I'm designing a module which can support different datasources.
My module gets the user's company id as inputs and I must call the appropriate class based on the company id.
I'm trying to incorporate some good design and avoid conditional statements where possible.
I have a FetchDataSource singleton class with this method.
public class FetchDataSourceSingleton {
private static Map<String, Communicator> communicatorMap;
public static Communicator getCommunicatorInstance(String dataSourceType) {
if (communicatorMap == null || communicatorMap.isEmpty())
populateCommunicatorMap();
if (communicatorMap.containsKey(dataSourceType))
return communicatorMap.get(dataSourceType);
return null;
}
.... other methods including populateCommunicatorMap()
}
"Communicator" is an interface, and the communicator map will return the appropriate instance.
This is the populateCommunicatorMap() method in the same singleton class.
private static void populateCommunicatorMap() {
communicatorMap = new HashMap<String, Communicator>();
communicatorMap.put("AD", new ADCommunicator());
communicatorMap.put("DB2", new DB2Communicator());
communicatorMap.put("MYSQL", new MYSQLCommunicator());
}
ADCommunicator, DB2Communicator and MYSQLCommunicator will implement the Communicator inteface.
The code seems to work in my test draft.
The only concern I have is the HashMap will return the same object for all communication requests to the same type. I can't seem to avoid having the same instance in the hashmap if I want to avoid the conditional statements. Otherwise instead of the hashmap, I could have just make calls like this.
Communicator comm;
if (type = "AD") comm = new ADCommunicator();
if (type = "DB2") comm = new DB2Communicator();
if (type = "MYSQL") comm = new MYSQLCommunicator();
I've avoided this by using the hashmap to return an instance based on type.
But then I can't avoid the singleton problem where I get the same instance.
In a multithreaded environment, which needs to support hundreds of thousands of communication requests at a time, this could be a problem considering I'll need to syncronize a lot of code in each of the Communicator classes.
Is there a way I can avoid the syncronization and make it thread safe without impacting performance?
I can't seem to avoid having the same instance in the hashmap
You can use a switch instead of a bunch of ifs.
Switch Over an enum (Java 5)
Change type to be an enum in Java 5+, then you can switch on it. I'd recommend enums in general for type safety.
// type is-a enum Communicator.TYPE
switch(type) {
case AD: return new ADCommunicator();
case DB2: return new DB2Communicator();
case MYSQL: return new MYSQLCommunicator();
default: return null;
}
Switch over a String (Java 8)
Java 8 can switch over Strings directly.
// type is-a String
switch(type) {
case "AD": return new ADCommunicator();
case "DB2": return new DB2Communicator();
case "MYSQL": return new MYSQLCommunicator();
default: return null;
}
Switching over an enum will be as fast as a map, if not faster. Switching on the string will be as fast as a Map.
A Map of Factory (factory of factories)
Or have a map of factories:
private final static Map<String, Factory<? extends Communicator>> map;
static {
map.put("AD", ADCommunicatorFactory.getInstance());
//...
map.put(null, NullFactory<Communicator>.getInstance());
} // populated on class-load. Eliminates race from lazy init
// on get
return map.get(type).make();
A Map of Class (reflection)
Or use the reflection API to make instances, but then it would probably be better to just use conditionals.
// on init
Map<String, Class<? extends Communicator>> map = new HashMap<>();
map.put("AD", ADCommunicator.class);
// on get
try {
return (Communicator) map.get(type).newInstance();
} catch(InstantiationException | IllegalAccessException | NullPointerException e) {
return null;
}
P.S.
This all sounds like premature optimization. I doubt that determining which Communicator to use is going to be a bottleneck in your system.
If all your communicators can be constructed with empty argument list constructor, then you can store the type (class) of the communicator in the map instead of an instance. Then you can look up the type (java.lang.Class) from your communicatorMap and instantiate a new instance with java.lang.Class.newInstance().
For example:
public interface Communicator {
void communicate();
}
public class Communicator1 implements Communicator {
public void communicate() {
System.out.println("communicator1 communicates");
}
}
public class Communicator2 implements Communicator {
public void communicate() {
System.out.println("communicator2 communicates");
}
}
public class CommuniicatorTest {
public static void main(String[] args) throws Exception {
Map<String, Class<? extends Communicator>> communicators = new HashMap<String, Class<? extends Communicator>>();
communicators.put("Comm1", Communicator1.class);
communicators.put("Comm2", Communicator2.class);
Communicator comm2 = communicators.get("Comm2").newInstance();
comm2.communicate();
System.out.println("comm2: " + comm2);
Communicator anotherComm2 = communicators.get("Comm2").newInstance();
anotherComm2.communicate();
System.out.println("anotherComm2: " + anotherComm2);
}
}
result:
communicator2 communicates
comm2: pack.Communicator2#6bc7c054
communicator2 communicates
anotherComm2: pack.Communicator2#232204a1
Assylias is correct about using a static initializer. It runs when your class loads, which guarantees that the map will be loaded before anything else happens to the class.
You didn't show the declaration of the map; I assume that it is static.
private final static Map<String, Communicator> communicatorMap;
static {
communicatorMap = new HashMap<>();
communicatorMap.put("AD", new ADCommunicator());
communicatorMap.put("DB2", new DB2Communicator());
communicatorMap.put("MYSQL", new MYSQLCommunicator());
}; // populated on class-load. Eliminates race from lazy init
The remaining issue is the Communicator implementation. All this assumes that it is thread-safe as well.
Related
I write the code for creating multiple instances for the thread-safe factory creation:
public class XWebserviceObjectFactoryCreator {
}
However, the code looks repeating to me and not happy about it. Is it possible to use enum (or something else) to make it more readable?
Since the example shows all the classes have no-argument constructors, you can use the Class.newInstance method, so something like :
private static Map<Class<?>, Object> instances = new HashMap<>();
public static <T extends Object> T getObjectFactoryInstance(Class<T> clazz) {
Object result;
if ((result = instances.get(clazz)) == null) {
synchronized (instances) {
if ((result = instances.get(clazz)) == null) {
try {
result = clazz.newInstance();
instances.put(clazz, result)
} catch (InstantiationException | IllegalAccessException e) {
// do something
}
}
}
}
return (T)result;
}
Apologies if layout or syntax is off, but I’m away from my computer and doing this on the phone - but hope you get the idea !
If any classes do require arguments in their constructors, then you’ll have to use reflection to invoke the constructor.
Finally, note that I’ve modified the declaration of clazz from Class<?> to Class< T>, to let the generics validate the caller by tying the output to the given Class.
you can use the Abstract Factory design Pattern along with Enum where Sales2ObjectFactory, OrderingObjectFactory, Settings2ObjectFactory, and SettingsObjectFactory can be a factory in itself with a common interface.
Then you can use Enum to get the instance of one of those factories.
public static class FactoryMaker {
public enum FactoryType {
SALES2OBJECT, ORDERING,SETTING2OBJECT,SETTINGS
}
public static CommonFactory makeFactory(FactoryType type) {
switch (type) {
case SALES2OBJECT:
return new Sales2ObjectFactory();
case ORDERING:
return new OrderingObjectFactory();
case SETTING2OBJECT:
return new Settings2ObjectFactory();
case SETTINGS:
return new new SettingsObjectFactory();
default:
throw new IllegalArgumentException("FactoryType not supported.");
}
}
}
Please check :: https://java-design-patterns.com/patterns/abstract-factory/
I would like to have a limited fixed catalogue of instances of a certain complex interface. The standard multiton pattern has some nice features such as lazy instantiation. However it relies on a key such as a String which seems quite error prone and fragile.
I'd like a pattern that uses enum. They have lots of great features and are robust. I've tried to find a standard design pattern for this but have drawn a blank. So I've come up with my own but I'm not terribly happy with it.
The pattern I'm using is as follows (the interface is highly simplified here to make it readable):
interface Complex {
void method();
}
enum ComplexItem implements Complex {
ITEM1 {
protected Complex makeInstance() { return new Complex() { ... }
},
ITEM2 {
protected Complex makeInstance() { return new Complex() { ... }
};
private Complex instance = null;
private Complex getInstance() {
if (instance == null) {
instance = makeInstance();
}
return instance;
}
protected void makeInstance() {
}
void method {
getInstance().method();
}
}
This pattern has some very nice features to it:
the enum implements the interface which makes its usage pretty natural: ComplexItem.ITEM1.method();
Lazy instantiation: if the construction is costly (my use case involves reading files), it only occurs if it's required.
Having said that it seems horribly complex and 'hacky' for such a simple requirement and overrides enum methods in a way which I'm not sure the language designers intended.
It also has another significant disadvantage. In my use case I'd like the interface to extend Comparable. Unfortunately this then clashes with the enum implementation of Comparable and makes the code uncompilable.
One alternative I considered was having a standard enum and then a separate class that maps the enum to an implementation of the interface (using the standard multiton pattern). That works but the enum no longer implements the interface which seems to me to not be a natural reflection of the intention. It also separates the implementation of the interface from the enum items which seems to be poor encapsulation.
Another alternative is to have the enum constructor implement the interface (i.e. in the pattern above remove the need for the 'makeInstance' method). While this works it removes the advantage of only running the constructors if required). It also doesn't resolve the issue with extending Comparable.
So my question is: can anyone think of a more elegant way to do this?
In response to comments I'll tried to specify the specific problem I'm trying to solve first generically and then through an example.
There are a fixed set of objects that implement a given interface
The objects are stateless: they are used to encapsulate behaviour only
Only a subset of the objects will be used each time the code is executed (depending on user input)
Creating these objects is expensive: it should only be done once and only if required
The objects share a lot behaviour
This could be implemented with separate singleton classes for each object using separate classes or superclasses for shared behaviour. This seems unnecessarily complex.
Now an example. A system calculates several different taxes in a set of regions each of which has their own algorithm for calculting the taxes. The set of regions is expected to never change but the regional algorithms will change regularly. The specific regional rates must be loaded at run time via remote service which is slow and expensive. Each time the system is invoked it will be given a different set of regions to calculate so it should only load the rates of the regions requested.
So:
interface TaxCalculation {
float calculateSalesTax(SaleData data);
float calculateLandTax(LandData data);
....
}
enum TaxRegion implements TaxCalculation {
NORTH, NORTH_EAST, SOUTH, EAST, WEST, CENTRAL .... ;
private loadRegionalDataFromRemoteServer() { .... }
}
Recommended background reading: Mixing-in an Enum
Seems fine. I would make initialization threadsafe like this:
enum ComplexItem implements Complex {
ITEM1 {
protected Complex makeInstance() {
return new Complex() { public void method() { }};
}
},
ITEM2 {
protected Complex makeInstance() {
return new Complex() { public void method() { }}
};
private volatile Complex instance;
private Complex getInstance() {
if (instance == null) {
createInstance();
}
return instance;
}
protected abstract Complex makeInstance();
protected synchronized void createInstance() {
if (instance == null) {
instance = makeInstance();
}
}
public void method() {
getInstance().method();
}
}
The modifier synchronized only appears on the createInstance() method, but wraps the call to makeInstance() - conveying threadsafety without putting a bottleneck on calls to getInstance() and without the programmer having to remember to add synchronized to each to makeInstance() implementation.
This works for me - it's thread-safe and generic. The enum must implement the Creator interface but that is easy - as demonstrated by the sample usage at the end.
This solution breaks the binding you have imposed where it is the enum that is the stored object. Here I only use the enum as a factory to create the object - in this way I can store any type of object and even have each enum create a different type of object (which was my aim).
This uses a common mechanism for thread-safety and lazy instantiation using ConcurrentMap of FutureTask.
There is a small overhead of holding on to the FutureTask for the lifetime of the program but that could be improved with a little tweaking.
/**
* A Multiton where the keys are an enum and each key can create its own value.
*
* The create method of the key enum is guaranteed to only be called once.
*
* Probably worth making your Multiton static to avoid duplication.
*
* #param <K> - The enum that is the key in the map and also does the creation.
*/
public class Multiton<K extends Enum<K> & Multiton.Creator> {
// The map to the future.
private final ConcurrentMap<K, Future<Object>> multitons = new ConcurrentHashMap<K, Future<Object>>();
// The enums must create
public interface Creator {
public abstract Object create();
}
// The getter.
public <V> V get(final K key, Class<V> type) {
// Has it run yet?
Future<Object> f = multitons.get(key);
if (f == null) {
// No! Make the task that runs it.
FutureTask<Object> ft = new FutureTask<Object>(
new Callable() {
public Object call() throws Exception {
// Only do the create when called to do so.
return key.create();
}
});
// Only put if not there.
f = multitons.putIfAbsent(key, ft);
if (f == null) {
// We replaced null so we successfully put. We were first!
f = ft;
// Initiate the task.
ft.run();
}
}
try {
/**
* If code gets here and hangs due to f.status = 0 (FutureTask.NEW)
* then you are trying to get from your Multiton in your creator.
*
* Cannot check for that without unnecessarily complex code.
*
* Perhaps could use get with timeout.
*/
// Cast here to force the right type.
return type.cast(f.get());
} catch (Exception ex) {
// Hide exceptions without discarding them.
throw new RuntimeException(ex);
}
}
enum E implements Creator {
A {
public String create() {
return "Face";
}
},
B {
public Integer create() {
return 0xFace;
}
},
C {
public Void create() {
return null;
}
};
}
public static void main(String args[]) {
try {
Multiton<E> m = new Multiton<E>();
String face1 = m.get(E.A, String.class);
Integer face2 = m.get(E.B, Integer.class);
System.out.println("Face1: " + face1 + " Face2: " + Integer.toHexString(face2));
} catch (Throwable t) {
t.printStackTrace(System.err);
}
}
}
In Java 8 it is even easier:
public class Multiton<K extends Enum<K> & Multiton.Creator> {
private final ConcurrentMap<K, Object> multitons = new ConcurrentHashMap<>();
// The enums must create
public interface Creator {
public abstract Object create();
}
// The getter.
public <V> V get(final K key, Class<V> type) {
return type.cast(multitons.computeIfAbsent(key, k -> k.create()));
}
}
One thought about this pattern: the lazy instantiation isn't thread safe. This may or may not be okay, it depends on how you want to use it, but it's worth knowing. (Considering that enum initialisation in itself is thread-safe.)
Other than that, I can't see a simpler solution that guarantees full instance control, is intuitive and uses lazy instantiation.
I don't think it's an abuse of enum methods either, it doesn't differ by much from what Josh Bloch's Effective Java recommends for coding different strategies into enums.
I'd like to create a map of singleton classes that I can access via a cross reference in order to respond to a specific request. I have the following implemented, but having trouble getting to an actual reference that I can call getInstance() on.
Map<Integer, Class<? extends Thing>> xref = new HashMap<Integer, Class<? extends Thing>>();
xref.put(1, ThingOne.class);
xref.put(2, ThingTwo.class);
Class<? extends Thing> t = xref.get(1);
Ultimately then do something like...
something.perform(arg1, arg2);
Can't figure out how to get from "t" to "something", or if that's possible given the way I have it coded. I tried calling .cast(Thing.class).getInstance(), but got a Cast exception. Also tried reflection to get the getInstance() method, but no luck there either.
It may be I'm going down the wrong path altogether. Given 1..n possible functions, any given instance of the solution may only require a subset of these. In addition, I'd like to easily add/delete classes and manage the interface through config vs. a bunch of object instantiations at startup time.
Thanks!!!
I don't quite understand your purpose in creating this map. From what you've written, it seems you could simply put static getInstance() methods, that return singletons, on each relevant class. Or even more trivial: put each shared instance as a static final field of its class.
If you must use a map, don't use an integer as a key. The class is the key, and its instance is the value. Something like:
private static final Map<Class<?>,Object> singletons = new HashMap<>();
public static synchronized <T> T getSingleton(Class<T> klass) {
Object obj = singletons.get(klass);
if (obj == null) {
try {
obj = klass.newInstance();
} catch (InstantiationException | IllegalAccessException e) {
throw new RuntimeException(e);
}
singletons.put(klass, obj);
}
return klass.cast(obj);
}
The creation code there is icky and requires a public no-arg constructor. You could alternatively call via reflection a static, specifically named method on each class to create the desired instance ("createInstance"), which might be a bit more flexible, but when you do that, it once again asks why bother with the map, when you could call a method on the class directly?
One interesting possibility with the map is to supply functions to create instances. In Java 8 syntax (import java.util.function.Supplier):
private static final Map<Class<?>,Object> singletons = new HashMap<>();
public static synchronized <T> T getSingleton(Class<T> klass) {
Object obj = singletons.get(klass);
if (obj instanceof Supplier) {
obj = ((Supplier<?>)obj).get();
singletons.put(klass, obj);
}
return klass.cast(obj);
}
public static synchronized <T> void declareSingleton(Class<T> klass, Supplier<T> supplier) {
if (Supplier.class.isAssignableFrom(klass)) {
// prevent Supplier<Supplier<?>> weirdness;
// could use separate maps if those are really needed
throw new UnsupportedOperationException();
}
singletons.put(klass, supplier);
}
static {
// add creation expressions for several classes;
// instances will not be created until needed
declareSingleton(ThingOne.class, () -> new ThingOne());
declareSingleton(ThingTwo.class, () -> new ThingTwo(123));
}
I'm not sure if this is what you want but it might contain some ideas.
Edit: I've just realized a problem of using the Class itself as a key: it causes the class to be loaded even if it is not needed during a particular program run. Using a String key would avoid loading unneeded classes, but increases fragility. This is another argument against using a map for all this.
With the introduction of generics, I am reluctant to perform instanceof or casting as much as possible. But I don't see a way around it in this scenario:
for (CacheableObject<ICacheable> cacheableObject : cacheableObjects) {
ICacheable iCacheable = cacheableObject.getObject();
if (iCacheable instanceof MyObject) {
MyObject myObject = (MyObject) iCacheable;
myObjects.put(myObject.getKey(), myObject);
} else if (iCacheable instanceof OtherObject) {
OtherObject otherObject = (OtherObject) iCacheable;
otherObjects.put(otherObject.getKey(), otherObject);
}
}
In the above code, I know that my ICacheables should only ever be instances of MyObject, or OtherObject, and depending on this I want to put them into 2 separate maps and then perform some processing further down.
I'd be interested if there is another way to do this without my instanceof check.
Thanks
You could use double invocation. No promises it's a better solution, but it's an alternative.
Code Example
import java.util.HashMap;
public class Example {
public static void main(String[] argv) {
Example ex = new Example();
ICacheable[] cacheableObjects = new ICacheable[]{new MyObject(), new OtherObject()};
for (ICacheable iCacheable : cacheableObjects) {
// depending on whether the object is a MyObject or an OtherObject,
// the .put(Example) method will double dispatch to either
// the put(MyObject) or put(OtherObject) method, below
iCacheable.put(ex);
}
System.out.println("myObjects: "+ex.myObjects.size());
System.out.println("otherObjects: "+ex.otherObjects.size());
}
private HashMap<String, MyObject> myObjects = new HashMap<String, MyObject>();
private HashMap<String, OtherObject> otherObjects = new HashMap<String, OtherObject>();
public Example() {
}
public void put(MyObject myObject) {
myObjects.put(myObject.getKey(), myObject);
}
public void put(OtherObject otherObject) {
otherObjects.put(otherObject.getKey(), otherObject);
}
}
interface ICacheable {
public String getKey();
public void put(Example ex);
}
class MyObject implements ICacheable {
public String getKey() {
return "MyObject"+this.hashCode();
}
public void put(Example ex) {
ex.put(this);
}
}
class OtherObject implements ICacheable {
public String getKey() {
return "OtherObject"+this.hashCode();
}
public void put(Example ex) {
ex.put(this);
}
}
The idea here is that - instead of casting or using instanceof - you call the iCacheable object's .put(...) method which passes itself back to the Example object's overloaded methods. Which method is called depends on the type of that object.
See also the Visitor pattern. My code example smells because the ICacheable.put(...) method is incohesive - but using the interfaces defined in the Visitor pattern can clean up that smell.
Why can't I just call this.put(iCacheable) from the Example class?
In Java, overriding is always bound at runtime, but overloading is a little more complicated: dynamic dispatching means that the implementation of a method will be chosen at runtime, but the method's signature is nonetheless determined at compile time. (Check out the Java Language Specification, Chapter 8.4.9 for more info, and also check out the puzzler "Making a Hash of It" on page 137 of the book Java Puzzlers.)
Is there no way to combine the cached objects in each map into one map? Their keys could keep them separated so you could store them in one map. If you can't do that then you could have a
Map<Class,Map<Key,ICacheable>>
then do this:
Map<Class,Map<Key,ICacheable>> cache = ...;
public void cache( ICacheable cacheable ) {
if( cache.containsKey( cacheable.getClass() ) {
cache.put( cacheable.getClass(), new Map<Key,ICacheable>() );
}
cache.get(cacheable.getClass()).put( cacheable.getKey(), cacheable );
}
You can do the following:
Add a method to your ICachableInterface interface that will handle placing the object into one of two Maps, given as arguments to the method.
Implement this method in each of your two implementing classes, having each class decide which Map to put itself in.
Remove the instanceof checks in your for loop, and replace the put method with a call to the new method defined in step 1.
This is not a good design, however, because if you ever have another class that implements this interface, and a third map, then you'll need to pass another Map to your new method.
I am currently writing a game for android where there are enemies that fly across the screen and then disappear, to be replaced by other enemies. Now, this happens very fast, and my code currently performs a lot of memory allocation and deallocation to create and delete these enemy objects, so I'm trying to find a way to optimize this. I got this Pool class implementation from a book on android game dev:
public class Pool<T> {
public interface PoolObjectFactory<T> {
public T createObject();
}
private final List<T> freeObjects;
private final PoolObjectFactory<T> factory;
private int maxObjects;
public Pool(PoolObjectFactory<T> factory, int maxObjects) {
this.maxObjects = maxObjects;
this.factory = factory;
freeObjects = new ArrayList<T>(maxObjects);
}
public T newObject() {
T object = null;
if (freeObjects.isEmpty()) {
object = factory.createObject();
} else {
object = freeObjects.remove(freeObjects.size() - 1);
}
return object;
}
public void free(T object) {
if (freeObjects.size() < maxObjects) freeObjects.add(object);
}
}
Now, the way to use this class is as follows:
PoolObjectFactory<Enemy> factory = new PoolObjectFactory<Enemy>() {
public Enemy createObject() {
return new Enemy();
}
};
Pool<Enemy> enemyPool = new Pool<Enemy>(factory, 50);
The obvious problem with this method is that you can't input any parameters to the createObject() method, thus forcing you to use classes that take no arguments in their constructor. This will force me to rewrite a lot of code since the Enemy class I'm using takes several different parameters. I can think of a couple of workarounds, like this one:
PoolObjectFactory<Enemy> factory = new PoolObjectFactory<Enemy>() {
public Enemy createObject(Object... args) {
return new Enemy((Float)args[0], (Float)args[1]);
}
};
Pool<Enemy> enemyPool = new Pool<Enemy>(factory, 50);
But it's error-prone and annoying to update. I could also initialize the Enemy object in the createObject() method with bogus values and then set them manually later, or I could create a Pool class for every single object but I would really prefer not doing that.
Any suggestions on how to improve this code? How do you fellow java game developers deal with pooling objects to avoid garbage collection? Thanks very much.
1) You should override the createObject function in your PoolObjectFactory.
2) You will need a initialize() function that actually sets the parameters for each EnemyObject. Just have the constructor for the EnemyObject call the initialize function. Then, when you get the object out of the pool, you should just call initialize with your parameters and it should work perfectly.