When I'm writing a method or using a member variable, I often find I need to share them across an app. But where should they go?
I can subclass Activity, but that falls over as soon as I use a MapView and am forced to use MapActivity, so not all my activities inherit from my subclass. Is there I way around this?
Where inheritance isn't applicable, I am tending to put generic methods and member variables into a subclass of the Application object, but I'm finding it's creating a mess of code as every class needs to either grab access to the application object through via context, or I have to pass it down.
I suspect I would be better off creating MyApplication.getInstance() and keeping everything in a singleton, instead of passing the application object down through the app classes. but before I wanted to see what you guys had to say.
If you want to access the "Global Singleton" outside of an activity and you don't want to pass the Context through all the involved objects to obtain the singleton, you can just define, as you described, a static attribute in your application class, which holds the reference to itself. Just initialize the attribute in the onCreate() method.
For example:
public class ApplicationController extends Application {
private static ApplicationController _appCtrl;
public static ApplicationController getAppCtrl()
{
return _appCtrl;
}
}
One example with resources: Because subclasses of Application also can obtain the Resources, you could access them simply when you define a static method, which returns them, like:
public static Resources getAppResources()
{
return _appCtrl.getResources();
}
For global methods, use a static Util class with static methods. If you can't use static methods, then the methods shouldn't be global in the first place, and put them in the class that makes sense.
First read this:
How to declare global variables in Android?
Now why you shouldn't use a static singleton. Using a singleton is a the same thing as a global variable. Global variables reduce your maintainability because everywhere you use the global variable you break modularity or introduce global details and assumptions about your overall design. Your program can't have two of these variables because it only looks in one place for it. This means your program can't adapt easily when you have two instances instead of one.
For example, say I have a method called playTurn() and I implement it like so:
public void playTurn() {
globalPlayer.incrementClock();
globalPlayer.doSomething();
globalPlayer.doSomethingElse();
}
Now let's say I want to add a second player to the mix. Uh oh my playTurn() method assumes one player only when it used globalPlayer. If I want to add a second player to the program I have to change that method. Do this a lot and your program is very rigid and inflexible to change. Instead what if I did this:
public void playTurn(Player player) {
player.incrementClock();
player.doSomething();
player.doSomethingElse();
}
Now can do this:
playTurn( player1 );
playTurn( player2 );
I can reuse playTurn() for both player1 and player2 and I didn't have to change it. I just had to change the client of that method.
Most of the time you're being lazy and you want to get a reference to some object, and global variables are fast ways to get references to well known objects. Instead it's better to have one class that resolves the dependencies across your application at start up or the time when it makes sense. Then only that one place understands how your code is put together. For example,
public class Game {
Player player1;
Player player2;
Board board;
public void startGame() {
BlueTooth blueTooth = BlueTooth.getChannel();
player1 = new LocalPlayer();
player2 = new NetworkedPlayer( blueTooth );
board = new Board();
player1.setOpponent( player2 );
player1.setBoard( board );
player2.setOpponent( player1 );
player2.setBoard( board );
}
}
Now everyone has their dependencies, and they don't need to use static variables to find references to things. Also player1 doesn't have to know about details like that player2 is over the network, or that it's apart of a Game. What's important to note is that these objects we're connecting have a long life, possibly the entire program, but if they need to create other things at runtime that's ok for them to do.
Say for example, we need to create multiple players at runtime based on who joins the game. Well we might create a PlayerManager that we can instantiate at startup then create Player objects on the fly. PlayerManager is just a plain old object that we create in Game when we start a new game.
I hope you can start seeing this is a much better way to develop software. You might not understand it right off, but if you think about it will make more sense. It's very subtle change, but very powerful.
Related
I'm in the process of completely redesigning my Android app. Before, EVERYTHING was in the same class.
So I tried to redraw everything so that the code is clearer apart Admob than the doc advice to put in the Main thread, I separate the different part of my code in class. So I used two technique: I created a songleton that contains variables that I want to have access to constantly,and I call my classes via weak reference.
Here is what it looks like:
For example, the UIManager class that needs to update the game's IU have a weak reference looks like this:
private static SoftReference<UIManager> ManageUI;
static{ManageUI= new SoftReference<>(null);}
static UIManager get()
{
if(ManageUI.get()==null)
{
ManageUI= new SoftReference<>(new UIManager());
}
return ManageUI.get();
}
GameManager Manager=GameManager.getInstance();
to be able to use the findviewbyid for example I place in method argument the main class that is the mainthread
the singleton that contains all my variables that I want to have permanent access to looks like this:
private GameManager()
{}
/** Holder */
private static class Manager
{
/** Instance unique non préinitialisée */
private final static GameManager instance = new GameManager();
}
/** Point d'accès pour l'instance unique du singleton */
public static GameManager getInstance()
{
return Manager.instance;
}
To separate all in different class, I pass argument to my method so I can call au stuff belong to Activity like that:
(My main class is called GamePlay)
void OpenGlobalScene(GamePlay activity)
{
Manager.OnTitle=false;
if (!checkLayout(activity,R.id.globalscene)) {
LayoutInflater(activity,9, true);
LinearLayout GamePlan = (LinearLayout) activity.findViewById(R.id.globalscene);
GamePlan.setAlpha(Manager.AlphaBord);
}
}
For now, I have not noticed any problems except a few slownesses on old android phone 4.4.2.
Also compared to my old code were EVERYTHING was in the same class, it's much easier to change pieces of code (going to the inapp billing V3 was simpler since everything was in one class that I call like the others with weak referencre)
My questions are:
-What are the problems that such a structure might pose?
I had also chosen that structure to not load or leave in memory things that are not useful
-How are chance that Android will erase from memory an action in progress called with weak reference?
-As you can see I pass the activity has argument to the method, sometimes I pass it from a method to another. Is that fact can cause some trouble?
Thank you for your help.
Check Dagger2 is better than the clasic singleton https://developer.android.com/training/dependency-injection/dagger-android?hl=es-419
thanks for your answer and your tips. I'am gonna check this out.
Anyone else know something about consequences on memory when using weak references ?
I'm working on an Android app that uses some background tasks (AsyncTasks) and I want to use best practices regarding data persistence across app lifecycle and tasks callbacks.
Up to now, I have a mix of practices regarding this:
1) I have some static fields in classes where AsyncTasks are used in the form of:
private static String str1;
private static String str2;
private static int int1;
...//=>no more than 6 static fields
2) I use a sinleton App instance with many getters/setters in the form of:
package xxx.xxx.xxx
import xxx.xxx.xxx
...
public class AppSettings {
private static AppSettings singleton;
private String _field1;
...//=>many fields
public void setField1(String field1) { _field1 = field1; }
public String getField1() { return _field1; }
...//=>many getters/setters
private AppSettings() {}
public AppSettings getInstance(){
if (instance== null) {
synchronized(AppSettings.class) {
if (instance == null)
instance = new AppSettings();
}
}
return instance;
}
}
I definitely know that abusing of static fields is not good at all, so I decided to replace them all, but I'm not completely sure if my second approach -having an application instance in a singleton with many getters/setters- is considered a good way to go, and in case not, I would like to know about better alternatives.
Thank you very much.
Edit 1: Just to clarify.
In order for you to understand more clearly what I use my AppSettings singleton class for I'll give you two examples:
1) I use it to store app setting/configuration values (that's why the name) to be available anywhere. For example, font color, font size, whatever.
2) I use it to store temporary data/values. For example, my main activity creates a small video in the backgroung using "VideoHelper" class and called through an AsyncTask, and as video generation process needs some parameters from main activity, I use AppSettings getters/setters to send them through.
Edit 2: Better explanation of everything.
Thanks to #a_local_nobody I realized my "case of use" was not so clear so I'll add a few things more.
My AppSettings is not being used to store user settings, I use SharedPreferences for that, but instead app default configuration parameters.
To give an example, I store activities background color (and this is just an example) so if in the future I change my mind and decide to use another background color this setting (and many more) are centralized there. It's like a "container" for many default app settings.
Regarding the use of getters and setters in this app singleton class, I think I'll foloww #a_local_nobody suggestion related to define some static variables in each class and use them as needed instead of having a bunch of unrelated getters/setters globally.
Anyway, all comments are welcome.
Well, you are talking about persisting data across app lifecycle which, in my mind, sounds like you're looking for a ViewModel:
The ViewModel class is designed to store and manage UI-related data in
a lifecycle conscious way. The ViewModel class allows data to survive
configuration changes such as screen rotations.
as well as:
The purpose of the ViewModel is to acquire and keep the information
that is necessary for an Activity or a Fragment. The Activity or the
Fragment should be able to observe changes in the ViewModel.
ViewModels form part of the MVVM design pattern, with loads of examples available online.
For more info, have a look at the documentation
on a side-note, perhaps you can have a look at the google sunflower project for some ideas on how to implement the new architecture components, which includes usages of ViewModels.
Also worth adding, is that what you've created with your AppSettings solution, is a big dependency. Various things will depend on this single object and it will be needed throughout your application, most likely. You might consider, instead of creating it like this, to rather use dependency injection with your options, for android, probably being either Dagger 2 or Koin for kotlin (if you ever swap over to kotlin) or perhaps your own form of dependency injection without having to use these frameworks.
Hope this helps
Edit based on feedback from OP:
I use it to store app setting/configuration values (that's why the
name) to be available anywhere. For example, font color, font size,
whatever.
this sounds like a better use case for Shared preferences, especially if these are settings defined by a user, otherwise you should be savings these into strings.xml etc. and making use of localization
I use it to store temporary data/values. For example, my main activity
creates a small video in the background using "VideoHelper" class and
called through an AsyncTask, and as video generation process needs
some parameters from main activity, I use AppSettings getters/setters
to send them through.
if you have a VideoHelper class, you might be better off either creating a Builder design pattern for this object, or having static variables for this helper to change its functionality as you need to, if these are variables for your VideoHelper, then they should be located with your VideoHelper.
Things which change together should usually stay together.
Your approach doesn't qualify as "best practices" in modern android development.
The recommended way of handling configuration changes is by using the new architecture component: ViewModel
It have the property of surviving the onDestroy triggered when a configuration change occurs.
Basically, you will need to move this AppSettings code to a ViewModel.
Let's assume I have a class MainActivity.
This contains a number of objects stored in fields, such as instances of Player, Enemy, Level, etc. Each of these objects needs to be able to refer to every other object.
What is the best way to go about this?
Make these fields static, and refer to them accordingly, i.e.
MainActivity.player.setHealth(0);
Create getter methods for each field, and simply pass each object a reference to MainActivity, so that they can call these getter methods, i.e.
mainActivity.getPlayer().setHealth(0);
Pass each object a reference to every other object, and store these references in fields within each object, so that they can be referred to directly, i.e.
player.setHealth(0);
Not a real answer but just to give you some tips.
Your Player should be like so:
public class Player
{
private static Player _player = null;
int _health;
...
public static Player getInstance()
{
if (_player == null)
_player = new Player(...);
return _player;
}
public void increaseHealth(int amount)
{
_health += amount;
}
}
Then in any part of your application when you need a Player you can do:
Player p = Player.getInstance();
and you will get the same player all the time. You can do a similar thing with your level class as only 1 level will be active at any one time.
However the Enemy class will need a different approach. I would make a List inside the Level class and get at them like so:
Level l = Level.getInstance();
List<Enemy> enemiesOnLevel = l.getEnemies();
// do something with them
Have a look in the Android docs here: http://developer.android.com/guide/faq/framework.html#3. There is also the possibility to serialize your object into primitive datatypes and pass those within your Intent to the new Activity.
A couple more options to share objects between activities are to use parcable, which I think is probably the highest performance method, and shared preferences.
In my app I used to learn (the little I know about android programming), I used gson to serialize the object to json, then stored it in shared preferences in activity A , then recreated it from shared preferences in activity B, and then stored it again.
I am looking for how to share functions and data across multiple activities within a single application. I researched the daylights out of it and find some ideology war between overriding the extend for the application and doing a singleton, neither of which I can find examples sufficient to make me understand. Basically I want to share data and share functions. All activities need the same functions and data so this is not one activity sharing data with another activity. It is all activities needing to have access to the same functions and data.
What I want to know is what is the way to go and how do I do it. I need to see what I need to do in my 34 activities, what the class that is going to be common looks like, and what the Manifest entry needs to be. I also need to be sure the common data area will not be closed by the OS.
This is my first Android - Java program and now find my 15,000 line, 34 activity application needs some structure. I know, should have done things differently but the app works really well with two exceptions. One is that it is structurally a mess. Two is that the fact it is a mess is making it hard to fix one behavior I would like to fix.
This is a GPS based application for racing sailboats. It is timing critical and every activity basically runs a once a second loop inside the location manager onLocationChanged function. That part is fine and I do not want to put the GPS code in one place. The problem is that most activities need to filter the data so a lot of code is copied and pasted to the activities. The filter needs history so it needs to remember a state. There are other functions that are used by several activities so these have been copied as well. Think of a function that averages the last three GPS speed readings. It needs to save some history, do its thing, and give a result. All activities need to do the exact same thing. All this works but the problem is that the averaging starts over every time I switch activities because every activity has its own filter. That gives a glitch in the data that I need to get rid of. I need common place to save the data and hopefully a common place to run the filtering and other functions that are common. If every activity can call the filter function that is using common state data, there will be no glitch across activity changes.
I would appreciate some guidance.
Why you don't just make a Class with only static functions, passing needed Parameters? An example if you want to show an ErrorDialog
public class SharedHelper{
public static Dialog showErrorDialog(Context ctx, String message, String title, DialogInterface.OnClickListener okListener, DialogInterface.OnClickListener cancelListener){
AlertDialog.Builder builder = new AlertDialog.Builder(ctx);
builder.setMessage(message).setTitle(tilte);
if (okListener != null){
builder.setPositiveButton(R.string.button_positive, okListener);
}
if (cancelListener != null){
builder.setNegativeButton(R.string.button_negative, cancelListener);
}
return builder.show();
}
}
Singletons are (from my point of view) one of the uglyest design pattern and will bite you sooner or later. Putting anything in Application requires you to cast it everytime to the Special Application class you designed. A class with only statics however is very flexible in its usage and doesn't need an instance to work.
For the storage-issue:
lookup "SharedPreferences" & "SQLite" and decide afterwards which storage-type suits your needs more.
For the methods-issue:
This question is a bit more complex and there are different ways to do it. For example you could write a parent-class that implements all your globally needed questions and you let all your activity-classes inherit from it.
public class MyParentActivity extends Activity {
public void myMethod() {
}
}
and:
public class Activity1of34 extends MyParentActivity {
myMethod();
}
I think what this comes down to is not an Android problem but an Object-Oriented Programming problem. If I understand the situation correctly, I'm betting the best solution would be to take your shared filter and create a new Filter class that is instantiated within each Activity (this is likely more manageable than a singleton, but not having seen your use case, it's hard to say for sure). If you need to centrally track the averaging, you can simply create a static variable within the Filter class that maintains the same value during the life of the application. If you really want to maintain that average (even past the application's current lifecycle), you can persist it in a database or other local data options. However, I don't see any reason to put everything in a singleton just to maintain that average. Singletons (and all static data structures) can be potentially troublesome if used incorrectly.
I, for one, do not mind the singleton pattern. Of course as everything else it should not be abused.
This is the construction I use for my shared objects. My app is divided into modules this way but can just as well be used in your case.
public class SharedDataObject {
private Context context;
private static SharedDataObject instance;
public static SharedDataObject getInstance() {
if (instance == null) throw new RuntimeException("Reference to SharedDataObject was null");
return instance;
}
public static SharedDataObject createInstance(Context context) {
if (instance != null) {
return instance;
}
return instance = new SharedDataObject(context.getApplicationContext());
}
// notice the constructor is private
private SharedDataObject(Context context) {
this.context = context;
}
...
public void myMethod() {
// do stuff
}
}
Notice that it uses the application context, that means among other things, means that the context owned by SharedDataObject cannot be used for GUI operations. But, the context will live for the entire lifetime of the application, which is nice.
Furthermore I hate having to pass a context everytime I wish to call methods on my SharedDataObject, thus I have a splashscreen calling SharedDataObject.createInstance() on all my modules.
Once an instance is create, I can call:
SharedDataObject.getInstance().myMethod();
Anywhere in my code, regardless of a context being present or not (from the place calling this code that is).
Is there any way to access private variables of other class.Actually I am writing testCases for my library project in order to test all possible critical conditions when the app is going to crash .I shuld write in such a way that my project should pass all test cases.Now what my problem I should check for the variables which are declared as private in my library project.Is there any way to access these variables (which are declared as private).
use getters and setters ..it is the preferred way.. in setters make sure you keep safe values and make sure they will not break your code in any case..
On Android, you wanna make your activities' methods private to prevent other classes from thinking they can access it (fragment can, but that is wrong practice to me, it's better to use an observable-observer pattern). Then you will end up with private fields and methods that would need to be accessed by tests only.
BoundBox does exactly that ! Here below is an example of a test that accesses 2 private fields of an activity to test it :
#UiThreadTest
public void testCompute() {
// given
boundBoxOfMainActivity = new BoundBoxOfMainActivity(getActivity());
// when
boundBoxOfMainActivity.boundBox_getButtonMain().performClick();
// then
assertEquals("42", boundBoxOfMainActivity.boundBox_getTextViewMain().getText());
}