Override public final method in Java (reflection?!) - java

I'm getting into a problem, when I was trying to create a custom LayoutAnimationController for an Android project. It has the method
public final Animation getAnimationForView(View v)
For my custom LayoutAnimationController, I need to override this method, because each view should get a "unique" animation.
Is it possible to override public final methods by using reflection or similar techniques, or do you have an alternative idea?
I know that something similar had been discuses in override java final methods via reflection or other means? but the "solution" which came up there, was pretty specific to the problems of the user and did not completely answer the question of overriding final methods.

It looks like LayoutAnimationController is not intended to be used like this.
If you would be able to override getAnimationForView(View v) with the functionality you want most methods/constructors of LayoutAnimationController would make no sense since this class is created for using a single animation (with different delays) on multiple views.
Maybe it is better to look into the source and create you own animation controller based on this information.

An old question, but I still feel I should answer as there doesn't seem to be a possible solution using LayoutAnimationController.
I ended up overriding AnimationSet and just moved the LayoutAnimationController functionality to that class. Of course, together with my custom code.
Finally, I just have to rant about this: this is hardly the first time I ran into some sort of private / final / access denied in your preferred way code in Google's framework. They seem to find it hilarious if they give us programmers a hard time. I understand that Transformation only Animations are there for performance, but sometimes we just need something different and disabling us through such childish ways is beyond ridiculous. /rant

Related

JavaFX 9 -JEP 253 Skin API and several problems

With the release of Java JDK 9, as stated by JEP 253, classes related to JavaFX skins of controls are moved from private package com.sun.javafx.scene.control.skin to the public one javafx.scene.control.skin.
The reason for that change is developers used to program their custom control, despite Oracle descouraged this practice, subclassing the skin of the private package. So, by moving these classes into a public package, Java now offer a public API to skin a custom control.
But, things are not so simple. I found several problems that I'd like that someone can justify.
The first problem is that, although now there is the public package javafx.scene.control.skin, there is no public API to modify or customize a skin.
It's simple create a simple button (it was simple also by subclassing the abstract class SkinBase) but it's very frustating to customize a ColorPicker or a TextField or a more complex control. The problem is that we developers have no access to simpler components that compose the complex compound control.
Add the fact that reflection is very hard to use with the introduction of the new module system, it means that apart from a simple custom button or another simple control, it's very very hard to work with the Skin API.
The second problem I found is a bug in the ComboBoxPopupControl class. I wanted to create a customized version of a ColorPicker so I create a class that extended ColorPickerSkin. As a just said, I found very difficult to work with this class, so I make my class to extend the ComboBoxPopupControl (a direct sublcass of ColorPickerSkin) that I found more clean to create from the basis my custom color picker. But this class has a bug, it raises a NullPointerException beacuse a variable, with package private visibility, is not initialized. This variable is of type ColorPickerBehaviour, that, in Java 8 was possible to initialize it by passing the vaule in the constructor, constructor that in Java 9 does not accept a parameter of that type.
I'd like to know if you worked or are working, like me, using this API of JavaFX, what decision have you taken or what solution have you found.

How can I generate and compile Java files in Android at Runtime

I know with javax.tools.* it is possible, but since this is not included in the Android API, I'm desperately wondering, is this possible?
Right now, my goal is to create a drag-and-drop tool to allow users to create their own layouts (as not everyone wants to learn Mobile Development, as it requires a lot of time, dedication and practice) similar to how Android Studio does it's own. However, of course the most important thing is to implement functionality via onClickListener and onTouchListeners. I've begun remedying this by creating my own DSL (Domain-Specific-Language) with a GUI front-end allowing users to choose what they want via PopupMenu and SubMenus. For example...
Statements
{ if, for, while }
Statements must be followed immediately by a reference and then a conditional (obtained from that reference), like a "if(Object.conditional())" statement.
References
{ Object1, Object2, Object3 }
The objects are references to other Views (I.E, Buttons, Layouts, WebView, etc.).
Conditionals|Actions|Getters|Setters
{ isSomething(), doSomething(), getSomething(), setSomething() }
Each Reference's methods, wrapped so that each wrapper keeps track of it's method's attributes and description (hence documentation).
It would go something like such...
IF ImageView1.isVisible()
ImageView1.setVisible(false)
ELSE
ImageView1.setVisible(true)
Of course, the method setVisible(boolean) is a wrapped version of setVisiblity(int).None of this is typed, it is obtained from a simple PopupMenu which shows them the applicable selections based on current context.
How I plan on transcribing this to compiling code was to convert the statement into Java code, inserting references on the fly as they are needed (I.E, ImageView1 would be defined in java as private ImageView ImageView1;), generate methods somewhat similar to how ButterKnife generates it's extra classes for it's onClick and onTouch annotations, etc.
Then, after planning all of this (been working on it for 2 weeks now), I find out that Android does not have support for compiling code like this. Please tell me something like this is possible. It's something I 100% wanted to do. Is this possible with any third party libraries?
If not, is there some possible way to mimic doing so? I could do it the long and slow way, of preparing every such possible way, keeping track of the references myself through a map, and when it is about to be called, directly call the implemented method for the View associated with that key, which theoretically COULD work. In fact, that'd be my second go-to if I can't. It'd be messy though.
Sorry if this is too long, I just want to get this to work.
TL;DR: Is there a way to compile a generated Java file created at Runtime in Android (since javax.tools.* does not exist), and if not what would be the best way to do so?

Android Programming and Java syntax

This is a question regarding the syntax used in Eclipse SDK while programming some JAVA code for an Android App.
I am an embedded microcontroller engineer that's mainly used to programming in Assembler (a long time ago) and C. I am a newbie when it comes C++ and JAVA and to help me write my code I have been using a mix of the developer.android.com for background info and stackoverflow.com for real world examples and have found them very useful.
So, I have no problem writing code to do what I want to do because I've always done it, but I am finding it very difficult getting my head around the syntax used in writing Android Apps.
For example to access the GPS one of my lines of code read thus:
LocationManager locationManager = (LocationManager)
this.getSystemService(Context.LOCATION_SERVICE);
but can be shortened to this:
LocationManager locationManager = (LocationManager)getSystemService(LOCATION_SERVICE);
I prefer the second version, but why were some examples written like the first example? Both seem to work fine. I've seen other examples that look even more complicated using "Class".
Secondly, is this not a complicated way to do a really simple thing:
Toast.makeText(getBaseContext(),"Hello World",Toast.LENGTH_SHORT).show();
Why not:
Toast("Hello world");
It now takes me four times as long as it use to write code.
The line break after the cast there is just to keep the lines from getting too long.
On this:
Toast.makeText(getBaseContext(),"Hello World",Toast.LENGTH_SHORT).show();
... it would be simple to write it as you say, aexcept that doesn't do the same things. Basically, that line is
Finding the outermost enclosing place to put graphics
Setting the text you want to show, and setting some formatting or some such
and then showing it.
You want to split those up because you don't always write to the outermost world, and you may want to, for example, make several different chunks of text and show90 or hide() them later. (Think an error message and a success message, for example. You like to build them once and then show/hide the ones you don't need.)
Now, if you can define what context you want and never want to mess with the visibillty, you can make a function that does just that.
It is kind of beginner OOP-ish style to put this everywhere. It is implied in your second example, and the second example is the more common style.
Now this one has to do with a bit of engineering. Yes, your second short example could have been implemented (except that Toast is a class, not a function, but a similar thing would work), but it would preclude a lot of important things you may want to do. A Toast may not be all that lightweight of an object; you may want to cache it. That's why you first get an instance with makeText and only then call show on it. The Toast instance will also have a complete lifecycle that you need to control, but won't be able to with your simple example. The instance can probably undergo further configuration, etc. etc. In short, there's a reason for it which is not obvious from a Hello, world piece of code.
Welcome to the world of Android and Java programming. Since you come from an assembly language background, my advice is: Get used to more typing. :)
Regarding the first code fragment: First, the qualifier this. on the call to getSystemService() is redundant; you can just drop it. Secondly, you can eliminate the qualifier on LOCATION_SERVICE by statically importing the name. Add something like this to the imports for the compilation unit:
import static android.content.Context.LOCATION_SERVICE;
or, if you don't mind the namespace pollution:
import static android.content.Context.*;
Regarding the second fragment: for architectural reasons, Toast eventually needs to associate the popup window to some application context. The first argument to the factory method makeToast is what makes this possible. (By the way, you just need getContext(), not getBaseContext(). You could also stash the context in a field.) As far as the third argument to makeText—arguably, a version of the factory method could have been provided that has a default display time, but Android doesn't provide that, so you're stuck with the third argument as well. You can again avoid the qualifier by statically importing LENGTH_SHORT. Finally, the factory method just returns a Toast object. You aren't required to show() it just yet; it could be stashed and shown at a future time. It's good design to separate creating the Toast object from the action of putting it on the screen.
I will try to explain the things in the easiest way and to the best of my ability.
1. ".this" refers to the current object in Java. ".this" specifically points to the current object accessing its own instance variable members of that class.
2. Using "this" is just being more specific.
3. Now in the case of Toast, It requires the "context" parameter to point to the Activity
where it will display the Toast.(ie on which activity)
4. You can use "this" if you are not inside an Anonymous class, or if you are in an Anonymouse class then use "Your_Activity_Name.this" in place of context.
5. getBaseContext, getApplicationContext are like global access to the parts of the Application.
6. I always prefer Your_Activity_Name.this in context place. Context means the Activity, on which the Toast is going to be displayed. And yes there is No Toast(String s) method in activity.

java / gwt UI coding - clean code

i've started on some basic java coding with gwt, and im getting a bit concerned about the heft of my main class.
For instance - how does one compartmentalize the keyhandlers, since they trigger a number of changes to the UI, how could i move this into a separate .class file and still be able to access all the various widgets in the main class, without having to pass everything to the handler (ie. all the widgets i manipulate after the click event).
i've googled but didnt come across any particularly good examples - know of any readily legible code-bases i could read to see how it should be done? (gwt's own tuts are pretty basic, and just kitchen-sink every thing into a single file)
thanks!
I hate to say something so unimaginative, but MVC works--it's not the ultimate, but it can start getting you organized.
EDIT: While searching on a semi-related topic, I came across this which has similar ideas to mine but goes into more detail.
What that means in terms of GWT is that you should think of just laying out your GUI components in one class, put all your event handling in a second and put your object model objects separate from the other two.
One way to accomplish this is to make most or all the controls on your GUI public members. This sounds kind of lame, but their usage is encapsulated inside the controller so it's not like you have uncontrollable access--in fact your access is clearer/better defined than if all your members were private but your view code was combined with the controller.
Specific tricks:
Have listeners be their own class. You can often reuse them-- in other words, avoid anonymous inner classes. I sometimes create a listener class and instantiate a new instance for each button/control that needs to have a similar effect when pressed. If I need it to act slightly differently for a given button, I'll pass something into the constructor of the "special" handlers so that they know to act a little differently. You can also create different handler sub-classes if necessary--I'm just saying don't forget that event handlers are classes, you can use inheritance and everything if need be.
One Very Old GUI Trick I learned a long time ago, try not to have various mini-handlers modifying the GUI in different ways, instead have all the "active" buttons and controls set a state within your GUI and then call a single method that applies that state to ALL the controls on your GUI. When you get beyond a trivial GUI this can be a life-saver. If I'm not being clear, leave a comment and I'll leave an example for you.
Property sheets:
There is a special case for GUIs--the property sheet style GUI. I've done a LOT of these and they are irritating as HELL. They tend to have dozens or hundreds of controls on them, each GUI control tends to be tied to a specific field in your model and there are just hundreds of lines of copy and paste boilerplate code connecting them, each group copied and pasted with a few items changed--at minimum it's like 3 lines of code per control (Create control, copy value in and copy value out).
I always write these with a "Smart" controller--one that can intelligently bind the control to some data without any unique code. This can get tricky and if this is your problem let me know in the comments and I can give you some general advice as to some tricks you might try. I've gone from a minimal reflective solution to a full-on XML based solution. Were I to do it again, I might consider annotation-based.
Example of MVC:
Note, this is just an example, there are a MILLION ways to do MVC.
In your MAIN:
Instantiate MyView
Instantiate MyModel
Instantiate MyController(myView, myModel)
myView.setVisible(true)
in MyView
probably extends Frame
Most components are public final (public final Button b=new Button())
If public members make you nervous, use getters--same EXACT effect as public final members with a little extra syntax.
Remember that you can set final members in your constructor.
May have general methods such as reset(), but MyController may be a better place for this.
in MyController
saves references to myView and myModel
adds listeners to myView where necessary (see advice on listeners above)
configures myView based on state of myModel
when "done" button pressed, copies state from myView to myModel
notifies myModel that it's data has been updated and destroys itself.
in MyModel:
This would be a typical model class, it would contain your business logic (mostly not used as part of the GUI, that's more like GUI logic in MyController. The controller would tend to set values in your business logic then call some method like updated() to cause some business logic to take control. It should know nothing of a GUI--this is your "pure" business class.
Sometimes the GUI might call an update() or some other method to trigger some data change and then reload the GUI controls from the Model--this is a fairly good way to integrate your business logic with your GUI without your model knowing about the GUI...
Also, as I said above, I would put more work into MyController if I was working with property sheets just due to the sheer number of lines of boilerplate that you end up with if you aren't smart about it.
Note that View and Controller are nearly always paired. You can't just replace a Swing view with a web view and expect the controller to remain unmolested--but the model should not ever change for the view or controller.
You should take a look at the best practices for GWT applications first:
http://code.google.com/events/io/2009/sessions/GoogleWebToolkitBestPractices.html
One of the concepts they talk about is that of MVP (not MVC) to structure your application. There's a sample project on Google Code that you can look at to understand how to structure a GWT application in this way:
http://code.google.com/p/gwt-mvp/

Is it possible to monkey patch in Java?

I don't want to discuss the merits of this approach, just if it is possible. I believe the answer to be "no". But maybe someone will surprise me!
Imagine you have a core widget class. It has a method calculateHeight(), that returns a height. The height is too big - this result in buttons (say) that are too big. You can extend DefaultWidget to create your own NiceWidget, and implement your own calculateHeight() to return a nicer size.
Now a library class WindowDisplayFactory, instantiates DefaultWidget in a fairly complex method. You would like it to use your NiceWidget. The factory class's method looks something like this:
public IWidget createView(Component parent) {
DefaultWidget widget = new DefaultWidget(CONSTS.BLUE, CONSTS.SIZE_STUPIDLY);
// bunch of ifs ...
SomeOtherWidget bla = new SomeOtherWidget(widget);
SomeResultWidget result = new SomeResultWidget(parent);
SomeListener listener = new SomeListener(parent, widget, flags);
// more widget creation and voodoo here
return result;
}
That's the deal. The result has the DefaultWidget deep within a hierarchy of other objects. The question - how to get this factory method to use my own NiceWidget? Or at least get my own calculateHeight() in there. Ideally, I'd like to be able to monkey patch the DefaultWidget so that its calculateHeight did the right thing...
public class MyWindowDisplayFactory {
public IWidget createView(Component parent) {
DefaultWidget.class.setMethod("calculateHeight", myCalculateHeight);
return super.createView(parent);
}
}
Which is what I could do in Python, Ruby, etc. I've invented the name setMethod() though. The other options open to me are:
Copying and pasting the code of the createView() method into my own class that inherits from the factory class
Living with widgets that are too big
The factory class can't be changed - it is part of a core platform API. I tried reflection on the returned result to get to the widget that (eventually) got added, but it is several widget-layers down and somewhere it gets used to initialize other stuff, causing odd side effects.
Any ideas? My solution so far is the copy-paste job, but that's a cop out that requires tracking the changes in the parent factory class when upgrading to newer versions of the platform, and I'd be interested to hear other options.
Perhaps you could use Aspect Oriented Programming to trap calls to that function and return your own version instead?
Spring offers some AOP functionality but there are other libraries that do it as well.
One ugly solution would be to put your own implementation of DefaultWidget (with same FQCN) earlier on the Classpath than the normal implementation. It's a terrible hack, but every other approach that I can think of is even worse.
Just my concept idea,
It is possible that use AOP, with bytecode engineering way, to inject a aspect to the calculateHeight method.
Then, you may enable you patch by ThreadLocal or else variable.
cglib is a Java library that can do some things similar to monkey patching - it can manipulate bytecode at runtime to change certain behaviours. I'm not sure if it can do exactly what you need, but it's worth a look...
It is totally possible to monkeypatch in Java, using Unsafe.putObject and a class finder. Wrote a blog post here:
https://tersesystems.com/blog/2014/03/02/monkeypatching-java-classes/
The object-oriented way of doing this would be to create a wrapper implementing IWidget, delegating all calls to the actual widget, except calculateHeight, something like:
class MyWidget implements IWidget {
private IWidget delegate;
public MyWidget(IWidget d) {
this.delegate = d;
}
public int calculateHeight() {
// my implementation of calculate height
}
// for all other methods: {
public Object foo(Object bar) {
return delegate.foo(bar);
}
}
For this to work, you need to intercept all creations of the widget you want to replace, which probably means creating a similar wrapper for the WidgetFactory. And you must be able to configure which WidgetFactory to use.
It also depends on no client trying to cast the IWidget back to DefaultWidget...
Only suggestions I can think of:
Dig through the library API to see if there's some way of overriding the defaults and sizing. Sizing can be confusing in swing (at least to me) , setMinimum, setMaximum, setdefault, setDefaultOnThursday, ... . It's possible there's a way. If you can contact the library designer(s) you might find an answer that will alleviate the need for unpleasant hacking.
Perhaps extend the factory only overriding some default sizing parameter? depends on the factory but it might be possible.
Creating a class with the same name might be the only other option, as others have pointed out it's ugly and you're liable to forget it and break stuff when you update the api library or deploy in a different environment and forget why you had the classpath set up that way.
You can try using tools like PowerMock/Mockito. If you can mock in tests, you can mock in production too.
However these tools are not really designed to be used that way, so you'll have to prepare the environment yourself and won't be able to use the JUnit runners like you do in tests...
Well, I keep trying to post suggestions, and then I see that they won't work or that you've already mentioned you tried them.
The best solution I can think of is to subclass WindowDisplayFactory, then in the subclass's createView() method, first call super.createView(), then modify the object returned to completely throw out the widget and replace it with an instance of the subclass that does what you want. But the widget is used to initialize stuff, so you'd have to go change all of those.
Then I think of using reflection on the returned object from createView() and trying to fix things up that way, but again, that's hairy because so much stuff was initialized with the widget. I think I would try to use that approach, though, if it was simple enough to justify it over copying and pasting.
I'll be watching this, plus thinking to see if I can come up with any other ideas. Java Reflection sure is nice, but it can't beat the dynamic introspection I've seen available in languages such as Perl and Python.

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