Java: Enforcing doubly linked objects - java

I am designing a game engine in Java.
At the core of this engine exist the two classes Asset and Attribute, where an Asset has a list of Attributes. Most Attributes need no link back up to their Attribute, meaning that Attributes can and often do appear in the lists of more than one Asset. However, there is an extention of Attribute called UniqueAttribute, which is an implementation for those that are specific to their Asset, and utilise a link back.
Ideally, my Asset's addAttribute method would look something like this if I cut out the other code:
public void addAttribute(Attribute attribute){
if(attribute instanceof UniqueAttribute)
((UniqueAttribute)attribute).setAsset(this);
attributeList.add(attribute);
}
Unfortunately, since they live in different packages, UniqueAttribute.setAsset() must be public. This leaves the method open to outside users of the engine to mess with, and while I could just handwave it off by saying using this method directly is a bug - it seems rather sloppy.
The second option is to provide the UniqueAttribute with the Asset on construction, meaning that the code at the point of creation would look something like this:
asset.addAttribute(new UniqueAttribute(asset));
While I can add a check-and-throwable or assert to confirm the correct asset is passed in, I am basically relying on the user to connect the two, which I also would prefer not to do.
The third option is to bite the bullet and put 50 java files all into the same package so that I can just use the standard visiblity.
Is there some kind of pattern or something that will help link these two together without exposing the wires, or forcing me to put everything into one massive package?
Irrelevant rant: I have always disliked that the concept of subpackages in java has not really been expanded in any meaningful way. A subpackage, as far as java is concerned is simply a different package, and there have been many occasions I could do with more visibility modifiers directly related to this.

My suggestion would be that Asset, Attribute and UniqueAttribute should all be in the same package (possibly along with a few other core "engine" classes). Then you can use standard package visibility for UniqueAttribute.setAsset.
You don't need to put all other classes in the same package - your Asset.addAttribute method should be public and accessible from other packages so the rest of your application can just use that directly.
So the solution could be called "3-" in your categorisation.
As some more general points, also consider:
Whether you really need the complexity of both Attributes and UniqueAttributes - I'm not sure you really do, having previously implemented a reasonably complex game object model without needing anything that looked like a UniqueAttribute. If the UniqueAttribute "needs a link back" then perhaps it is trying to be too clever / do too much?
Even if you do need both, do you really want to write code that treats them the same way / as part of the same object heirarchy? they seem quite conceptually different, and you will end up writing a lot of conditional code if you conflate the two.....
There are various other advantages of attributes being consistently shared and immutable - it's better for memory usage, concurrency and testability among other things. And as they are presumably quite small, the cost of copy-on-write semantics is trivial in the cases where you need it.

I would add a callback method in Attribute which is called when an instance of Attribute is added to an Asset:
class Attribute {
protected void addedToAsset(Asset asset) {
// do nothing
}
}
This method would be called in the addAttribute method
class Asset {
public void addAttribute(Attribute attribute) {
attributeList.add(attribute);
attribute.addedToAsset(this);
}
}
And the method would be overridden in UniqueAttribute in order to control the link with Asset:
class UniqueAttribute extends Attribute {
Asset asset;
protected void addedToAsset(Asset asset) {
// manage the previous link if needed
if (this.asset != null) { ... }
this.asset = asset;
}
}
Wit this solution, Asset and Attribute should be placed in the same package. But UniqueAttribute could be in whatever package you want.

Modify your scond option
asset.addAttribute(new UniqueAttribute(asset));
like this:
class UniqueAttribute {
Asset asset;
public UniqueAttribute(Asset asset) { this.asset = asset; asset.addAttribute(this); }
}
Do a similar approach for the non unique Attribute. That means instead of using addAttribute() from the outside, only use it inside of the constructors.
An other option is to add two factory methods to Asset: createAttribute() and createUniqueAttribute();

Well, basically you want to do 3 things:
make setAsset method visible inside the package containing Asset class
hide setAsset method from all other packages
don't use subpackages to achieve that
That's a bit problematic: if you declare public that method in Attribute class all other classes including that package (let's call it AttributePackage), you can't prevent the user to include somewhere that package.
On the other hand you could do the following:
create an interface containing only the Attribute method that user should use, let's call it AttributeInterface
make Attribute implement that interface
add AttributeInterface to a new package
An user that want use Attribute class should use it through AttributeInterface meanwhile
Asset will use Attribute class directly in order to have access to all methods.
I'll make an example:
//attribute interface package
public interface AttributeInterface{
public void publicAttributeMethodClientShouldUse();
}
//attribute package
public class Attribute{
public void setAsset(Asset a);
public void publicAttributeMethodClientShouldUse();
}
Asset will reference directly Attribute meanwhile user should reference AttributeInterface. Hope to be clear.

First, these entities do appear to be so closely related as to be placed in the same package. I'd put them in the same package and make the addAttribute method package-private.
Bear in mind though that since the introduction of AccessibleObject in Java, visibility and access control in the language has become merely cosmetic... Anyone using your library can grab your classes and make private methods and fields accessible and modifiable! Hell, they can even modify final members! So, don't put much emphasis in the visibility aspect and just make sure your model and method flow make sense for your users and work correctly.

Related

Compile-time annotation processing

Is there way to do compile-time annotation processing in Java?
Consider this example:
#Name("appName")
private Field<String> appName;
public void setAppName(String name) {
appName.setValue(name);
}
public String getAppName(String name) {
return appName.getValue();
}
public void someFunction() {
String whatFieldName = appName.getName();
}
Where the annotation Name will be processed at compile-time to set the value for Field That is without the common runtime annotation processing. As such, when appName.getName(); (the Field) is accessed it will return the typed value.
Yes, there is, but, no, it cannot change existing files. You can 'plug in' to the compiler and be informed of any annotations; as part of this, you can see signatures (so, field declarations, method signatures, types, etc) but no contents (so not the expression used to initialize a field, and not the contents in the {} of a method declaration), and you can make NEW files, even java files, but you can't edit existing ones.
Project Lombok does edit them, but that is quite the framework to make that possible.
There are some crazy tricks you can use. Project lombok uses one trick (reflect its way into compiler internals, fix everything from there, install agents and plugins in IDEs). Another trick is to use a java source file as a template, of sorts. You name your class some funky (so if you want, say, public class AppDescriptor, you'd actually make the java file AppDescriptorTemplate.java and put public class AppDescriptorTemplate inside. This file has the annotation precisely as you pasted. Your annotation processor can then, during compilation, generate AppDescriptor.java, writing the impls of all methods as simple pass-throughs (a field of type AppDescriptorTemplate is generated, and all methods in ADT are copied over, and the implementations are all one-liners that just invoke that method on the template class). The template class can be package private. In this specific scenario it sounds like you can generate virtually the whole thing based off of pretty much only "appName", though.
Lombok plugs straight into the build and is therefore virtually entirely transparent, in the sense that you simply type in your IDE and the methods it generates just appear as you type, whereas 'normal' annotation processors that e.g. use the XTemplate trick do not work that way and require the build system to kick in, every time. It can be a bit of a productivity drain.

Modify library class at runtime - java/maven

I'm working on a Maven Plugin and I need to modify one class of an external jar (used during maven execution), to add:
a new field on this class
a getter for the field
some behavior to an existing setter to populate the field
The library code should use my 'new' class, and I want to be able to use the getter to retrieve some additional information.
Instances of this class are created within the library code (I'm not creating them in my code, I just need to access them).
Class is a non-final public class.
Do you know if this feasible and which is the best way to do it? Is it possible to do it with ByteBuddy?
EDIT: I cannot wrap the class, because it's not instantiated in my own code, let me elaborate a bit.
There's a library class named "Parser" that instantiate and populate some "Element" instances. My code looks like:
List<library.Element> elements = new library.Parser(file).parse();
the Parser.parse() method calls "Element.setProperties(List properties)" on each element.
I want to be able to enrich the setProperties method to store the original list of properties (that are lost otherwise)
Thanks
Giulio
At the end I managed to obtain the wanted result with byte-buddy (I don't know if it's the best solution but it works):
instrument library class (library.Element) using 'rebase' strategy to delegate the method 'setProperties' call to an interceptor.
Note: this must be done as the first instruction of the maven plugin execution when library.Element.class is not yet loaded (I didn't want to use a JVM agent)
define the above interceptor as a class that stores the original 'properties' value in a global map (key = identity hash code of the object, value = properties) and then call the original 'setProperties' method of library.Element
change my code to get properties from the map, instead of library.Element getter (I had already a wrapper of this class).
If someone is interested, I can show some code.
Your suggestion sounds a bit hackish, and in general what you want to do would not even be possible without generating sources from the JAR, modifying them, and then repackaging. If I faced this problem, I would consider using a decorator pattern instead. You can create a wrapper which exposes all the methods of your JAR, except it would add one extra field along with a getter and setter.
import com.giulio.old.jar.everything.*;
public class WrapperOfJar {
private String newField;
public String getNewField() { // ... }
public void setNewField() { // ... }
// all getters and setters from current JAR
}
Now your users will see the same interface, plus one new method for your field. This answer assumes that the class in question is not final.

Most efficient way to remove duplicated code from multiple strategies

We have 3 types of attributes in our project: CategoryAttribute, ProductAttribute and ProductTypeAttribute. These are outside of our control as they come from autogenerated classes and may contain attribute values of different types e.g. text, number or image. Now, each attribute has its own strategy to retrieve attributeValue. For simplicity, let's assume that all 3 of them have TextStrategy, NumberStrategy and ImageStrategy.
Example strategy:
#Component
public class CategoryImageAttributeStrategy implements CategoryAttributeStrategy {
#Override
public boolean isApplicable(CategoryAttribute attribute) {
return attribute.getImage() != null;
}
#Override
public Object getAttributeValue(CategoryAttribute attribute) {
//return attribute value here
//may be different or may be the same
//for ProductImageAttributeStrategy and ProductTypeImageAttributeStrategy
}
}
While getting image value may be different for all of them, getting text value is the same and we end up with 3 classes of almost the same code and I really really really don't like duplicating code.
I thought about creating an abstract class/default interface for each strategy type e.g. DefaultTextStrategy that all 3 text strategies would inherit from and either use default code provided higher or override it with own implementation, however I'm not really satisfied with this approach as it requires to create even more classes for such a simple task.
Maybe is it even possible to combine strategies of the same type (e.g. image) into one?
I would really like to hear what more experienced folks have to say in this matter as I would like to learn and improve.
Thanks in advance for your time.
There should be only 3 strategies. TextStrategy, NumberStrategy and ImageStrategy which extend the base strategy. Mixing attributes and strategy will make it confusing as both are actually independent and have many to many relationship with one another.
Let the 3 attributes extend a single Attribute class : CategoryAttribute, ProductAttribute and ProductTypeAttribute.
Let the strategies decide on what needs to be done based on the Attribute class object being passed to it. For Text strategy there would be single implementation. For Image strategy, you may require special handling for the one class.
Here's what I did:
First, I created an interface for all types of strategies named "AttributeValueStrategy". Then added 3 callbacks (type specific, e.g. NumberValueCallback etc.). Now, each strategy implements callback interface of its type and AttributeValueStrategy interface. Then there's DefaultStrategyMethods class that contains default "getAtrribute" for each type and the actual strategy call the defaultStrategyMethods (like below) or just implements its own code.
#Override
public Object getAttributeValue(Object attribute) {
return defaultStrategyMethods.getNumberValue(attribute, this);
}
Callbacks are created because only the actual strategy knows which class should it cast to (and has a method to do that), and DefaultStrategyMethods needs to use it so that's why I pass "this" as second argument (which is the callback itself).
No more duplicates, everything is clear and clean.

Framework to populate common field in unrelated classes

I'm attempting to write a framework to handle an interface with an external library and its API. As part of that, I need to populate a header field that exists with the same name and type in each of many (70ish) possible message classes. Unfortunately, instead of having each message class derive from a common base class that would contain the header field, each one is entirely separate.
As as toy example:
public class A
{
public Header header;
public Integer aData;
}
public class B
{
public Header header;
public Long bData;
}
If they had designed them sanely where A and B derived from some base class containing the header, I could just do:
public boolean sendMessage(BaseType b)
{
b.header = populateHeader();
stuffNecessaryToSendMessage();
}
But as it stands, Object is the only common class. The various options I've thought of would be:
A separate method for each type. This would work, and be fast, but the code duplication would be depressingly wasteful.
I could subclass each of the types and have them implement a common Interface. While this would work, creating 70+ subclasses and then modifying the code to use them instead of the original messaging classes is a bridge too far.
Reflection. Workable, but I'd expect it to be too slow (performance is a concern here)
Given these, the separate method for each seems like my best bet, but I'd love to have a better option.
I'd suggest you the following. Create a set of interfaces you'd like to have. For example
public interface HeaderHolder {
public void setHeader(Header header);
public Header getHeader();
}
I'd like your classes to implement them, i.e you's like that your class B is defined as
class B implements HeaderHolder {...}
Unfortunately it is not. Now problem!
Create facade:
public class InterfaceWrapper {
public <T> T wrap(Object obj, Class<T> api) {...}
}
You can implement it at this phase using dynamic proxy. Yes, dynamic proxy uses reflection, but forget about this right now.
Once you are done you can use your InterfaceWrapper as following:
B b = new B();
new IntefaceWrapper().wrap(b, HeaderHolder.class).setHeader("my header");
As you can see now you can set headers to any class you want (if it has appropriate property). Once you are done you can check your performance. If and only if usage of reflection in dynamic proxy is a bottleneck change the implementation to code generation (e.g. based on custom annotation, package name etc). There are a lot of tools that can help you to do this or alternatively you can implement such logic yourself. The point is that you can always change implementation of IntefaceWrapper without changing other code.
But avoid premature optimization. Reflection works very efficiently these days. Sun/Oracle worked hard to achieve this. They for example create classes on the fly and cache them to make reflection faster. So probably taking in consideration the full flow the reflective call does not take too much time.
How about dynamically generating those 70+ subclasses in the build time of your project ? That way you won't need to maintain 70+ source files while keeping the benefits of the approach from your second bullet.
The only library I know of that can do this Dozer. It does use reflection, but the good news is that it'll be easier to test if it's slow than to write your own reflection code to discover that it's slow.
By default, dozer will call the same getter/setters on two objects even if they are completely different. You can configure it in much more complex ways though. For example, you can also tell it to access the fields directly. You can give it a custom converter to convert a Map to a List, things like that.
You can just take one populated instance, or perhaps even your own BaseType and say, dozer.map(baseType, SubType.class);

Inheritance with unknown descendents

Let's say I have a labyrinth with AI characters, where the users define the characters. Each user provide the classes for their individual characters. All the characters/classes extend some class/type C which has method control().
I want to do call each user's control() method, but I don't know how many users there will be or what classes they will provide. How do I resolve this problem?
EDIT: I wanted to convey that I do not know how many subclasses there are, or what their names are. Therefore, I am not able to place those subclasses in the code statically.
EDIT 2: Is there a way of doing this WITHOUT using reflection? I am aware that reflection solves the problem, but I hoped there was a cleaner implementation.
EDIT 3: It completely necessary to have the users create the different classes, as the point of the program is to test competing AIs.
btw, I am writing this in Java.
First of all, you need to decide if the different characters' behavior is really going to be as differentiated as to need Java code to implement the particular behaviors. Perhaps the behavior can be expressed with a single class and only modified by setting different values for parameters such as speed, health, attack strength etc. In this case you would get rid of the inheritance problem altogether and use a single class while users would only provide different configurations.
Now, if you really need very custom behavior and load custom Java classes, I see two main solutions.
First is the standard one. It uses just a tiny bit of reflection. You define an interface, for example:
public interface C {
void control(); //Params skipped for brevity
}
Now, your users create classes which implement this interface. The only problem is how to create an instance of the player's class. Once you have it, you call its control() or other methods via the interface. First, users need to make this class loadable. Thiscan be done through the network or in other complex ways but the simplest is that they put their .class or .jar file in their classpath when they run your application. Now all you need is to create an instance of the class. Assuming you specify the requirement that the class have a zero-argument constructor (you can define a method in your interface to load some configuration and perform initialization later on), you would be doing something like:
C gameCharacter = (C)Class.forName("your.fully.qualified.ClassName").newInstance();
Apart from error handling, that's all the reflection you need. You can now call all methods of interface C on your gameCharacter object - without knowing who or how wrote it and what exactly the methods do.
The other solution would be to use Groovy or another similar language to compile and run code on the fly. In this case you don't need the custom JAR in the classpath and you can even get around the need to know the name of the class to be loaded. Your user can provide the Java code of control() method in the form of text, and you can have a stub class whose control() method only compiles and executes the Groovy code the user provided. This may be more convenient, but requires the custom character code to be provided to you as source code, not compiled JAR, which may be a problem for some users. Also, this solution is more convenient if the implementations are going to be short and self-contained while the separate JAR and loading via reflection is better if the loaded code is more complex, uses helper classes apart from the main class etc.
The whole thing about inheritance is that you don't need to know the exact type.
If you have a reference to an object that is of type C or a subclass of C, you can call your "control()" method on them and it will call the right method, i.e. the one implemented by the child class.
Not knowing how many users means you'll have to use a list or something and loop over it.
public class AIGame {
public static void main(String[] args) {
List<AICharacter> characters = new ArrayList<AICharacter>();
characters.add( new ReallySmartAICharacter() );
characters.add( new ReallyDumbAICharacter() );
for ( AICharacter c : characters ) {
c.control();
}
}
}
interface AICharacter {
public void control();
}
class ReallySmartAICharacter implements AICharacter {
#Override
public void control() {
// TODO do something clever here
}
}
class ReallyDumbAICharacter implements AICharacter {
#Override
public void control() {
// TODO do something stupid here
}
}
If all the characters extend some common class, for convenience let's call it Character, then you can use polymorphism to dynamically call each of the control() methods.
In other words, if each subclass of Character overrides control(), then all you need to do is call it normally and Java will figure out which control() method to call.
e.g.
Character[] characters = new Character[2];
characters[0] = new Man(); // Man is a subclass of Character
characters[1] = new Woman(); // same with Woman
character[0].control(); // <- this will call the control() method as defined in Man
The mechanism for this is called late (or dynamic) binding, which you can read more about here: http://en.wikipedia.org/wiki/Late_binding
If the subclasses are not known at compile-time (i.e. they are specified at run-time), then you will need to use reflection to load them.
To keep track of each user, use a dynamically sized List type like a LinkedList or ArrayList. This way you don't need to know how many users there are beforehand.

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