I appreciate Robotlegs very much, but recently a GC problem came to me. I failed to dispose context object by just set the reference null.With the help of FB profile tool, I find that context object appears to be a "GC Root".
To figure it out, I wirte a simple class, which creates a context obj and leave it unreachable.Here is the detail of this class:
public class MemoryLeak extends Sprite{
public function MemoryLeak()
{
makeAndDrop();
}
public function makeAndDrop():void{
var _context = new Context(this);
_context = null;
}
}
When I ran this class, I hoped it be disposed by GC, but it didn't work(most times, not everytime). And the profile tool show me this instance is a GCRoot. I read some articles about GC, but few of them mention GCRoot itself. Could anybody tell me why and thank you so much!
PS: I tried to call System.gc() twice after makeAndDrop() but it didn't work. In fact, I'm more interested in the "is GCRoot" issue(implied by the fb profile), it may help more if you tell me about it.
I think the Context will probably listen to this so that it can perform dependency injection on any added children or create mediators for them. One would hope that the listener would not be attached until you talk to the mediatorMap or the viewMap, but I think it is likely that the RL authors would not consider a use case where you'd want a Context on a View for a time period shorter than the View's actual lifespan.
Related
I want to create a controller based JavaFX GUI consisting of multiple controllers.
The task I can't accomplish is to pass parameters from one Scene to another AND back.
Or in other words:
The MainController loads SubController's fxml, passes an object to SubController, switches the scene. There shall not be two open windows.
After it's work is done, the SubController shall then switch the scene back to the MainController and pass some object back.
This is where I fail.
This question is very similar to this one but still unanswered. Passing Parameters JavaFX FXML
It was also mentioned in the comments:
"This work when you pass parameter from first controller to second but how to pass parameter from second to first controller,i mean after first.fxml was loaded.
– Xlint Xms Sep 18 '17 at 23:15"
I used the first approach in the top answer of that thread.
Does anyone have a clue how to achieve this without external libs?
There are numerous ways to do this.
Here is one solution, which passes a Consumer to another controller. The other controller can invoke the consumer to accept the result once it has completed its work. The sample is based on the example code from an answer to the question that you linked.
public Stage showCustomerDialog(Customer customer) {
FXMLLoader loader = new FXMLLoader(
getClass().getResource(
"customerDialog.fxml"
)
);
Stage stage = new Stage(StageStyle.DECORATED);
stage.setScene(
new Scene(
(Pane) loader.load()
)
);
Consumer<CustomerInteractionResult> onComplete = result -> {
// update main screen based upon result.
};
CustomerDialogController controller =
loader.<CustomerDialogController>getController();
controller.initData(customer, onComplete);
stage.show();
return stage;
}
...
class CustomerDialogController() {
#FXML private Label customerName;
private Consumer<CustomerInteractionResult> onComplete
void initialize() {}
void initData(Customer customer, Consumer<CustomerInteractionResult> onComplete) {
customerName.setText(customer.getName());
this.onComplete = onComplete;
}
#FXML
void onSomeInteractionLikeCloseDialog(ActionEvent event) {
onComplete.accept(new CustomerInteractionResult(someDataGatheredByDialog));
}
}
Another way to do this is to add a result property to the controller of the dialog screen and interested invokers could listen to or retrieve the result property. A result property is how the in-built JavaFX dialogs work, so you would be essentially imitating some of that functionality.
If you have a lot of this passing back and forth stuff going on, a shared dependency injection model based on something like Gluon Ignite, might assist you.
I've used AfterBurner.fx for dependency injection, which is very slick and powerful as long as you follow the conventions. It's not necessarily an external lib if you just copy the 3 classes into your structure. Although you do need the javax Inject jar, so I guess it is an eternal reference.
Alternately, if you have a central "screen" from which most of your application branches out you could use property binding probably within a singleton pattern. There are some good articles on using singleton in JavaFX, like this one. I did that for a small application that works really great, but defining all of those bindings can get out of hand if there are a lot of properties.
To pass data back, the best approach is probably to fire custom Events, which the parent controller subscribes to with Node::addEventHandler. See How to emit and handle custom events? for context.
In complex cases when the two controllers have no reference to each other, a Event Bus as #jewelsea mentioned is the superior option.
For overall architecture, this Reddit comment provides some good detail: https://www.reddit.com/r/java/comments/7c4vhv/are_there_any_canonical_javafx_design_patterns/dpnsedh/
I have an application which will be using large numbers of assets. In order to better handle that I chose to use a registry to hold all the assets so they are accessible across the entire application:
package
{
public class SpriteRegistry
{
public static var SPRITENAME = "link to image file";
public function SpriteRegistry()
{
}
}
}
What I would like to do is create an XML document and list off the file name and link so that when the application starts, this registry creates its variables which are freely accessible from that list without me needing to hard code any content directly into it.
Specifically what I need to know is how to get the "public static" effect or how to get an equivalent effect for variables that I CAN dynamically produce.
More info:
I am using a function that loads a sprite texture into a sprite object based on a string variable called mouseAttribute:
loadGraphic(SpriteRegistry[currentAttribute+"Texture"]);
Basically it's like a painting program but for a level editor for a video game.
The problem is that I'm eventually going to have 100+ sprites that I need to application to load and then I need the loadGraphic function to still be able to point effectively to the target sprite.
The library I'm using also needs me to embed the source into a class before I can pull it into the sprite object:
[Embed(source = "/Images/GridTile.png")]
public static var gridTileTexture:Class;
The reason I'm trying to avoid an array is because it means that I will have to search through an array of 100+ objects to find one sprite every time I click a single grid on the editor. That is going to chug.
It's very simple - just use a static function, which will return the XML. So you will need to load the XML file somehow (you decide where, but your registry class should have reference to it). Something similar to this:
private static var _xml:XML;
public static function initialize(xml:XML):void {
_xml = xml;
}
public static function getXML():XML {
return _xml;
}
So you will use it like that:
SpriteRegistry.initialize(loadedXML); // done only once when you initialize your app
trace(SpriteRegistry.getXML().someValue); // someValue is directly from the XML
It's a common used strategy and most of the times you would have something like an app initializer - something to load and instantiate all the things, then pass them to some registries that keep them stored for faster and global usage.
Edit:
After reading your further comments, I can't see any big change - everything would be ok with this resolution.
If you are worried about the 'need to search through array' - just do it as an object! This way you will be able to directly access the proper one using a key exactly like you pointed:
private static var _registry:Object;
public static function initialize(xml:XML):void {
// loop through xml and insert items
_registry[key] = resource;
}
public static function getResource(id):Object {
return _registry[id];
}
This way you can use it like:
SpriteRegistry.getResource(currentAttribute+"Texture");
My personal opinion is that you should avoid statics wherever possible. Instead, you should just create a single instance and provide it through dependency injection where needed.
If you were to go with that approach, you could do something like:
public function getSprite(spriteName:String):Class{
return this[spriteName];
}
or
public function getSprite(spriteName:String):Class{
return yourDictionaryOrObject[spriteName];//I'd implement it this way
}
Otherwise you could go with something like:
public static function getSprite(spriteName):Class{
return ThisHonkingBigUnnchangeableClassname[spriteName];
}
What I would not do is create a Dictionary in a static-only Class, because you're almost inevitably going to wind up with global mutable state.
Discussion, per request
Why would you want to create an instance and pass it, rather than hard-code a reference to a specific Class? A lot of the answers are covered in the global mutable state link above, but here are some that are specific to this kind of problem:
Flexibility. Say you build everything with the idea that you'd only have one set of resources being used in parallel, then you discover you need more than one--for example you might need one for color blind users, or multiple languages, or thumbnails vs. full-sized. If you hard-code to a static, then you'll have to go in every place that was hard-coded and make some sort of change to use a different set, whereas if you use DI, you just supply a different instance loaded with different resources, and done.
Testability. This is actually covered in the link, but I think it bears pulling out. If you want to run a quick test on something that needs a resource, you have to have that static "thing" and you can't change anything about it. It then becomes very difficult to know if the thing you're actually testing is working or if it just appears to be working based on the current implementation of the "thing."
Resource use: everything about an all-static Class exists from the time the swf loads to the time it unloads. Instances only exist from when you instantiate them until they are garbage collected. This can be especially important with resource files that contain embedded assets.
I think the important thing about Frameworks is to realize how they work. The major ones used in ActionScript work the same way, which is they have a central event dispatcher (event bus) that anything loaded to the framework can get a reference to by declaring an interest in it by asking for it to be injected. Additionally, they watch the stage for an event that says that something has been added (in RL it's ADDED_TO_STAGE, whereas in Mate it's the Flex event CREATION_COMPLETE). Once you understand these principles, you can actually apply them yourself with a very light hand without necessarily needing everything that comes along with a framework.
TL;DR
I usually try to avoid answering questions that weren't asked, but in this case I think it would be helpful to discuss an entirely different approach to this problem. At root, the solution comes down not to injecting an entire resource instance, but instead just injecting the resource that's needed.
I don't know what the OP's code is like, but this solution should be general enough that it would work to pass named BitmapDatas to anything that implements our Interface that is capable of dispatching against whatever IEventDispatcher we set as the eventBus (this could be the stage, a particular DisplayObject, or an EventDispatcher that is created just for the purpose.
Note that this code is strikingly similar to code I have in production ;).
public class ResourceManager {
//this can be loaded dynamically, or you can create subclasses that fill the registry
//with embedded Classes in the constructor
protected var registry:Dictionary = new Dictionary();
protected var _eventBus:IeventDispatcher;
public function registerResource(resourceName:String, resourceClass:Class):void {
var bitmap:BitmapData = new resourceClass as BitmapData;
if (resourceClass) {
registry[resourceName] = bitmap;
} else {
trace('Class didn\'t make a BitmapData');
}
}
public function getResource(resourceName:String):BitmapData {
var resource:BitmapData = registry[resourceName];
if (!resource) trace('there was no resource registered for', resourceName);
}
public function get eventBus():IEventDispatcher {
return _eventBus;
}
public function set eventBus(value:IEventDispatcher):void {
if (value != _eventBus){
if (_eventBus) {
_eventBus.removeEventListener(YourCustomEvent.GET_RESOURCE, provideResource);
}
_eventBus = value;
if (_eventBus) {
_eventBus.addEventListener(YourCustomEvent.GET_RESOURCE, provideResource);
}
}
}
protected function provideResource(e:YourCustomEvent):void {
var client:IBitmapResourceClient = e.target as IBitmapResourceClient;
if (client) {
client.resource = getResource(e.resourceName);//your custom event has a resourceName property that you populated when you dispatched the event.
}
}
}
Note that I didn't provide the Interface or the custom event or an example implementation of the Interface due to the fact I am on my lunch break, but if anyone needs that to understand the code please post back and I'll fill that in.
Evening all, and thanks in advance for your wisdom.
Bear with me if I show ignorance, but here is how my project is currently built:
-TitleScreen: first class which appears. Extends Sprite.
-Startup: class I use to call other classes. Extends Sprite.
-GameScreen: the "game engine" class. Extends AssetsHandler.
-AssetsHandler: where most of the methods to manipulate the assets are. Extends GrfAssetsStore.
-GrfAssetsStore: where all graphical assets are stored. Extends Sprite.
-Level01: first level class. Extends GameScreen.
Now: when I start everything up, all is hunky dory. So, let's say I finish level 1, and I want to restart, or go to title screen: again no problems, BUT I re-instantiate the GameScreen class -and in turn AssetsHandler, and in turn GrfAssetsStore. Mind you I have not set up any EventListeners that call them back up -indeed, I tried to make sure that once started, they would be left undisturbed- but in my ignorance I've now realised that restarting Level01 is in turn re-extending the other classes.
Understandably this is greatly undesirable, but so far I cannot overcome it. I tried just instantiating the super classes within Level01 -same issue.
The aim pretty much is having GameScreen, AssetsHandler and GrfAssetsStore running under the bonnet, so to speak, while new levels are begun and ended, but without in turn restarting the superclasses, just getting methods/variables etc. from them.
So: how do I overcome this? And no, I am not greatly experienced in AS3, so I appreciate if this is obvious to actual experts, hence why I am here.
If I need to word anything better please do not hesitate in saying such.
EDIT: the issue now I believe isn't the extending, but me not de-referencing correctly the variables etc., thanks Josh for helping me realise such. As you mentioned, it makes little sense to deny one of the major aspects of OOP: as such I should defo not consider applying that incorrect logic.
I'll attempt to better GC (and force GC if necessary) until I have removed correctly all references. If this doesn't work though...I'll post another, more detailed question.
You could set it up as a Singleton.
Basic structure:
public class ClassName {
private static var _instance:ClassName;
public function ClassName() {
// run normal constructor code here
}
public static function get instance():ClassName {
if ( !_instance ) {
_instance = new ClassName();
}
return _instance;
}
}
So instead of you ever calling new ClassName() in your code, you just call ClassName.instance to access the single instance of that class. That will return the same single instance every single time, and create it if it has not already been created. This will ensure there is never more than a single instance of the code at any given time (assuming you never call new ClassName() of course)
Note that this is not a design pattern that should be used often, if at all. It goes against basic OOP principles and is a highly debated design pattern for that reason. I think this works in this case because you do not want more than one instance of your game running at any given time, but in most cases you should write your code to avoid this pattern.
http://en.wikipedia.org/wiki/Singleton_pattern
I have a TitleWindow component. It allows me to save some data provided through 3 TextInput.
That data "fills" a DropDownList which is in another TitleWindow component, not inside the original one.
How can I call the remoteObject method that fills (or refresh) my DropDownList?
Any ideas will be appreciated!
You can simply use a Singleton as a model if you'd like, this will allow you to share data, but beware keep data only that needs to be shared in here or it will just become a global nightmare.
Using a singleton means you'll have a class that you can only ever have one instance of. If you put properties in that class any time you reference it it will be the same memory throughout the application execution.
http://blog.pixelbreaker.com/actionscript-3-0/as30-better-singletons
Marking the singleton class or individual properties as Bindable will make it so you can watch for the changes and call a function.
http://livedocs.adobe.com/flex/3/html/help.html?content=databinding_8.html
Putting this together you have something like this:
[Singleton.as]
package
{
[Bindable]
public class Singleton
{
public var myListData:Array;
public static var instance:Singleton;
public static function getInstance():Singleton
{
if( instance == null ) instance = new Singleton( new SingletonEnforcer() );
return instance;
}
public function Singleton( pvt:SingletonEnforcer )
{
// init class
}
}
}
internal class SingletonEnforcer{}
Somewhere else you want to get a handle on this
[MyTitleWindow.as]
var instance:Singleton = Singleton.getInstance();
instance.myListData = [1,2,3];
[MyTitleWindowWithAList]
var instance:Singleton = Singleton.getInstance();
BindingUtils.bindSetter(funcUpdateList, instance, "myListData");
private function funcUpdateList(data:Object)
{
myList.dataProvider = data as Array;
}
Another option is to create an event that carries your data payload, dispatch that event from the first title window, and capture it, the problem with this is you have to register the listeners on the PopUpManager or SystemManager I believe because the TitleWindow's aren't direct children of the Application I believe.
Singletons are a bad idea and you should not get in the habit of using them. Instead, just dispatch an event from the View and catch it from something else that has access to your Service object.
Note that your Service should not be part and parcel of any View--the responsibility of a View is displaying data and capturing requests from the user to change the data, not communicating with a server.
For examples of an application written with this pattern in mind, check out
[Refactoring with Mate] (http://www.developria.com/2010/05/refactoring-with-mate.html) - The example has View source enabled
The same application done with RobotLegs - again, View Source is enabled.
Note that these are written against some popular frameworks, but they are written in such a way that you can easily replace that framework code with something else, even your own code.
For reference, here is the naiive implementation, where the service layer is being called directly in the Views. You couldn't call a different service without changing the Views, though the use of the static service means you could use it from elsewhere.
That static usage survived into the later examples, though today I would never write something depending on a globally accessible object. In part this is because I discovered Test Driven Development, and it is impossible to replace the "real" static object with an object that lets you isolate what you are testing. However, the fact that most of the code in the 2 "better" examples is insulated from that static object means that it is trivial to replace it with one that is provided some other way.
The lesson here is if you're going to use static, global objects, lock them away behind as much abstraction as you can. But avoid them if you're at all interested in best practice. Note that a Singleton is a static global object of the worst kind.
I have a large application that needs to ensure that various items are loaded (at different times, not just at startup) before calling other routines that depend on said loaded items. What i find problematic is how my architecture ends up looking to support this: it is either littered with callbacks (and nested callbacks!), or pre populated with dozens of neat little
private function SaveUser_complete(params:ReturnType):void
{
continueOnWithTheRoutineIWasIn();
}
and so forth. Right now the codebase is only perhaps 2500 lines, but it is going to grow to probably around 10k. I just can't see any other way around this, but it seems so wrong (and laborious). Also, i've looked into pureMVC, Cairngorm, and these methods seem equally tedious,except with another layer of abstraction. Any suggestions?
Well asynchronous operations always have this affect on code bases, unfortunately there's not really a lot you can do. If your loading operations form some sort of 'Service' then it would be best to make a IService interface, along with the appropriate MVC Style architecture and use data tokens. Briefly:
//In your command or whatever
var service:IService = model.getService();
var asyncToken:Token = service.someAsyncOperation(commandParams);
//some messaging is used here, 'sendMessage' would be 'sendNotification' in PureMVC
var autoCallBack:Function = function(event:TokenEvent):void
{
sendMessage(workOutMessageNameHere(commandParams), event.token.getResult());
//tidy up listeners and dispose token here
}
asyncToken.addEventListener(TokenEvent.RESULT, autoCallBack, false, 0, true);
Where I have written the words 'workOutMessageNameHere()' I assume is the part you want to automate, you could either have some sort of huge switch, or a map of commandParams (urls or whatever) to message names, either way best get this info from a model (in the same command):
private function workOutMessageNameHere(commandParams):String
{
var model:CallbackModel = frameworkMethodOfRetrivingModels();
return model.getMessageNameForAsyncCommand(commandParams);
}
This should hopefully just leave you with calling the command 'callService' or however you are triggering it, you can configure the callbackMap / switch in code or possibly via parsed XML.
Hope this gets you started, and as I've just realized, is relevant?
EDIT:
Hi, just had another read through of the problem you are trying to solve, and I think you are describing a series of finite states, i.e. a state machine.
It seems as if roughly your sequences are FunctionState -> LoadingState -> ResultState. This might be a better general approach to managing loads of little async 'chains'.
Agreeing with enzuguri. You'll need lots of callbacks no matter what, but if you can define a single interface for all of them and shove the code into controller classes or a service manager and have it all in one place, it won't become overwhelming.
I know what you are going through. Unfortunately I have never seen a good solution. Basically asynchronous code just kind of ends up this way.
One solution algorithm:
static var resourcesNeededAreLoaded:Boolean = false;
static var shouldDoItOnLoad:Boolean = false;
function doSomething()
{
if(resourcesNeededAreLoaded)
{
actuallyDoIt();
}
else
{
shouldDoItOnLoad = true;
loadNeededResource();
}
}
function loadNeededResource()
{
startLoadOfResource(callBackWhenResourceLoaded);
}
function callBackWhenResourceLoaded()
{
resourcesNeededAreLoaded = true;
if(shouldDoItOnLoad)
{
doSomething();
}
}
This kind of pattern allows you to do lazy loading, but you can also force a load when necessary. This general pattern can be abstracted and it tends to work alright. Note: an important part is calling doSomething() from the load callback and not actuallyDoIt() for reasons which will be obvious if you don't want your code to become out-of-sync.
How you abstract the above pattern depends on your specific use case. You could have a single class that manages all resource loading and acquisition and uses a map to manage what is loaded and what isn't and allows the caller to set a callback if the resource isn't available. e.g.
public class ResourceManager
{
private var isResourceLoaded:Object = {};
private var callbackOnLoad:Object = {};
private var resources:Object = {};
public function getResource(resourceId:String, callBack:Function):void
{
if(isResourceLoaded[resourceId])
{
callback(resources[resourceId]);
}
else
{
callbackOnLoad[resourceId] = callBack;
loadResource(resourceId);
}
}
// ... snip the rest since you can work it out ...
}
I would probably use events and not callbacks but that is up to you. Sometimes a central class managing all resources isn't possible in which case you might want to pass a loading proxy to an object that is capable of managing the algorithm.
public class NeedsToLoad
{
public var asyncLoader:AsyncLoaderClass;
public function doSomething():void
{
asyncLoader.execute(resourceId, actuallyDoIt);
}
public function actuallyDoIt ():void { }
}
public class AsyncLoaderClass
{
/* vars like original algorithm */
public function execute(resourceId:String, callback:Function):void
{
if(isResourceLoaded)
{
callback();
}
else
{
loadResource(resourceId);
}
}
/* implements the rest of the original algorithm */
}
Again, it isn't hard to change the above from working with callbacks to events (which I would prefer in practise but it is harder to write short example code for that).
It is important to see how the above two abstract approaches merely encapsulate the original algorithm. That way you can tailor an approach that suites your needs.
The main determinants in your final abstraction will depend on:
Who knows the state of resources ... the calling context or the service abstraction?
Do you need a central place to acquire resources from ... and the hassle of making this central place available all throughout your program (ugh ... Singletons)
How complicated really is the loading necessities of your program? (e.g. it is possible to write this abstraction in such a way that a function will not be executed until a list of resources are available).
In one of my project, I build custom loader which was basically wrapper class. I was sending it Array of elements to load and wait for either complete or failed event(further I modified it and added priority also). So I didn't have to add so many handlers for all resources.
You just need to monitor which all resources has been downloaded and when all resources complete, dispatch a custom event-resourceDownloaded or else resourcesFailed.
You can also put a flag with every resource saying it is necessary or compulsory or not, If not compulsory, don't throw failed event on failing of that resource and continue monitoring other resources!
Now with priority, you can have bunch of file which you want to display first, display and continue loading other resources in background.
You can do this same and believe me you'll enjoy using it!!
You can check the Masapi framework to see if it fulfills your needs.
You can also investigate the source code to learn how they approached the problem.
http://code.google.com/p/masapi/
It's well written and maintained. I used it successfully in a desktop RSS client I developed with Air.
It worked very well assuming you pay attention to the overhead while loading too many resources in parallel.