Retrieve a map stored in a different class - java

Is it possible to retrieve a map stored in a different class?
For eg:
I have Class A in which I have the below map:
Map<String,List<Names>> map=new HashMap<String,List<Names>>();
map.put("Details", Names);
Is it possible to retrieve the map in Class B?

Is it possible to retrieve [or retrieve from] the map in Class B?
Yes it is. And there are a variety of ways to do it. For example:
You could make the Map variable public (almost certainly a bad idea!)
You could implement a public getter that returns the Map (probably not a good idea ...)
You could implement a public getter that returned a read-only wrapper for the (private) Map.
You could implement a public method that looks up an entry in the (private) Map.
But it is not necessarily a good thing to do these things. One of the principles of Object Oriented Programming is that a class should encapsulate its state. If your class B can access a map that is (for the sake of argument) internal to your class A, then the encapsulation is weakened or broken in the process. (Now, it might be appropriate to have loose encapsulation ... but you need to understand the issues and think through the consequence for your particular circumstances.)
What I'm saying is that you most likely need to find / read a tutorial (or text book) on OO programming to help you understand whether what you are trying to do is the right thing to do.

Related

Instantiating object without knowing the concrete type

I am creating following java class.
class EntityCollection <E extends Entity, M extends Hashmap<?,E>> {
}
The idea is that the user of this class will tell me what type of objects to save in the collection and the actual store. So M can be simple Hashmap or LinkedHashmap.
I have two questions here:
How would I instantiate M inside my class? Is it possible?
AND
Is this a good approach or should I take some StoreFactory that would return me the store to use? Should I take that in the constructor of this class?
You can't do this the way you're set up due to type erasure. You can pull it off by having them pass the class to you.
Give this a read:
Create instance of generic type in Java?
Creating the hashmap is easy, you just pass the generic types through - or even use the diamond notation and have it done for you.
M m = new HashMap<>();
The complication is that you want to also be able to select the type of the Map. That can be done in a number of ways:
You could use the Factory pattern and pass in a factory object that creates the maps on demand.
You could generate the Map outside the class and pass it in on the constructor.
Have an abstract method to create the map. When creating an instance of the class people would implement that abstract method and generate the map for it.
For the second question there's no way to know without a lot more detail of what you are doing. That's an architectural decision and would most likely not fit into a stack overflow Q & A. This all seems a bit messy though, you are exposing a lot of the internal behavior of the classes. You would probably be better off thinking more about the behavior you want and the interface to provide that rather than the details of implementation.
For example you could have an enum { UNSORTED, INSERTION_ORDER, etc } and then instantiate the right Map based on that enum.

Whats the difference between objects and data structures?

I've been reading the book Clean Code: A Handbook of Agile Software Craftsmanship and in chapter six pages 95-98 it clarifies about the differences between objects and data structures:
Objects hide their data behind abstractions and expose functions that operate on that data. Data structures expose their data and have no meaningful functions.
Object expose behavior and hide data. This makes it easy to add new kinds of objects without changing existing behaviors. It also makes it hard to add new behaviors to existing objects.
Data structures expose data and have no significant behavior. This makes it easy to add new behaviors to existing data structures but makes it hard to add new data structures to existing functions.
I'm a tad bit confused whether some classes are objects or data structures. Say for example HashMaps in java.util, are they objects? (because of its methods like put(), get(), we dont know their inner workings) or are they data structures? (I've always thought of it as data structures because its a Map).
Strings as well, are they data structures or objects?
So far majority of the code I've been writing have been the so called "hybrid classes" which try to act as an object and a data structure as well. Any tips on how to avoid them as well?
The distinction between data structures and classes/objects is a harder to explain in Java than in C++. In C, there are no classes, only data structures, that are nothing more than "containers" of typed and named fields. C++ inherited these "structs", so you can have both "classic" data structures and "real objects".
In Java, you can "emulate" C-style data structures using classes that have no methods and only public fields:
public class VehicleStruct
{
public Engine engine;
public Wheel[] wheels;
}
A user of VehicleStruct knows about the parts a vehicle is made of, and can directly interact with these parts. Behavior, i.e. functions, have to be defined outside of the class. That's why it is easy to change behavior: Adding new functions won't require existing code to change. Changing data, on the other hand, requires changes in virtually every function interacting with VehicleStruct. It violates encapsulation!
The idea behind OOP is to hide the data and expose behavior instead. It focuses on what you can do with a vehicle without having to know if it has engine or how many wheels are installed:
public class Vehicle
{
private Details hidden;
public void startEngine() { ... }
public void shiftInto(int gear) { ... }
public void accelerate(double amount) { ... }
public void brake(double amount) { ... }
}
Notice how the Vehicle could be a motorcycle, a car, a truck, or a tank -- you don't need to know the details. Changing data is easy -- nobody outside the class knows about data so no user of the class needs to be changed. Changing behavior is difficult: All subclasses must be adjusted when a new (abstract) function is added to the class.
Now, following the "rules of encapsulation", you could understand hiding the data as simply making the fields private and adding accessor methods to VehicleStruct:
public class VehicleStruct
{
private Engine engine;
private Wheel[] wheels;
public Engine getEngine() { return engine; }
public Wheel[] getWheels() { return wheels; }
}
In his book, Uncle Bob argues that by doing this, you still have a data structure and not an object. You are still just modeling the vehicle as the sum of its parts, and expose these parts using methods. It is essentially the same as the version with public fields and a plain old C struct -- hence a data structure. Hiding data and exposing methods is not enough to create an object, you have to consider if the methods actually expose behavior or just the data!
When you mix the two approaches, e.g. exposing getEngine() along with startEngine(), you end up with a "hybrid". I don't have Martin's Book at hand, but I remember that he did not recommend hybrids at all, as you end up with the worst of both worlds: Objects where both data and behavior is hard to change.
Your questions concerning HashMaps and Strings are a bit tricky, as these are pretty low level and don't fit quite well in the kinds of classes you will be writing for your applications. Nevertheless, using the definitions given above, you should be able to answer them.
A HashMap is an object. It exposes its behavior to you and hides all the nasty hashing details. You tell it to put and get data, and don't care which hash function is used, how many "buckets" there are, and how collisions are handled. Actually, you are using HashMap solely through its Map interface, which is quite a good indication of abstraction and "real" objects.
Don't get confused that you can use instances of a Map as a replacement for a data structure!
// A data structure
public class Point {
public int x;
public int y;
}
// A Map _instance_ used instead of a data structure!
Map<String, Integer> data = new HashMap<>();
data.put("x", 1);
data.put("y", 2);
A String, on the other hand, is pretty much an array of characters, and does not try to hide this very much. I guess one could call it a data structure, but to be honest I am not sure if much is to be gained one way or the other.
This is what, I believe, Robert. C. Martin was trying to convey:
Data Structures are classes that simply act as containers of structured data. For example:
public class Point {
public double x;
public double y;
}
Objects, on the other hand, are used to create abstractions. An abstraction is understood as:
a simplification of something much more complicated that is going on under the covers The Law of Leaky Abstractions, Joel on Software
So, objects hide all their underpinnings and only let you manipulate the essence of their data in a simplified way. For instance:
public interface Point {
double getX();
double getY();
void setCartesian(double x, double y);
double getR();
double getTheta();
void setPolar(double r, double theta);
}
Where we don't know how the Point is implemented, but we do know how to consume it.
As I see it , what Robert Martin tries to convey, is that objects should not expose their data via getters and setters unless their sole purpose is to act as simple data containers. Good examples of such containers might be java beans, entity objects (from object mapping of DB entities), etc.
The Java Collection Framework classes, however, are not a good example of what he's referring to, since they don't really expose their internal data (which is in a lot of cases basic arrays). It provides abstraction that lets you retrieve objects that they contain. Thus (in my POV) they fit in the "Objects" category.
The reasons are stated by the quotes you added from the book, but there are more good reasons for refraining from exposing the internals. Classes that provide getters and setters invite breaches of the Law of Demeter, for instance. On top of that, knowing the structure of the state of some class (knowing which getters/setters it has) reduces the ability to abstract the implementation of that class. There are many more reasons of that sort.
An object is an instance of a class.
A class can model various things from the real world. It's an abstraction of something (car, socket, map, connection, student, teacher, you name it).
A data structure is a structure which organizes certain data in a certain way.
You can implement structures in ways different that by using classes (that's what you do in languages which don't support OOP e.g.; you can still implement a data structure in C let's say).
HashMap in java is a class which models a map data structure using hash-based implementation, that's why it's called HashMap.
Socket in java is a class which doesn't model a data structure but something else (a socket).
A data structure is only an abstraction, a special way of representing data. They are just human-made constructs, which help in reducing complexity at the high-level, i.e. to not work in the low-level. An object may seem to mean the same thing, but the major difference between objects and data structures is that an object might abstract anything. It also offers behaviour. A data structure does not have any behaviour because it is just data-holding memory.
The libraries classes such as Map, List,etc. are classes, which represent data structures. They implement and setup a data structure so that you can easily work with them in your programs by creating instances of them (i.e. objects).
Data structures(DS) are an abstract way of saying that a structure holds some data'. HashMap with some key value pairs is a data structure in Java. Associated arrays are similarly in PHP etc. Objects is a little lower than the DS level. Your hashmap is a data structure. now to use a hashmap you create an 'object' of it and add data to that object using put method. I can have my own class Employee which has data and is thus a DS for me. But to use this DS to do some operations like o see if the employee is a male or a female colleague i need an instance of an Employee and test its gender property.
Don't confuse objects with data structures.
An object is an instance of a class. A class can define a set of properties/fields that every instance/object of that class inherits. A data structure is a way to organize and store data. Technically a data structure is an object, but it's an object with the specific use for holding other objects (everything in Java is an object, even primitive types).
To answer your question a String is an object and a data structure. Every String object you create is an instance of the String class. A String, as Java represents it internally, is essentially a character array, and an array is a data structure.
Not all classes are blueprints for data structures, however all data structures are technically objects AKA instances of a class (that is specifically designed to store data), if that makes any sense.
Your question is tagged as Java, so I will reference only Java here.
Objects are the Eve class in Java; that is to say everything in Java extends Object and object is a class.
Therefor, all data structures are Objects, but not all Objects are data structures.
The key to the difference is the term Encapsulation.
When you make an object in Java, it is considered best practice to make all of your data members private. You do this to protect them from anyone using the class.
However, you want people to be able to access the data, sometimes change it. So, you provide public methods called accessors and mutators to allow them to do so, also called getters and setters. Additionally, you may want them to view the object as a whole in a format of your choosing, so you can define a toString method; this returns a string representing the object's data.
A structure is slightly different.
It is a class.
It is an Object.
But it is usually private within another class; As a Node is private within a tree and should not be directly accessible to the user of the tree. However, inside the tree object the nodes data members are publicly visible. The node itself does not need accessors and mutators, because these functions are trusted to and protected by the tree object.
Keywords to research: Encapsulation, Visibility Modifiers

Create a hashmap of immutable generic objects

I don't think that there is a way that is efficient (if at all) of doing this, but I figured I'd ask in case someone else knows otherwise. I'm looking to create my own Cache/lookup table. To make it as useful as possible, I'd like it to be able to store generic objects. The problem with this approach is that even though you can make a Collections.unmodifiableMap, immutableMap, etc, these implementations only prevent you from changing the Map itself. They don't prevent you from getting the value from the map and modifying its underlying values. Essentially what I'd need is for something to the effect of HashMap<K, ? extends Immutable>, but to my knowledge nothing like this exists.
I had originally thought that I could just return a copy of the values in the cache in the get method, but since Java's Cloneable interface is jacked up, you cannot simple call
public V getItem(K key){
return (V) map.get(k).clone();
}
Your thinking is good, and you're right that there's no built-in way of handling immutability.
However, you could try this:
interface Copyable<T> {
T getCopy();
}
Then override the get() method to return copies instead of the value itself;
class CopyMap<K, V extends Copyable<V>> extends HashMap<K, V> {
#Override
public V get(Object key) {
return super.get(key).getCopy();
}
}
Then it's up to the implementation to return a copy of itself, rather than this (unless the class itself is immutable). Although you can't enforce that in code, you would be within your rights to publicly humiliate the programmer that doesn't conform.
I'm looking to create my own Cache/lookup table.
Why not use Guava's cache?
The problem with this approach is that even though you can make a
Collections.unmodifiableMap, immutableMap, etc, these implementations
only prevent you from changing the Map itself. They don't prevent you
from getting the value from the map and modifying its underlying
values.
This is not something any collection can enforce for you. You need to make the classes themselves immutable. There is a hacky approach using Reflection (which can also be used to make a class mutable!), but really, you should avoid this and simply create classes that are immutable.
There are other options for object cloning in Java: Making a copy of an object Dynamically?
Be aware though that deep cloning any object might be dangerous. The objects stored in this map must be i.e. isolated from each other, to make sure that whole object graph won't be copied when returning a single entry.
There is no formal concept of "mutability" or "immutability" in the language. The compiler cannot tell whether a type is "mutable" or "immutable". To determine whether something is immutable, we humans have to examine every field and method of the class, and reason through the behavior of the methods to discover that none of them will alter the state of the object, then we call it "immutable". But there is no difference from the perspective of the language.

Enforce mapping of concrete classes of a common interface in a static map

Lets say I have an enum class - ConfigElement which has some members like GENERAL_CONFIG("General Configuration"), TRANSIT_TIMES("Transit times").
All of these config elements' individual classes, implement a common interface ConfigElementOP, for example
public class TransitTimesOp implements ConfigElementsOp{
//implementation of interface methods
}
These individual classes define a certain behaviour which is particular to them.
Now, the controller of the application just gets the particular ConfigElement, and then with the help of a factory, finds out the class which has the corresponding behaviour and uses it accordingly.
Currently, my factory is just a static map between the ConfigElement and its behaviour class, like
public static Map<ConfigElement, ConfigElementsOp> ConfigElementBehaviourMap =
new HashMap<ConfigElement, ConfigElementsOp>();
ConfigElementBehaviourMap.put(ConfigElement.TRANSIT_TIMES, TransitTimesOp.class);
...
I have two concerns with this:
Is this the correct design for the factory? Seems messier to me, as addition of any new element and behaviour would require changes in multiple places and the miss to include it in this static map, would be silently ignored by the compiler.
Lets say we go with this design of the factory (static map), is there any way of enforcing that any new class defined for a config element, makes an entry into this map. And any such miss, would be a compile time error.
Usage can be described in the following way - Various controllers will require a different behavioural map of this enum. So, lets say - UI controller will have one map which states how to display a particular ConfigElement, Serializer will have another map at its disposal, which is a map between the ConfigElement and its particular serializer. Particular controllers when in work will get the corresponding behaviour for a ConfigElement from their map and use it.
Thanks in advance.
You can enhance the enums with a class parameter in addition to the existing string parameter, and retrieve the class directly from the enum. This is the way I would implement it.
First of all since the key is an enum you should probably use EnumMap which is tailored for this case.
The static map will probably work at the cost of introducing a strong dependency between the class containing the map and the ConfigElementOp implementations.
What is the big picture, how are you going to use your Map?

Copy of the internal data structure of a class

Out of curiosity, I'd like to know if any class exists in Java with a method that returns a copy of its data structure. I ask because in class the teacher said a method like this breaks privacy, but I think that getting a copy of the structure is useful if you want to rearrange the structure. I'd like an example. Thanks.
I'm not entirely sure what you mean by the "data structure" of a class, but assuming you mean the members it contains, what you're looking for is reflection.
Try this tutorial.
Maybe you are missing the point: If you build a class which encapsulates some kind of internal data then you should NOT add a method which returns the internal data structure, but only the data that is encapsulated.
(Which is kind of the idea of encapsulation)
There should not be any need to "rearrange" your internal representation from the outside - because it is supposed to be internal and thus transparent in its use. (Meaning: You should not even be able to say what kind of data structure is used)
If you serialize it, any object (that is serializable) will happily prints its internal structure to a binary stream. And yes, this breaks encapsulation.
And yes, no one stops you from going to change the binary output and read it in again to create an altered object.
NB: there are more strange issues regarding serialization. For example, when deserializing objects new objects are created without their constructor ever being called. Et cetera. Serialization of objects is the maybe least object-oriented thing one can do with objects.
You're mixing up some concepts here.
Classes really are "data structures + methods", so in general you'd need a class to represent your class. Hey, a nice custom-built one would be the class your data is already in. You may be thinking of a class as a collection of simple fields, but this is not always the case.
As others have mentioned, you can extract the data via reflection, e.g.
public Map<String,Object> fields() {
Map output=new hashMap<String,Object>();
for (Field f:getClass().getFields())
{
try{
output.put(f.getName(), f.get(this));
}
catch(... //IllegalArgument, IllegalAccess.. {... }
}
return output;
}
You can get into encapsulation issues here, in general the class should provide the data that you need to see from it, I tend to use things like this only for debugging.
I'm not sure what you mean by "rearrange the structure". The class generally represents the structure of the data. If there's a transformation you want to accomplish, it probably belongs in a class method, e.g. are you thinking of something like a co-ordinates class that can provide a transformed version of itself into polar co-ordinates?
A simple way to see the internal representation of an object is to serialise it using XStream. This will generate an XML representation of the class and its components (and so on).
Does this break encapsulation ? Yes - in the sense that you're able to inspect the internal structure of the class. You can take that XML, change it, and provided that it matches the .class structure that it came from, deserialise it back into a .class instance.

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