How to get reference to static class of Java super class in Kotlin - kotlin

I've got sample third party Java code:
public class ApiClass extends PackagePrivateClass {
}
abstract class PackagePrivateClass {
public static class StaticClass {
}
}
So only ApiClass and StaticClass are public. In Java I can get reference to StaticClass with: ApiClass.StaticClass. For the same code in Kotlin I got Unresolved reference: StaticClass. I can't also get reference via PackagePrivateClass, because it's package private (captain obvious). Is there any hack to get reference to StaticClass (it's third party code so I can't simply make PackagePrivateClass public)?
I understand that it's probably 'by design', however it forbids me from using 3p code

It seems the only solution is to build Java wrapper class that your kotlin class can access to.
public class ApiClass extends PackagePrivateClass {
}
abstract class PackagePrivateClass {
public static class StaticClass {
void instanceFunction() {
}
static void classFunction() {
}
}
}
The adapter java class (StaticClassAdapter.java):
class StaticClassAdapter {
private static ApiClass.StaticClass staticClass;
void instanceFunction() {
staticClass.instanceFunction();
}
static void classFunction() {
PackagePrivateClass.StaticClass.classFunction();
}
}
So in your kotlin code...
class KotlinClass {
fun main() {
StaticClassAdapter().instanceFunction()
StaticClassAdapter.classFunction()
}
}

Related

How to find all dependencies between two classes using VS Enterprise Code Map?

If I pull a class A and class B onto a Code Map, VSE (Visual Studio Enterprise) will map the direct calls of class A calling methods in class B.
So,
public class A
{
public void DoSomething()
{
b.DoSomethingElse();
}
}
This will map. But if it's something like:
public class A
{
public void DoSomething()
{
d.DoManyThings();
}
}
public class D
{
public void DoManyThings()
{
c.DoThings();
}
}
public class C
{
public void DoThings()
{
b.DoSomethingElse();
}
}
public class B
{
public void DoSomethingElse()
{
// imagine code here
}
}
Then the Code Map won't map between class A and class B automatically. The only way I've found to show those dependencies is to go to each method and click "Show Methods This Calls".
Is there a way to get VSE make the Code Map all those dependencies initially without having to investigate every method?

Is it ok to override a virtual method but provide no implementation?

I'm trying to create a class heirachy for a game, there is an Item class which is the base class for all items in the game. The problem is that some derived items (like potion) might not implement some of the abstract methods defined by the item.
Is it ok for derived classes to implement an abstract method with "do nothing"?
Example: https://dotnetfiddle.net/jJABN1
using System;
using System.Collections.Generic;
public abstract class Item
{
public abstract void Use();
}
public class Potion : Item
{
public override void Use()
{
// do nothing
return;
}
}
public class Sword : Item
{
public override void Use()
{
Console.WriteLine("Sword used!");
return;
}
}
public class Program
{
public static void Main()
{
List<Item> items = new List<Item>();
Item potion = new Potion();
Item sword = new Sword();
items.Add(potion);
items.Add(sword);
for (int i = 0; i < items.Count; i++)
{
Item item = items[i];
item.Use();
}
}
}
One of Robert Martin's SOLID Principles - Interface Segregation Principle addresses this situation. It basically says that a client should not be exposed to methods it doesn't need.
An example of violating the Interface Segregation Principle:
// Abstraction
public abstract class Printer
{
public abstract void Print();
public abstract void Scan();
}
// Implementations
public class SomeAllInOnePrinter : Printer
{
public override void Print()
{
Console.WriteLine("Printing...");
}
public override void Scan()
{
Console.WriteLine("Scanning...");
}
}
public class SomeBasicPrinter : Printer
{
public override void Print()
{
Console.WriteLine("Printing...");
}
public override void Scan()
{
// Basic printers can't scan
}
}
This is usually solved by separating an abstract class to multiple smaller abstract classes that can optionally inherit one other:
// Abstractions
public abstract class Printer
{
public abstract void Print();
}
public abstract class AllInOnePrinter : Printer
{
public abstract void Scan();
}
// Implementations
public class SomeAllInOnePrinter : AllInOnePrinter
{
public override void Print()
{
Console.WriteLine("Printing...");
}
public override void Scan()
{
Console.WriteLine("Scanning...");
}
}
public class SomeBasicPrinter : Printer
{
public override void Print()
{
Console.WriteLine("Printing...");
}
}
Technically, there could be an edge-case (should be uncommon!) where a deriving class doesn't need to implement all the methods, in such a case I'd rather it to override and throw an error to signal the user that this method should not be used.
That said, in the provided example there is only one method, so the question is: if a derived class doesn't need this method - why do you need to inherit the abstract class to begin with? if it's just in order to provide an example that's understandable - but better improve the example to include other methods that are used in the derived class.

Kotlin: Visibility of static nested Java class declared inside a non-visible class

Using java my static-nested java class is visible, but using Kotlin it is not. See my example below. Is there a good reason it is not allowed, or is it a bug? And are there any workarounds so that I can extend NestedStaticClass from Kotlin?
I have a package-private java class containing the static-nested class
package javapackage;
class HiddenClass {
public static class NestedStaticClass {}
}
HiddenClass is extended by a public class.
package javapackage;
public class VisibleClass extends HiddenClass{}
From my java class extending VisibleClass, I can see NestedStaticClass (It compiles)
package otherpackage;
import javapackage.VisibleClass;
public class JavaClass extends VisibleClass {
public static class C4 extends NestedStaticClass {}
public JavaClass() {
new NestedStaticClass();
}
}
But from Kotlin this does not work. I get the compile error: "Unresolved reference NestedStaticClass"
package otherpackage
import javapackage.VisibleClass
class KotlinClass() : VisibleClass() {
class C1() : NestedStaticClass()
init {
val v = NestedStaticClass()
}
}

Arquillian with Mockito and CDI

Is it possible to create spy(mock) object in testing class?
Here is tested class.
#Stateless
#Slf4j
public class UserDao {
#Inject
private TestBean testBean;
public String mock() {
return testBean.mock();
}
public String notMock() {
return testBean.notMock();
}
}
TestBean code
#Stateless
#Slf4j
public class TestBean {
public String notMock() {
return "NOT MOCK";
}
public String mock() {
return "IMPLEMENTED MOCK";
}
}
Here's my test
#RunWith(Arquillian.class)
public class UserDataTest {
#Rule
public ExpectedException thrown = ExpectedException.none();
#Inject
private UserDao userDao;
#Deployment
protected static Archive createWar() {
File[] dependencies = Maven.configureResolver()
.withRemoteRepo("nexus-remote", "http://maven.wideup.net/nexus/content/groups/public/", "default")
.withRemoteRepo("nexus-release", "http://maven.wideup.net/nexus/content/repositories/releases/", "default")
.resolve(
"org.slf4j:slf4j-simple:1.7.7",
"eu.bitwalker:UserAgentUtils:1.15",
"org.mockito:mockito-all:1.10.8"
).withoutTransitivity().asFile();
return ShrinkWrap
.create(WebArchive.class, "pass.jpa.war")
.addAsWebInfResource("jbossas-ds.xml")
.addAsWebInfResource("jboss-deployment-structure.xml")
.addAsLibraries(
PassApiDeployments.createDefaultDeployment(),
PassUtilLibrary.createDefaultDeployment(),
PassJpaDeployments.createDefaultDeployment()
).addAsLibraries(dependencies);
}
#Test
public void testMock() {
assertEquals("MOCK", userDao.mock());
}
#Test
public void testNotMock() {
assertEquals("NOT MOCK", userDao.notMock());
}
}
I'd like to create a spy object on TestBean to change result on method test() of this bean.
So is it possible to create TestBean spy in UserDao.
I solve some problems through producer like this.
#Singleton
public class MockFactory {
#Produces
#ArquillianAlternative
public TestBean getTestBean() {
return when(mock(TestBean.class).mock()).thenReturn("MOCK").getMock();
}
}
But in this example I need create on Bean completely on my own. And if it is bean with additional dependencies and thus i will manage all dependencies.
As far as I know, its not possible to use a mocking framework in combination with arquillian ...
I haven't used it myself, but this Arquillian extension seems to be specifically designed to support Mockito Spy objects in an Arquillian test: https://github.com/topikachu/arquillian-extension-mockito/

How to design around lack of multiple inheritance?

Using interfaces won't work because I want a single implementation. Using this solution would end in a lot of redundant code because I plan on having quite a few sub classes (composition vs inheritance). I've decided that a problem-specific design solution is what I'm looking for, and I can't think of anything elegant.
Basically I want classes to have separate properties, and for those properties to be attached at design time to any sub class I choose. Say, I have class 'ninja'. I would like to be able to make arbitrary sub classes such as 'grayNinja' where a gray ninja will always have a sword and throwing stars. Then possibly 'redNinja' who will always have a sword and a cape. Obviously swords, stars, and capes will each have their own implementation - and this is where I can't use interfaces. The closest solution I could find was the decorator pattern, but I don't want that functionality at runtime. Is the best solution an offshoot of that? Where inside the Black Ninja class constructor, I pass it through the constructors of sword and throwingStar? (those being abstract classes)
haven't coded in a while and reading hasn't gotten me too far - forgive me if the answer is simple.
Edit: Answered my own question. I can't mark it as 'answer' until tomorrow. Please let me know if there's a problem with it that I didn't catch. All the reading this problem forced me to do has been awesome. Learned quite a bit.
You want classes to have separate properties. Have you considered coding exactly that?
For example, you want a RedNinja that is-a Ninja that has-a sword and cape. Okay, so define Ninja to have an inventory, make it accessible through Ninja, and pass in an inventory through RedNinja's constructor. You can do the same thing for behaviors.
I've done once a similar app. with a earlier "C++" compiler that supported only single inheritance and no interfaces, at all.
// base class for all ninjas
public class Ninja {
// default constructor
public Ninja() { ... }
// default destructor
public ~Ninja() { ... }
} // class
public class StarNinja: public Ninja {
// default constructor
public StarNinja() { ... }
// default destructor
public ~StarNinja() { ... }
public void throwStars() { ... }
} // class
public class KatannaNinja: public Ninja {
// default constructor
public KatannaNinja() { ... }
// default destructor
public ~KatannaNinja() { ... }
public void useKatanna() { ... }
} // class
public class InvisibleNinja: public Ninja {
// default constructor
public InvisibleNinja() { ... }
// default destructor
public ~InvisibleNinja() { ... }
public void becomeVisible() { ... }
public void becomeInvisible() { ... }
} // class
public class FlyNinja: public Ninja {
// default constructor
public FlyNinja() { ... }
// default destructor
public ~FlyNinja() { ... }
public void fly() { ... }
public void land() { ... }
} // class
public class InvincibleNinja: public Ninja {
// default constructor
public InvincibleNinja() { ... }
// default destructor
public ~InvincibleNinja() { ... }
public void turnToStone() { ... }
public void turnToHuman() { ... }
} // class
// --> this doesn't need to have the same superclass,
// --> but, it helps
public class SuperNinja: public Ninja {
StarNinja* LeftArm;
InvincibleNinja* RightArm;
FlyNinja* LeftLeg;
KatannaNinja* RightLeg;
InvisibleNinja* Body;
// default constructor
public SuperNinja() {
// -> there is no rule to call composed classes,
LeftArm = new StarNinja();
RightArm = new InvincibleNinja();
LeftLeg = new FlyNinja();
RightLeg = new KatannaNinja();
Body = new InvisibleNinja();
}
// default destructor
public ~SuperNinja() {
// -> there is no rule to call composed classes
delete LeftArm();
delete RightArm();
delete LeftLeg();
delete RightLeg();
delete Body();
}
// --> add all public methods from peers,
// --> to main class
public void throwStars() { LeftArm->throwStars(); }
public void useKatanna() { RightLeg->useKatanna(); }
public void becomeVisible() { Body->becomeVisible() }
public void becomeInvisible() { Body->becomeInvisible() }
public void fly() { LeftLeg->fly() }
public void land() { LeftLeg->land() }
public void turnToStone() { RightArm->turnToStone(); }
public void turnToHuman() { RightArm->turnToHuman(); }
} // class
Im afraid, that the most close example is the composition design pattern. In order, to become more similar to inheritance, I make a generic base class that all composite classes share, and I make a main class that will be the result of the multiple inheritance, that has a copy of all the public methods of the component classes.
If you want to use interfaces, to enforce that main class have all important methods,
then make an interface that matches each composing class, and implemented in the main class.
public interface INinja {
public void NinjaScream() { ... }
} // class
public interface IStarNinja {
void throwStars();
} // class
public interface IKatannaNinja {
void useKatanna();
} // class
public interface IInvisibleNinja {
void becomeVisible();
void becomeInvisible();
} // class
public interface CFlyNinja {
void fly();
void land();
} // class
public interface IInvincibleNinja {
void turnToStone() { ... }
void turnToHuman() { ... }
} // class
// base class for all ninjas
public class CNinja: public INinja {
// default constructor
public CNinja() { ... }
// default destructor
public ~CNinja() { ... }
public void NinjaScream() { ... }
} // class
public class CStarNinja: public CNinja, INinja {
// default constructor
public CStarNinja() { ... }
// default destructor
public ~CStarNinja() { ... }
public void NinjaScream() { ... }
public void throwStars() { ... }
} // class
public class CKatannaNinja: public CNinja, IKatannaNinja {
// default constructor
public CKatannaNinja() { ... }
// default destructor
public ~CKatannaNinja() { ... }
public void NinjaScream() { ... }
public void useKatanna() { ... }
} // class
public class CInvisibleNinja: public CNinja, IInvisibleNinja {
// default constructor
public CInvisibleNinja() { ... }
// default destructor
public ~CInvisibleNinja() { ... }
public void becomeVisible() { ... }
public void becomeInvisible() { ... }
} // class
public class CFlyNinja: public CNinja, IFlyNinja {
// default constructor
public CFlyNinja() { ... }
// default destructor
public ~CFlyNinja() { ... }
public void fly() { ... }
public void land() { ... }
} // class
public class CInvincibleNinja: public CNinja, IInvincibleNinja {
// default constructor
public CInvincibleNinja() { ... }
// default destructor
public ~CInvincibleNinja() { ... }
public void turnToStone() { ... }
public void turnToHuman() { ... }
} // class
// --> this doesn't need to have the same superclass,
// --> but, it helps
public class CSuperNinja: public CNinja,
IKatannaNinja,
IInvisibleNinja,
IFlyNinja,
IInvincibleNinja
{
CStarNinja* LeftArm;
CInvincibleNinja* RightArm;
CFlyNinja* LeftLeg;
CKatannaNinja* RightLeg;
CInvisibleNinja* Body;
// default constructor
public CSuperNinja() {
// -> there is no rule to call composed classes
LeftArm = new CStarNinja();
RightArm = new CInvincibleNinja();
LeftLeg = new CFlyNinja();
RightLeg = new CKatannaNinja();
Body = new CInvisibleNinja();
}
// default destructor
public ~SuperNinja() {
// -> there is no rule to call composed classes
delete LeftArm();
delete RightArm();
delete LeftLeg();
delete RightLeg();
delete Body();
}
// --> add all public methods from peers,
// --> to main class
public void throwStars() { LeftArm->throwStars(); }
public void useKatanna() { RightLeg->useKatanna(); }
public void becomeVisible() { Body->becomeVisible() }
public void becomeInvisible() { Body->becomeInvisible() }
public void fly() { LeftLeg->fly() }
public void land() { LeftLeg->land() }
public void turnToStone() { RightArm->turnToStone(); }
public void turnToHuman() { RightArm->turnToHuman(); }
} // class
I know this solution is complex, but, seems that there is not another way.
Cheers.
Alright so mix-ins through extension methods are going to be my preferred route. I couldn't figure out how to use dynamic proxies in vb.net (seemed to require libraries with lots of documentation that didn't cover specifically what I needed). Dynamic proxies also seems to be a bit dirtier of a solution than using extension methods. Composition would have been what I defaulted to if the previous two didn't work.
So one problem with extension methods, is that the code gets a little dirtier if you want to hold variables. Not much though. Another problem is that all the extension methods must be defined in modules, so the code might look a little goofy to a new eye. I will solve this by defining my interface and module with the corresponding extension method in the same file.
finally, here's some sample vb.net code if you don't want to see a full fledged example through the link.
Imports System.Runtime.CompilerServices 'for extension methods
Public Interface ISword
End Interface
Public Interface IThrowingStar
End Interface
Module ExtensionMethods
<Extension()>
Public Sub swingSword(ByVal hasASword As ISword)
Console.WriteLine("Sword has been swung")
End Sub
<Extension()>
Public Sub throwStar(ByVal hasAStar As IThrowingStar)
Console.WriteLine("Star has been thrown")
End Sub
End Module
Public Class RedNinja
Inherits Ninja
Implements IThrowingStar, ISword
Public Sub New()
End Sub
End Class
Public MustInherit Class Ninja
private curHealth as Integer
Public Sub New()
curHealth = 100
End Sub
Public Function getHP() As Integer
Return curHealth
End Function
End Class
Module Module1
Sub main()
Console.WriteLine("Type any character to continue.")
Console.ReadKey()
Dim a As New RedNinja
a.swingSword() 'prints "Sword has been swung"
a.throwStar() 'prints "Star has been thrown"
Console.WriteLine("End of program - Type any key to exit")
Console.ReadKey()
End Sub
End Module
Dirty solution, if you simply must have multiple inheritance, is using something like dynamic proxies in Java.
But I guess you're probably programming in C#, and this is language agnostic question, so here goes language agnostic answer: check out composite and factory design patterns, that should give you some ideas.
Also, it might not be needed to pass everything in constructor. Check out IoC pattern as well.