, and exactly one instance of an object: use a Singleton. By that, I mean if the program should HALT if there's more than one object. A good example is if you're designing a video game that only supports rendering to a single output device, ever. Trying to opening the same device again (shame on you for hardcoding!) would be forbidden. IMHO a case like that often means you shouldn't be using classes in the first place. Even C allows you to trivially encapsulating such a problem without the complexity of making a Singleton class, and still maintain the elements of OO that apply to a singleton. When you're stuck in a language like Java/C# , the singleton pattern is what you've got to work with, unless purely static members will do the trick on their own. You can still simulate the other way through those.
If it's merely a case of interfacing objects, you probably should think more object oriented. Here's another example: let's say our game engines rendering code needs to interface resource and input managers, so it can do it's job. You could make those singletons and do sth like ResourceManager.getInstance().getResource(name). Or you could create an application class (e.g. GameEngine) that has ResourceManager and InputManager as private members. Then have the GameEngine pass these as necessary to methods of the rendering code. Such as r.render(resourcemanager);.
For singletons—can easily be accessed from anywhere, it's like a global variable, but there can only be one copy of it.
Against singletons—many uses of singletons can be solved by encapsulating it within in a parent object and passing a member object to another member objects methods.
Sometimes just using a stupid global variable is the right thing. Like using GOTO or a compounded (and/or) conditional statement instead of writing the same error handling code N times with copy and paste.
Code smarter, not harder.
You should use singletons for modularization.
Imagine the following entities in singleton:
Printer prt;
HTTPInfo httpInfo;
PageConfig pgCfg;
ConnectionPool cxPool;
Case 1.
Imagine if you did not do that, but a single class to hold all the static fields/methods.
Then you would have one big pool of static to deal with.
Case 2.
In your current case, you did segregate them into their appropriate classes but as static references. Then there would be too much noise, because every static property is now available to you. If you do not need the information, especially when there is a lot of static information, then you should restrict a current scope of the code from seeing unneeded information.
Prevention of data clutter helps in maintenance and ensure dependencies are restricted. Somehow having a sense of what is or is not available to me at my current scope of coding helps me code more effectively.
Case 3 Resource identity.
Singletons allow easy up-scaling of resources. Let us say you now have a single database to deal with and therefore, you place all its settings as static in the MyConnection class. What if a time came when you are required to connect to more than one database? If you had coded the connection info as a singleton, the code enhancement would comparative much simpler.
Case 4 Inheritance.
Singleton classes allow themselves to be extended. If you had a class of resources, they can share common code. Let's say you have a class BasicPrinter which is instantiable as singleton. Then you have a LaserPrinter which extends BasicPrinter.
If you had used static means, then your code would break because you would not be able to access BasicPrinter.isAlive as LaserPrinter.isAlive. Then your single piece of code would not be able to manage different types of printers, unless you place redundant code.
If you are coding in Java, you could still instantiate a totally static content class and use the instance reference to access its static properties. If someone should do that, why not just make that a singleton?
Of course, extending singleton classes have their issues beyond this discussion but there are simple ways to mitigate those issues.
Case 5 Avoid information grandstanding.
There are so few pieces of info that needs to be made globally available like the largest and smallest integers. Why should Printer.isAlive be allowed to make a grandstand? Only a very restricted set of information should be allowed to make a grandstand.
There is a saying: Think globally, act locally. Equivalently, a programmer should use singletons to think globally but act locally.
Effective Java says:
Singletons typically represent some system component that is intrinsically
unique, such as a video display or file system.
So if your component warrants single instance across the entire application and it has some state, it makes sense to make it a singleton.
(The above nakedly borrowed from naikus)
In many cases the above situation can be handled by a 'utility class' in which all the methods are static. But sometimes a Singleton is still preferred.
The main reason for advocating a Singleton over a Static Utility Class is when there is a non-negligible cost involved in setting it up. For example if your class represents the file system, it will take some initialization, which can be put in the constructor of a Singleton but for a Static Utility Class will have to be called in the Static Initializer. If some executions of your app might never access the file system then with a Static Utility Class you have still paid the cost of initializing it , even though you don't need it. With a Singleton if you never need to instantiate it you never call the initialization code.
Having said all that, Singleton is almost certainly the most-overused design pattern.
Suppose I have an interface with lots of methods that I want to mock for a test, and suppose that I don't need it to do anything, I just need the object under test to have an instance of it. For example, I want to run some performance testing/benchmarking over a certain bit of code and don't want the methods on this interface to contribute.
There are plenty of tools to do that easily, for example
Interface mock = Mockito.mock(Interface.class);
ObjectUnderTest obj = ...
obj.setItem(mock);
or whatever.
However, they all come with some runtime overhead that I would rather avoid:
Mockito records all calls, stashing the arguments for verification later
JMock and others (I believe) require you to define what they going to do (not such a big deal), and then execution goes through a proxy of various sorts to actual invoke the method.
Good old java.lang.reflect.Proxy and friends all go through at least a few more method calls on the stack before getting to the method to be invoked, often reflectively.
(I'm willing to be corrected on any of the details of those examples, but I believe the principle holds.)
What I'm aiming for is a "real" no-op implementation of the interface, such as I could write by hand with everything returning null, false or 0. But that doesn't help if I'm feeling lazy and the interface has loads of methods. So, how can I generate and instantiate such a no-op implementation of an arbitrary interface at runtime?
There are tools available such as Powermock, CGLib that use bytecode generation, but only as part of the larger mocking/proxying context and I haven't yet figured out what to pick out of the internals.
OK, so the example may be a little contrived and I doubt that proxying will have too substantial an impact on the timings, but I'm curious now as to how to generate such a class. Is it easy in CGLib, ASM?
EDIT: Yes, this is premature optimisation and there's no real need to do it. After writing this question I think the last sentence didn't quite make my point that I'm more interested in how to do it in principle, and easy ways into dynamic class-generation than the actual use-case I gave. Perhaps poorly worded from the start.
Not sure if this is what you're looking for, but the "new class" wizard in Eclipse lets you build a new class and specify superclass and/or interface(s). If you let it, it will auto-code up dummy implementations of all interface/abstract methods (returning null unless void). It's pretty painless to do.
I suspect the other "big name" IDEs, such as NetBeans and Idea, have similar facilities.
EDIT:
Looking at your question again, I wonder why you'd be concerned about performance of auto proxies when dealing with test classes. It seems to me that if performance is an issue, you should be testing "real" functionality, and if you're dealing with mostly-unimplemented classes anyway then you shouldn't be in a testing situation where performance matters.
It would take a little work to build the utility, but probably not too hard for basic vanilla Java interface without "edge cases" (annotations, etc), to use Javassist code generation to textually create a class at runtime that implements null versions of every method defined on the interface. This would be different from Javassist ProxyFactory (Or CGLib Enhancer) proxy objects which would still have a few layers of indirection. I think there would be no overhead in the resulting class from the direct bytecode generation mode. If you are brave you could also dive into ASM to do the same thing.
Is there any way we can inject new methods and properties into classes during run-time.
http://nurkiewicz.blogspot.com/2009/09/injecting-methods-at-runtime-to-java.html states we may do that by using Groovy.
Is it possible by just doing using Java?
Is it possible by just doing using
Java?
The simple answer is an emphatic "You don't want to do that!".
It is technically possible, but not without resorting to extremely complex, expensive and fragile tricks like bytecode modification1. And even then, you have to rely on dynamic loading to access the modified type and (probably) reflection to make use of its new members. In short, you would be creating lots of pain for yourself, for little if any gain.
Java is a statically typed language, and adding / modifying class type signatures can break the static typing contract of a class.
1 - AspectJ and the like allow you to inject additional behaviour into a class, but it is probably not the "runtime" injection that you are after. Certainly, the injected methods won't be available for statically compiled code to call.
So if you were really crazy, you could do something like what they outline here. What you could do is load the .java file, find the correct insertion point, add whatever methods you need to, call the java compiler and reload the class. Good luck debugging that mess though :)
Edit This actually might be of some use...
You can do some quite funky things with AOP, although genuine modification of classes at runtime is a pretty hairy technique that needs a lot of classloading magic and sleight of hand.
What is easier is using AOP techniques to generate a subclass of your target class and to introduce new methods into this instead, what AOP called a "mixin" or "introduction". See here to read how Spring AOP does it, although this may be quite lame compared to what you're actually trying to achieve.
Is it possible by just doing using Java?
Quite so, the "only" thing you have to do is define an instrumentation agent which supplies an appropriate ClassFileTransformer, and you'll have to use reflection to invoke the added methods. Odds are this isn't what you want to do, though, but it's doable and there's a well-defined interface for it. If you want to modify existing methods you may be interested in something like AspectJ.
While it might be possible, it is not useful.
How would you access these new fields and methods?
You could not use these methods and fields directly (as "ordinary" fields and methods), since they wouldn't be compiled in.
If all you want is the possibility to add "properties" and "methods", you can use a Map<String, Object> for the "dynamic properties", and a Map<String, SuitableInterface> for the "dynamic methods", and look them up by name.
If you need an extension language for Java, an embedded dynamic language (such as Javascript, or Groovy) can be added; most of these can access arbitrary java objects and methods.
I am working in Java on a fairly large project. My question is about how to best structure the set of Properties for my application.
Approach 1: Have some static Properties object that's accessible by every class. (Disadvantages: then, some classes lose their generality should they be taken out of the context of the application; they also require explicit calls to some static object that is located in a different class and may in the future disappear; it just doesn't feel right, am I wrong?)
Approach 2: Have the Properties be instantiated by the main class and handed down to the other application classes. (Disadvantages: you end up passing a pointer to the Properties object to almost every class and it seems to become very redundant and cumbersome; I don't like it.)
Any suggestions?
I like using Spring dependency injection for many of the properties. You can treat your application like building blocks and inject the properties directly into the component that needs them. This preserves (encourages) encapsulation. Then, you assemble your components together and create the "main class".
A nice side effect of the dependency injection is that your code should be more easily testable.
Actually, approach 2 works really well.
I tried using a Singleton properties object on a recent project. Then, when it came time to add features, I need to revise the Singleton, and regretted having to locate every place where I used MySingleton.getInstance().
Approach 2 of passing a global information object through your various constructors is easier to control.
Using an explicit setter helps, too.
class MyConfig extends Properties {...}
class SomeClass {
MyConfig theConfig;
public void setConfi( MyConfig c ) {
theConfig= c;
}
...
}
It works well, and you'll be happy that you tightly controlled precisely which classes actually need configuration information.
If the properties are needed by a lot of classes, I would go for approach 1. Or perhaps a variant in which you use the Singleton design pattern instead of all static methods. This means that you don't have to keep passing some properties object around. On the other hand, if only a few classes need these properties, you might choose approach 2, for the reasons you mentioned. You might also want to ask yourself how likely it is that the classes you write are actually going to be reused and if so, how much of a problem it is to also reuse the properties object. If reuse is not likely, don't bother with it now and choose the solution that is the simplest for the current situation.
Sounds like you need a configuration manager component. It would be found via some sort of service locator, which could be as simple as ConfigurationManagerClass.instance(). This would encapsulate all that fun. Or you could use a dependency injection framework like Spring.
Much depends on how components find each other in your architecture. If your other components are being passed around as references, do that. Just be consistent.
If you are looking for something quick you can use the System properties, they are available to all classes. You can store a String value or if you need to store a list of 'stuff' you can use the System.Properties() method. This returns a 'Properties' object which is a HashTable. You can then store what ever you want into the table. It's not pretty but it's a quick way to have global properties. YMMV
I usually go for a singleton object that resides in a common project and contains a hashtable of itself keyed on namespace, resulting in a properties class for each.
Dependency injection is also a nice way of doing it.
I feel more comfortable when I have a static pointer to my in-memory properties. some times you want to reload properties in runtime, or other functionality that is easier to implement with a static reference.
just remember that no class is an island. a reusable class can have a client class to keep the core free of the singletone reference.
you can also use interfaces, just try not to overdo it.
Approache 2 is defenetly better.
Anyway, you should not let other class search through config object. You should injet config taken in the config object ouside the object.
Take a look at apache commons configuration for help with configuration Impl.
So in the main() you could have
MyObject mobj = new MyObject();
mobj.setLookupDelay(appConfig.getMyObjectLookupDelay);
mobj.setTrackerName(appConfig.getMyObjectTrackerName);
Instead of
MyObject mobj = new MyObject();
mobj.setConfig(appConfig);
where appConfig is a wrapper around the apache configuration library that do all the lookup of the value base on the name of the value in a config file.
this way your object become very easily testable.
Haven't done Java for a while, but can't you just put your properties into the java.lang.System properties? This way you can access the values from everywhere and avoid having a "global" property class.