I have this constructor;
public UmlDiagramEntity(ReportElement reportElement, int pageIndex, Controller controller) {
super(reportElement.getX1(), reportElement.getY1(), reportElement.getX2(), reportElement.getY2());
setLayout(null);
this.pageIndex = pageIndex;
this.controller = controller;
reportElements = reportElement.getInternalReportElements();
components = new ArrayList<AbstractEntity>();
changedComponentIndex = -1;
PageListener p = new PageListener();
this.addMouseMotionListener(p);
this.addMouseListener(p);
setPage();
}
And I have an update method in the same class;
#Override
public void update(ReportElement reportElement) {
if (changedComponentIndex == -1) {
super.update(reportElement);
} else {
reportElements = reportElement.getInternalReportElements();
if (components.size() == reportElements.size()) {
if (!isCommitted) {
if (reportElement.getType() == ReportElementType.UmlRelation) {
if (checkInvolvementAndSet(changedComponentIndex)) {
anchorEntity(changedComponentIndex);
} else {
resistChanges(changedComponentIndex);
}
return;
}
}
..................goes on
When I follow the flow from the debugger, I see that when update is called, somewhere in the method, the program goes into the constructor and executes it all over again (super, pageIndex, etc.). Why does it go to the constructor :D I didn't tell it to go there.
I can make a deeper analysis and see where it goes to the constructor if you want. By the way, changedComponentIndex is a static variable.
I would find it far more probable that you are seeing it construct two different objects. You'd have to provide more information like a stack trace; here you haven't even shown the constructor being invoked!
The behaviour you describe is pretty much impossible. Either your code is different from what you've shown or you're not debugging the code you think you're debugging. Without complete code that we can run, that's all we can say.
Are you sure that update is not called indirectly from within the constructor, which would result in a breakpoint in update getting triggered.
Try setting a breakpoint at the start of the constructor and at the end, then one in update. When you hit the first constructor breakpoint, hit 'continue' and see which breakpoint gets triggered next.
Is this multi-threaded? Is it possible that the constructor for a different instance created on another thread is being called?
Related
i've got some problem with my Mouse Cursor. I set it inside my MouseMotion Event of a JPanel with this.setCursor(), but it dosen't changed.
After getting out ouf the Window for example on my Desktop and go back inside , the cursor will be changed by any motion.
The Code of the mouse Event of the JPanel is this:
public void mouseMoved(MouseEvent e) {
this.requestFocusInWindow();
this.requestFocus();
this.cL.doMouseMoved(e);
}
The Code of the Method doMouseMoved is this:
public void doMouseMoved(MouseEvent e) {
this.lastMouseEvent = e;
this.sList.setCurrentElements(e.getPoint());
this.setMovedCursor(e);
}
An finally this is the code of the method setMovedCursor:
public void setMovedCursor(MouseEvent e) {
java.awt.Cursor cu = new java.awt.Cursor(java.awt.Cursor.SW_RESIZE_CURSOR);
view.setCursor(cu);
}
(I know that this isn't the best way)
I hope everyone can help me.
Sorry for any mistakes, it's my first post at stackoverflow.
if (sList.getCurrentShapeType() == "rec") {
Not sure if it will fix your problem but don't use "==" to compare objects.
Instead you should be using the equals(...) method.
if ("rec".equals(sList.getCurrentShapeType()) {
Note: I changed the order of the test so you don't have to worry about the getCurrentShapeType() method returning a null value.
else if (k.getBorderByPoint(e.getPoint()) == 4)
Also, I don't know what your getBorderByPoint() method does but why are you comparing it to an integer value. We have no idea what "4" means. Don't use "magic numbers. Instead create variables like: CURSOR_NORTH. Or better yet why not just return the cursor from that method so you don't have to check the value twice.
I want to find out whether method for some object is being called for that instance or not.
Is it possible in java ?
Like ...
class Button {
public void focus(){}
public void setName(){}
}
class MyTest {
public static void main(String[] args){
Button button = new Button();
button.focus();
// I want to find out on button instance whether focus() or setName() is called or not.
whetherMethodCalled(button);
// OR
whetherMethodCalled(button, 'focus');
whetherMethodCalled(button, 'setName');
}
}
EDIT : Forgot to add Button class is third party class which I cannot modify... Also I want to check in my code whether method has called for given object instance or not on basis of that I have to write some code.
In order to reduce extra work, perhaps profiling your application with JConsole or another tool is good enough to show if certain methods have run. Another option is using a code coverage tool like EMMA which detects dead code. There is a list of open-source profilers for Java at http://java-source.net/open-source/profilers and EMMA is at http://emma.sourceforge.net/.
With some extra work AspectJ could be use to intercept method calls without changing existing code. For example, the following would intercept calls to Button.focus()
#Aspect
public class InterceptButtonMethods {
#Before("execution(* Button.focus())")
public void beforeInvoke() {
System.out.println("Button.focus invoked");
incrementFocusCount();
}
}
If more extra work is ok, there is a way to wrap all calls to the Button's focus() and setName() methods so that they update separate counters in addition to their normal functions. This can be done by extending Button in YourButton class which is identical to Button except for a couple of int counters with getters, setters and increment methods; and countingFocus() and countingSetName() methods which update their counters and call focus() and setName() respectively, such as in outline:
Class YourButton extends Button {
int focusCount;
int setNameCount
int getFocusCount() {return this.focusCount;}
void setFocusCount(int counter) {this.focusCount = counter} // optional to reset counter
void incrementFocusCount() {this.focusCount = getFocusCount() + 1;)
...
void countingFocus() {
incrementFocusCount();
focus()
}
...
}
If it is required in many places and involves complex things, I recommend to use Mockito to test your code. Using that you can verify if the method was invoked (also how many times if invoked)
You can mock the button and verify in your MyTest how many times the method must be called. Using Mockito you can mock and stub your methods(Stubbing voids requires different approach from when(Object) because the compiler does not like void methods inside brackets) and then verify it using verify statement.
verify(mockButton, times(1)).focus();
verify(mockButton, times(1)).setName();
You can write a wrapper class over the 3rd party Button class through which all calls to Button class will be made.
This wrapper class can keep track of whether each method has been called or not
class ButtonCaller {
private Button button = null;
private boolean focusCalled;
private boolean setNameCalled;
public ButtonCaller() {
button = new Button();
focusCalled = false;
setNameCalled = false;
}
public void focus() {
button.focus();
focusCalled = true;
}
public void setName() {
button.setName();
setNameCalled = true;
}
public void whetherMethodCalled(ButtonMethod method) {
switch (method) {
case FOCUS:
return focusCalled;
case SET_NAME:
return setNameCalled;
}
throw new RuntimeException("Unknown ButtonMethod !!!");
}
public static Enum ButtonMethod {
FOCUS,
SET_NAME;
}
}
I am new Programmer ,
And I using andengine to develope a game, i juss keep on gettin this weird warning called
The method disposeSplashScene() from the type SceneManager is never used locally
i wanted to initialize my splash scene and dispose is when its no longer required
here is the code
public void createSplashScene(OnCreateSceneCallback pOnCreateSceneCallback)
{
ResourcesManager.getInstance().loadSplashScreen();
splashScene = new SplashScene();
currentScene = splashScene;
pOnCreateSceneCallback.onCreateSceneFinished(splashScene);
}
private void disposeSplashScene()
{
ResourcesManager.getInstance().unloadSplashScreen();
splashScene.disposeScene();
splashScene = null;
}
That warning means you're never calling the disposeSplashScreen function anywhere. Either you need to call it somewhere, or the function itself is unneeded and can be deleted.
If this function is meant to be called from an outside class, it should be public instead of private.
I am using Kmax to create a DAQ software. The philosophy of the GUI and the code is that every object on the GUI(radio buttons, check boxes, progress bars etc) has to have the same name with the relevant method. For instance an object named BUTTON is linked with the method public void BUTTON(KmaxWidget widget){code}.
My code is
import kmax.ext.*;
public class Runtime implements KmaxRuntime {
KmaxToolsheet tlsh; // Store a reference to the toolsheet environment
KmaxHist hist1D;
KmaxWidget checkBoxWidget;
public void init(KmaxToolsheet toolsheet) {
tlsh = toolsheet; // Save this reference for use in the toolsheet
hist1D = tlsh.getKmaxHist("HIST1D");
checkBoxWidget = tlsh.getKmaxWidget("CHECK_BOX_CALIB_METH");
tlsh.getKmaxWidget("CHECK_BOX_CALIB_METH").setProperty("VALUE", "1");
}
public static boolean stringToBool(String s) {
if (s.equals("1"))
return true;
if (s.equals("0"))
return false;
return true;
}
public void CalibInit(KmaxWidget widget, KmaxHist histo){
histo.setUseXAxisCalibration(stringToBool(widget.getProperty("VALUE")));
histo.update();
}
public void chooseCalib(){
checkBoxWidget = tlsh.getKmaxWidget("CHECK_BOX_CALIB_METH");
checkCalib(checkBoxWidget,hist1D);
}
public void GO(KmaxToolsheet toolsheet){}
public void SRQ(KmaxDevice device) {}
public void HALT(KmaxToolsheet toolsheet) {}
} // End of the Runtime object
In the above code I have the check box CHECK_BOX_CALIB_METH. The problem arises when someone wants to create many objects;one has to create many methods. In the above code you can see what I am trying to do. I want to create a "main" method that will do every function that is needed and then another method will apply those functions to each object.
This code compiles without any errors, but the check box isn't working. So I was thinking if there is a way around this. For instance a method that will include "submethods" that will do the job! Or perhaps a method that will construct methods in a for loop for each radio button, check box, progress bar etc. Something like
for(int i=0; i<number_of_buttons ; i++){public void BUTTON_i(){code}}
The above code may look ridiculous but I don't know what else to think and I really want to avoid having one method for each button.
Is something like that possible or is there another way around this?
EDIT
For instance I have 6 methods that do exactly the same;they just have different names.
public void SET_CALIB_1(KmaxWidget widget) {
double C0 = (getValueFrom("Ch2_1")*getValueFrom("En1_1")-getValueFrom("Ch1_1")*getValueFrom("En2_1"))/(getValueFrom("Ch2_1")-getValueFrom("Ch1_1"));
double C1 = (getValueFrom("En2_1")-getValueFrom("En1_1"))/(getValueFrom("Ch2_1")-getValueFrom("Ch1_1"));
double C2 = 0;
double[] coef = {C0, C1, C2};
hist1.setXCalibration(coef);
hist1.setUseXAxisCalibration(true);
hist1.update();
} // SET_CALIB_1
Is there a way to have a generator method to generate methods like the above?
what are the design goals for this software?
reflection may be a much better way to get access to the members; and/or put all the components into an array for access.
I find that I tend to over-engineer things a lot; since I enjoy building things; but then they get way too complicated and don't work.
so I advise to take a walk (or trudge through the snow) and think about it some more.
Hey all, I'm still relatively new to Java, and looking for a sanity check.
I've been studying this Java port of Cocos2D and noticed that the CCLayer class has built-in hooks to the Android native touch events. That's great, but what I'd really like is for objects like CCSprite to directly respond to touch events without having to listen for those events in the layer and iterate through all the children to find which ones happen to intersect the event's x/y coordinates. So I figured that this would be the perfect chance to test my understanding of how to set up some event handlers and make a subclass of CCSprite that actually listens for touches without needing to go through CCLayer to know about it. Furthermore, I wanted to be able to assign different behaviors to different CCSprite instances on an ad-hoc basis without explicitly subclassing further, much like Android Buttons don't need to be subclassed just to give them a handler for their touch events.
This is what I came up with on a first pass:
// My touch interface for all touchable CCNode objects.
package com.scriptocalypse.cocos2d;
public interface ITouchable {
boolean onCCTouchesBegan();
boolean onCCTouchesEnded();
boolean onCCTouchesMoved();
}
And now the class that uses the ITouchable interface for its callbacks...
public class CCTouchSprite extends CCSprite implements CCTouchDelegateProtocol {
protected ITouchable mTouchable;
public void setTouchable(ITouchable pTouchable){
mTouchable = pTouchable;
boolean enable = mTouchable != null;
this.setIsTouchEnabled(enable);
}
public void setIsTouchable(boolean pEnabled){
// code to enable and disable touches snipped...
}
/////
// And now implementing the CCTouchDelegateProtocol...
/////
public boolean ccTouchesBegan(MotionEvent event) {
Log.d("hi there", "touch me");
if(mTouchable != null){
mTouchable.onCCTouchesBegan();
}
return CCTouchDispatcher.kEventHandled; // TODO Auto-generated method stub
}
public boolean ccTouchesMoved(MotionEvent event) {
if(mTouchable != null){
mTouchable.onCCTouchesMoved();
}
return CCTouchDispatcher.kEventIgnored; // TODO Auto-generated method stub
}
public boolean ccTouchesEnded(MotionEvent event) {
Log.d("hi there", "not touch me");
if(mTouchable != null){
mTouchable.onCCTouchesEnded();
}
return CCTouchDispatcher.kEventIgnored; // TODO Auto-generated method stub
}
}
And finally, instantiate the class and implement the interface...
final CCTouchSprite sprite = new CCTouchSprite(tex);
sprite.setIsTouchEnabled(true);
sprite.setPosition(CGPoint.ccp(160,240));
sprite.setTouchable(new ITouchable(){
#Override
public boolean onCCTouchesBegan() {
Log.d("SWEET SUCCESS", "I got a touch through my interface!");
return true;
}
#Override
public boolean onCCTouchesEnded() {
Log.d("SWEET SUCCESS", "You stopped touching my interface!");
sprite.runAction(CCRotateBy.action(1, 360));
return false;
}
#Override
public boolean onCCTouchesMoved(){
Log.d("SWEET SUCCESS", "You moved the touch");
return false;
}
});
So all of this works. The subclass does successfully register with the Cocos2D touch dispatcher, which successfully calls those ccTouches functions and pass them MotionEvents, which in turn call my Interface functions if the interface has been instantiated.
Is this the "proper" way to do it (Define "it" as you see fit, ranging from using Interfaces to create event handlers to working with Cocos2D, to writing Java at all)? Are there drawbacks to this that I'm not aware of? Is this somehow worse for performance than iterating through all the CCNode objects that are children of CCLayer? If so, how can that possibly be?
I think you have got the basics for setting up a listener right. There are some things I would change though.
First, the setter setIsTouchable. It's weird. You need a listener object to pass touch events to right? So what is this setter going to do when you pass it true (as your example does)? You snipped the code, but setting a boolean field to true does not seem right here as it would put the sprite object in an inconsistent internal state. I would just drop that setter. The getter can just evaluate whether mTouchable is assigned or null.
Second, why limit yourself to one listener? Change mTouchable to mTouchables, being a list of ITouchables. Then change setTouchable to addTouchable and possibly add removeTouchable and clearTouchables methods. This way you can add multiple listeners for different behaviors having to respond to the same events. This is how most other event systems work as well. You then just change isTouchable to check whether the list is empty or not.
scriptoclypse... I really am not completely understanding your question, but you have not had any response and yes interfaces and events are very similar. At this level I can only respond in C#.