How to implement oop solution for menu [closed] - oop

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can u suggest a oo design for this problem:
need to implememt a menu.
the menu has n options: (from 0-n)
0 - is exit from current level into the last level.
[1-n] are actions.
action can be:
1) open a new sub menu with the same behavior.
2) execution a task (lets say with by interface contract named: doAction().

So you need hierarchically organized "nodes" and each of them has some action associated with it. I would create such a single MenuItem model that contains all this behavior (in java):
public interface MenuItem {
MenuItem parent();
Iterable<MenuItem> children();
String name();
void proceed();
}
The 'parent()' and 'children()' methods navigate up or down the tree, name() is just a printable name of the node and proceed() actually runs a procedure. A possible implementation would be to encapsulate an XML document, which is hierarchical by design, with nodes containing names and ids and a map associating ids with actions, so something like the following code (in java):
public final class XmlMenuItem implements MenuItem {
private final String id;
private final Document xml;
private final Map<String, Runnable> actions;
public XmlMenuItem(String id, Document xml, Map<String, Runnable> actions) {
this.id = id;
this.xml = xml;
this.actions = actions;
}
#Override
public MenuItem parent() {
Element parent = Element.class.cast(xml.getElementById(id).getParentNode());
return new XmlMenuItem(parent.getAttribute("id"), xml, actions);
}
#Override
public Iterable<MenuItem> children() {
List<MenuItem> result = new ArrayList<>();
NodeList children = xml.getElementById(id).getChildNodes();
for (int i = 0; i < children.getLength(); i++) {
result.add(new XmlMenuItem(Element.class.cast(children.item(0)).getAttribute("id"), xml, actions);
}
return result;
}
#Override
public String name() {
return xml.getElementById(id).getTextContent();
}
#Override
public void proceed() {
actions.get(id).run();
}
}

Related

Best Practice for OOP function with multiple possible control flows

In my project, I have this special function that does needs to evaluate the following:
State -- represented by an enum -- and there are about 6 different states
Left Argument
Right Argument
Left and Right arguments are represented by strings, but their values can be the following:
"_" (a wildcard)
"1" (an integer string)
"abc" (a normal string)
So as you can see, to cover all every single possibility, there's about 2 * 3 * 6 = 36 different logics to evaluate and of course, using if-else in one giant function will not be feasible at all. I have encapsulated the above 3 input into an object that I'll pass to my function.
How would one try to use OOP to solve this. Would it make sense to have 6 different subclasses of the main State class with an evaluate() method, and then in their respective methods, I have if else statements to check:
if left & right arg are wildcards, do something
if left is number, right is string, do something else
Repeat for all the valid combinations in each State subclass
This feels like the right direction, but it also feels like theres alot of duplicate logic (for example check if both args are wildcards, or both strings etc.) for all 6 subclasses. Then my thought is to abstract it abit more and make another subclass:
For each state subclass, I have stateWithTwoWildCards, statewithTwoString etc.
But I feel like this is going way overboard and over-engineering and being "too" specific (I get that this technically adheres tightly to SOLID, especially SRP and OCP concepts). Any thoughts on this?
Possibly something like template method pattern can be useful in this case. I.e. you will encapsulate all the checking logic in the base State.evaluate method and create several methods which subclasses will override. Something along this lines:
class StateBase
def evaluate():
if(bothWildcards)
evalBothWildcards()
else if(bothStrings)
evalBothStrings()
else if ...
def evalBothWildcards():
...
def evalBothStrings():
...
Where evalBothWildcards, evalBothStrings, etc. will be overloaded in inheritors.
there's about 2 * 3 * 6 = 36 different logics to evaluate
We can apply divide and conquer technique.
you have 6 states. It is possible to use Chain of Responibility pattern here to choose appropriate state handler
when desired state handler is found, then we can apply desired function. The appropriate function can be considered as strategy. So it is a place where Strategy pattern can be applied.
we can separate strategies by appropriate states and put them in simple factory to get desired strategy by key.
This is what we will do. So let's see it more thoroughly.
Chain of responsibility pattern
If you have a lot if else statements, it is possible to use Chain of Responsibility pattern. As wiki says about Chain of Responsibility:
The chain-of-responsibility pattern is a behavioral design pattern
consisting of a source of command objects and a series of processing
objects. Each processing object contains logic that defines the
types of command objects that it can handle; the rest are passed to
the next processing object in the chain. A mechanism also exists for
adding new processing objects to the end of this chain
So let's dive in code. Let me show an example via C#.
So this is our Argument class which has Left and Right operands:
public class Arguments
{
public string Left { get; private set; }
public string Right { get; private set; }
public MyState MyState { get; private set; }
public MyKey MyKey => new MyKey(MyState, Left);
public Arguments(string left, string right, MyState myState)
{
Left = left;
Right = right;
MyState = myState;
}
}
And this is your 6 states:
public enum MyState
{
One, Two, Three, Four, Five, Six
}
This is start of Decorator pattern. This is an abstraction of StateHandler which defines behaviour to to set next handler:
public abstract class StateHandler
{
public abstract MyState State { get; }
private StateHandler _nextStateHandler;
public void SetSuccessor(StateHandler nextStateHandler)
{
_nextStateHandler = nextStateHandler;
}
public virtual IDifferentLogicStrategy Execute(Arguments arguments)
{
if (_nextStateHandler != null)
return _nextStateHandler.Execute(arguments);
return null;
}
}
and its concrete implementations of StateHandler:
public class OneStateHandler : StateHandler
{
public override MyState State => MyState.One;
public override IDifferentLogicStrategy Execute(Arguments arguments)
{
if (arguments.MyState == State)
return new StrategyStateFactory().GetInstanceByMyKey(arguments.MyKey);
return base.Execute(arguments);
}
}
public class TwoStateHandler : StateHandler
{
public override MyState State => MyState.Two;
public override IDifferentLogicStrategy Execute(Arguments arguments)
{
if (arguments.MyState == State)
return new StrategyStateFactory().GetInstanceByMyKey(arguments.MyKey);
return base.Execute(arguments);
}
}
and the third state handler looks like this:
public class ThreeStateHandler : StateHandler
{
public override MyState State => MyState.Three;
public override IDifferentLogicStrategy Execute(Arguments arguments)
{
if (arguments.MyState == State)
return new StrategyStateFactory().GetInstanceByMyKey(arguments.MyKey);
return base.Execute(arguments);
}
}
Strategy pattern
Let's pay attention to the following row of code:
return new StrategyStateFactory().GetInstanceByMyKey(arguments.MyKey);
The above code is an example of using Strategy pattern. We have different ways or strategies to handle
your cases. Let me show a code of strategies of evaluation of your expressions.
This is an abstraction of strategy:
public interface IDifferentLogicStrategy
{
string Evaluate(Arguments arguments);
}
And its concrete implementations:
public class StrategyWildCardStateOne : IDifferentLogicStrategy
{
public string Evaluate(Arguments arguments)
{
// your logic here to evaluate "_" (a wildcard)
return "StrategyWildCardStateOne";
}
}
public class StrategyIntegerStringStateOne : IDifferentLogicStrategy
{
public string Evaluate(Arguments arguments)
{
// your logic here to evaluate "1" (an integer string)
return "StrategyIntegerStringStateOne";
}
}
And the third strategy:
public class StrategyNormalStringStateOne : IDifferentLogicStrategy
{
public string Evaluate(Arguments arguments)
{
// your logic here to evaluate "abc" (a normal string)
return "StrategyNormalStringStateOne";
}
}
Simple factory
There is no pattern like simple factory. However, it is a place where we can get instances of strategies by key. So by doing this we avoided to use multiple if else statements to choose correct strategy.
So, we need a place where we can store strategies by state and argument value. At first, let's create MyKey struct. It will have help us to differentiate State and arguments:
public struct MyKey
{
public readonly MyState MyState { get; }
public readonly string ArgumentValue { get; } // your three cases: "_",
// an integer string, a normal string
public MyKey(MyState myState, string argumentValue)
{
MyState = myState;
ArgumentValue = argumentValue;
}
public override bool Equals([NotNullWhen(true)] object? obj)
{
return obj is MyKey mys
&& mys.MyState == MyState
&& mys.ArgumentValue == ArgumentValue;
}
public override int GetHashCode()
{
unchecked // Overflow is fine, just wrap
{
int hash = 17;
hash = hash * 23 + MyState.GetHashCode();
hash = hash * 23 + ArgumentValue.GetHashCode();
return hash;
}
}
}
and then we can create a simple factory:
public class StrategyStateFactory
{
private Dictionary<MyKey, IDifferentLogicStrategy>
_differentLogicStrategyByStateAndValue =
new Dictionary<MyKey, IDifferentLogicStrategy>()
{
{ new MyKey(MyState.One, "_"), new StrategyWildCardStateOne() },
{ new MyKey(MyState.One, "intString"),
new StrategyIntegerStringStateOne() },
{ new MyKey(MyState.One, "normalString"),
new StrategyNormalStringStateOne() }
};
public IDifferentLogicStrategy GetInstanceByMyKey(MyKey myKey)
{
return _differentLogicStrategyByStateAndValue[myKey];
}
}
So we've written our strategies and we've stored these strategies in simple factory StrategyStateFactory.
Then we need to check the above implementation:
StateHandler chain = new OneStateHandler();
StateHandler secondStateHandler = new TwoStateHandler();
StateHandler thirdStateHandler = new ThreeStateHandler();
chain.SetSuccessor(secondStateHandler);
secondStateHandler.SetSuccessor(thirdStateHandler);
Arguments arguments = new Arguments("_", "_", MyState.One);
IDifferentLogicStrategy differentLogicStrategy = chain.Execute(arguments);
string evaluatedResult =
differentLogicStrategy.Evaluate(arguments); // output: "StrategyWildCardStateOne"
I believe I gave basic idea how it can be done.

Which design pattern to use for using different subclasses based on input [closed]

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There is an interface called Processor, which has two implementations SimpleProcessor and ComplexProcessor.
Now I have a process, which consumes an input, and then using that input decides whether it should use SimpleProcessor or ComplexProcessor.
Current solution : I was thinking to use Abstract Factory, which will generate the instance on the basis of the input.
But the issue is that I don't want new instances. I want to use already instantiated objects. That is, I want to re-use the instances.
That means, Abstract factory is absolutely the wrong pattern to use here, as it is for generating objects on the basis of type.
Another thing, that our team normally does is to create a map from input to the corresponding processor instance. And at runtime, we can use that map to get the correct instance on the basis of input.
This feels like a adhoc solution.
I want this to be extendable : new input types can be mapped to new processor types.
Is there some standard way to solve this?
You can use a variation of the Chain of Responsibility pattern.
It will scale far better than using a Map (or hash table in general).
This variation will support dependency injection and is very easy to extend (without breaking any code or violating the Open-Closed principle).
Opposed to the classic version, handlers do not need to be explicitly chained. The classic version scales very bad.
The pattern uses polymorphism to enable extensibility and is therefore targeting an object oriented language.
The pattern is as follows:
The client API is a container class, that manages a collection of input handlers (for example SimnpleProcessor and ComplexProcessor).
Each handler is only known to the container by a common interface and unknown to the client.
The collection of handlers is passed to the container via the constructor (to enable optional dependency injection).
The container accepts the predicate (input) and passes it on to the anonymous handlers by iterating over the handler collection.
Each handler now decides based on the input if it can handle it (return true) or not (return false).
If a handler returns true (to signal that the input was successfully handled), the container will break further input processing by other handlers (alternatively, use a different criteria e.g., to allow multiple handlers to handle the input).
In the following very basic example implementation, the order of handler execution is simply defined by their position in their container (collection).
If this isn't sufficient, you can simply implement a priority algorithm.
Implementation (C#)
Below is the container. It manages the individual handler implementation using polymorphism. Since handler implementation are only known by their common interface, the container scales extremely well: simply add/inject an additional handler implementation.
The container is actually used directly by the client (whereas the handlers are hidden from the client, while anonymous to the container).
interface IInputProcessor
{
void Process(object input);
}
class InputProcessor : IInputProcessor
{
private IEnumerable<IInputHandler> InputHandlers { get; }
// Constructor.
// Optionally use an IoC container to inject the dependency (a collection of input handlers).
public InputProcessor(IEnumerable<IInputHandler> inputHandlers)
{
this.InputHandlers = inputHandlers;
}
// Method to handle the input.
// The input is then delegated to the input handlers.
public void Process(object input)
{
foreach (IInputHandler inputHandler in this.InputHandlers)
{
if (inputHandler.TryHandle(input))
{
return;
}
}
}
}
Below are the input handlers.
To add new handlers i.e. to extend input handling, simply implement the IInputHandler interface and add it to a collection which is passed/injected to the container (IInputProcessor):
interface IInputHandler
{
bool TryHandle(object input);
}
class SimpleProcessor : IInputHandler
{
public bool TryHandle(object input)
{
if (input == 1)
{
//TODO::Handle input
return true;
}
return false;
}
}
class ComplexProcessor : IInputHandler
{
public bool TryHandle(object input)
{
if (input == 3)
{
//TODO::Handle input
return true;
}
return false;
}
}
Usage Example
public class Program
{
public static void Main()
{
/* Setup Chain of Responsibility.
/* Preferably configure an IoC container. */
var inputHandlers = new List<IInputHandlers>
{
new SimpleProcessor(),
new ComplexProcessor()
};
IInputProcessor inputProcessor = new InputProcessor(inputHandlers);
/* Use the handler chain */
int input = 3;
inputProcessor.Pocess(input); // Will execute the ComplexProcessor
input = 1;
inputProcessor.Pocess(input); // Will execute the SimpleProcessor
}
}
It is possible to use Strategy pattern with combination of Factory pattern. Factory objects can be cached to have reusable objects without recreating them when objects are necessary.
As an alternative to caching, it is possible to use singleton pattern. In ASP.NET Core it is pretty simple. And if you have DI container, just make sure that you've set settings of creation instance to singleton
Let's start with the first example. We need some enum of ProcessorType:
public enum ProcessorType
{
Simple, Complex
}
Then this is our abstraction of processors:
public interface IProcessor
{
DateTime DateCreated { get; }
}
And its concrete implemetations:
public class SimpleProcessor : IProcessor
{
public DateTime DateCreated { get; } = DateTime.Now;
}
public class ComplexProcessor : IProcessor
{
public DateTime DateCreated { get; } = DateTime.Now;
}
Then we need a factory with cached values:
public class ProcessorFactory
{
private static readonly IDictionary<ProcessorType, IProcessor> _cache
= new Dictionary<ProcessorType, IProcessor>()
{
{ ProcessorType.Simple, new SimpleProcessor() },
{ ProcessorType.Complex, new ComplexProcessor() }
};
public IProcessor GetInstance(ProcessorType processorType)
{
return _cache[processorType];
}
}
And code can be run like this:
ProcessorFactory processorFactory = new ProcessorFactory();
Thread.Sleep(3000);
var simpleProcessor = processorFactory.GetInstance(ProcessorType.Simple);
Console.WriteLine(simpleProcessor.DateCreated); // OUTPUT: 2022-07-07 8:00:01
ProcessorFactory processorFactory_1 = new ProcessorFactory();
Thread.Sleep(3000);
var complexProcessor = processorFactory_1.GetInstance(ProcessorType.Complex);
Console.WriteLine(complexProcessor.DateCreated); // OUTPUT: 2022-07-07 8:00:01
The second way
The second way is to use DI container. So we need to modify our factory to get instances from dependency injection container:
public class ProcessorFactoryByDI
{
private readonly IDictionary<ProcessorType, IProcessor> _cache;
public ProcessorFactoryByDI(
SimpleProcessor simpleProcessor,
ComplexProcessor complexProcessor)
{
_cache = new Dictionary<ProcessorType, IProcessor>()
{
{ ProcessorType.Simple, simpleProcessor },
{ ProcessorType.Complex, complexProcessor }
};
}
public IProcessor GetInstance(ProcessorType processorType)
{
return _cache[processorType];
}
}
And if you use ASP.NET Core, then you can declare your objects as singleton like this:
services.AddSingleton<SimpleProcessor>();
services.AddSingleton<ComplexProcessor>();
Read more about lifetime of an object

how to scan java properties file in sonarqube [closed]

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I am writing custom rules using SonarQube to scan properties and config files.
Can you please guide me how to write this custom code.
There is a plugin for java properties file https://github.com/racodond/sonar-jproperties-plugin. You can fork it and write your custom rules.
Here is an example rule wich checks for not allowed key and value combination
public class KeyValueCheck extends DoubleDispatchVisitorCheck {
private static final String SIMPLE_IS_PATTERN_TEMPLATE = "(%s)";
protected final Pattern patternKey;
protected final Pattern patternValue;
private final String VIOLATION_MESSAGE;
private final boolean matches;
boolean checkValue = false;
public KeyValueCheck(String key, String value, String message, boolean matches) {
VIOLATION_MESSAGE = message;
this.matches = matches;
this.patternKey = Pattern.compile(String.format(SIMPLE_IS_PATTERN_TEMPLATE, key), Pattern.CASE_INSENSITIVE);
this.patternValue = Pattern.compile(String.format(SIMPLE_IS_PATTERN_TEMPLATE, value), Pattern.CASE_INSENSITIVE);
}
#Override
public void visitKey(KeyTree tree) {
Matcher matcher = patternKey.matcher(tree.text());
if (matcher.matches()) {
checkValue = true;
}
super.visitKey(tree);
}
#Override
public void visitValue(ValueTree tree) {
if (checkValue) {
Matcher matcher = patternValue.matcher(tree.text());
if (matches == patternValue.matcher(tree.text()).matches()) {
addPreciseIssue(tree, VIOLATION_MESSAGE);
}
checkValue = false;
}
super.visitValue(tree);
}
}

Wrong approach or Wrong OOP design?

Following is my code isolation.
Interactable Interface.
public interface Interactable <E extends Interactable> {
List<Person> personsInteracting = new ArrayList<>();
List<Person> personsWaiting = new ArrayList<>();
long INTERACTION_TIME = 5 * 60;
default int getNumberOfPeopleInteracting () {
return personsInteracting.size();
}
default int getNumberOfPeopleWaiting () {
return personsWaiting.size();
}
boolean isMultipleActionsAllowed ();
boolean isFurtherActionsAllowed ();
public abstract boolean tryOccupiedBy (final Person person, final Interactions interaction)
throws InteractionNotPossibleException;
E getObject ();
EnumSet<Interactions> getInteractions ();
}
InteractiveObject Abstract Class
public abstract class InteractiveObject implements Interactable {
protected final String name;
protected int numberOfSimultaneousInteractions;
protected Interactions currentInteraction;
public InteractiveObject (final String name) {
this.name = name;
}
#Override
public boolean isMultipleActionsAllowed () {
return numberOfSimultaneousInteractions > 1;
}
#Override
public boolean isFurtherActionsAllowed () {
return personsInteracting.isEmpty() ||
(getNumberOfPeopleInteracting() > numberOfSimultaneousInteractions);
}
#Override
public boolean tryOccupiedBy (final Person person, final Interactions interaction)
throws InteractionNotPossibleException {
boolean isOccupied = false;
if (!isFurtherActionsAllowed()) {
throw new InteractionNotPossibleException(this + " is already in use by some other " +
"person.");
}
personsInteracting.add(person);
currentInteraction = interaction;
return isOccupied;
}
#Override
public String toString () {
return name;
}
public int getNumberOfSimultaneousInteractions () {
return numberOfSimultaneousInteractions;
}
}
Chair (One of the child class)
public class Chair extends InteractiveObject {
private final EnumSet<Interactions> INTERACTIONS = EnumSet.copyOf(Arrays.asList(
new Interactions[] {Interactions.DRAG, Interactions.SIT}));
public Chair (final String objectName) {
super(objectName);
super.numberOfSimultaneousInteractions = 1;
}
#Override
public Interactable getObject () {
return this;
}
#Override
public EnumSet<Interactions> getInteractions () {
return INTERACTIONS;
}
}
Here is the piece of code that executes and brings the problem, this question is asked for.
final InteractiveObject chair1 = new Chair("Chair1");
final Person person1 = new Person("Person1");
final Room room = new Room("Room1", 2, 2);
room.personEnters(person1);
room.putObject(chair1);
person1.tryOccupying(chair1);
Above piece of code, successfully occupies the chair object. Now,
final InteractiveObject chair2 = new Chair("Chair2");
final Person person2 = new Person("Person2");
final Room room2 = new Room("Room2", 2, 2);
room2.personEnters(person2);
room2.putObject(chair2);
person2.tryOccupying(chair2);
This piece of code doesn't let the person2 occupy since my code states that 1 person is already interacting with chair2, where as no one is interacting with it.
Solution of my problem:
I moved my List of personInteracting to InteractiveObject and function tryOccupiedBy to each child class and everything works fine.
Questions:
I put personsInteracting in Interactable interface since I believe that every future implementation of Interactable will have it. Developers won't have to implement themselves. (But perhaps this idea seems to be wrong)
If tryOccupiedBy function has same implementation, what is the purpose of whole OOP?
I now know that the isolation was wrong and I know where to place the pieces to get the results. But can someone kindly point me out about some OOP concept which I did not understand and should be implemented in a much better way?
The default keyword was not added to the Java language to do the kind of thing which you seem to be trying to achieve. Data defined in an interface is intended to be constant - the modifiers 'public static' are automatically applied to any field definitions in an interface. If you create a default method in the interface then it must either be stateless or act directly only on purely statically available state. Default methods can call other interface methods to modify instance state, .
By placing personsInteracting field in the interface, you made the same instance common to every object implementing that interface, and so your tryOccupying method was acting on purely global state.
So, the purpose of having default methods in the Java language is to support adding new methods to interfaces in a backwards compatible fashion, nothing more. You shouldn't reuse it as a generic form of code re-use - it was never intended for that and you'll get (as you did) weird behaviour.
You didn't have to put tryOccupiedBy in the child classes, however, so you didn't have to have a load of duplicated code. You could still declare the method signature in the interface (which is what interfaces are generally supposed to do) and then implement the common method in your abstract base class. By putting the data fields in the base class, you make them instance fields and so they are not shared between objects.
public interface Interactable <E extends Interactable> {
...
boolean tryOccupiedBy (final Person person, final Interactions interaction)
throws InteractionNotPossibleException;
...
}
public abstract class InteractiveObject implements Interactable {
private final List<Person> personsInteracting = new ArrayList<>();
private final List<Person> personsWaiting = new ArrayList<>();
...
#Override
public final boolean tryOccupiedBy (final Person person, final Interactions interaction)
throws InteractionNotPossibleException {
boolean isOccupied = false;
if (!isFurtherActionsAllowed()) {
throw new InteractionNotPossibleException(this + " is already in use by some other " +
"person.");
}
personsInteracting.add(person);
currentInteraction = interaction;
return isOccupied;
}
...
}

Trouble employing BeanItemContainer and TreeTable in Vaadin

I have reviewed multiple examples for how to construct a TreeTable from from a Container datasource and just adding items iterating over an Object[][]. Still I'm stuck for my use case.
I have a bean like so...
public class DSRUpdateHourlyDTO implements UniquelyKeyed<AssetOwnedHourlyLocatableId>, Serializable
{
private static final long serialVersionUID = 1L;
private final AssetOwnedHourlyLocatableId id = new AssetOwnedHourlyLocatableId();
private String commitStatus;
private BigDecimal economicMax;
private BigDecimal economicMin;
public void setCommitStatus(String commitStatus) { this.commitStatus = commitStatus; }
public void setEconomicMax(BigDecimal economicMax) { this.economicMax = economicMax; }
public void setEconomicMin(BigDecimal economicMin) { this.economicMin = economicMin; }
public String getCommitStatus() { return commitStatus; }
public BigDecimal getEconomicMax() { return economicMax; }
public BigDecimal getEconomicMin() { return economicMin; }
public AssetOwnedHourlyLocatableId getId() { return id; }
#Override
public AssetOwnedHourlyLocatableId getKey() {
return getId();
}
}
The AssetOwnedHourlyLocatableId is a compound id. It looks like...
public class AssetOwnedHourlyLocatableId implements Serializable, AssetOwned, HasHour, Locatable,
UniquelyKeyed<AssetOwnedHourlyLocatableId> {
private static final long serialVersionUID = 1L;
private String location;
private String hour;
private String assetOwner;
#Override
public String getLocation() {
return location;
}
#Override
public void setLocation(final String location) {
this.location = location;
}
#Override
public String getHour() {
return hour;
}
#Override
public void setHour(final String hour) {
this.hour = hour;
}
#Override
public String getAssetOwner() {
return assetOwner;
}
#Override
public void setAssetOwner(final String assetOwner) {
this.assetOwner = assetOwner;
}
}
I want to generate a grid where the hours are pivoted into column headers and the location is the only other additional column header.
E.g.,
Location 1 2 3 4 5 6 ... 24
would be the column headers.
Underneath each column you might see...
> L1
> Commit Status Status1 .... Status24
> Eco Min EcoMin1 .... EcoMin24
> Eco Max EcoMax1 .... EcoMax24
> L2
> Commit Status Status1 .... Status24
> Eco Min EcoMin1 .... EcoMin24
> Eco Max EcoMax1 .... EcoMax24
So, if I'm provided a List<DSRUpdateHourlyDTO> I want to convert it into the presentation format described above.
What would be the best way to do this?
I have a few additional functional requirements.
I want to be able to toggle between read-only and editable views of the same table.
I want to be able to complete a round-trip to a datasource (e.g., JPAContainerSource).
I (will eventually) want to filter items by any part of the compound id.
My challenge is in the adaptation. I well understand the simple use case where I could take the list and simply splat it into a BeanItemContainer and use addNestedContainerProperty and setVisibleColumns. Pivoting properties into columns seems to be what's stumping me.
As it turns out this was an ill-conceived question.
For data entry purposes, one could use a BeanItemContainer and have the columns include nested container property hour from the composite id and instead of a TreeTable, use a Table that has commitStatus, ecoMin and ecoMax as columns. Limitation: you'd only ever query for / submit one assetOwner and location's worth of data.
As for display, where you don't care to filter one assetOwner and location's worth of data, you could pivot the hour info as originally described. You could just convert the original bean into another bean suitable for display (where each hour is its own column).