I have a superclass Shape, and classes Triangle, Square, etc. extend Shape. I have two current issues:
My method Triangle extends Shape does not compile. It has to return a Shape, not a Triangle.
I want to hide this method. It should only be callable from the Shape superclass.
public class Shape {
public static Shape createShapeFromXML(String xml) {
String type = parse(xml);
if (type.equals("Triangle") {
Triangle.createShapeFromXML(xml);
} else if (...) {
// ...
}
}
}
public class Triangle extends Shape {
public static Triangle createShapeFromXML(String xml) {
....
}
}
public static void main(String[] args) {
String xml = ...
Shape s = Shape.createShapeFromXML(xml);
}
How can I resolve these issues?
why don't you keep the one static method in the superclass, and have it return the appropriate Shape subclass? The signature would stay the same because Triangles have an is-a relationship to Shape.
You could make the method on the superclass private to get the access restriction you want...
Another approach would be to use the Factory pattern. You could have a ShapeFactory...
This is a good idea because creating the xml parsing is not a concern of the Shape classes. Separate your concerns. The wikipedia link is good at describing the pattern, but you might want a simpler example. See this.
// 2. I want to hide this method. It should only be callable from superclass Shape
You can make the Shape method final in order to lock down the implementation. Even your overloaded method that returns a subclass type (Triangle in your example) would be flagged by the compiler.
public static final Shape createShapeFromXML(String xml) { ... }
EDIT:
in response to the conversation in the comments, for evidence I provide the following:
public class Shape {
public static final Shape createShapeFromXML(String xml) {
if (xml.equals("Triangle")) {//removed parse for demo compliation
return Triangle.createShapeFromXML(xml);
} else {
return new Shape();
}
}
}
public class Triangle extends Shape{
public static Triangle createShapeFromXML(String xml) {
return new Triangle();
}
}
trying to compile the above will result in a compiler error:
mybox:src akf$ javac Triangle.java
Triangle.java:3: createShapeFromXML(java.lang.String) in Triangle cannot override createShapeFromXML(java.lang.String) in Shape; overridden method is static final
public static Triangle createShapeFromXML(String xml) {
^
1 error
This can be explained using the JLS by referencing two sections:
from 8.4.6.2 Hiding (by Class Methods):
If a class declares a static method, then the declaration of that method is said to hide any and all methods with the same signature in the superclasses and superinterfaces of the class that would otherwise be accessible to code in the class.
and then from 8.4.3.3 final Methods:
A method can be declared final to prevent subclasses from overriding or hiding it. It is a compile-time error to attempt to override or hide a final method.
Putting the two together, adding final to the signature of a static method will protect that method from being hidden by subclasses. It will enforce compile-time checking.
To make your code compile you need to declare public static Shape createShapeFromXML(String xml) in the Triangle class.
public class Shape {
public static void main(String[] args) {
String xml = "Triangle";
Shape s = Shape.createShapeFromXML(xml);
System.out.println(s.toString());
}
public static Shape createShapeFromXML(String xml) {
Shape aShape = null;
if (xml.equals("Triangle")) {
aShape = Triangle.createShapeFromXML(xml);
}
return aShape;
}
}
class Triangle extends Shape {
public static Shape createShapeFromXML(String xml) {
return new Triangle();
}
#Override
public String toString() {
return "Triangle";
}
}
The System.out.println(s.toString()); in the main method outputs "Triangle", this proves that a Triangle shape is being created.
Related
How come I can't use the variable shapeArea in my circle class? I'm trying to build a series classes with is-a relationships and has-a relationship for the first time. The empty classes don't really have a purpose yet. I was just trying to see if I could create the basic frame for what would eventually hold my code.
public class Object {
}
class shape extends Object{
}
class area{
public double area;
}
class TwoDshape extends shape{
area shapeArea = new area();
}
class circle extends TwoDshape{
shapeArea.area = 1;
}
You can use it in any method in circle class or in any type of constructors of circle class because the inherited fields only can be accessed through constructors and methods in the child class.
I created a Replit snippet.
class Main {
public static void main(String[] args) {
Shape2D shape = new Shape2D();
System.out.println(shape.area.sqm);
// Casting objects
// https://docs.oracle.com/javase/tutorial/java/IandI/subclasses.html
Shape2D circle = new Circle();
System.out.println(circle.area.sqm);
Shape2D triangle = new Triangle(2.0);
System.out.println(triangle.area.sqm);
Rectangle rectangle = new Rectangle();
rectangle.increaseArea();
System.out.println(rectangle.area.sqm);
}
}
/*
Extends java.lang.Object
But if you omit that, it will extend implicitly.
https://docs.oracle.com/javase/tutorial/java/IandI/objectclass.html
https://docs.oracle.com/javase/tutorial/java/IandI/subclasses.html
*/
class Shape extends Object {
}
class Area {
public double sqm;
}
class Shape2D extends Shape {
Area area = new Area();
}
/*
Initializing Instance Members
https://docs.oracle.com/javase/tutorial/java/javaOO/initial.html
*/
class Circle extends Shape2D {
{
area.sqm = 1.0;
}
}
/*
Using a constructor
https://docs.oracle.com/javase/tutorial/java/javaOO/constructors.html
*/
class Triangle extends Shape2D {
Triangle(double areaInSquareMetres) {
this.area.sqm = areaInSquareMetres;
}
}
/*
Using an instance method
https://docs.oracle.com/javase/tutorial/java/javaOO/classvars.html
*/
class Rectangle extends Shape2D {
void increaseArea() {
area.sqm += 1.0;
}
}
Also important:
Whats the difference between objects and data structures?
At the class level you can only define variables (static or instance), constructor, methods. You can do something like
class Circle extends TwoDshape{
public Circle {
shapeArea.area = 1;
}
}
Plus: Prefer starting class names with capital letter
Lets say I had a simple inheritance structure like so:
class Shape {
int id;
}
class Circle extends Shape {
int radius;
}
class Square extends Shape {
int length;
}
class ToyBox {
List<Shape> shapes;
}
These objects cannot be augmented in any way (no adding methods/fields/accessors.change the file in any way) and should be treated as immutable/final. I have to return each of these shape objects to another part of the system I am working within with some extra information to go alongside each item. For example:
class extended Shape {
int id;
}
class ExtendedCircle extends ExtendedShape {
public Circle circle;
public Blah circleStuff;
public ExtendedCircle(Circle circle) {...}
}
class ExtendedSquare extends ExtendedShape {
public Square square;
public Blah squareStuff;
public ExtendedSquare(Square square) {...}
}
The only way I can think of accomplishing this task given a ToyBox of shapes is to iterate through the shapes list, do an instance of check and do a cast to circle, square etc. to then construct each of the corresponding "Extended" objects. This makes me a little uncomfortable so i am wondering if there is another way to design such a system?
If you need to avoid casting and using instanceof operator you probably would like to consider using Vistor design pattern. Applying it to your example if might looks as following:
class Shape {
int id;
public void visitingShape(ToyBox box) {
box.visitingShape(this);
}
}
class Circle extends Shape {
int radius;
public void visitingShape(ToyBox box) {
box.visitingCircle(this);
}
}
class Square extends Shape {
int length;
public void visitingShape(ToyBox box) {
box.visitingSquare(this);
}
}
class ToyBox {
List<Shape> shapes;
public visitingShape(Shape shape) {
// Do logic related to the shape
}
public visitingCircle(Circle shape) {
// Do logic related to the circle
}
public visitingSquare(Square shape) {
// Do logic related to the square
}
}
I can propose an approach which is closer to pattern-matching. It doesn't solve the problem using inheritance, but it should give the same advantages as a visitor pattern without the heavyweight aspect of it.
Simply introduce a ShapeType enumeration, make each shape return its type and use a switch-case structure to implement your logic. Might be more readable.
It seems like you're in a pretty tough spot not owning the shape classes but I think you could add shape proxies. It adds an additional layer but provides the ability to extend the shapes as well as additional control over the interface if you'd need it.
Let's say, given a Shape as follows:
public class Shape {
public void doSomethingWithShape() {}
}
You provide a ShapeProxy like so (implementing the Shape interface and providing a proxy into it):
public class ShapeProxy extends Shape implements IShapeProxy {
// Optional
#Override
public void doSomethingWithShape() {
// Do something extra if needed.
}
// From IShapeProxy
#Override
public ExtendedShape getExtended() {
return new ExtendedShape(this);
}
}
Likewise, you would have proxies for each additional shape:
public class CircleProxy extends Circle implements IShapeProxy {
#Override
public ExtendedCircle getExtended() {
return new ExtendedCircle(this);
}
}
And, of course, you could use it like this:
public static void main(String[] args) {
List<IShapeProxy> shapes = new ArrayList<>();
shapes.add(new ShapeProxy());
shapes.add(new CircleProxy());
shapes.add(new SquareProxy());
List<ExtendedShape> extendedShapes = new ArrayList<>();
shapes.forEach(s -> extendedShapes.add(s.getExtended()));
}
I would prefer it this way but if you couldn't change the type of List then you could still shove them in as Shapes and cast to get the extended type. Still, it's a common cast that wouldn't require knowledge about the type of shape at hand.
If that seems like too much or if you'd like to separate the extending from the proxy, you can combine the proxy idea with Dici's suggestion and add a type like so (changes to the interface not shown):
public enum ShapeType {
SHAPE, CIRCLE, SQUARE
}
public class CircleProxy extends Circle implements IShapeProxy {
// From IShapeProxy
#Override
public ShapeType getType() {
return ShapeType.CIRCLE;
}
}
// And...
for (IShapeProxy proxy : shapes) {
switch (proxy.getType()) {
case SHAPE:
// Build the extended type.
break;
...
}
}
}
I know that,No matter what the actual object is,that the reference variable refers to,The methods i can call on a reference is dependent on the declared type of the variable (in line 15 of code).I want to know why so.Why can't the class user use the reference variable s of type Shape to call its subclass method drawCircle()?
public class Shape{
public void displayShape(){
System.out.println("shape displayed");
}
public class Circle extends Shape{
public void drawCircle(){
System.out.println("circle drawn");
}
public class Test{
p.s.v.main(String[] a){
Circle c=new Circle();
Shape s=new Shape();
display(c);
display(s);
public void display(Shape myShape){
myShape.displayShape();//possible for ref variable c and s
myShape.drawCircle();//not possible for reference var s
}
}
}
Can u provide me an explanation of what happens at the object level?I am new to java.
The compiler just knows that myShape is a reference variable of type Shape, which contains only one method displayShape() , so according to the compiler, it is not possible to call a method drawCircle() which the Shape class does not contain.
The compiler is not concerned with what object this variable will hold at runtime. You may extend another class from the Shape class at some later point of time, and use the myShape reference to hold that subclass object. The compiler is just concerned with what type myShape is at compile-time.
If your Circle class happened to override the displayShape() method, like below :
public class Circle extends Shape {
public void displayShape() {
System.out.println("I am a Circle!");
}
public void drawCircle() {
// Implementation here
}
}
the only decision happening at runtime would be which displayShape() method to call.
First, you forgot to make Circle subclass of Shape.
Then you said :
The methods i can call on a reference is dependent on the declared
type of the variable
But the Shape myShape parameter is also a variable :
public void display(Shape myShape){
...
myShape.drawCircle();
}
So also here, as for a local variable or a field variable, the compiler relies only the declared type to bound the invoked method.
And as the Shape class is used as the type of the declared variable, only methods of this class may be invoked on.
If you are sure that myShape is a Circle you can explicitly cast it to one
((Circle)myShape).drawCircle(); or Circle myCircle = (Circle)myShape; myCircle.drawCircle(); but if you do that and it isn't actually a Circle then you will get a ClassCastException.
Generally, you want to try and avoid this sort of casting though as its something of a code smell which suggests your design is a bit off. (Sometimes you do need to do it, but its not taking advantage of polymorphism).
To take advantage of polymorphism you would instead have Shape define displayShape() as an abstract method and then instead of drawCircle(), drawSquare() etc... each subclass of Shape will have its own version of the displayShape() method, while in Shape itself you would have:
public abstract displayShape(); which is a way of telling the compiler "all my subclasses will have this displayShape() method so when someone calls displayShape() on one of me, use the one defined in that subclass".
So for example:
Shape myCircle = new Circle();
Shape mySquare = new Square();
myCircle.displayShape(); //draws a circle
mySquare.displayShape(); //draws a square
//And if you can't choose which one you want...
Shape surpriseMe = new Random().nextBoolean() ? myCircle : mySquare;
surpriseMe.displayShape(); //draws either a circle or a square!
How about reading about polymorphism.
public abstract class Shape {
public abstract void draw();
}
public class Circle extends Shape {
#Override
public void draw() {
System.out.println("Circle drawed");
}
}
public class Triangle extends Shape {
#Override
public void draw() {
System.out.println("Triangle drawed");
}
}
public class Test() {
public static void display(Shape shape) {
shape.draw();
}
public static void main(String[] args) {
//how can you define "shape" in real world? its triangle or... -> abstraction
Circle c = new Circle();
Triangle t = new Triangle();
display(c);
display(t);
}
}
As you all know that the AbstractFactory helps creating object without knowledge of creation process. But the complexity of the pattern will increase by the time, when new factory is added or large modifications are made within the factory class. This will require a heavy change on abstract factory creator class.
I used to use AbstractFactory, but with my own modification & it's like: Replace abstract factory creator class with empty interface, which will be implemented by factory classes. Then cast returned object from FactoryCreator class to the real factory I want. This worked, but I wonder if this breaks the pattern or is it a bad practice on the pattern or does it have any drawback that would lead to the same complexity in the future development?
Below is a very simple implementation of the pattern that I took from the book & my modifications as well:
Shape factory:
public interface Shape {
void draw();
}
public class Circle implements Shape {
#Override
public void draw() {
// Draw circle
}
}
public class Rectangle implements Shape {
#Override
public void draw() {
// Draw rectangle
}
}
public class ShapeFactory implements IFactory {
public Shape getShape(String shape) {
if (shape.equalsIgnoreCase("CIRLE")) {
return new Circle();
} else if (shape.equalsIgnoreCase("RECTANGLE")) {
return new Rectangle();
}
return null;
}
}
//public class ShapeFactory extends AbstractFactory {
// #Override
// public Color getColor(...) {
// //
// }
// #Override Shape getShape(...) {
// //
// }
//}
Color factory:
public interface Color {
void fill();
}
public class Red implements Color {
#Override
public void fill() {
// Fill red
}
}
public class Green implements Color {
#Override
public void fill() {
// Fill green
}
}
public class ColorFactory implements IFactory {
public Color getColor(String color) {
if (color.equalsIgnoreCase("RED")) {
return new Red();
} else if (color.equalsIgnoreCase("GREEN")) {
return new Green();
}
}
}
//public class ColorFactory extends AbstractFactory {
// #Override
// public Color getColor(...) {
// //
// }
// #Override Shape getShape(...) {
// //
// }
//}
Factory creator interface:
public interface IFactory { }
//public abstract class AbstractFactory {
// abstract Color getColor(String color);
// abstract Shape getShape(String shape) ;
//}
Factory creator:
public class FactoryCreator {
public static IFactory getFactory(String factoryName) {
if (factoryName.equalsIgnoreCase("SHAPE")) {
return new ShapeFactory();
} else if (factoryName.equalsIgnoreCase("COLOR")) {
return new ColorFactory();
}
return null;
}
}
Usage:
public class demo {
ShapeFactory shapeFactory = (ShapeFactory)FactoryCreator.getFactory("SHAPE");
ColorFactory colorFactory = (ColorFactory)FactoryCreator.getFactory("COLOR");
shapeFactory.getShape("CIRCLE").draw();
shapeFactory.getShape("RECTANGLE").draw();
colorFactory.getColor("RED").fill();
colorFactory.getColor("GREEN").fill();
}
So the question in essence boils down to difference between abstract class and interface.
There are many sources on this discusion:
see here
What you need to understand about the patterns is that they are designed to be template for solution. It will happen rarely that you can copy paste pattern with zero modification and expect to fit your problem perfectly.
As for your question, can you implement AbstractFactory pattern with a FactoryCreator interface instead of abstract class ?
Surely you can, this is an implementation detail which does not break the intent of the pattern.
Abstract Factory offers the interface for creating a family of related objects, without explicitly specifying their classes.
Edit
You are looking at one specific implementation of this pattern in which author decided to implement the template with abstract class.
Design patterns are not a guarantee to to the right thing... you have to use your head first...
history showed that many people had a certain problem with [xxx] and a lot of people could solve the problem with Design-Pattern [yyy]. That's how desgin pattern evoveld and how they are defined.
You cannot say i'll implement this (or that) pattern and i'll have no problems anyway. you have to think, describe your problem and see if this pattern would help you to design your architecture.
Obviously: your programm implementation is so simple that abstractFactory is overhead, and you already solved that with using mere interfaces.
ok, let's speak the obvoius:
AbstractFactory is not the solution to your problem:
first: define your problem: i want to create parametrized objects in a simple way. a) parametrized with shape and color and b) simple way
possible solution: factory-methode (think: you have the interface Shape with two implementations and the interface Color with two implementations)
public ShapeFactory{
public static Shape create(String shape){
if ("CICRCLE".equals(shape)) //your code from above
}
}
and a Color factory
public ColorFactory{
public static Color createColor(String color){
if("GREEN".equals(color) ) // your code from above
}
}
using these design pattern you can solve your problem as defined above... (you can make one factory wich provides factory-methods for both interfaces, if you want to make it even shorter)
As per my understanding in the above problem, one wants to create a shape and then fill color in it. If thats the case one can make it bit better by adding Builder pattern on top of factory.
class ShapeBuider
{
private String color;
private String shape;
/**
* #param color the color to set
*/
public void setColor(String color) {
this.color = color;
}
/**
* #param shape the shape to set
*/
public void setShape(String shape) {
this.shape = shape;
}
public void build()
{
// create shape
// create color
// fill shape with color
}
public Object get()
{
// return the created object in build method here.
return null;
}
}
This builder approach will make sure that the right color is applied to right shape.
I would like my BallUserInterfaceFactory to return an instance of a user interface that has the proper generic type. I am stuck in the example below getting the error:
Bound mismatch: The generic method getBaseballUserInterface(BASEBALL)
of type BallUserInterfaceFactory is not applicable for the arguments
(BALL). The inferred type BALL is not a valid substitute for the
bounded parameter
public class BallUserInterfaceFactory {
public static <BALL extends Ball> BallUserInterface<BALL> getUserInterface(BALL ball) {
if(ball instanceof Baseball){
return getBaseballUserInterface(ball);
}
//Other ball types go here
//Unable to create a UI for ball
return null;
}
private static <BASEBALL extends Baseball> BaseballUserInterface<BASEBALL> getBaseballUserInterface(BASEBALL ball){
return new BaseballUserInterface<BASEBALL>(ball);
}
}
I understand that it cannot guarantee that BALL is a Baseball, and so there is a parameter type mismatch on the getBaseballUserInterface method call.
If I cast the ball parameter in the getBaseballUserInterface method call, then I get the error:
Type mismatch: cannot convert from BaseballUserInterface<Baseball>
to BallUserInterface<BALL>
Because it can't guarantee that what I am returning is the same type of BALL.
My question is, what is the strategy for dealing with this situation?
(For completeness, here are the other classes required in the example)
public class Ball {
}
public class Baseball extends Ball {
}
public class BallUserInterface <BALL extends Ball> {
private BALL ball;
public BallUserInterface(BALL ball){
this.ball = ball;
}
}
public class BaseballUserInterface<BASEBALL extends Baseball> extends BallUserInterface<BASEBALL>{
public BaseballUserInterface(BASEBALL ball) {
super(ball);
}
}
This is a wrong design pattern. Rather than using one generic method and an if ladder, you should instead use overloading. Overloading eliminates the need for the if ladder and the compiler can make sure the correct method is invoked rather than having to wait till runtime.
eg.
public class BallUserInterfaceFactory {
public static BallUserInterface<Baseball> getUserInterface(
Baseball ball) {
return new BallUserInterface<Baseball>(ball);
}
public static BallUserInterface<Football> getUserInterface(
Football ball) {
return new BallUserInterface<Football>(ball);
}
}
This way you also get the added benefit of compile time errors if your code cannot create a BallUserInterface for the appropriate ball.
To avoid the if ladder you can use a technique known as double dispatch. In essence, we use the fact that the instance knows what class it belongs to and calls the appropriate factory method for us. For this to work Ball needs to have a method that returns the appropriate BallInterface.
You can either make the method abstract or provide a default implementation that throws an exception or returns null. Ball and Baseball should now look something like:
public abstract class Ball<T extends Ball<T>> {
abstract BallUserInterface<T> getBallUserInterface();
}
.
public class Baseball extends Ball<Baseball> {
#Override
BallUserInterface<Baseball> getBallUserInterface() {
return BallUserInterfaceFactory.getUserInterface(this);
}
}
To make things a little neater, it's better to make getBallUserInterface package private and provide a generic getter in BallUserInterfaceFactory. The factory can then manage additional checks like for null and any thrown exceptions. eg.
public class BallUserInterfaceFactory {
public static BallUserInterface<Baseball> getUserInterface(
Baseball ball) {
return new BallUserInterface<Baseball>(ball);
}
public static <T extends Ball<T>> BallUserInterface<T> getUserInterface(
T ball) {
return ball.getBallUserInterface();
}
}
The Visitor Pattern
As pointed out in the comments, one problem of the above is it requires the Ball classes to have knowledge of the UI, which is highly undesirable. You can, however, use the visitor pattern, which enables you to use double dispatch, but also decouples the various Ball classes and the UI.
First, the necessary visitor classes, and factory functions:
public interface Visitor<T> {
public T visit(Baseball ball);
public T visit(Football ball);
}
public class BallUserInterfaceVisitor implements Visitor<BallUserInterface<? extends Ball>> {
#Override
public BallUserInterface<Baseball> visit(Baseball ball) {
// Since we now know the ball type, we can call the appropriate factory function
return BallUserInterfaceFactory.getUserInterface(ball);
}
#Override
public BallUserInterface<Football> visit(Football ball) {
return BallUserInterfaceFactory.getUserInterface(ball);
}
}
public class BallUserInterfaceFactory {
public static BallUserInterface<? extends Ball> getUserInterface(Ball ball) {
return ball.accept(new BallUserInterfaceVisitor());
}
// other factory functions for when concrete ball type is known
}
You'll note that the visitor and the factory function have to use wildcards. This is necessary for type safety. Since you don't know what type of ball has been passed, the method cannot be sure of what UI is being returned (other than it is a ball UI).
Secondly, you need to define an abstract accept method on Ball that accepts a Visitor. Each concrete implementation of Ball must also implement this method for the visitor pattern to work correctly. The implementation looks exactly the same, but the type system ensures dispatch of the appropriate methods.
public interface Ball {
public <T> T accept(Visitor<T> visitor);
}
public class Baseball implements Ball {
#Override
public <T> T accept(Visitor<T> visitor) {
return visitor.visit(this);
}
}
Finally, a bit of code that can put all this together:
Ball baseball = new Baseball();
Ball football = new Football();
List<BallUserInterface<? extends Ball>> uiList = new ArrayList<>();
uiList.add(BallUserInterfaceFactory.getUserInterface(baseball));
uiList.add(BallUserInterfaceFactory.getUserInterface(football));
for (BallUserInterface<? extends Ball> ui : uiList) {
System.out.println(ui);
}
// Outputs:
// ui.BaseballUserInterface#37e247e2
// ui.FootballUserInterface#1f2f0ce9
This is a VERY GOOD question.
You could cast brutely
return (BallUserInterface<BALL>)getBaseballUserInterface((Baseball)ball);
The answer is theoretically flawed, since we force BASEBALL=Baseball.
It works due to erasure. Actually it depends on erasure.
I hope there is a better answer that is reification safe.
public class BaseballUserInterface extends BallUserInterface<Baseball> {
public BaseballUserInterface(Baseball ball) {
super(ball);
}
}
You are using the BallUserInterface as a result of the factory method. So, it can be hidden which concrete ball is used:
public class BallUserInterfaceFactory {
public static BallUserInterface<?> getUserInterface(Ball ball) {
if(ball instanceof Baseball){
return getBaseballUserInterface((Baseball)ball);
}
return null;
}
private static BaseballUserInterface getBaseballUserInterface(Baseball ball){
return new BaseballUserInterface(ball);
}
}
If the client is interested in the type of the ball you should offer a factory method with the concrete ball as parameter:
public static BaseballUserInterface getUserInterface(Baseball ball){
return new BaseballUserInterface(ball);
}