How to create a read-only array in java? - arrays

I want to get rid of clone() method.
For the below class sonar (static code check tool) was complaining that
I should not directly expose an internal array of the object as one can change the array after the method call which in turn changes the object's state. It suggested to do a clone() of that array before returning so that object's state is not changed.
Below is my class...
class DevicePlatformAggregator implements IPlatformListings{
private DevicePlatform[] platforms = null;
public DevicePlatform[] getAllPlatforms() throws DevicePlatformNotFoundException {
if (null != platforms) {
return platforms.clone();
}
List<DevicePlatform> platformlist = new ArrayList<DevicePlatform>();
..... // code that populates platformlist
platforms = platformlist.toArray(new DevicePlatform[platformlist.size()]);
return platforms;
}
}
However I don't think its good to clone as its unnecessary to duplicate the data.
There is nothing similar to Collections.unmodifiableList() for array
I can not change the return type of the method getAllPlatforms() to some
collection as it is an interface method

I am not a Java guru but I am pretty confident that you are out of luck here. There is no way to make a primitive array immutable apart from creating an array of 0 elements.
Making it final won't help cause only the reference pointing to it would be immutable.
As you already said the way to go in obtaining an unmodifiable list would be to use Collections as in the following example:
List<Integer> contentcannotbemodified= Collections.unmodifiableList(Arrays.asList(13,1,8,6));
Hope it helps.

Related

How to populate method's return values with AutoFixture

I would like to auto-generate a method's return values in a non-deterministic manner, i.e. with every call/test run to I expect a method to return random value. For the moment it returns always default values of the method calls:
public interface IReturn
{
bool BoolMethod();
int IntMethod();
}
[Fact]
public void AllReturnsFromAutofixtureMethodsAreFalse()
{
IFixture fixture = new Fixture().Customize(new AutoNSubstituteCustomization());
IEnumerable<IReturn> theBools = fixture.CreateMany<IReturn>();
Assert.True(theBools.All(tb => tb.BoolMethod() == false));
Assert.True(theBools.All(tb => tb.IntMethod() == 0));
}
In questions like this one can find a way how to achieve similar thing for properties, however not methods. Any idea?
I haven't used AutoFixture with NSubstitute customization, however by analogy to Moq library, It seems that AutoConfiguredNSubstituteCustomization class should be used to achieve advanced AutoFixture faking behavior such that you want to. Using it you can auto-generate results from stubbed methods, as well as it is possible to create mock objects chains, injecting freezed objects into chain, an so on.

Dapper Correct Object / Aggregate Mapping

I have recently started evaluating Dapper as a potential replacement for EF, since I was not too pleased with the SQL that was being generated and wanted more control over it. I have a question regarding mapping a complex object in my domain model. Let's say I have an object called Provider, Provider can contain several properties of type IEnumerable that should only be accessed by going through the parent provider object (i.e. aggregate root). I have seen similar posts that have explained using the QueryMultiple and a Map extension method but was wondering how if I wanted to write a method that would bring back the entire object graph eager loaded, if Dapper would be able to do this in one fell swoop or if it needed to be done piece-meal. As an example lets say that my object looked something like the following:
public AggregateRoot
{
public int Id {get;set;}
...//simple properties
public IEnumerable<Foo> Foos
public IEnumerable<Bar> Bars
public IEnumerable<FooBar> FooBars
public SomeOtherEntity Entity
...
}
Is there a straightforward way of populating the entire object graph using Dapper?
I have a similar situation. I made my sql return flat, so that all the sub objects come back. Then I use the Query<> to map the full set. I'm not sure how big your sets are.
So something like this:
var cnn = sqlconnection();
var results = cnn.Query<AggregateRoot,Foo,Bars,FooBar,someOtherEntity,AggregateRoot>("sqlsomething"
(ar,f,b,fb,soe)=>{
ar.Foo = f;
ar.Bars = b;
ar.FooBar = fb;
ar.someotherentity = soe;
return ar;
},.....,spliton:"").FirstOrDefault();
So the last object in the Query tag is the return object. For the SplitOn, you have to think of the return as a flat array that the mapping will run though. You would pick the first return value for each new object so that the new mapping would start there.
example:
select ID,fooid, foo1,foo2,BarName,barsomething,foobarid foobaritem1,foobaritem2 from blah
The spliton would be "ID,fooid,BarName,foobarid". As it ran over the return set, it will map the properties that it can find in each object.
I hope that this helps, and that your return set is not too big to return flat.

Creating New Array with Class Object in GWT

I would like to create a new array with a given type from a class object in GWT.
What I mean is I would like to emulate the functionality of
java.lang.reflect.Array.newInstance(Class<?> componentClass, int size)
The reason I need this to occur is that I have a library which occasionally needs to do the following:
Class<?> cls = array.getClass();
Class<?> cmp = cls.getComponentType();
This works if I pass it an array class normally, but I can't dynamically create a new array from some arbitrary component type.
I am well aware of GWT's lack of reflection; I understand this. However, this seems feasible even given GWT's limited reflection. The reason I believe this is that in the implementation, there exists an inaccessible static method for creating a class object for an array.
Similarly, I understand the array methods to just be type-safe wrappers around JavaScript arrays, and so should be easily hackable, even if JSNI is required.
In reality, the more important thing would be getting the class object, I can work around not being able to make new arrays.
If you are cool with creating a seed array of the correct type, you can use jsni along with some knowledge of super-super-source to create arrays WITHOUT copying through ArrayList (I avoid java.util overhead like the plague):
public static native <T> T[] newArray(T[] seed, int length)
/*-{
return #com.google.gwt.lang.Array::createFrom([Ljava/lang/Object;I)(seed, length);
}-*/;
Where seed is a zero-length array of the correct type you want, and length is the length you want (although, in production mode, arrays don't really have upper bounds, it makes the [].length field work correctly).
The com.google.gwt.lang package is a set of core utilities used in the compiler for base emulation, and can be found in gwt-dev!com/google/gwt/dev/jjs/intrinsic/com/google/gwt/lang.
You can only use these classes through jsni calls, and only in production gwt code (use if GWT.isProdMode()). In general, if you only access the com.google.gwt.lang classes in super-source code, you are guaranteed to never leak references to classes that only exist in compiled javascript.
if (GWT.isProdMode()){
return newArray(seed, length);
}else{
return Array.newInstance(seed.getComponentType(), length);
}
Note, you'll probably need to super-source the java.lang.reflect.Array class to avoid gwt compiler error, which suggests you'll want to put your native helper method there. However, I can't help you more than this, as it would overstep the bounds of my work contract.
The way that I did a similar thing was to pass an empty, 0 length array to the constructor of the object that will want to create the array from.
public class Foo extends Bar<Baz> {
public Foo()
{
super(new Baz[0]);
}
...
}
Baz:
public abstract class Baz<T>
{
private T[] emptyArray;
public Baz(T[] emptyArray)
{
this.emptyArray = emptyArray;
}
...
}
In this case the Bar class can't directly create new T[10], but we can do this:
ArrayList<T> al = new ArrayList<T>();
// add the items you want etc
T[] theArray = al.toArray(emptyArray);
And you get your array in a typesafe way (otherwise in your call super(new Baz[0]); will cause a compiler error).
I had to do something similar, I found it was possible using the Guava library's ObjectArrays class. Instead of the class object it requires a reference to an existing array.
T[] newArray = ObjectArrays.newArray(oldArray, oldArray.length);
For implementing an array concatenation method, I also stepped into the issue of missing Array.newInstance-method.
It's still not implemented, but if you have an existing array you can use
Arrays.copyOf(T[] original, int newLength)
instead.

How can I return a Dictionary<string, Object> as JsonResult, AND get the proper result in JavaScript?

I'm constructing my JsonResult in Controller by adding some extra information to an already existing JsonResult (returned from a different method). In order to add more properties, I converted the initial JsonResult into a Dictionary:
IDictionary<string, object> wrapper = (IDictionary<string, object>)new
System.Web.Routing.RouteValueDictionary(json.Data);
Then I just add data by writing wrapper["..."] = "value".
The method returns a new JsonResult, with wrapper as .Data:
new JsonResult() { wrapper, JsonRequestBehavior.AllowGet };
and that's where the troubles start; while communication happens perfectly, and the success function gets called, the resulting array which I use in JavaScript doesn't have the clean structure I expect: instead of accessing values as val = ret.PropName1; I end up having to access a simple indexed array, which contains in turn a dictionary with two pairs: { "Value"="val, "Key"="PropName1" }; (so something like o[0].Key would give me the property name)
I'd like to know if there's a smart, fast way to rewrite the JsonResult creation in the Controller, to get a nice clean dictionary in the View.
There are a couple of ideas I have, but they aren't particularly clean: I could throw away JsonResult reuse on the server side, and just make an anonymous object with all the right properties; or, I could make a translation function in Javascript which could translate the result into a new Array(). I'm looking for better solutions.
[Later Edit] The array comes the way it does because the dictionary was defined as <string, object>. If it were <string, string>, it would be sent the way I'd originally expect it. But since I actually use objects from that bag, I'll just leave it the way it is, and pass the json response through the below function.
Addendum: while writing the above question, it occurred to me that the translation between 'bad' array and 'good' array is indeed very simple:
function translateAjaxResult(ret) {
var result = new Array();
if (ret == null) return result;
for(var i = 0; i < ret.length; i++)
result[ret[i].Key] = ret[i].Value;
return result;
}
Nonetheless, it's still a patch to a problem and not a fix to a problem, so I'd still like a more elegant solution.

Can someone explain the magic going on in Prism's resolve<> method?

I've got a CustomersModule.cs with the following Initialize() method:
public void Initialize()
{
container.RegisterType<ICustomersRepository, CustomersRepository>(new ContainerControlledLifetimeManager());
CustomersPresenter customersPresenter = this.container.Resolve<CustomersPresenter>();
}
The class I resolve from the container looks like this:
class CustomersPresenter
{
private CustomersView view;
private ICustomersRepository customersRespository;
public CustomersPresenter(CustomersView view,
ICustomersRepository customersRepository,
TestWhatever testWhatever)
{
this.view = view;
this.customersRespository = customersRepository;
}
}
The TestWhatever class is just a dummy class I created:
public class TestWhatever
{
public string Title { get; set; }
public TestWhatever()
{
Title = "this is the title";
}
}
Yet the container happily resolves CustomersPresenter even though I never registered it, and also the container somehow finds TestWhatever, instantiates it, and injects it into CustomersPresenter.
I was quite surprised to realize this since I couldn't find anywhere in the Prism documentation which explicitly stated that the container was so automatic.
So this is great, but it what else is the container doing that I don't know about i.e. what else can it do that I don't know about? For example, can I inject classes from other modules and if the modules happen to be loaded the container will inject them, and if not, it will inject a null?
There is nothing magical going on. You are specifying concrete types, so naturally they are resolvable, because if we have the Type object, we can call a constructor on it.
class Fred { };
Fred f1 = new Fred();
Type t = typeof(Fred);
Fred f2 = (Fred)t.GetConstructor(Type.EmptyTypes).Invoke(null);
The last line above is effectively what happens, the type t having been found by using typeof on the type parameter you give to Resolve.
If the type cannot be constructed by new (because it's in some unknown separate codebase) then you wouldn't be able to give it as a type parameter to Resolve.
In the second case, it is constructor injection, but it's still a known concrete constructable type. Via reflection, the Unity framework can get an array of all the Types of the parameters to the constructor. The type TestWhatever is constructable, so there is no ambiguity or difficulty over what to construct.
As to your concern about separate modules (assemblies), if you move TestWhatever to another assembly, that will not change the lines of code you've written; it will just mean that you have to add a reference to the other assembly to get this one to build. And then TestWhatever is still an unambiguously refeferenced constructable type, so it can be constructed by Unity.
In other words, if you can refer to the type in code, you can get a Type object, and so at runtime it will be directly constructable.
Response to comment:
If you delete the class TestWhatever, you will get a compile-time error, because you refer to that type in your code. So it won't be possible to get a runtime by doing that.
The decoupling is still in effect in this arrangement, because you could register a specific instance of TestWhatever, so every call to Resolve<TestWhatever>() will get the same instance, rather than constructing a new one.
The reason this works is because Unity is designed for it. When you Resolve with a concrete type, Unity looks to see if it can resolve from the container. If it cannot, then it just goes and instantiates the type resolving it's dependencies. It's really quite simple.

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