So I've seen, in many places, calling methods of a class like:
SomeClass obj = new SomeClass();
obj.addX(3).addY(4).setSomething("something").execute();
I don't think I completely understand how that works. Is each method independent of each other, so the above is equal to:
obj.addX(3);
obj.addY(4);
obj.addSomething("something");
obj.execute();
Or are they designing their class structure in some other fashion that allows for this. If they are how are they designing their classes to support this?
Also, does that have a specific name? Or is this just calling methods on a class?
That would be method chaining. It can do one of two things.
Each call to a method returns this which allows you to continue to call methods on the original instance.
public class SomeClass
{
private int _x = 0;
private int _y = 0;
private String _something = "";
public SomeClass addX(int n)
{
_x += n;
return this;
}
public SomeClass addY(int n)
{
_y += n;
return this;
}
public SomeClass setSomething(String something)
{
_something = something;
return this;
}
// And so on, and so on, and so on...
}
Each method call returns a new instance of the class with everything copied/updated appropriately. This makes the class immutable (so you don't accidentally modify something that you didn't mean to).
public class SomeClass
{
private int _x = 0;
private int _y = 0;
private String _something = "";
public SomeClass(int x, int y, String something)
{
_x = x;
_y = y;
_something = something;
}
public SomeClass addX(int n)
{
return new SomeClass(_x + n, _y, _something);
}
public SomeClass addY(int n)
{
return new SomeClass(_x, _y + n, _something);
}
public SomeClass setSomething(String something)
{
return new SomeClass(_x, _y, something);
}
// And so on, and so on, and so on...
}
Some people have also mentioned Fluent Interfaces. Fluent Interfaces utilize method chaining to create an API that provides something along the lines of a Domain Specific Language which can make code read much more clearly. In this case, your example doesn't quite qualify.
they modify object's state and return the same object back mostly
class Number{
int num;
public Number add(int number){
num+=number;
return this;
}
}
you can call it like
new Number().add(1).add(2);
most of the time the use case is to return new Object to support immutability
Each of those methods return an instance. For example, the call to
obj.addX(3)
will return the same instance obj, so the call
obj.addX(3).addY(4)
will be equivalent to
obj.addY(4)
This is called method chaining.
The methods are implemented like this:
public SomeClass addX(int i) {
// ...
return this; // returns the same instance
}
public class Test1 {
public static void main(String[] args) {
// TODO Auto-generated method stub
Test1 abc = new Test1();
abc.add1(10, 20).sub1(40, 30).mul1(23, 12).div1(12, 4);
}
public Test1 add1(int a, int b)
{
int c = a + b;
System.out.println("Freaking Addition output : "+c);
return this;
}
public Test1 sub1(int a, int b)
{
int c = a - b;
System.out.println("Freaking subtraction output : "+c);
return this;
}
public Test1 mul1(int a, int b)
{
int c = a * b;
System.out.println("Freaking multiplication output : "+c);
return this;
}
public Test1 div1(int a, int b)
{
int c = a / b;
System.out.println("Freaking divison output : "+c);
return this;
}
}
Suppose I have a class
public class Test{
Point[] pq = null;
public Test(int Capacity) {
Point[] pq = new Point[Capacity];
}
public static void main(String[] args) {
Point point = new Point(); // suppose it has a given state `state` equal to 0
Test test = new Test(1);
test.pq[0] = point; // here test[0] has a `state` equal to 0
point.state = 1 //Suppose now I change the `state` of the point instance variable to 1
}
...}
public class Point{
public Integer state = 0;
...
}
I changed the state of the point instance variable to 1
then test.pq[0].state is now equal to 1. How can I prevent my code from this behavior ?
Edit 1, in the Point class, I added getter and setters and turned public Integer state into private Integer state = 0, I added this
public void copy(Point point){
this.setState(point.getState())
}
when I call Test test = new Test(1); test.pq[0].copy(point);, I still get te same problem
The clean way to avoid this problem is to make the Point class immutable:
public final class Point
private final int state;
public Point(int state) {
this.state = state;
}
public int getState() {
return state;
}
// no setter !
}
That way, nobody can modify the state of a point, and everything is safe.
If the point needs to be mutable, and you don't want to let callers modify the state of the points of your Test, then you'll have to make copies:
public class Test {
private Point point; // it would be the same with an array or a list
public class Test(Point p) {
// defensive copy
this.point = new Point(p.getState());
}
public Point getPoint() {
// defensive copy
return new Point(p.getState());
}
}
Or course, if your Test has a list or array of points, and if you make the array or list of points accessible from the outside, you can't guarantee anything. That's why every modification should go through a method of the test (that's what encapsulation is all about):
public void addPoint(Point p) {
pointList.add(new Point(p.getState());
}
maybe I've a serious gap in java fondamental comprehension. In the code below I can't understand how getLength method can calculate walk length. Why recall itself on tail?
class Point {
private int x;
private int y;
public Point(int x, int y) {
this.x = x;
this.y = y;
}
public static void main(String argv[]) {
Point p1 = new Point(0, 0);
// Walk w1 = new Right(new Down(new Left(new Up(new Stop()))));
Move w2 = new Left(new Left(new Up(new Stop())));
// Walk w3=new Right(new Stop());
System.out.println(w2.tail);
}
}
abstract class Walk {
public abstract boolean isStop();
public abstract int getLength();
}
class Stop extends Walk {
#Override
public boolean isStop() {
return true;
}
#Override
public int getLength() {
return 0;
}
}
abstract class Move extends Walk {
Walk tail;
#Override
public int getLength() {
return 1 + tail.getLength();
}
Move(Walk tail) {
this.tail = tail;
}
#Override
public boolean isStop() {
return true;
}
}
class Right extends Move {
public Right(Walk tail) {
super(tail);
}
}
class Left extends Move {
public Left(Walk tail) {
super(tail);
}
}
class Up extends Move {
public Up(Walk tail) {
super(tail);
}
}
class Down extends Move {
public Down(Walk tail) {
super(tail);
}
}
You appear to be creating your own linked list, and the getLength() method iterates through the entire list, returning the full sum.
As an aside, please work on your code formatting for this site, especially your indentation.
It calculates the total length, from what I can tell.
return 1+tail.getLength();
This appears to say that the current object's walk length is 1, and it adds that to whatever tail walk length is. This gives the total length.
NOTE: Whoever wrote this, should look at the Java Naming Conventions.
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i have 4 classes (Core, GameMain, Spriter, Character)
- GameMain extends core (core >> GameMain)
- Character extends Spriter (Spriter >> Character)
I get a NullPointerException if i call the - b.get...() - Methods without overriding them in Character (they are originally inside Spriter, i call them from GameMain through Character).
i make objects of Character inside Core and put it in an ArrayList
public abstract class Core {
ArrayList<Character> mon = new ArrayList<Character>();
void gameloop(){
while(running){
//some code
while(mon.size() < 2){
mon.add(new Character(blk_1,5,1));// Character(Spriter, Long, Long){}
}
draw(g);
}
}
}
then inside GameMain i call a Method that is originally inside Spriter but i call it through Character.
public class GameMain extends Core{
public void draw(Graphics2D g){
for(Character b : mon){ //mon is the ArrayList<Character>
if(test.getCoordY() <= b.getCoordY() - (b.getHeight()/2)){ //<<<< NullPointerException caused by these two Methods , test is a Spriter class
g.drawImage(chChange(), Math.round(test.getX()), Math.round(test.getY()), test.getWidth(), (test.getHeight()), null);
g.drawImage(b.getImage(), Math.round(b.getX()), Math.round(b.getY()), null);
}else {
g.drawImage(b.getImage(), Math.round(b.getX()), Math.round(b.getY()), null);
g.drawImage(chChange(), Math.round(test.getX()), Math.round(test.getY()), null);
}
}
}
}
Here is the Spriter's Method, unless i override it i will get the error.
public class Spriter {
Spriter(Image i){
this.i = i;
scenes = new ArrayList();
}
Spriter(){
scenes = new ArrayList();
start();
}
public int getHeight(){
return i.getHeight(null);
}
public float getCoordY(){
float cy;
cy = y + i.getHeight(null); //<<<< NullPointerException happens here, Image i;
return cy;
}
public void setX(float x){
this.x = x;
}
public void setY(float y){
this.y = y;
}
// other similar Methods but no problem with them
//-------------------------------------- Animation Part ----------------------------------------------
public synchronized void addScene(Image i,long t){
total_t+=t;
scenes.add(new oneScene(i, total_t));
}
//start animation
public synchronized void start(){
mov_time = 0;
scn_indx = 0;
}
// get current scene
public synchronized Image getAnimeImage(){
if(scenes.size()==0){
return null;
}else{
return getScene(scn_indx).pic;
}
}
//get the scene
private oneScene getScene(int x){
return (oneScene)scenes.get(x);
}
private class oneScene{
Image pic;
long endTime;
public oneScene(Image pic, long endTime){
this.pic = pic;
this.endTime = endTime;
}
}
}
it would work if i do this :
public class Character extends Spriter{
public Character(Spriter s, long health, long power) {
this.s = s;
this.health = health;
this.power = power;
s.setX(randomY());
s.setY(randomY());
}
public float getCoordY(){
return s.getCoordY();
}
public float getHeight(){
return s.getgetHeight();
}
//some other methods for health and power
}
but can it work if i do this (it is already givinng the error but how to avoid it) :
public class Character extends Spriter{
public Character(Spriter s, long health, long power) {
this.s = s;
this.health = health;
this.power = power;
s.setX(randomY()); //setting x for the dynamiclly generated Character Object
s.setY(randomY()); // same for y
}
//some methods for power and health
}
as setting x,y for test (its a sprite and working very good)
public class GameMain extends Core{
public void init(){
test.setX(500); test.setY(488);
}
public void draw(Graphics2D g){
//the above code
}
}
i dont see the point of overriding them if they will be exactly the same.
Your problem is that when you create a Character, you're calling the no-arg constructor of Spriter, instead of the one with an Image argument. That means that your image is never getting set; which is why you have the null pointer exception.
You should probably add an Image to the constructor arguments of Character, and pass this along to the superclass constructor, like this.
public Character(Spriter s, long health, long power, Image img) {
super(img);
// and so on.
#ElliottFrisch - I apologise if that is what you were trying to say with your answer. I don't mean to duplicate; I just wasn't quite sure whether that is what you meant. In any case, this is definitely the problem.
I believe your problem is that your class Character is-a Spriter and has-a Spriter (and probably shouldn't "have-a" Spriter but I can't tell because you didn't post all of your code). You never initialized the super instance of your Character.
public class Character extends Spriter{
public Character(Spriter s, long health, long power) {
// super(health, power); // <-- Speculation, no constructors shown in your code.
this.s = s;
this.health = health;
this.power = power;
super.setX(randomY()); //<-- set the super value
super.setY(randomY()); //<-- again.
// s.setX() // <-- not sure, why do you have s?
}
I have no idea what immutable class should look like but am pretty sure this one is. Am I right? If I'm not please specify what should be added/removed.
import java.io.Serializable;
public class Triangle implements IShape, Serializable {
private static final long serialVersionUID = 0x100;
private Point[] points;
public Triangle(Point a, Point b, Point c) {
this.points = new Point[]{a, b, c};
}
#Override
public Point[] getPoints() {
return this.points;
}
#Override
public boolean equals(Object obj) {
if (obj == null) return false;
if (this == obj) return true;
if (getClass() != obj.getClass()) return false;
Point[] trianglePoints = ((Triangle) obj).getPoints();
for (int i = 0; i < points.length; i++){
if (!points[i].equals(trianglePoints[i])) return false;
}
return true;
}
}
Will this do the trick?
#Override
public Point[] getPoints() {
Point[] copyPoint = {
new Point(points[0]),
new Point(points[1]),
new Point(points[2]),};
return copyPoint;
}
Point class:
import java.io.Serializable;
public class Point implements Serializable {
private static final long serialVersionUID = 0x100;
public int x;
public int y;
public int z;
public Point(int x, int y, int z) {
this.x = x;
this.y = y;
this.z = z;
}
public Point(Point that) {
this.x = that.x;
this.y = that.y;
this.z = that.z;
}
public boolean equals(Object obj) {
// assume this is a typical, safe .equals implementation
// that compares the coordinates in this instance to the
// other instance
return true;
}
}
No, you can change what's in the Points array. If you want to make it immutable, have the getter hand out a copy of the Points array, not the original.
try this:
Triangle triangle = new Triangle(a, b, c);
triangle.getPoints()[1] = null;
System.out.println(Arrays.toString(triangle.getPoints()));
Also Point needs to be immutable (as Nikita Rybak points out). For how to copy arrays see how to copy an array in Java.
No, it's not. You expose the Point[] and a caller could modify its contents. Also, your class is not final, so someone could subvert it by subclassing it.
No, it's definitely mutable.
Not only do you expose the actual Point[] array, you don't defensive-copy (Bloch 2nd ed., Item 39) the Point objects themselves when taking them in via the constructor.
The Point[] array could have items
removed or added to it, so it's
mutable.
You could pass in Points a,
b, and c, then call setX() or setY()
on them to change their data after
construction.
Close. For one thing, an immutable class should make it's fields final, but that's not a requirement.
However, you are exposing an array through the getter, and that is not immutable. Make a defensive copy using Arrays.copyOf(array, length):
#Override
public Point[] getPoints() {
return Arrays.copyOf(this.points,this.points.length);
}
Here's what I'd do to make this class immutable, with the help of Guava. I see from the #Override in the code you posted that IShape seems to require a Point[] from the getPoints() method, but I'm ignoring that for the sake of example since the use of object arrays is a rather poor idea, especially if you want immutability (since they cannot be immutable and all).
public final class Triangle implements IShape, Serializable {
private final ImmutableList<Point> points;
public Triangle(Point a, Point b, Point c) {
this.points = ImmutableList.of(a, b, c);
}
public ImmutableList<Point> getPoints() {
return this.points;
}
// ...
}
Point should also be more like:
public final class Point implements Serializable {
/*
* Could use public final here really, but I prefer
* consistent use of methods.
*/
private final int x;
private final int y;
private final int z;
public Point(int x, int y, int z) {
this.x = x;
this.y = y;
this.z = z;
}
// getters, etc.
}
In order to be an immutable class, it is not enough that your methods promise not to change the object. In addition to having all fields be private and the methods not allow changing, you must also guarantee that the subclasses have the same promise of immutability. This includes making the class itself final, and ensuring that no references to the fields are ever returned.
A short, but excellent treatment of this can be found in this article:
http://www.javaranch.com/journal/2003/04/immutable.htm
Not only do you need to provide an immutable copy of the internalised array, you also need to make sure that the Point object is immutable.
Consider the following use of the Point class in the standard Java API:
Point a = new Point(1,1);
Point b = new Point(1,1);
Point c = new Point(1,1);
Triangle triangle = new Triangle(a, b, c);
System.out.println(Arrays.toString(triangle.getPoints()));
c.setLocation(99,99);
System.out.println(Arrays.toString(triangle.getPoints()));
It is not immutable because ...
Triangle t1 = new Triangle(new Point(0,0), new Point(0, 10), new Point(10, 10));
Triangle t2 = t1;
System.out.println( t1.getPoints()[0] ); // -> 0
t2.getPoints()[0].x = 10;
System.out.println( t1.getPoints()[0] ); // -> 10
Thus the class is not immutable because you can change the state of an instance (internal Point[] exposed) and this also changes the state of a reference to the same instance.
To make it a true immutable class, you would need methods to separately get X and Y from each point, for example:
public int getPointX(int point) { return points[point].x; }
public int getPointY(int point) { return points[point].y; }
or
public Point getPoint(int point) { return new Point(points[point]); }
or return a copy of the points like you suggested in your edit.
In addition to what others have already noted, you should:
Make your Triangle class final to prevent the creation of mutable Triangles by subclasses.
Declare all the fields final, to catch accidental modification of fields by the class itself.
In "Effective Java," Joshua Bloch provides a list of rules for immutable classes in general, in Item 15: Minimize Mutability.
1) Make members private and final - so
private Point[] points; //should be
private final Point[] points;
2) Make class final so it cannot be sub-classed
3) Exclusive access to mutable members (array) - meaning return copy of and not the reference to mutable members
For the best treatment of this subject refer to Joshua Bloch, Effective Java- item 15
This could be a better Point implementation.
import java.io.Serializable;
public final class Point implements Serializable {
private static final long serialVersionUID = 0x100;
private final int x;
private final int y;
private final int z;
public Point(int x, int y, int z) {
this.x = x;
this.y = y;
this.z = z;
}
public Point(Point that) {
this(that.x, that.y, that.z );
}
public boolean equals(Object obj) {
// assume this is a typical, safe .equals implementation
// that compares the coordinates in this instance to the
// other instance
return true;
}
}
Other than exposing the array (as getters are wont to do) and not being final, being serialisable is "problematic".
As a very nasty man, when deserialising, I can get another reference to the internal array. The obvious fix for this is:
private void readObject(
ObjectInputStream in
) throws ClassNotFoundException, IOException {
ObjectInputStream.GetField fields = in.readFields();
this.points = ((Point[])(fields.get("point", null)).clone();
}
That still leaves the problem of points not being final and exposing the object without points initialised (or worse, but a bit thoeretical, partially initialised). What you really want is a "serial proxy", which you can find out about on the internets...
Note: If you implement equals you should also implement hashCode, probably toString and possible Comparable.
Point itself doesn't have to be immutable for Triangle to be immutable. You just have to do a lot of defensive copies so that nobody has a reference to the Point objects stored in the Triangle.
Also, shouldn't triangle a-b-c equal triange b-c-a (and 4 other permutations)
A immutable class example with mutable field:
public final class ImmutabilityTest {
private final int i;
private final C c1;
ImmutabilityTest(int i, C c1){
this.i = i;
this.c1 = c1;
}
public int getI() {
return i;
}
public C getC1() {
return (C)c1.clone();//If return c1 simply without calling clone then contract of immutable object will break down
}
#Override
public String toString() {
return "ImmutabilityTest [i=" + i + ", c1=" + c1 + "]";
}
public static void main(String[] args) {
ImmutabilityTest i1 = new ImmutabilityTest(10, new C(new D("before")));
System.out.println(i1);
i1.getC1().getD1().name = "changed";
System.out.println(i1);
}
}
class C implements Cloneable{
D d1;
public C(D d1) {
super();
this.d1 = d1;
}
public D getD1() {
return d1;
}
public void setD1(D d1) {
this.d1 = d1;
}
#Override
public String toString() {
return "C [d1=" + d1 + "]";
}
public C clone(){
C c = null;
try {
c = (C) super.clone();
c.setD1(c.getD1().clone());// here deep cloning is handled if it is commented it will become shallow cloning
} catch (CloneNotSupportedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
return c;
}
}
class D implements Cloneable{
String name;
public D(String name) {
this.name = name;
}
public String getName() {
return name;
}
public void setName(String name) {
this.name = name;
}
#Override
public String toString() {
return "D [name=" + name + "]";
}
public D clone(){
D d = null;
try {
d = (D) super.clone();
} catch (CloneNotSupportedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
return d;
}
}