help with a function - java

I am trying to add information from main()
to an items class where i am storing the information in a 3 different hashsets
i have 3 classes
project - main()
libaray - addBandMembers function
Item - addband(String... member)
i am adding CD information.
first, i add band, # of songs, title - which works good
Where i am having a problem is adding band members..
I think i need to cast musicCD object to CD class then invoke the
addband function?
Im just not sure how to do that.
Here is the parts of code i think you will need to help me..
this is what i have:
Main()
item = library.addMusicCD("Don't Let Go", "Jerry Garcia Band", 15, "acid rock", "jam bands");
if (item != null) {
library.addBandMembers(item, "Jerry Garcia", "Keith Godcheaux");
library.printItem(out, item);
}
Then, here the first function thats called..
This is where i need help!!!!
public void addBandMembers(Item musicCD, String... members)
{
//musicCD.addband(members); // both cant find addband function..
//Item.addband(members);
}
Then in another class i am trying to add the information..
private String [] members;
public void addband(String... member)
{
this.members = member;
}
oh ya, here is my set..
public class Library
{
private Set<CD> theCDs = new HashSet<CD>();
private Set<DVD> theDVDs = new HashSet<DVD>();
private Set<Book> theBooks = new HashSet<Book>();
So, from the function public void addBandMembers()
i am trying to add members to addband
is my addband function wrong?
I do have a background in C++ and i am trying to apply what i know to java so please be nice. I know i have some more reviewing to do i just cant find what i need on the web..
Thank you..

There appears to be several issues you need to address...
First, in addBandMembers(), if it can't find musicCD.addBand then you either need to define the addBand() method for Item or find the appropriate class that has an addBand() method based on the objects that you can access from Item.
Second, you need to understand the difference between class methods and object methods. Class methods, identified by the "static" keyword, operate on the base class in a way that's shared by all instantiated objects of that class. For example, static foo(x){ this.x = x; } would set the class's static "x" variable, and any access to the "x" variable will use the last set value from calling foo() (assuming no other ways to set x). So, if you have object1 and object2, both of the class that defines foo, object1.x and object2.x would be the same location in memory, both set at the same time when calling foo(). Instance variables, identified by the distinctly missing "static" keyword, are not shared. public bar(y){ this.y = y; } would set a different location in memory for each object of the class - object1.y would be a different memory location, and a (potentially) different value than object2.y.
Third, "Item" is a rather non-descriptive name. Is your library guaranteed to always be for music, or do you need to be more generic? Renaming the class to either LibraryItem or Media (as suggested in another answer) would clarify your code.
Fourth, you didn't provide nearly enough information to really diagnose what's going on. When you ask for help, you should provide relevant output (what gets printed at the end of main?), classes where relevant variables/functions are defined (where are the addband() and addBandMembers() functions defined?) and any error messages (what error do you get when you uncomment either line within addband()?). With complete information, it's much easier for people to help. Without complete information, it's often impossible for people to give really good answers.
Fifth, you talk about casting to Object but mention you don't know how. Casting in Java is very similar to casting in C++ : Foo myFoo = (Foo)myBar;. You'll get a ClassCastException at runtime if myBar is not a subclass of myFoo and myFoo is not a subclass of myBar. Note that you don't need to cast subclasses to their superclasses, as the JVM already knows the class heirarchy, just like the compiler knows in C++. All classes in Java inherit from Object, so there's almost never a need to cast to Object. On the other hand, if you happen to have a subclass of Item where addband() is defined, you can cast item (in main) to the appropriate subclass, and call the addband() method on the casted object.
CompactDisk cd = (CompactDisk)item;
cd.addband(...);
or you can do it as a one-liner as
((CompactDisk)cd).addband(...);
The first one would be useful if you need to use the object as a CompactDisk more than once. The second one would be acceptable if you only need to cast once, maybe twice both next to each other - more than that, creates readability and maintenance problems.

There are a lot of things that don't make sense in this question. Add suggests increasing the number of items in a collection. So addBandMembers should mean you are adding Band members to a band. so I would expect there to be a Band class that contained that method. It should look something like addBandMembers(Set<BandMember> bandMembers) Your addMusicCD is definitley an acceptable way of adding a item to a collection, but requires some value for each parameter, therefore you may want to require just a CD whose constructor can have those specific parameters required.
I would suggest a base class for your media possibly called media that might have a Band property and all other basic properties common to all the types of media. Then you can inherit from the media class in your CD, DVD and Book classes and add specific properties to those media types.
This should get you started.

If by
//musicCD.addband(members); // both cant find addband function..
//Item.addband(members);
You mean that it won't compile then probably the other class where you have
private String [] members;
public void addband(String... member)
{
this.members = member;
}
is not the Item class. That is why musicCd.addband(members) won't work as musicCD is an Item. Item.addband(members) won't work as addband is not a static method.
If I understood correctly the addband method is on your CD class. You should have something like this to make it work.
Note: If you 15 is the CD price, then you should consider using BigDecimal instead of int, double or whatever you are using. If it was something else then change the BigDecimal for and int/double and its corresponding parameter name.
Also, I assumed that the out parameter was a PrintStream
import java.math.BigDecimal;
public class Main {
public static void main(String[] args) {
Band band = new Band("Jerry Garcia Band");
band.addMember("Jerry Garcia");
band.addMember("Keith Godcheaux");
MusicCD cd = new MusicCD("Don't Let Go", band, new BigDecimal(15),
"acid rock", "jam bands");
Library library = new Library();
library.addMusicCD(cd);
library.printItem(System.out, cd);
}
}
public interface Item {
}
public class Book implements Item {
}
public class DVD implements Item {
}
public abstract class CD implements Item{
private String title;
private BigDecimal price;
private String information;
public CD(String title, BigDecimal price, String information) {
this.title = title;
this.price = price;
this.information = information;
}
}
import java.util.HashSet;
import java.util.Set;
public class Band {
private Set<String> members;
private String name;
public Band(String name) {
this.members = new HashSet<String>();
}
public void addMember(String member) {
members.add(member);
}
}
import java.io.PrintStream;
import java.util.HashSet;
import java.util.Set;
public class Library {
private Set<CD> theCDs = new HashSet<CD>();
private Set<DVD> theDVDs = new HashSet<DVD>();
private Set<Book> theBooks = new HashSet<Book>();
public void addMusicCD(MusicCD cd) {
theCDs.add(cd);
}
public void printItem(PrintStream out, Item item) {
out.print(item);
}
}
I am sure things can be added to this. I tried not change it a lot so you could understand what was needed.

Related

What's the best way to DRY Java code ? Creating private method with different Objects for parameters?

I'm creating a RTS game and one of the features is to construct differend kind of buildings. I'm finding a lot of repetition and I was thinking to extract it in helper method, but the problem is that every building is different object which inharits some propertyes from the main building class.
The building methods looks like this:
public static void buildDockyard(Base base) {
if (Validator.checkForBuilding(base, "Dockyard")) {
throw new IllegalStateException("Dockyard is already build");
}
Dockyard dockyard = new Dockyard("Dockyard");
int requiredPower = dockyard.requiredResource("power");
int requiredStardust = dockyard.requiredResource("stardust");
int requiredPopulation = dockyard.requiredResource("population");
Validator.checkResource(base, requiredPower, requiredStardust, requiredPopulation);
updateResourceAfterBuild(base, requiredPower, requiredStardust, requiredPopulation);
dockyard.setCompleteTime(dockyard.requiredResource("time"));
base.getBuildings().add(dockyard);
}
public static void buildHotel(Base base) {
if (Validator.checkForBuilding(base, "Space Hotel")) {
throw new IllegalStateException("Space Hotel is already build");
}
SpaceHotel spaceHotel = new SpaceHotel("Space Hotel");
int requiredPower = spaceHotel.requiredResource("power");
int requiredStardust = spaceHotel.requiredResource("stardust");
int requiredPopulation = spaceHotel.requiredResource("population");
Validator.checkResource(base, requiredPower, requiredStardust, requiredPopulation);
updateResourceAfterBuild(base, requiredPower, requiredStardust, requiredPopulation);
spaceHotel.setCompleteTime(spaceHotel.requiredResource("time"));
base.getBuildings().add(spaceHotel);
base.setCapacity(base.getCapacity() + spaceHotel.getCapacity());
}
I was thinking to refactor like this:
The helper method
private static void construct(Building building, Base base) {
int requiredPower = building.requiredResource("power");
int requiredStardust = building.requiredResource("stardust");
int requiredPopulation = building.requiredResource("population");
Validator.checkResource(base, requiredPower, requiredStardust, requiredPopulation);
updateResourceAfterBuild(base, requiredPower, requiredStardust, requiredPopulation);
building.setCompleteTime(building.requiredResource("time"));
}
Aimed result
public static void buildDockyard(Base base) {
if (Validator.checkForBuilding(base, "Dockyard")) {
throw new IllegalStateException("Dockyard is already build");
}
Dockyard dockyard = new Dockyard("Dockyard");
construct(dockyar, base);
base.getBuildings().add(dockyard);
}
The problem is that each building has unique properties and resource requirements and the main Building class doesn't know about them, so I can't use it as a parameter in the helper method.
All of this is happening in a static helper class for the Base class.
How would you refactor this code ?
Thank you in advance !
Your problems start with using static methods for everything. In an object oriented world you ideally have an object Base and it would have a non-static method addStructure(Struture structure) were Structure is an interface for example. Now you would have objects like Building and Dockyard which would implement Structure.
Implentation of addStructure would be something like this:
if (getBuildings().contains(structure)) {
throw new IllegalStateException(structure.name + " is already build");
}
if (validateStillHaveEnoughResourcesFor(structure)) {
throw new IllegalStateException(structure.name + " can not be added. Not enough resources");
}
getBuildings().add(structure);
Validating structure itself should not be in base. Validating how structure fits to the base should be in the base.
The best way to DRY in Java when making games is to have a clear understanding and terminology of your game. If you read any modern board game manual you will soon see that they will use exactly one word for one concept, like Turn, Round, Building, Player, Resource. This allows to form a rough structure: A Building costs a certain amount of Resource. If a player hasn't enough of Resource then tell him "We need more vespine gas.", etc. The clearer the picture, the DRY-er your Java and easier to create the necessary Classes for your code.
Parameters
If you end up with something like this:
public static void someFunction(Base base, Object param1, Object param2)
public static void someOtherFunc(Base base, Object paramA, Object paramB)
...
Then this is a strong hint that maybe both functions should be part of the Base class.
Enums
If you have a limited set of values then Java Enums can be fantastic to represent them, e.g. your Resource system:
public enum Resource {
POWER, STARDUST, POPULATION
}
Now you don't have to remember if you called it "stardust", "Stardust" or if you even still have a Resource like "stardust". Instead you can use int requiredPower = building.requiredResource(Resource.POWER);
Polymorphism
Let's suppose we have two classes, Building and StarHotel, with StarHotel being a specific kind of Building. Having an abstract class Building allows us to handle some general mechanics in a specific manner, like this:
public abstract class Building {
private ... cost;
private ... requirements;
private ...
// Std-Getter and Setter methods
public ... getCost() { return this.cost; }
}
EVERY Building has a cost, and requirements and other important variables. BUT we handled all the standard stuff of getting and setting these generic variables to a base class from which we now can extend other, more specific buildings. Thanks to the extends keyword you can get the Cost of a StarHotel Object without filling the StarHotel class with repetitive Getters and Setters.
public class StarHotel extends Building {
// Getter, Setter inherited from Building class
}
Interfaces
Java Interfaces allow you to define Interfaces which define methods. In laymen terms: This is useful, because every Class that implements an Interface must implement the method, unless the interface provides the default implementation.
public interface ResourceProvider {
void provideResourceFor(Base base); // A Resource Provider provides Resource for a base.
}
With this interface we have defined that if some Class implements ResourceProvider it has to specify how and what resources to provide for some Base object. Our interface does not care which Resource, which Base and even what provideResourceFor could mean, but as long as something implements ResourceProvider it has to provide the functionality.
Putting all together
Putting Enums, Interface and Polymorphism together, we can now create a StarHotel class that extends Building and implements ResourceProvider, providing 8 Food units and 2 Happiness units to our Base.
public class StarHotel extends Building implements ResourceProvider
public void provideResourceFor(Base base) {
base.addResource(Resource.FOOD, 8);
base.addResource(Resource.HAPPINESS, 2);
}
}
That might be much to take in, but hopefully it will give you a good direction where to look further.

Java nested enum understanding

I want to ask about nested enums. I am working with old code and i found very strange construction that i not really good understand.
I have this enum :
public enum DbEngines {
ORACLE("oracle", "set define on", "set define off")
, POSTGRESQL("postgresql", "--TODO set define on", "--TODO set define off");
private final String dbEngine;
private String setOn;
private String setOff;
DbEngines(String dbEngine, String setOn, String setOff) {
this.dbEngine = dbEngine;
this.setOn = setOn;
this.setOff = setOff;
}
public String getSetOn() {
return setOn;
}
public String getSetOff() {
return setOff;
}
public String toString() {
return this.dbEngine;
}
}
I added private String to this enum, that are engine specific, so it is good place for me here. The problem is, that in some places in method declaration i see something like that
public someMethod(Enum<DbEngines> engine, ...)
And it worked perfectly without methods, but now, after changing, I couldn't call public getters of this enum. But if i change to :
public someMethod(DbEngines engine, ...)
it works without any problems with all public getters. Maybe someone could explain that?
Enum in Java is the base class for all enumeration types. One can think of it as similar to Object class.
Just like one can hold reference of object of any class using the reference of type Object, one can refer to an enumeration type using the reference of type Enum.
Object o = new Integer(10);
Enum e = DBEngine.ORACLE;
One cannot invoke a method present in inherited class but absent in superclass using the reference of superclass.
Similar explanation over here.

How do I assign method name (or annotation element) strings in a way that is safe for refactoring?

Suppose I have a class com.example.Foo and another class com.sample.Bar which needs to know the fully-qualified name of Foo. If I am a Java novice I might put:
public class Bar {
private String fooName = "com.example.Foo";
//...
}
However, if I refactored Foo to change the name or package, the changes would not be reflected in Bar, unless the IDE is really clever. So it's better to do something like this:
import com.example.Foo;
public class Bar {
private String fooName = Foo.class.getName();
// ...
}
This way, if I refactor Foo, then the change should be picked up by Bar.
Now consider methods. If I have a method name in class Foo and the name needs to be known by Bar, it seems the best I can do is:
public class Bar {
private String bazName = Foo.class.getMethod("bazMethod", Qux.class);
// ...
}
But I haven't actually achieved anything - I still have a string literal "bazMethod" which won't be refactored if the real bazMethod gets renamed.
What I really want to do is something like:
public class Bar {
private String bazName = tellMeTheMethodName((new Foo()).bazMethod(null));
// ...
}
Not sure if this is possible somehow and if there is any way around it.
Now comes the real problem - even if you can sort that out as above, the real thing I am trying to access is an annotation attribute/element name. But annotations are abstract and cannot even be instantiated. So is this possible?
Annotation is just an interface, which you can subclass too! :) For example, annotation
public #interface SomeAnno
{
String attr1();
int attr2();
}
And you want a "statically typed" way to reference names "attr1", "attr2".
This can be done through some elaborate conspiracies among some methods.
String n1 = name( SomeAnno::attr1 );
class MyAnno implements SomeAnno
{
String attr1(){ ... }
MyAnno.attr1()/attr2()/... each triggers a distinct side effect; name(action) compares the side effect of the action, and matches it to one of the attr.
We can generalize this trick to write a universal util that works on any annotation type (actually, any interface type).
SomeAnno anno = proxy(SomeAnno.class);
String n1 = name( anno::attr1 );
But this is really not worth it:) You can just hardcode the name, and do a runtime check (as early as possible) to assert that the name is indeed valid.

Inherited enum redefinition

It is more complex than it sounds, but I think I am obliged to try something like it. I want to make an abstract parent class with a prototyping of an enum (I want to declare the enum with only one value probably that will be the default unitialized one and also declaring a couple of methods that I will be using from the subclass), then I want to class that will extend the abstract parent to actually intialize the very same enum (I know that this practically hides the parent enum) so that the kid class will define a set of items inside the enum, but keep the methods probably.
I do not know much about this level of abstraction so I will now describe the nature of my problem, in case there is a more practical solution:
I have a bunch of files that contain classes that implement a lot of commands based on enums. (e.g. class1 implements Observer has an update method that uses an enum-based switch to decide what command was picked, same applies for the other classes) I now want to abstract this whole thing in a way that I have an enum variable with the exact same name in all classes (e.g. CommandSet) so that I can have a generic method inside the parent that will be able to print a help list to my system using the inside methods of the enum. Now I know I can rewrite the exact same method in every class, but I want to abstract it so that others can keep on extending the library I am making!
Hopefully I am not too confusing or too confused and somone can help me! :)
Edit: Here is an idea of the code (Probably not right):
public abstract class Commands{
enum CommandSet{
// empty command, placeholder
null_command ("command name", "command description");
// the Strings used for name and description
private final String name;
private final String description;
// constructor
CommandSet(String name, String description){
this.name=name;
this.description=description;
}
// get parameters
public String getName(){
return name;
}
public String getDescription(){
return description;
}
}
public void showHelp(){
for (CommandSet i : CommandSet.values()) {
printf(i.getName(),":",i.getDescription());
}
}
}
public class StandardCommads extends Commands implements Observer{
// I want to change the enum here, just changing the values so that null_command ("command name", "command description") will get removed and I will add a dozen other values, but keep the methods that the parent had
// update inherited from Observer
#Override
public void update(Observable observable, Object object) {
// I want the commands inside the switch cases defined inside this class's enum
switch(CommandSet.valueOf(String.valueOf(object)){
case command1: doStuff1();break;
case command2: doStuff2();break;
...
case commandN: doStuffN();break;
}
// other methods
void doStuff1(){
...
}
...
void doStuffN(){
...
}
}
public class NonStandardCommads extends Commands implements Observer{
// Another set of commands here for the enum keeping the same methods it had in the parent
// update inherited from Observer
#Override
public void update(Observable observable, Object object) {
// Other set of commands inside this class used in the switch statement
switch(CommandSet.valueOf(String.valueOf(object)){
case Zcommand1: doStuffz1();break;
case Zcommand2: doStuffz2();break;
...
case ZcommandN: doStuffzN();break;
}
// other methods
void doStuffz1(){
...
}
...
void doStuffzN(){
...
}
}
Impossible: Java enums can neither extend another class nor be extended themselves.
They can however implement interfaces. Perhaps you can use that to your advantage.
There is something else about enums that may help you: enums are not immutable. You could change field values of the enums, however that would change them for the whole JVM.
Another approach maybe to pass your subclass instances into a method of the enum and have the enum use your subclass as a call back to get different functionality out of an enum for a different user of the enum.
Nope, you can't do that.
Java Enums run out of gas very quickly & definitely, when you want to add/extend more definitions or instantiate the enum instances, at a later time. (eg load them from database, configure them in an instance method, not just statically.)
Behaviour/ or logic in Java enums is kinda limited too -- you can define & set properties, but only what's statically initializable, and logic seems basic (you end up mainly just comparing references or ordinals, with the other defined enum constants).
What you can do:
You can implement an ancestor Command or AbstractCommand class, with a integer Code, and then subclass it to define concrete values/ additional codes/ load or configure instances, etc.
For further benefit, you get efficient switch & despatch (by Code) plus the ability to define further details/properties, instantiate commands as-needed, etc.
Essentially, this is how you used to define an Enum before Java supported them. Though you may be using them as value objects, rather than strictly static.
My expertise:
I've done extensive compiler & type-system work, tried enums for file-types and associated data/behaviour.. explored the outer limits, and reached the definite boundaries.
I also like being able to instantiate & return a new UnknownFileType("") as an answer, too. Enums can't do that.
Example:
(We'll despatch by String, not int -- since your code appears to be using Java 7. This makes command resolution easier, than requiring both a syntactical "name" and an internal integer "code".)
public static class Command {
protected String code;
protected String desc;
public String getCode() {return code;}
public String getDesc() {return desc;}
public Command (String code, String desc) {
this.code = code;
this.desc = desc;
}
public String toString() {return code;}
}
public class StandardCommands {
public static Command READ = new Command("READ", "read a record");
public static Command CREATE = new Command("WRITE", "create a record");
public static Command EDIT = new Command("WRITE", "modify a record");
}
public class FurtherCommands extends StandardCommands {
public static Command LIST = new Command("LIST", "list all records");
}
public class QueryCommands extends FurtherCommands {
public static class QueryCmd extends Command {
protected String search;
public String getSearch() {return search;}
// constructor..
}
public static QueryCmd QUERY_EXAMPLE = new QueryCmd("QUERY", "example", "query for specified string");
public static QueryCmd createQuery (String search) {
return new QueryCmd( "QUERY", search, "query for specified string");
}
}

What would be the best way to implement a constant object?

First of all I should probably say that the term 'constant object' is probably not quite right and might already mean something completely different from what I am thinking of, but it is the best term I can think of to describe what I am talking about.
So basically I am designing an application and I have come across something that seems like there is probably an existing design pattern for but I don't know what it is or what to search for, so I am going to describe what it is I am trying to do and I am looking for suggestions as to the best way to implement it.
Lets say you have a class:
public class MyClass {
private String name;
private String description;
private int value;
public MyClass(String name, String description, int value) {
this.name = name;
this.description = description;
this.value = value;
}
// And I guess some getters and setters here.
}
Now lets say that you know in advance that there will only ever be say 3 instances of this class, and the data is also known in advance (or at least will be read from a file at runtime, and the exact filename is known in advance). Basically what I am getting at is that the data is not going to be changed during runtime (once it has been set).
At first I thought that I should declare some static constants somewhere, e.g.
public static final String INSTANCE_1_DATA_FILE = "path/to/instance1/file";
public static final String INSTANCE_2_DATA_FILE = "path/to/instance2/file";
public static final String INSTANCE_3_DATA_FILE = "path/to/instance3/file";
public static final MyClass INSTANCE_1 = new MyClass(getNameFromFile(INSTANCE_1_DATA_FILE), getDescriptionFromFile(INSTANCE_1_DATA_FILE), getValueFromFile(INSTANCE_1_DATA_FILE));
public static final MyClass INSTANCE_2 = new MyClass(getNameFromFile(INSTANCE_2_DATA_FILE), getDescriptionFromFile(INSTANCE_2_DATA_FILE), getValueFromFile(INSTANCE_2_DATA_FILE));
public static final MyClass INSTANCE_3 = new MyClass(getNameFromFile(INSTANCE_3_DATA_FILE), getDescriptionFromFile(INSTANCE_3_DATA_FILE), getValueFromFile(INSTANCE_3_DATA_FILE));
Obvisouly now, whenever I want to use one of the 3 instances I can just refer directly to the constants.
But I started thinking that there might be a cleaner way to handle this and the next thing I thought about was doing something like:
public MyClassInstance1 extends MyClass {
private static final String FILE_NAME = "path/to/instance1/file";
public String getName() {
if (name == null) {
name = getNameFromFile(FILE_NAME);
}
return name;
}
// etc.
}
Now whenever I want to use the instances of MyClass I can just use the one I want e.g.
private MyClass myInstance = new MyClassInstance2();
Or probably even better would be to make them singletons and just do:
private MyClass myInstance = MyClassInstance3.getInstance();
But I can't help but think that this is also not the right way to handle this situation. Am I overthinking the problem? Should I just have a switch statement somewhere e.g.
public class MyClass {
public enum Instance { ONE, TWO, THREE }
public static String getName(Instance instance) {
switch(instance) {
case ONE:
return getNameFromFile(INSTANCE_1_DATA_FILE);
break;
case TWO:
etc.
}
}
}
Can anyone tell me the best way to implement this? Note that I have written the sample code in Java because that is my strongest language, but I will probably be implementing the application in C++, so at the moment I am more looking for language independent design patterns (or just for someone to tell me to go with one of the simple solutions I have already mentioned).
If you want the values to be constant, then you will not need setters, otherwise code can simply change the values in your constants, making them not very constant. In C++, you can just declare the instances const, although I'd still get rid of the setters, since someone could always cast away the const.
The pattern looks ok, although the fact that you are creating a new instance each time one is requested, is not usual for constants.
In java, you can create enums that are "smart" e.g.
public enum MyClass {
ONE(INSTANCE_1_DATA_FILE),
TWO(INSTANCE_2_DATA_FILE),
//etc...
private MyClass(String dataFile)
{
this(getNameFromDataFile(dataFile), other values...)
}
private MyClass(String name, String data, etc...)
{
this.name = name;
// etc..
}
public String getName()
{
return name;
}
}
In C++, you would create your MyClass, with a private constructor that takes the filename and whatever else it needs to initialize, and create static const members in MyClass for each instance, with the values assigned a new instance of MyClass created using the private constructor.
EDIT: But now I see the scenario I don't think this is a good idea having static values. If the types of ActivityLevel are fundamental to your application, then you can enumerate the different type of activity level as constants, e.g. a java or string enum, but they are just placeholders. The actual ActivityDescription instances should come from a data access layer or provider of some kind.
e.g.
enum ActivityLevel { LOW, MED, HIGH }
class ActivityDescription
{
String name;
String otherDetails;
String description; // etc..
// perhaps also
// ActivityLevel activityLevel;
// constructor and getters
// this is an immutable value object
}
interface ActivityDescriptionProvider
{
ActivityDescription getDescription(ActivityLevel activityLevel);
}
You can implement the provider using statics if you want, or an enum of ActivityDescription instnaces, or better still a Map of ActivityLevel to ActivityDescription that you load from a file, fetch from spring config etc. The main point is that using an interface to fetch the actual description for a given ActivityLevel decouples your application code from the mechanics of how those descriptions are produced in the system. It also makes it possible to mock the implementation of the interface when testing the UI. You can stress the UI with a mock implementation in ways that is not possible with a fixed static data set.
Now lets say that you know in advance that there will only ever be say 3 instances of this class, and the data is also known in advance (or at least will be read from a file at runtime, and the exact filename is known in advance). Basically what I am getting at is that the data is not going to be changed during runtime (once it has been set).
I'd use an enum. And then rather in this flavor:
public enum MyEnum {
ONE("path/to/instance1/file"),
TWO("path/to/instance2/file"),
THREE("path/to/instance3/file");
private String name;
private MyEnum(String name) {
this.name = name;
}
public String getName() {
return name;
}
}
Which can be used as follows:
MyEnum one = MyEnum.ONE;
String name = one.getName();
(I'm too slow once again, you already accepted an answer, but here it is anyway...)
You want to (a) prevent changes to the data held in objects of MyClass, and (b) allow only a fixed set of MyClass objects to exist, implying that runtime code should not be able to create new instances of MyClass.
Your initial example has a public constructor, which violates (b)
I'd use a Factory approach so the Factory is the only thing that can create instances, and the class doesn't provide any setters so it's immutable.
Depending on how much flexibility you want for the future, you could put the factory and the class in the same package and limit scope that way, or you could make MyClass an inner class within the factory. You may also consider making MyClass an interface separate from its implementation.
A properties file could be used to configure the factory itself.
The properties file (e.g. "foo.properties") could look something like
one=/path/to/datafile1
two=/another/path/to/datafile2
three=/path/to/datafile3
I use "Foo" instead of "MyClass" in the (Java) examples below.
public class FooFactory
{
/** A place to hold the only existing instances of the class */
private final Map<String, Foo> instances = new HashMap<String, Foo>();
/** Creates a factory to manufacture Foo objects */
// I'm using 'configFile' as the name of a properties file,
// but this could use a Properties object, or a File object.
public FooFactory(String configfile)
{
Properties p = new Properties();
InputStream in = this.getClass().getResourceAsStream();
p.load(in); // ignoring the fact that IOExceptions can be thrown
// Create all the objects as specified in the factory properties
for (String key : p.keys())
{
String datafile = p.getProperty(key);
Foo obj = new Foo(datafile);
instances.put(key, obj);
}
}
public Foo getFoo(String which)
{
return instances.get(which);
}
/** The objects handed out by the factory - your "MyClass" */
public class Foo
{
private String name;
private String description;
private int value;
private Foo(String datafile)
{
// read the datafile to set name, description, and value
}
}
}
You're set to allow only your predefined instances, which can't be changed at runtime, but you can set it all up differently for another run at a later time.
Your first method seems to me like the best and the least prone to code rot. I'm not impressed by the idea of subclassing an object just to change the file name that contains the data that will be used to build it.
Of course, you could maybe improve on your original idea by wrapping these all in an outer class that provides some sort of enumeration access. A collection of MyClass's in other words. But I think you should discard this subclassing idea.
First, you really should be limiting where you use these instances in the code. Use them in as few places as possible. Given these are file names, I expect you want three class instances which accesses the files. How many classes are required depends on what your want to do with them? Look at the Singleton pattern for these classes.
Now you don't need the constants, but could have a helper class which will read the file containing the file names and supply them to the reader class. The code to find then name could also be a method called by the static initializer of the Singleton.
The common approach is to use a map:
private static final Map<String, YouClass> mapIt =
new HashMap<String, YouClass>(){{
put("one", new YourClass("/name", "desc", 1 )),
put("two", new YourClass("/name/two", "desc2", 2 )),
put("three", new YourClass("/name/three", "desc", 3 ))
}}
public static YourClass getInstance( String named ) {
return mapIt.get( named );
}
Next time you need it:
YouClass toUse = YourClass.getInstance("one");
Probably using strings as keys is not the best option but you get the idea.

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