Currently in my design I've got a base abstract class that all of my activities extend from, however I discovered recently that in order to use a MapView you need to make your activity extend MapActivity. Since Java does not have multiple inheritance I was wondering if there is any way I can use a MapView without having to recreate my design for my application.
Thanks in advance for any help!
Regards, celestialorb.
Good question. I'm interested in what the others have to say. If the answer is no, you should check out the OSMDroid project; that's the map I'm using for my application. It's nice to have the source code to work with...
The answer is no. It is not possible to utilize a MapView without extending MapActivity. As gulbrandr pointed out there is a similar question here, this may be of use for anyone attempting the same thing that I was.
Related
Android Studio Intermediate here with what I hope is not a redundant question:
I encountered an issue while building a splash screen for the very first time. I'm following the process posted here by David Medenjak, which encourages to use a theme in order to have it be displayed while the app is in the process of booting up:
https://blog.davidmedenjak.com/android/2017/09/02/splash-screens.html
I followed this very closely and am certain everything should be in order.
The very last step for basic functionality, titled "Registering the Splash Screen", suggests building a java file to handle switching to your application once it finishes loading. The java code provided on the blog implements an abstract class called Application.ActivityLifecycleCallbacks, yet the code provided does not implement the obstract methods of this superclass.
I did some research on how to implement this superclass but I'm not familiar with it enough to know how to do so and retain the functionality I need. My java class looks just like the one described in the blog.
Here is another guide on this superclass I found to help with implementing, which implements very few methods:
https://medium.com/#mobile_develop/android-application-development-detecting-when-your-app-enters-the-background-or-foreground-bbced47ad8a5
I apologize if the answer is obvious. My hope is to communicate with David, since he's active on StackOverflow. Maybe #'ing him to this thread would work. Any tips on how to implement the class (if necessary) would be greatly appreciated.
For the abstract methods that are not implemented in the super class, simply implement them as empty method definitions. The Example you can refer to is the following from the blog author's included source.
i was wondering if it would be possible to have one central class just for images. Also, how would i use an image from one class in another? I couldn't find the answer to this at all, on other sites. I'm sorry for this dumb question, but i'm fairly new to programming, and the loading of images and sprite animations is what frustrates me the most, and i won't be able to advance to anything else, unless i get these kinds of problems out my head! Thank you for everyone that helps!
create a new object in clasee and using this object to invoke the function
also you can set class as static class
This is a bit of a general question, but I will give a specific example for you.
I have a bunch of activities in an App. In all of the activities, there is a Facebook button. When you click the button it takes you to a specific Facebook page. I wish for the button to behave exactly the same way on every page.
Right now, in every single Activity, I create an onClickListener() for the Facebook button and make the intent and start the activity. It's the same code in every single Activity.
What is the best way to write this code once and include it in multiple activities? Is there anyway to include other .java files?
One solution that I know would work, is to make a base CustomActivity class that extends Activity and then have all activities extend CustomActivity. Then put my onClickListener() code in CustomActivity. I'm new to Java though and I wasn't sure if that was the best approach or not. Some of my Activities already extend other custom activity classes as is, so extending things that extend more things might get kinda messy, I dunno.
UPDATE
Playing the devil's advocate here: Lets say I went with the inheritance route and I create some CustomActivity that I want my Activities to extend. CustomActivity would contain a bunch of general code that I need to use for all Activities, including but not limited to the Facebook button functionality. What happens when there is an Activity that I need to use generic code from the CustomActivity but there is no Facebook button in that specific Activity?
A common base class is perhaps the best approach. (It doesn't work quite so well if some of your activities extend Activity and some extend Activity subclasses (such as ListActivity).
An alternate approach is to create a separate class that implements the logic of your click listener. This doesn't eliminate all duplicate code — each activity still needs to instantiate and register a listener — but the logic for what to do will only need to be written once in the listener class.
In either alternative, you might consider assigning the android:onClick attribute to the button. That way you don't need to register a click listener; you just need to implement the target method in each activity. This is particularly useful with the base class approach.
UPDATE
Suppose you go the inheritance route and you want an activity with no Facebook button. If you are using the android:onClick technique, then you don't have to do anything different in your code — since no button will invoke your onClick method, the method will just sit there doing nothing. If you are installing an OnClickListener in code, then you just need to test that the button exists (i.e., that findViewById() did not return null) before registering the listener.
Generally a common base class is NOT the best approach (although it's certainly valid).
This took me (and every OO programmer who "gets" OO that I know of) a while to really grok, but you should use inheritance as sparingly as you possibly can. Every time you do it you should ask yourself if there is REALLY no other way to do this.
One way to find out is to be very strict with the "is-a" test--if you call your base activity a "Facebook Activity", could you really say that each child "is" a Facebook activity? Probably not. Also if you decided to add in Twitter to some of the pages (but not others), how do you do this?
Not that inheritance is completely out! A great solution might be to extend a control to launch your facebook activity and call it a facebook button--have it encapsulate all the stuff you need to do to connect to facebook. Now you can add this to any page you want by simply dragging it on (I'm pretty sure android tools let you add new components to the pallet). It's not "Free" like extending your activity class, but in the long run it will cost you a lot less stress.
You probably won't believe me now, we all need to learn from our own experience, just keep this in mind and use it to evaluate your code as you evolve it over time.
--edit, comment response--
You can encapsulate any facebook activity you think you will use a lot in it's own class--get it to a bare minimum so you can just add it to any class in a one-liner.
At some point, however, you may decide that it's STILL too much boilerplate, I totally understand. At that point you COULD use an abstract base activity like you suggest, but I wouldn't hard-code it to handle facebook explicitly, instead I'd have it support behaviors such as facebook (and maybe others), and turn-on these behaviors as desired. You could then tell it NOT to add the facebook behavior to a given screen if you like, or add in Twitter to some of them.
You can make this boilerplate minimum, for instance if you want "Standard" functionality, you shouldn't have to do anything special, if you wish to disable facebook you might start your constructor with:
super(DISABLE_FACEBOOK_BEHAVIOR);
and if you want one that also enables Twitter you could use:
super(DISABLE_FACEBOOK_BEHAVIOR, ENABLE_TWITTER_BEHAVIOR);
with a constructor like AbstractAction(BehaviorEnum... behaviors).
This is more flexible and you actually can say that each if your activities IS-A "behavior supporting activity" with a clear conscience.
It is, of course, a perfectly good approach to be less flexible at first and refactor into a pattern like this later when you need to, just be on the look-out for your inheritance model causing problems so you don't let it mess you up for too long before you fix it.
Well, extending things is the principle of OOP, so I don't think this is a problem to have more than one level of subclasses. The solution you thought about is in my opinion the best.
Absolutely. Use inheritance to gain some reusability as you should with OOP. You'll find, as you progress, that there are gonna be more and more things you'd like to reuse in your activities -- things more complex than an onClickListener for a FB button -- so it's a great idea to start building a nice, reusable "super" activity that you can inherit from.
I need to add some logic to GenericModel by means of extending it, but I understand that Play uses generics to enhance the GenericModel. What would be the right and most convenient way to extend this class?
I tried to do this, but some of the methods in GenericModel simply throw a UnsupportedOperationException exception, so this is clearly enhanced somewhere else.
Check out db.jpa.Model which also extends GenericModel.
If you intend to extends the GenericModel, I would do it in the models package. No need for an external module and it is best to avoid touching playframework core. You will have trouble updating it if you do.
But still, after a quick look at the source code, it seems that you are trying to modify JPA related code. What kind of logic are you talking about?
I've managed to get this working by means of reflection. Everything is now working 100%. :) Not really the best solution, but it works.
I have the following problem:
I have an abstract Activity class, lets call it MyAbstractActivity, that contains some code I'd like to reuse (for example: a standard service binder, common menu items, common initialization code, etc. etc.). Normally I would just use it to subclass my concrete activities and be done with it.
However, I occasionally need to use another supertype, such as a ListActivity or a MapActivity.
So the question is: how do I avoid duplicating that support code within an Activity, if I have to use another base class?
I have thought up of a solution based on the decorator pattern, like this one:
.
However, I see a problem with this approach:
What to do with protected methods (like onCreate())? Should I introduce an additional "bridge" class that makes them public for the purpose of the decorator, similarly to the way presented below (starting to look a bit byzantine...)?
Any other way?
I hope I made myself relatively clear. Thanks in advance for any feedback!
PS. Using static utility classes is not a good solution in my opinion, since it introduces a possibility of hard-to-identify programming bugs.
If I understand correctly, neither Fragments nor the Decorator Pattern are clean or appropriate solutions for what you want to accomplish. They were designed to solve other problems.
I find myself moving "support" code, or "framework" code, or "all that verbose, repetitive, boilerplate crap" to static utility methods. This isn't necessarily the approach I'd take on a non-Android project, but in my Android projects, it works pretty darn well.
Also, know that you don't need to subclass ListActivity to have a ListView.