java events and listeners, bad implementation? - java

I am currently implementing custom events and listeners according to the code posted below. I have been told that this is a very dirty implementation and that this needs to be changed. However, i am very new to java and android and do not see what is wrong with the current implementation. The way i have it below works and seems to be doing everything i needed it too. I was wondering if some people could please take a look at my code and make some suggestions on what i should change and what i am doing wrong. Taking my example and modifying it so that i can see what your talking about would be greatly appreciated.
Thanks in advance!
/* SmartApp.java */
public class SmartApp extends Activity
{
private ConnectDevice cD = new ConnectDevice();
private DataRobot dR = new DataRobot();
private DataBuilder dB = new DataBuilder();
private DataSender dS = new DataSender();
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.intro);
cD.addDataReceivedListener(new DataReceivedListener() {
#Override
public void dataReceivedReceived(DataReceivedEvent event) {
// TODO Auto-generated method stub
dR.analyzeData(event.getData());
}
});
dR.addDataAnalyzedListener(new DataAnalyzedListener() {
#Override
public void dataAnalyzedReceived(DataAnalyzedEvent event) {
// TODO Auto-generated method stub
dB.submitData(event.getData());
}
});
dB.addDataBuilderListener(new DataBuilderListener() {
#Override
public void dataBuilderReceived(DataBuilderEvent event) {
// TODO Auto-generated method stub
dS.sendData(event.getData());
}
});
}
}
/* ConnectDevice.java
* This class is implementing runnable because i have a thread running that is checking
* the contents of a socket. Irrelevant to events. */
public class ConnectDevice implements Runnable {
private List _listeners = new ArrayList();
private String data;
/* Constructor */
public ConnectDevice() {// does some socket stuff here, irrelevant to the events}
public void run() {// does some socket stuff here, irrelevant to the events}
public synchronized void addDataReceivedListener(DataReceivedListener listener) {
_listeners.add(listener);
}
public synchronized void removeDataReceivedListener(DataReceivedListener listener) {
_listeners.remove(listener);
}
private synchronized void fireDataReceivedEvent(String temp) {
DataReceivedEvent dRE = new DataReceivedEvent(this, temp);
Iterator listeners = _listeners.iterator();
while(listeners.hasNext()) {
((DataReceivedListener)listeners.next()).dataReceivedReceived(dRE);
}
}
public interface DataReceivedListener {
public void dataReceivedReceived(DataReceivedEvent event);
}
}
/* DataRobot.java */
public class DataRobot {
/* This class is for analyzing the data */
private List _listeners = new ArrayList();
private String data;
public boolean analyzeData(String temp) {
/* Analyze the data
* This function analyzes the data, as explained in the OP
* This function fires the analyzed data event when finished
* analyzing the data.
*/
data = temp;
fireDataAnalyzedEvent(data); // this fires the dataanalyzedevent
return true; //for now this will always return true
}
public synchronized void addDataAnalyzedListener(DataAnalyzedListener listener) {
_listeners.add(listener);
}
public synchronized void removeDataAnalyzedListener(DataAnalyzedListener listener) {
_listeners.remove(listener);
}
private synchronized void fireDataAnalyzedEvent(String temp) {
DataAnalyzedEvent dRE = new DataAnalyzedEvent(this, temp);
Iterator listeners = _listeners.iterator();
while(listeners.hasNext()) {
((DataAnalyzedListener)listeners.next()).dataAnalyzedReceived(dRE);
}
}
public interface DataAnalyzedListener {
public void dataAnalyzedReceived(DataAnalyzedEvent event);
}
}
/* DataBuilder.java */
public class DataBuilder {
private List _listeners = new ArrayList();
private String data;
public boolean submitData(String temp) {
/* Builds the data
* This function builds the data, as explained in the OP
* This function fires the databuilder data event when finished
* building the data.
*/
data = temp;
fireDataBuilderEvent(data); //firing the databuilder event when finished
return true;
}
public synchronized void addDataBuilderListener(DataBuilderListener listener) {
_listeners.add(listener);
}
public synchronized void removeDataBuilderListener(DataBuilderListener listener) {
_listeners.remove(listener);
}
private synchronized void fireDataBuilderEvent(String temp) {
DataBuilderEvent dRE = new DataBuilderEvent(this, temp);
Iterator listeners = _listeners.iterator();
while(listeners.hasNext()) {
((DataBuilderListener)listeners.next()).dataBuilderReceived(dRE);
}
}
public interface DataBuilderListener {
public void dataBuilderReceived(DataBuilderEvent event);
}
}
/* DataSender.java */
/* this class has no event, because it is done firing events at this point */
public class DataSender {
private String data;
public boolean sendData(String temp) {
data = temp;
return true;
}
}
Below here are the event objects for each event. I Have each of this defined in a separate file, not sure if that is good procedure or not.
/* DataReceivedEvent.java */
public class DataReceivedEvent extends EventObject{
private String data;
public DataReceivedEvent(Object source, String temp) {
super(source);
// TODO Auto-generated constructor stub
data = temp;
}
public String getData() {
// this function is just an accessor function
return data;
}
}
/* DataAnalyzedEvent.java */
public class DataAnalyzedEvent extends EventObject{
private String data;
public DataAnalyzedEvent(Object source, String temp) {
super(source);
// TODO Auto-generated constructor stub
data = temp;
}
public String getData() {
// this function is just an accessor function
return data;
}
}
/* DataBuilderEvent.java */
public class DataBuilderEvent extends EventObject {
private String data;
public DataBuilderEvent(Object source, String temp) {
super(source);
// TODO Auto-generated constructor stub
data = temp;
}
public String getData() {
// this function is just an accessor function
return data;
}
}

I would not say it is a "very dirty implementation". Using callbacks/observers/listeners is a good practice in my opinion.
When I write Android applications I like to layer it such that the "application" is plain old Java with no Android imports and could theoretically be used in a Swing app, a Java EE-based web site, etc. The "Android" part is strictly user interface.
What I use callbacks for is to allow the Android code to register interest in events that take place in the application. For example, in a Blackjack game, an Activity might call game.getDealer().playHand() to tell the application to perform the dealer hand play logic. As that logic executes in the application, events are fired like cardDrawn(card), cardFlipped(card), handTotalChanged(handTotal), etc. The Android part of the app listens to these and redraws things on the screen accordingly (but it knows nothing about Blackjack).
I actually just have my activities implement interfaces like CardListener, HandListener, etc. so they can receive the event directly (unlike how you do it), but your style isn't necessarily a bad way.

I agree with #SingleShot in theory, for the parts of your Android application that can be Android-agnostic, and so long as the overhead introduced by all the indirection layers does not slow the app down too much. IMHO, in many apps, there is relatively little that fits this description.
In another post, you proposed your above solution for one activity to communicate to another activity. In Android, activities aren't just some Java objects you can toss around willy-nilly. They are managed by the OS and have particular lifecycles. While the observer/observable pattern is quite delightful in some places, it is unsuitable where the observer/observable connection will create garbage collection problems. In particular, one activity cannot, and should not, be trying to hold some sort of listener interface on another activity.
Similarly, a clean observer/observable pattern may break down in the face of databases, threads, services, and other bits of Android reality.
So, in pure Java code, isolated from Android, what you have is probably OK. However, do not go around recommending it as solutions for Android-specific problems unless you know it will work for those Android-specific problems. And, when you start trying to make your code work in an Android app, please do not be shocked if you run into problems trying to make your textbook pattern implementation work within the constraints placed upon Android apps.

Related

How do I know what changed in my Observable class?

So I'm using the Observer pattern in my app in order to get notified of changes in another class without having to look for them.
I have a Singleton class which extends Observable. Inside this class I have two CountDownTimer type variables. Eachs of these contains two methods: onTick() and onFinished().
Let's call those Timers A and B for the sake of simplicity.
Every time A.onTick(), A.onFinished(), B.onTick(), B.onFinished() are called, I must call notifyObservers() to notify my Observer that something has changed.
Until here everything works fine. The problem is that I know something has changed, but I don't know what exactly has changed. Depending on which one notified me, I must execute some code on the Observer side.
How do I know which of these methods notified me?
Use LiveData instead of Observable. LiveData is quite useful because not only it's observable but also it binds to your activity's lifecycle so you don't have to worry about handling it yourself.
Maybe this example will help you:
public class MyTimerWrapper {
public static MyTimerWrapper getInstance() {
// Your singleton logic
createTimers();
return instance;
}
private CountDownTimer timerA;
private CountDownTimer timerB;
private MutableLiveData<TimerEvent> timerALiveData = new MutableLiveData<TimerEvent>();
private MutableLiveData<TimerEvent> timerBLiveData = new MutableLiveData<TimerEvent>();
public LiveData<TimerEvent> startTimerA() {
timerA.start();
return timerALiveData;
}
public LiveData<TimerEvent> startTimerB() {
timerB.start();
return timerBLiveData;
}
private void createTimers() {
createTimerA();
createTimerB();
}
private void createTimerA() {
timerA = new CountDownTimer(30000, 1000) {
#Override
public void onTick(long millisUntilFinished) {
// If you're running on another thread
timerALiveData.postValue(TimerEvent.TICK);
// Otherwise
timerALiveData.setValue(TimerEvent.TICK);
}
#Override
public void onFinish() {
// If you're running on another thread
timerALiveData.postValue(TimerEvent.FINISH);
// Otherwise
timerALiveData.setValue(TimerEvent.FINISH);
}
}
}
private void createTimerB() {
// Same as createTimerA, but with timerB
}
}
public enum TimerEvent {
TICK,
FINISH
}
Now to observe that data in your activity:
MyTimerWrapper timerWrapper = MyTimerWrapper.getInstance();
timerWrapper.startTimerA().observe(this, new Observer {
#Override
public void onChanged(TimerEvent timerEvent) {
// Here you'll be able to see whether timerA is ticking or finished
}
})
You can create a custom EventType class and pass it to Observable.notifyObservers(Object arg):
public class EventType {
String eventType; //"onTick" or "onFinish"
TimerType timerType;
EventType(String eventType, TimerType timerType){
this.eventType = eventType;
this.timerType = timerType;
}
}
TimerType is an enum type:
public enum TimerType {
A,
B;
}
and create TimerA and TimerB classes extending CountDownTimer:
private class TimerA extends CountDownTimer {
final EventType onTickEvent = new EventType("onTick", TimerType.A);
final EventType onFinishEvent = new EventType("onFinish", TimerType.A);
#Override
public void onTick(long millisUntilFinished) {
notifyObservers(onTickEvent);
}
#Override
public void onFinish() {
notifyObservers(onFinishEvent)
}
}
The Observerwill receive the EventType instance via its update(Observable o, Object arg); in the arg argument

How do I store a variable inside an interface to use?

I have an interface namely Medicine and I created few instances for that. let's have a look,
interface Medicine {
Medicine Antibiotic = new Medicine() {
#Override
public int getCountOfTuberculous(QuarantineTwo quarantineTwo) {
return quarantineTwo.tuberculous().getSize();
}
/**
* Antibiotic cures the tuberculous
*
* #param q
*/
#Override
public void on(QuarantineTwo q) {
int initialNumOfTuberculous = getCountOfTuberculous(q);
System.out.println("Numbe of perople have Tuberculous before treated w/ Antibiotic = " + initialNumOfTuberculous);
q.tuberculous().changeHealthStatus(q.healthy());
}
#Override
public Treatment combine(Treatment treatment) {
return treatment.plus(this);
}
#Override
public String toString() {
return "Antibiotic";
}
};
Medicine Insulin = new Medicine() {
// cant use this method as it will provide the number of Tuberculous 0
// because, initially, the Quarantine was treated with Antibiotic
#Override
public int getCountOfTuberculous(QuarantineTwo quarantineTwo) {
return quarantineTwo.tuberculous().getSize();
}
#Override
public void on(QuarantineTwo q) {
if (isInsulinCombinedWithAntibiotic(q.getTreatment())) {
q.healthy().changeHealthStatus(q.feverish());
// q.healthy().changeHealthStatus(q.feverish(), iniNumOfTuberculous);
} else {
// Prevent None effects, done is this.combine
}
}
#Override
public Treatment combine(Treatment treatment) {
return treatment.remove(Medicine.None)
.plus(this);
}
/**
* helper method to see whether the Insulin is combined with Antibiotic
*
* #param treatment
* #return
*/
private boolean isInsulinCombinedWithAntibiotic(Treatment treatment) {
return treatment.contains(this) &&
treatment.contains(Medicine.Antibiotic);
}
#Override
public String toString() {
return "Insulin";
}
};
void on(QuarantineTwo quarantineTwo);
Treatment combine(Treatment treatment);
int getCountOfTuberculous(QuarantineTwo quarantineTwo);
}
Now, when I'm testing I may call like this,
#Test
public void antibioticPlusInsulin() throws Exception {
quarantine.antibiotic();
quarantine.insulin();
assertEquals("F:3 H:1 D:3 T:0 X:0", quarantine.report());
}
The two lines of codes means that we combined the treatment procedures with both the antibiotic and insulin to the Quarantine system and affect should be accumulative.
quarantine.antibiotic();
quarantine.insulin();
And, hence, I would like to keep a track of how many people are cured with Antibiotic initially from the Tuberculous stored in the initialNumOfTuberculous and use that value to make the call
q.healthy().changeHealthStatus(q.feverish(), iniNumOfTuberculous);
This call suppose to change the all the people from healthy state to feverish but the ones initially cured with Tuberculous.
How to store the value of the iniNumOfTuberculous inside the Medicine Antibiotic and make it available in the Medicine Insulin ?
Sounds like you need an abstract class
abstract class AbstractMedicine implements Medicine {
protected int iniNumOfTuberculous;
}
public class Insulin extends AbstractMedicine {
// can use iniNumOfTuberculous here
}
Note: The availability of the variable definition is shared; the value itself is not.
I don't think you should implement your concrete classes inside an interface, by the way

Java Override Method In Instantiated Object Information Transfer

Please note: I am new in this subject.
Suppose I have a class Event.
public class Event {
//constructors, etc.
public void pathFollowed(int location) {
//this method could be called at any time
}
}
And a class called EventManager.
public class EventManager {
private int managerLocation;
private ArrayList<Event> events;
public EventManager() {
events = new ArrayList<Event>();
}
public void addEvent(Event e) {
//THIS IS THE AREA OF INTEREST
events.add(e);
}
}
In the "area of interest" comment, is there any way of setting the value of managerLocation whenever the Event e calls upon pathFollowed(int location). My goal is that when any of the Events in the events arraylist calls pathFollowed(int location) that managerLocation would be set to "location" ("location" referring to the input in the pathfollowed method).
I was originally thinking of over-riding the pathFollowed method, but then I realized this can't be done because by the time the event gets to the addEvent method, it is already instantiated and can't be changed in this manner.
Thanks in advance.
Maybe some kind of listener pattern?
public class Event {
private List<PathListener> pls; //Or just one if you know you'll only need one
//constructors, etc.
public void pathFollowed(int location) {
//this method could be called at any time
for(PathListener pl : pls)
pl.notifyLocation(location);
}
public addPathListener(PathListener pl) {
pls.add(pl);
}
}
EventManager:
public class EventManager implements PathListener {
private int managerLocation;
private ArrayList<Event> events;
public EventManager() {
events = new ArrayList<Event>();
}
public void addEvent(Event e) {
e.addPathListener(this);
events.add(e);
}
#Override
public notifyLocation(int location) { //Of the PathListener interface
managerLocation = location;
}
}
This is just a kind-of-generic example, because I don't know what your purpose is, but maybe it will get you thinking.

Callbacks in Java, similar to Javascript

I'm trying to write a callback system in Java that works similar to that of Javascripts, what I'm doing is I'm sending information across the network that has a "callback id" attached to it. When the client receives this data back from the server, it should locate the callback for that id form a collection and call it with the retrieved data.
Here's the current system I've written up while trying to achieve this:
public class NetworkCallback {
private int id;
private Callable callback;
public NetworkCallback(Callable callback) {
this.callback = callback;
}
public NetworkCallback setId(int id) {
this.id = id;
return this;
}
public int getId() {
return id;
}
public boolean execute(JSONObject data) {
try {
callback.call(); // data?
return true;
} catch (Exception e) {
e.printStackTrace();
return false;
}
}
}
These were stored in a special container a created that would retain index, it's basically just an array with some helper classes. When the client gets information back it will search for the callback and then execute it.
void onMessageReceived(byte[] data) {
JSONObject json = JSONHelper.fromByteArray(data);
int callbackId = json.getInt("cbid");
if(callbackId != 0) {
callbacks.fetch(callbackId).execute(json);
}
}
The issue with this I noticed before even attempting to run the code, pondered for awhile, and ran out of things to think about. The callable class doesn't accept parameters. So, for example, say I wanted to pass a method as a callback like the following:
psuedo
method(param JSONObject data) {
print data
}
Granted this method isn't going to be the same every time it's called, so it will be created on the fly. An example in javascript of what I'm trying to achieve can be found below:
Javascript example of what I want
(function caller() {
called(function(data) {
console.log("Data: " + data);
});
})();
function called(callback) {
callback(Math.random());
}
You will want to use a Consumer for this. A consumer basically is an object on which you can call accept(data), which executes the callback.
An example:
public class Test {
public static void main(String[] args) {
Consumer consumer = new Consumer() {
#Override
public void accept(Object o) {
System.out.println(o.toString());
}
};
new Test().doSomething("Test", consumer);
}
public void doSomething(Object data, Consumer<Object> cb) {
cb.accept(data);
}
}
This prints "Test" in the console.

An FSM with object state in Java

I'm implementing a Finite State Machine in java classes. I wasn't able to find another example with the states and events being their own objects (perhaps there's a reason to that?), and I'm not quite convinced with my solution, especially because I have to assign a state to the FSM (the actual manager) and then assign the FSM to the state (to notify a state change). Here's the code for the state manager, to which I assign a state, and spits it out if asked to:
public class FSM {
public void setCurrentState(FSMState newCurrentState) {
this.currentState = newCurrentState;
}
private FSMState currentState;
public FSMState getCurrentState() {
if (this.currentState == null)
System.out.println("No current state");
return this.currentState;
}
}
and here's the state, that uses a map to map event to output state, and in case of a transition, notifies the FSM class:
public class FSMState implements EventListener {
private FSM managingFSM;
private Map<Event,FSMState> transitions;
public FSMState(FSM managingFSM) {
this.transitions = new HashMap<Event, FSMState>();
this.managingFSM = managingFSM;
}
public void addEventTransition(Event event, FSMState outputState){
transitions.put(event, outputState);
event.registerListener(this);
}
#Override
public void eventOccured(Event e) {
FSMState newState = transitions.get(e);
this.managingFSM.setCurrentState(newState);
}
}
Is there a way, with a kind of similar solution, so that the state wouldn't have to notify the manager?
I'd say your implementation needs quite a few changes. Firstly, you probably want to create the states and their transitions before create the FSM itself. I would make a separate class to manage the initialisation and setup called FSMManager.
First change FSMState to be simply this:
public class FSMState {
private Map<Event,FSMState> transitions;
public FSMState() {
this.transitions = new HashMap<Event, FSMState>();
}
public void addEventTransition(Event event, FSMState outputState){
transitions.put(event, outputState);
}
public FSMState transition(Event e) {
if(transitions.containsKey(e)) {
return transitions.get(e);
}
else {
System.out.println("No transition found");
return this;
}
}
}
Then change the FSM class to look like this:
public class FSM implements EventListener {
private FSMState currentState;
public FSM(FSMState startState) {
currentState = startState;
}
public FSMState getCurrentState() {
if (this.currentState == null)
System.out.println("No current state");
return this.currentState;
}
#Override
public void eventOccured(Event e) {
currentState = currentState.transition(e);
}
}
Finally add the manager to initialise everything:
public class FSMManager {
private static final NUM_STATES = 5;
public static void main(String[] args) {
FSMState[] states = new FSMState[NUM_STATES];
for(FSMState state : states) {
state = new FSMState();
}
// Then add all the state transitions to all the states
states[0].addEventTransition(event1, states[1]);
states[1].addEventTransition(event1, states[2]);
states[1].addEventTransition(event2, states[4]);
// etc, etc
//Finally, create the FSM
FSM fsm = new FSM(state[0]);
//You will also have to register the FSM to listen for all the events
event1.registerListener(fsm);
event2.registerListener(fsm);
...
}
}
I don't know where you are getting all the Events from and how they are actually fired, but the above pattern is a good one to follow. This way when an event is fired, it will only be applied to the current state. The same events will produce different transitions in different states, as they would in a state machine.
This solution should help however it is not perfect as I do not know exactly how you are doing this, so if you have any questions/further problems comment and I will try to improve my answer.

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