Checkstyle check for duplicate classes - checkstyle

The project I am on is having horrible problems with class collisions in the classpath and developers reusing class names. For example, we have 16, yes 16 interfaces called Constants in this bloody thing and its causing all kinds of problems.
I want to implement a checkstyle check that will search for various forms of class duplication. here's the class
import java.io.File;
import java.util.List;
import com.puppycrawl.tools.checkstyle.api.AbstractFileSetCheck;
import com.wps.codetools.common.classpath.ClassScanner;
import com.wps.codetools.common.classpath.criteria.ClassNameCriteria;
import com.wps.codetools.common.classpath.locator.ClasspathClassLocator;
/**
* This codestyle check is designed to scan the project for duplicate class names
* This is being done because it is common that if a class name matches a class
* name that is in a library, the two can be confused. Its in my best practice that
* the class names should be unique to the project.
*
*
*/
public class DuplicateClassNames extends AbstractFileSetCheck {
private int fileCount;
#Override
public void beginProcessing(String aCharset) {
super.beginProcessing(aCharset);
// reset the file count
this.fileCount = 0;
}
#Override
public void processFiltered(File file, List<String> aLines) {
this.fileCount++;
System.out.println(file.getPath());
ClassScanner scanner = new ClassScanner();
scanner.addClassCriteria(new ClassNameCriteria(file.getPath()));
scanner.addClassLocater(new ClasspathClassLocator());
List<Class<?>> classes = scanner.findClasses();
if (classes.size() > 0) {
// log the message
log(0, "wps.duplicate.class.name", classes.size(), classes);
// you can call log() multiple times to flag multiple
// errors in the same file
}
}
}
Ok, so the ClassScanner opens up the classpath of the current JVM and searches it with various criteria. This particular one is a class name. It can go into the source folders, and most importantly it can go into the libraries contained in the classpath and search the *.class files within the jar using ASM. If it finds copies based on the criteria objects that are presented, it returns an array of the files. This still needs some massaging before mainstream but im on a time budget here so quick and dirty it goes.
My problem is understanding the input parameters for the check itself. I copied from the example, but it looks like CheckStyles is giving me a basic IO file object for the source file itself, and the contents of the source file in a string array.
Do I have to run this array thru another processor before I can get the fully qualified class name?

This is more difficult to do right than one might think, mostly because Java supports all kinds of nesting, like static classes defined within an interface, anonymous inner classes, and so on. Also, you are extending AbstractFileSetCheck, which is not a TreeWalker module, so you don't get an AST. If you want an AST, extend Check instead.
Since "quick and dirty" is an option for you, you could simply deduce the class name from the file name: Determine the canonical path, remove common directories from the beginning of the String, replace slashes with dots, cut off the file extension, and you are more or less there. (Without supporting inner classes etc. of course.)
A better solution might be to extend Check and register for PACKAGE_DEF, CLASS_DEF, ANNOTATION_DEF, ENUM_DEF, and INTERFACE_DEF. In your check, you maintain a stack of IDENTs found at these locations, which gives you all fully qualified class names in the .java file. (If you want anonymous classes, too, also register for LITERAL_NEW. I believe in your case you don't want those.)
The latter solution would not work well in an IDE like Eclipse, because the Check lifecycle is too short, and you would keep losing the list of fully qualified class names. It will work in a continuous integration system or other form of external run, though. It is important that the static reference to the class list that you're maintaining is retained between check runs. If you need Eclipse support, you would have to add something to your Eclipse plugin that can keep the list (and also the list from previous full builds, persisted somewhere).

Related

AS3 package issue

Really want to refactor and re-architect my project, it's become basically an 11k line monobloc that desperately needs to be split into multiple classes (and class files) inside a single package.
Yes I know I should have figured all this out when I started, but this is play not work and I was brand new to AS3 when I started. And I've kept building and building and it all works, it's just become very hard to manage.
My immediate goal is to define a package and then start breaking out function groups from the current main class into subclasses that extend the base. But I'm having a problem with the first step - defining the package.
I'm getting:
C:\Users\Vossie\Documents\Fex Line of Battle Project\trunk\line_of_battle\LOB_Core.as, Line 1, Column 1 5001: The name of package 'line_of_battle' does not reflect the location of this file. Please change the package definition's name inside this file, or move the file. C:\Users\Vossie\Documents\Fex Line of Battle Project\trunk\line_of_battle\LOB_Core.as
So I've checked:
package line_of_battle {
public class LOB_Core extends flash.display.MovieClip {
Filename is LOB_Core.as.
Path:
I explicitly added it to the class search path:
So:
Name of package agrees with name of folder (I actually pasted it from folder to .as file)
Package file is within that folder.
Class search path includes that folder
Shouldn't matter for this but filename and public class name match
I've searched stack overflow and one similar case involved a text case mismatch that I don't see here. One other related question the guy's question turned into just how to make classes and name the files correctly.
According to the documentation I read, this should work fine. Can someone tell me what I am missing?
Edit - This is the code that's triggering the error, LOB_Core.as:1102 -
var test:LOB_Scenario_Data = new LOB_Scenario_Data();
And the class that is calling:
package line_of_battle {
import line_of_battle.LOB_Core.*;
public class LOB_Scenario_Data extends LOB_Core {
public function LOB_Scenario_Data() {
// constructor code
trace("BIG MONKEYS");
}
}
}

Custom AS3 Class not Updating

I've had a similar issue to this, but the means that I solved the last one are not working here.
I have a custom class that consists of 12 separate .as modules. They're declared in the document class as follows:
import trailcrest.v1.s3.averta;
import trailcrest.v1.s3.chronos;
import trailcrest.v1.s3.eripio;
import trailcrest.v1.s3.fabrilla;
import trailcrest.v1.s3.gradua;
import trailcrest.v1.s3.lingua;
import trailcrest.v1.s3.navigare;
import trailcrest.v1.s3.pedem;
import trailcrest.v1.s3.praeferre;
import trailcrest.v1.s3.scriba;
import trailcrest.v1.s3.securos;
import trailcrest.v1.s3.sonus;
public static var Averta:averta = new averta();
public static var Chronos:chronos = new chronos();
public static var Eripio:eripio = new eripio();
public static var Fabrilla:fabrilla = new fabrilla();
public static var Gradua:gradua = new gradua();
public static var Lingua:lingua = new lingua();
public static var Navigare:navigare = new navigare();
public static var Pedem:pedem = new pedem();
public static var Praeferre:praeferre = new praeferre();
public static var Scriba:scriba = new scriba();
public static var Securos:securos = new securos();
public static var Sonus:sonus = new sonus();
This is a new version of the code. I am able to successfully refer to all of these classes and the public variables and functions inside in the "osr.as" document class. I can also SEE one module from another (i.e. Sonus can see Scriba using "osr.Scriba."
Where I'm having trouble is that, while the various modules used to be able to access all of each other's public functions and variables perfectly, after I added some new modules and variables and removed some old ones, Flash Professional is still literally USING the old version. Inside of any module, the code hints are showing all of the old public functions and variables, and none of the new ones.
I am guessing that this has something to do with some sort of temporary file that I can't get to. I absolutely need this working this week!
My .fla is "Tester.fla," and the document class is "osr.as." They're both in the same directory. Also in the same directory is the folder structure "/trailcrest/v1/s3/" which contains all of the Trailcrest modules.
Help??
EDIT: Whenever I try to reference one Trailcrest class from another Trailcrest class (i.e. osr.Sonus.foo), I get...
TypeError: Error #1009: Cannot access a property or method of a null
object reference.
I have confirmed beyond a shadow of a doubt all references.
This is the age old problem of what ultimately boils down to is the Verify Error. It happens when you embed "Class A" in one or more applications, modules, swfs, etc. Ultimately every output swf that uses "Class A" must be recompiled when "Class A" is changed. Otherwise you end up with a situation where 1 module has the newer implementation but others don't. This problem is compounded by the fact that the application domain is defined as a "first in wins" when it encounters a Class of the same name / package - meaning if the old one is referenced first, the newer one loaded later gets ignored.
The more permanent solution is to use class promotion to an RSL that ultimately allows the RSL to control the actual "Class A" reference in which it also implements an "IClassAImpl" interface that all modules use. This allows the compiler to cross link the reference with a signature it knows about without actually embedding the actual class itself.
Well, I finally figured it out. Here's the skinny on what was happening:
#1: Flash was apparently pulling an old version of the Trailcrest modules. To remedy this, I backed up everything and then removed all old instances of Trailcrest from my entire computer. Then, I put only the new modules back. That fixed the problem with Code Hints showing the old modules and variables.
#2: I had been experiencing Error #1009 whenever one Trailcrest class tried to access any component of another Trailcrest class, even though the references were all correct.
The cause was that I was calling functions on the various modules directly from the document class osr.as, outside of a function. This, of course, executes on the program start.
However, all the code within one Trailcrest class that called another Trailcrest class (i.e. osr.Sonus.foo) would not be able to access "foo" because osr.as for some reason or another hadn't finished initializing the classes before it ran the code that called them. This occurred, even though the problem code was well below the code that initialized the classes (see my question).
To fix this, I simply had to wrap the problem code into a public static function in the document class, and then call it from the Timeline. That ensured that all the classes were initialized before they tried referencing each other.
Needless to say, everything is running like a well-oiled machine now. How weird.
I'd welcome any explanation as to WHY this fixed the problem.

Associating an Object with other Objects and Properties of those Objects

I am looking for some help with designing some functionality in my application. I already have something similar designed but this problem is a little different.
Background:
In my application we have different Modules. Data in each module can be associated to other modules. Each Module is represented by an Object in our application.
Module 1 can be associated with Module 2 and Module 3. Currently I use a factory to provide the proper DAO for getting and saving this data.
It looks something like this:
class Module1Factory {
public static Module1BridgeDAO createModule1BridgeDAO(int moduleid) {
switch (moduleId)
{
case Module.Module2Id: return new Module1_Module2DAO();
case Module.Module3Id: return new Module1_Module3DAO();
default: return null;
}
}
}
Module1_Module2 and Module1_Module3 implement the same BridgeModule interface. In the database I have a Table for every module (Module1, Module2, Module3). I also have a bridge table for each module (they are many to many) Module1_Module2, Module1_Module3 etc.
The DAO basically handles all code needed to manage the association and retrieve its own instance data for the calling module. Now when we add new modules that associate with Module1 we simply implement the ModuleBridge interface and provide the common functionality.
New Development
We are adding a new module that will have the ability to be associated with other Modules as well as specific properties of that module. The module is basically providing the user the ability to add their custom forms to our other modules. That way they can collect additional information along with what we provide.
I want to start associating my Form module with other modules and their properties. Ie if Module1 has a property Category, I want to associate an instance From data with that property.
There are many Forms. If a users creates an instance of Module2, they may always want to also have certain form(s) attached to that Module2 instance. If they create an instance of Module2 and select Category 1, then I may want additional Form(s) created.
I prototyped something like this:
Form
FormLayout (contains the labels and gui controls)
FormModule (associates a form with all instances of a module)
Form Instance (create an instance of a form to be filled out)
As I thought about it I was thinking about making a new FormModule table/class/dao for each Module and Property that I add. So I might have:
FormModule1
FormModule1Property1
FormModule1Property2
FormModule1Property3
FormModule1Property4
FormModule2
FormModule3
FormModule3Property1
Then as I did previously, I would use a factory to get the proper DAO for dealing with all of these. I would hand it an array of ids representing different modules and properties and it would return all of the DAOs that I need to call getForms(). Which in turn would return all of the forms for that particular bridge.
Some points
This will be for a new module so I dont need to expand on the factory code I provided. I just wanted to show an example of what I have done in the past.
The new module can be associated with: Other Modules (ie globally for any instance of that module data), Other module properties (ie only if the Module instance has a certian value in one of its properties)
I want to make it easy for developers to add associations with other modules and properties easily
Can any one suggest any design patterns or strategy's for achieving this?
If anything is unclear please let me know.
Thank you,
Al
You can use springs Dependency Injection feature. This would help you achieve the flexibility of instantiating the objects using an xml configuration file.
So, my suggestion would be go with the Springs.

ActionScript: Multiple public functions in one .as file?

As I've been working with AS I've developed a collection of utility functions. For example:
$ cat utils/curried.as
package utils {
public function curried(f:Function, ...boundArgs):Function {
function curriedHelper(...dynamicArgs):* {
return f.apply(null, boundArgs.concat(dynamicArgs));
}
return curriedHelper;
}
}
And I've found that, some times, I want to keep more than one public function in each file... But ActionScript restricts me to one public definition per file, if that file defines its self as being part of a package.
So, without creating a class with static methods, how could I get more than one public function in a single .as file?
simply put, you can't ... for a package level function declaration, you need one file per declared function ...
little side note: personally, i'd go Josh's way and stuff them into a class ... i think allowing function level declarations at all was simply to have a bit more backward compatibility to AS2 ... it's ok, for prototyping or things that'll never leave your hands ... but you imagine relying on 3-4 libraries, each exposing their functionality through package level functions? firstly, it completely spams your autocompletion (if your IDE offers one), and secondly, you always need to look at the imports to see which function comes from where ... the prefix you mentioned is actually of great advantage ... but ok, that's my opinion ...
greetz
back2dos

Registering derived classes with reflection, good or evil?

As we all know, when we derive a class and use polymorphism, someone, somewhere needs to know what class to instanciate. We can use factories, a big switch statement, if-else-if, etc. I just learnt from Bill K this is called Dependency Injection.
My Question: Is it good practice to use reflection and attributes as the dependency injection mechanism? That way, the list gets populated dynamically as we add new types.
Here is an example. Please no comment about how loading images can be done other ways, we know.
Suppose we have the following IImageFileFormat interface:
public interface IImageFileFormat
{
string[] SupportedFormats { get; };
Image Load(string fileName);
void Save(Image image, string fileName);
}
Different classes will implement this interface:
[FileFormat]
public class BmpFileFormat : IImageFileFormat { ... }
[FileFormat]
public class JpegFileFormat : IImageFileFormat { ... }
When a file needs to be loaded or saved, a manager needs to iterate through all known loader and call the Load()/Save() from the appropriate instance depending on their SupportedExtensions.
class ImageLoader
{
public Image Load(string fileName)
{
return FindFormat(fileName).Load(fileName);
}
public void Save(Image image, string fileName)
{
FindFormat(fileName).Save(image, fileName);
}
IImageFileFormat FindFormat(string fileName)
{
string extension = Path.GetExtension(fileName);
return formats.First(f => f.SupportedExtensions.Contains(extension));
}
private List<IImageFileFormat> formats;
}
I guess the important point here is whether the list of available loader (formats) should be populated by hand or using reflection.
By hand:
public ImageLoader()
{
formats = new List<IImageFileFormat>();
formats.Add(new BmpFileFormat());
formats.Add(new JpegFileFormat());
}
By reflection:
public ImageLoader()
{
formats = new List<IImageFileFormat>();
foreach(Type type in Assembly.GetExecutingAssembly().GetTypes())
{
if(type.GetCustomAttributes(typeof(FileFormatAttribute), false).Length > 0)
{
formats.Add(Activator.CreateInstance(type))
}
}
}
I sometimes use the later and it never occured to me that it could be a very bad idea. Yes, adding new classes is easy, but the mechanic registering those same classes is harder to grasp and therefore maintain than a simple coded-by-hand list.
Please discuss.
My personal preference is neither - when there is a mapping of classes to some arbitrary string, a configuration file is the place to do it IMHO. This way, you never need to modify the code - especially if you use a dynamic loading mechanism to add new dynamic libraries.
In general, I always prefer some method that allows me to write code once as much as possible - both your methods require altering already-written/built/deployed code (since your reflection route makes no provision for adding file format loaders in new DLLs).
Edit by Coincoin:
Reflection approach could be effectively combined with configuration files to locate the implmentations to be injected.
The type could be declared explicitely in the config file using canonical names, similar to MSBuild <UsingTask>
The config could locate the assemblies, but then we have to inject all matching types, ala Microsoft Visual Studio Packages.
Any other mechanism to match a value or set of condition to the needed type.
My vote is that the reflection method is nicer. With that method, adding a new file format only modifies one part of the code - the place where you define the class to handle the file format. Without reflection, you'll have to remember to modify the other class, the ImageLoader, as well
Isn't this pretty much what the Dependency Injection pattern is all about?
If you can isolate the dependencies then the mechanics will almost certainly be reflection based, but it will be configuration file driven so the messiness of the reflection can be pretty well encapsulated and isolated.
I believe with DI you simply say I need an object of type <interface> with some other parameters, and the DI system returns an object to you that satisfies your conditions.
This goes together with IoC (Inversion of Control) where the object being supplied may need something else, so that other thing is automatically created and installed into your object (being created by DI) before it's returned to the user.
I know this borders on the "no comment about loading images other ways", but why not just flip your dependencies -- rather than have ImageLoader depend on ImageFileFormats, have each IImageFileFormat depend on an ImageLoader? You'll gain a few things out of this:
Each time you add a new IImageFileFormat, you won't need to make any changes anywhere else (and you won't have to use reflection, either)
If you take it one step further and abstract ImageLoader, you can mock it in Unit Tests, making testing the concrete implementations of each IImageFileFormat that much easier
In vb.net, if all the image loaders will be in the same assembly, one could use partial classes and events to achieve the desired effect (have a class whose purpose is to fire an event when the image loaders should register themselves; each file containing image loaders can have use a "partial class" to add another event handler to that class); C# doesn't have a direct equivalent to vb.net's WithEvents syntax, but I suspect partial classes are a limited mechanism for achieving the same thing.