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Programming on the Edge

Showing posts with label methodology. Show all posts
Showing posts with label methodology. Show all posts

Logging Performance

Published by Matt Hicks under , , , , , , , , , , on Thursday, January 12, 2017
I've never been a fan of the setup of logging frameworks as far back as when I was a Java developer.  The hassle and complexity of configuring and managing the logging framework was always a big hassle and would often create serious problems in the application if not done right.  Even today in Scala it doesn't feel much better.  Certainly we have Macros that give some additional compile-time optimizations, but it's amazing how little has changed.

A while back I created a Scala logging framework called Scribe.  Honestly, the primary reason had more to do with giving greater flexibility to control configuration in code over performance or anything else.  However, by not building on top of log4j, logback, slf4j, or JUL, I found that the system was not only far more simplistic and configurable, but it was also faster.

I recently did a comparison between Lightbend's Scala Logging framework to see how it performs.  Without any additional optimizations the results were pretty impressive.  I configured both Scribe and Scala Logging to avoid writing to standard out as that would be the primary bottleneck of performance and simply wrote a custom Writer / Appender that would simply count the log entries:


Over sixty seconds I recorded how many records could be logged.  Scala Logging was able to log 474k records and Scribe was able to log 610k.  Now, obviously this is far more logging than any reasonable application should be doing, but the point was to prove that not only can Scribe keep up with the most popular Scala logging framework (Scala Logging) on top of the most popular Java logging framework (Logback), but it quite a bit faster.

The second thing I measured was memory consumption over the run.  Memory usage is a very important factor with regard to logging as it should have a very small footprint to give maximum allocation to the application itself.  Again, my finding were pretty strongly in favor of Scribe:

While Scala Logging utilized 704kb of memory Scribe utilized on 596kb.  Again, not a substantial difference when we're discussing hundreds of thousands of records being logged, but this is meant to prove that Scribe is the better performer.

Very often I hear that a developer won't use a framework because there aren't enough developers using it.  Obviously this creates a chicken / egg situation as you can't get developers using it because not enough developers use it.

Hopefully this short post will give some additionally credibility to the value of Scribe that people will start comparing features and see just how much it has to offer.  If there's something missing that your existing logging framework has, just create a ticket.

Play Framework for Scala: An Evaluation

Published by Matt Hicks under , , , , , , , , , , , , on Friday, June 03, 2016
I often speak to clients and developers that are pushing the Play Framework as the ideal web framework when developing Scala web applications.  I started considering why Play is the framework that people tend to settle on, especially large companies.  I think there are a few reasons:

  1. It's supported by Typesafe *cough*, I mean Lightbend. Certainly Lightbend is the main company supporting Scala and to many people that means you should use whatever technology they are pushing.
  2. It has commercial support. This is a bleed-over from point #1, but I think warrants its own point.  Especially for big companies having the ability to get commercial support is very important.  It is unfortunate that truly open-source projects that are entirely community driven are seen as riskier, but typically that is the mentality.
  3. Play is actively maintained. It has been around for years and is sure to be around and maintained for many to come. Having a long history seems to give a lot of credibility to frameworks whether they deserve it or not.
  4. It's huge! There are a ton of modules and features that Play has available for your various needs and that provides a compelling option to companies that want to grow and expand and may need those nifty features in the future.
  5. Easy to get going. The handy-dandy Activator makes creating and managing your application stupid simple (with an emphasis on "stupid").  Especially for people building initial prototypes and evaluating the options available often find this compelling.  Activator helps get them going fast without much fussing with the build tools or framework.
  6. Big companies use it so it must be good! LinkedIn and the Guardian use it and certainly others, so it must be a good choice, right?
These are all important and mostly valid points, but for a developer that has created many web frameworks over the years and has built his fair share of web applications most of these points are not as valid as it might seem on the surface.  I'll attempt to address each of them and hopefully give some insight into why I think Play Framework is not the right tool for the job and no matter what you are writing in Scala there are better options available.
  1. Lightbend backing the framework is definitely a solid point in favor of the framework, but it doesn't mean it's the best framework for Scala. For example, Lightbend also supports Slick, but there are serious performance problems in that framework which led me to create ScalaRelational.  For an overview of the crazy performance distinctions between the two frameworks see here (this just scratches the surface, there are simple queries that should take milliseconds to complete that take minutes and up to hours to run).
  2. Though perhaps one of the most compelling points in favor of Play Framework, commercial support doesn't mean the primary active development on any "supported" framework by Lightbend is being done by Lightbend.  These are primarily open-source frameworks that Lightbend has taken it upon themselves to commercially support and most of the actual development is still being done by the open-source community.
  3. Actively maintained is a very good sign in any framework.  Not actively maintained frameworks are incredibly risky unless they have a specific function and aren't currently being maintained because they fulfill that function well and don't need further development.  For a web framework that's certainly not the case.  The Spring Framework for Java is still actively maintained, but it's a monolithic and painful platform that inspired self-loathing and hate.  Many projects start off good or at least good intentioned only to eventually expand themselves into something that has long since lost the focus and benefits of its original intent.  I wouldn't say Play has gotten as bad as Spring, but once you get past the dead-simple getting started tutorial, the nitty-gritty of the framework starts to seep into your bones causing maintenance and maintainability nightmares.
  4. Though having support for the various features you may eventually need built as modules to your framework is very nice, it also often results in the framework itself trying to solve too many problems and ending up solving nothing very well.  I try to focus on using frameworks that specifically focused to a specific problem and solve that problem well.  When a framework tries to solve too many problems it starts making compromises and watering down the overall benefits of the framework.
  5. Oh Activator, how I loathe thee!  I'm sure it seemed like a good idea to create a shiny wrapper around SBT to help create your project, run it, and even deploy it without being bothered with understanding how building your Scala project actually works.  However, it's when you need to manually do something and you realize you don't have a clue how the stupid thing works that it becomes a maintenance nightmare.  I'm a software developer, and software developers should be smart enough to create a new project from scratch without needing a tool to hold your hand.  If you aren't smart enough to create your build from scratch then you're either an idiot, or the tools are far too complicated.  Instead of dumbing down the complex tools by wrapping it, why not attempt to solve the problem by making the tools themselves less painful to learn?  Yes, I'm talking to you SBT!  What used to be Simple Build Tool has had to change its name to stop the laughter in derision (now Scala Build Tool).  SBT has definitely improved recently, but there is still far too much complexity to manage and maintain.
  6. Big companies make stupid decisions constantly.  Web frameworks are one the primary areas in which they make stupid mistakes.  You may argue, "but their site works, so it must have been the right choice", but take a look at Facebook's architectural history and you'll see a good example of sheer stupidity leading down a path of pain and the only way they could stay afloat was due to their popularity they could keep throwing money at it.  Don't use big business as an example of what you should do.  Most companies can't just keep throwing money at a solution until it works, and even ones that can't would be better off spending that money on other things and keep their programmers sane.  I've worked for and more recently have consulted for lots of big businesses and even for the US government (the biggest and most wasteful business in the world).  I try to avoid consulting for big companies when I can now for this very reason.
These points hopefully address at least the primary reasons many people choose Play Framework, but the answers themselves aren't evidence of why it shouldn't be used, they are simply responses to the common reasoning I hear.  My specific reasons why I try to avoid Play are a bit different:
  1. Templates with their own dialect and learning curve and injecting code directly within.  This is just wrong on so many levels.  The time it takes to learn Play's specific template dialect is problematic, the injection of code in your templates make things incredibly messy, and don't get me started on the nightmare of trying to refactor code.
  2. Play Project Structure. Why? Seriously! There is no logical reason to break from the standard of normal Scala projects "src/main/scala" to the mess that is Play's arbitrary and rigid project structure.  Not only does this further increase the learning curve, but it makes your code very different from every other Scala project.  Again, why?  There is no explicit gain from their mediocre project structure changes, and in the latest version you can override it, but it says it's "experimental" and might cause problems.
  3. Routes file.  Again, why?  It's a freakin' text file that compiles to Scala.  It's unfortunate that Scala doesn't have a powerful DSL that would make more sense than writing a text file...oh wait, it does!  I have spent a great deal of time contemplating this and I really have no idea why they would do this.  If we were talking about a configuration file that could be changed in production without rebuilding your project that would be one thing, but the routes file is compiled and built into your project.
  4. Performance is bad.  Six months ago I was working on a project and they were experiencing serious performance issues in their web services.  They were using Play and PlayJSON.  After a little bit of testing I found that the major bottleneck was Play.  I quickly swapped out for Spray and uPickle and the performance was then lightning fast, it was fewer lines of code, and the code was much clearer and easier to maintain.  Now, I can't generically defend that Play's performance is always bad, and it's possible in the latest releases that it is no longer an issue at all, but the framework has been around for years and there is just no excuse for serious performance issues like that making it into the code.
  5. Distraction from simplicity.  When I work on a project my mantra is, "make it as simple as possible, no more and no less".  Developers working on projects have a tendency to over-complicate things and especially among Scala developers attempt to be clever and end up creating a maintenance nightmare for themselves.  Developers also focus too much on simplicity and leave glaring holes in functionality or paint themselves into a corner that they can't code themselves out of.  A project should be as simple as possible while keeping in mind the overarching goals and a consideration of where the project is going.  Play is not a very flexible framework and when you need to diverge for business needs they make it painful to do so.
Wow, I got through an entire post without writing any code.  I think this is a first.  In summary, yes, I've spewed a lot of hatred towards Play Framework, and though most of it is justified, it is not a horrible framework.  I think there are better frameworks like Scala.js, Spray, Finagle, and possibly even Akka-HTTP now if they've resolved some of the missing features and performance problems.  I know it's a Java framework, but I've also been pretty impressed with Undertow.

Play Framework developers: If you read this, I apologize for the harshness, but hopefully this can be taken as constructive criticism and I would happily recant in a future post.

Mocking should be Mocked

Published by Matt Hicks under , , , , , on Wednesday, February 25, 2015
I've worked with and for a lot of companies over the years and with the ones that actually care about unit testing Mocking (Mockito or some other variation) typically quickly enters the scene. My argument is that in proper coding you should be able to write proper unit tests without any mock objects. I'll go a step further and say that encouraging mocking in your tests actually encourages poor code quality.

What's the purpose of Mocking?

Mocking is extremely common in unit tests, but why?  The basic idea is that you are attempting to test one specific "unit" of functionality, but you don't want calls to the database, third-party calls, or other side-effects creeping into your unit tests. On the surface this seems like a valid use-case.

Why is Mocking bad?

There are many problems related to mocking that I'll try to quickly step through.

Unnecessary Complexity and Decreased Modularity

Though the purpose of mocking is actually to reduce complexity it very often increases the complexity of your unit tests because you often end up with confusing and complicated mocking to avoid running aspects of your code that you don't want executed in your tests.  You often end up pulling your hair out trying to figure out how the internals of the system are supposed to work in order to get the mocks to operate as expected and then all your tests start breaking as soon as that internal logic changes.  You often end up in a scenario where your code works fine because it's written modularly to continue working but your unit tests break because they are essentially implementing the internal functionality via mocks.

Unit tests testing the Mocking framework

In extremely complex unit tests or even simpler unit tests that are managed over a long time or through many developers it becomes more and more confusing what the purpose of the test actually is. I can cite dozens of examples where I've been auditing unit tests only to find out that the unit test does nothing but test the mocking framework instead of the code.

Need for Mocking Represents Bad Code Separation

This is what my entire complaint really boils down to.  If you actually need mocking in your unit tests, your actual code that you're testing is poorly written in the first place.  You should be writing code in proper units to allow individual testing without the need for mocking at all.

For example:


You might have a scenario similar to the code above and you want to test the checkout functionality of your system, but you don't want the payment gateway to be called and you don't want it actually persisting to the database so you might mock those out to avoid those being called. Instead, consider the idea that there are four units of functionality clearly defined in this case:
  1. Validating the Order
  2. Calling the Payment gateway
  3. Persisting the information to the database
  4. Creating a Receipt
Herein lies the problem. You have tight coupling in your code of dissimilar things making mocking necessary. If instead you were to refactor your code to look more like this:


You can see now that each unit of functionality has been broken out into its own method that can be individually tested as needed without the necessity of mocking. Further, the code is significantly cleaner and more maintainable as a result of this refactoring. Not only does it make our unit tests cleaner and easier to maintain without mocks, but it also enforces a higher level of code quality through modularity in your code than was there before.

If you ever decided that the checkout method needed to be unit tested you could refactor it so it takes in a PaymentGateway implementation and Persistance implementation as arguments to avoid side-effects and allowing a test instance to be created to fulfill those needs. Though this is a form of mocking, it follows a better paradigm of consistency and modularity than mocking frameworks do.

As you can see, this is an all-around better way to write code and though it is understood that in existing projects mocking still may be necessary, there is no excuse for such to be necessary in new code.

Why Templates Suck

Published by Matt Hicks under , , , , , , , on Thursday, September 26, 2013
The Problem

I've been asked a lot recently about what template engine I prefer and most people seem shocked when I say that I do my best to avoid them and just generally don't like the idea of templates.  Let me first define what I mean by templates before I get into my explanation so there's no confusion.  When I refer to "Templates" here I'm talking specifically about user-interface templates and primarily HTML templates.  My definition of a template in this context is a mechanism for allowing dynamic content to be incorporated into design.

The Good

To your average designer or developer I'm sure the immediate response is, "But templates can save so much time!" and they are correct.  Templates are definitely an improvement over developers generating UIs dynamically.  Templates exist for the specific need of collaboration between designers and developers.  This has always been a big problem as designers generally don't know the programming languages the developers are using and the developers don't have the creative design skills to be creating user interfaces.  The solution provided by templates is a dumbing down of the dynamic contents (developer side) that allows designers and developers to interact via templates so both can continue to work effectively and collaboratively.

The Bad

Here are the primary points I have against templates:
  1. Templates are a dumbing down of your programming language by definition. You cannot accomplish everything you can in your language of choice in a template.  This leads to multiple layers of abstraction and increases the complexity of your application.
  2. Templates often try to solve #1 by incorporating WAY too much of the language and thus become increasingly complex and painful for designers to utilize.
  3. Templates are yet another "language" you have to learn and maintain.
  4. Templates never find the right balance. Templates either focus too much on keeping it simple and thus create severe pain for developers for their lack of capabilities or they incorporate way too much and become impossible for designers to understand.
  5. Templates generally require (though not always) a server-side technology to process and populate data into.  This means your designers can't work on the user interface without requiring a server to run it on. This not only makes set up for a designer much more complicated, but it decreases their ability to make quick changes and see the results.
 The Awesome

Hopefully I've effectively shown the problems with Templates, but I have yet to offer a better alternative.  Yes, I believe one does exist and I've been developing this way for over a year and it is being utilized effectively with several production sites (ex. http://www.projectspeaker.com).  The idea is to allow designers to work with HTML and create representations of the content for the site independently of the developers.  The developers then manipulate the content in code before delivery.  Hyperscala was an ideal framework to support this type of development since it allows interaction with HTML, CSS, and JavaScript in a type-safe infrastructure so you can manipulate the DOM without impacting the designer's work.  For an example of this take a look at my post comparing Hyperscala to Play Framework (http://www.matthicks.com/2013/01/hyperscala-why-not-play.html).

Hyperscala: Why not Play?

Published by Matt Hicks under , , , , , , , , , , , on Wednesday, January 30, 2013

This article is continuing in the series on exploring Hyperscala. If you have not already done so, I would highly recommend reading the following previous posts as many topics discussed here build on concepts previously discussed:

The Play Framework is perhaps the most popular web framework among Scala developers today. I have been asked quite a few times what is wrong with Play that made me decide against using it and instead write my own web framework. To be fair, Play is a pretty awesome framework and is a great choice for web applications. However, there are a few problems I have with it that led me to choose against using it moving forward:

Templating Language
Though Play does a far better job of this than pretty much anyone else I've seen, you're still dealing with special syntax in your HTML templates for accessing your Scala code. This is incredibly problematic when there is a separation of designer and programmer. Life becomes quickly more difficult when the programmer injects all the Play-specific code into the HTML file that came from the designer and then the designer needs to make a change. Not only does it become difficult for the designer to even preview what the content should look like now, but it is highly likely that the designer will mess something up when they are trying to make changes to the HTML. This was something I spent a lot of time considering and trying to come up with a better solution for in Hyperscala. I have worked at a lot of large companies that have teams of designers and teams of developers and it is incredibly painful bridging that gap. In Hyperscala there are actually several solutions to this problem, but the best one for this specific scenario, I believe, is DynamicContent. We've discussed this in a previous post and demonstrated it in yet another post. The idea is keeping the HTML clean and pure and the developer simply loads in only what they need to manipulate by the HTML 'id'. In my opinion, this is the simplest solution and a much cleaner separation between the designer and the developer.
Modularity
Yes, there is module support in Play, but it is confusing at best and extremely limited at worst. There is an inherent problem in any framework that doesn't have complete control over the HTML and Play simply does not. The way Play works is very similar to JSPs where content is injected but the HTML is never parsed or comprehended. This leads to several problems when you have modules that need to introduce something like jQuery but shouldn't load it multiple times and want to avoid an issue where another module is trying to load a different version. These are complicated issues that need to be dealt with in large web applications. In Hyperscala the Module system is incredibly powerful and solves all of these problems incredibly well. Not only that, but a Module in Hyperscala is dead simple to write and even more simple to use.
Complicated Setup
Any framework that needs its own console in order to create an application is too complicated. Yes, I agree that it's cool that the Play framework has its handy-dandy console utility to create your application for you, setup your IDE, and probably even brush your teeth for you. However, I very much dislike "magic" that happens and is unexplained. I prefer to understand what is going on under the hood and though you can do this in Play, the decision was made as a default route to hide this from the developer. I prefer to work with frameworks in which you add a Maven dependency and then start writing some code. I don't want configuration files. I don't want a bunch of boilerplate code that is generated on my behalf. I want to instantiate something and run it. This is exactly what Hyperscala does. Once you include your Maven dependencies for Hyperscala you need only create an implementation of Website and add a Webpage to be up and running. In Play you have a minimum expectation of an Application.scala, index.scala.html, application.conf, and routes file.

In an effort to compare Hyperscala with Play practically I decided to take an example from Play and re-write it in Hyperscala. My hope was for a simple 'Hello World' example to keep it simple and straight-forward, but what Play considers their 'Hello World' example is quite a bit more than that. It will have to do.

First lets take a look at the Application.scala file:

This is fairly simple. The idea is that this page asks you for your name to display, the number of times to repeat it, and a color. When you hit submit, it validates the form (based on the validations specified near the top of the page) and then either displays errors or writes out the name you specified the number of times you specified in the color you specified. Notice here that the form validation process is hard-coded, so no special handling is necessary. I point this out now because in Hyperscala there is no "default" for how validation should be handled so it takes a little more code (but not much).

Next we take a look at the HTML files defined for the display.

hello.scala.html index.scala.html main.scala.html

It's fairly clean and I'm sure once you get used to the Play syntax it becomes easier to grasp. However, this would be quite difficult for a designer to work with. I'm sure there is a better way to represent the page for designers, but then you obviously lose out on much of the power of Play.

Now lets take a look at how this same functionality would look in Hyperscala. Like I've said several times now, there are many ways to accomplish the same task in Hyperscala and this is just one way.

First lets look at the HTML, since this is what we really should start developing from. We can focus on getting the design exactly how we want it before we even think about Hyperscala:

play_hello_world.html

This is our basic HTML for the page. Notice there is absolutely nothing specific to Hyperscala or non-HTML in the file at all.

play_hello_world_configuration.html

I've extracted the 'configure' page out into this snippet because we're not only going to replicate Play's Hello World example, but we're going to leverage the Realtime module of Hyperscala to avoid doing a POST and thus keep you on the same page for the entire experience. I could have replicated the form posting utilizing FormSupport mixin, but hopefully this will work as a good example of how easy real-time communication is in Hyperscala. Again, notice that there's nothing special about this HTML. It can easily be previewed in the browser and edited by a designer.

Now, lets take a look at our Scala code:

PlayHelloWorldPage.scala PlayHelloWorldConfiguration

Not much to see that hasn't already been explained in past examples but there are a few things of note. First, notice the call to Realtime.connectStandard(). This, as the scaladocs says, connects all inputs, textareas, and selects to fire change events and buttons to fire click events to the server. We can do this manually, but this saves us a few lines of code. The other thing of note here is the adding of validation. The 'addValidation' method is received as an implicit conversion on FormFields (input, textarea, and select) by importing org.hyperscala.ui.validation._. We utilize some built-in validations and use the ClassValidationsHandler to apply the error class to the outer container and set the message to the error container when validation fails on a field. Like I said before, how validation works in Hyperscala is not built-in, it's part of the UI sub-project and defines some convenience functionality of how error might be handled, but opens the door to supporting validation errors any way you see fit.

In conclusion, I would argue that while in this example the lines of code may be equivalent, the benefits should be seen particularly for larger applications and for interaction with designers. I do not want this to come off as me bashing Play Framework. I have nothing but respect for the framework and the developers that created and use it. My purpose in this post is merely to compare and contrast the architectural choices in one framework against another and to hopefully better explain why I believe Hyperscala to be a better framework in many situations.

Source code referenced for the Play Hello World example came from Play samples on github:

Source code referenced for the Hyperscala comparison came from Hyperscala examples on github:

Hyperscala: Getting Started

Published by Matt Hicks under , , , , , , , , , , on Tuesday, January 15, 2013

Last week I did an introduction to Hyperscala and briefly outlined some really cool things it can do. This week I want to slow down a bit and take you through the basics of getting your first application up and running with Hyperscala.

Requirements: Since there is a broad number of IDEs / editors used for working in Scala I won't make any presumptions in this tutorial regarding an IDE. However, I will quickly say that I use IntelliJ and absolutely love it for Scala development. That being said, the only requirements necessary to begin this tutorial is SBT and your editor of choice.

First we need to create our directory structure:

    hello-hyperscala/
      src/
        main/
          scala/
            hello/
              HelloPage.scala
              HelloSite.scala
      build.sbt

Now lets create our build.sbt file in the hello-hyperscala folder with the following contents:

This is a fairly simplistic build.sbt file with just a few specifics to note. First, we need the Typesafe Repository because one of Hyperscala's dependencies uses Akka Actors. The external repo will not be required once we upgrade to 2.10 but because of some known bugs in 2.10 that undertaking is currently on hold. The second thing to notice is the hyperscala-web dependency. The web sub-project of Hyperscala provides the functionality to create a Website and Webpages. There are several sub-projects in Hyperscala (core, html, javascript, svg, web, ui, examples, and site) but web is the highest level we need and depends on the rest of the functionality we want to use right now.

Next we need to create our actual webpage:

You'll name this HelloPage.scala and put in the hello directory as reflected in the structure above. It's fairly simple what we're doing here. We're extending from Webpage that defines the basic HTML structure (html, head, body) and we can then add content on to it. We set the page title and add "Hello World!" to the body of the page.

Next we need to create a Website. The website is responsible for routing URLs to pages, managing access to the session, and much more. So here's our very basic website:

You'll name this HelloSite.scala and put it in the hello directory with HelloPage.scala. We simply define the val page that represents the URI /hello.html to point to a new HelloPage. The second argument is a function, so every request creates a new instance of HelloPage. We talked about Scope in the previous article but for the purposes of our do-nothing page we just have it create the page, render it, and then die when a request comes in. By default a WebpageResource will automatically add itself to the Website so there's no need to explicitly add it. Lastly, the createSession is responsible for creating a new Session that is used throughout the website across all pages.

Now that we've got all of our code written we simply need to run it. Issue the following command:

You should end up with some output like the following:

Notice the "bound to *:8080" signifies that it is wildcard bound to all IP addresses and on the port of 8080. Now just open up your browser and hit http://localhost:8080/hello.html and you should be greeted with "Hello World!".

Hyperscala: An Introduction

Published by Matt Hicks under , , , , , , , on Tuesday, January 08, 2013

It has been well over a year since my last post. In 2011 I went to work for Overstock and moved to Utah. Life got busy and I worked during the day and when I had time I programmed on Sgine at night (http://www.sgine.org).  In February of 2012 I left Overstock and moved back to Oklahoma to start my own company writing software for businesses around the world (http://www.outr.com).  Life got busier. :)  Now, here it is, 2013 and I've resolved to blog at least once a week on the many amazing things I get to do.

Today I want to introduce you to Hyperscala (https://github.com/darkfrog26/hyperscala).  It's a web framework I've been working on for a few months in Scala to provide type-safe HTML, CSS, SVG, and JavaScript to developers.  The first question out of my mouth when I hear another person talking about another web framework is, "Why another web framework?" and I've asked myself that question many times both before creating and since creating it. Each time I come up with the same answer, and one that by the end of this introduction I hope you all will agree: It was necessary.

First, as any good introduction should, I'll show you a little Hello World example:

Obviously this is a very simplistic example and simply sets the page title and adds a String to the body of the page. If you'd like a far more detailed example of the bare-metal type-safe HTML writing capabilities I would recommend looking at the TodoMVC example.

This is all well and good if there are no designers and you prefer working in Scala to HTML and CSS. Unfortunately, this is not always the case and the goal of Hyperscala is not to make presumptions on how it will be used, so we try to accommodate everyone.

So, what do you do when you have existing HTML that needs to be brought into your project?

The first option is to convert it into Scala using the handy-dandy code conversion utility in Hyperscala. The code in the TodoMVC above was generated using this neat little tool. This works great when you have a snippet or large amount of HTML that needs to be converted into code to work with. For more information about this tool take a look HTMLToScala.scala. You can run the main method to get a nice visual file selector and tell it where to output the resulting Scala source file. This route works great until you need a designer to make a change to your HTML and they are unwilling to edit your Scala source files. ;)

This brings us to the second option. This is sort of a hybrid approach and I believe really gives you the best of both worlds in the case that you have externally maintained HTML and CSS that needs dynamic content integration. I created the DynamicContent trait and utilization of this trait allows you to dynamically import HTML and load only the elements you want to work with. See the following HTML snippet:

In this example we care about the two inputs and the button but we don't care about the rest of the content. So, utilizing DynamicContent we create SimpleDynamicForm:

This is a bit more elaborate than is necessary, but shows some of the power of PowerScala Properties in the mix with Hyperscala. Look specifically at the line where the button is loaded:

DynamicContent finds the button by its id in the dynamic.html file and loads it as a Hyperscala tag.Button and any changes I make to the loaded button are reflected at render time. I could have simply loaded the name and age inputs as well, but using bind I cross-bind the value of the input to their reflected field names in the Person class. This means that when I change the value of the inputs it updates the 'person' Property to reflect the change. DynamicContent.bind introduces two other features of Hyperscala we need to briefly discuss: Modules and Realtime.

Modules provide the ability to define shared functionality between applications, components, features, etc. For example, a big problem in web site development is avoiding multiple includes of jQuery. In Hyperscala there is a built-in module for jQuery that any tag or page that needs to make use of can simply 'require' in their code. For example:

The above code requires jQuery be present by referencing the jQuery Interface and passing a default implementation of jQuery182. This will inject jQuery182 if no other implementation of jQuery is specifically provided before render of the page. The require method may be invoked with just an Interface (and an exception will be thrown at render time if no implementation has been provided), an Interface and a default Module (as seen above), or just a Module (at render time the module will be used if it is the highest version number provided for the same module name).

Modules are extremely easy to write. For example, the jQuery182 module looks like this:

Every Module needs a name and version. If they implement an Interface they can override the implements method to provide a list of those they implement (see we are implementing jQuery interface). The init method is invoked the very first time the module is used within a Website. This allows one-time actions to be taken like registering a JavaScript resource to a path as seen above. The load method is invoked at first render of every page that requires this module. This gives the module the ability to interact with the page prior to rendering to the client. As you can see in the jQuery182 module we simply add a tag.Script instance to the head of the page.

Realtime is actually a Module like we just discussed, but an extremely powerful one. This allows two-way communication between the client and server via WebSockets falling back to AJAX polling. It is incredibly easy to use as seen below:

That's all that's necessary in order to allow cross-communication to a loaded webpage. Now any changes to the HTML after page load will automatically synchronize to the browser. Further, you can begin listening to JavaScript events on the server by specifying what events you want to be sent down. For example:

This is an extremely simple example of hooking up a button that sends click events to the server. Notice on line 12 the use of "event.click". All HTML tags expose JavaScript events via the "event" object. In this case we are assigning the result of calling JavaScriptEvent() that interacts with Realtime to send the event down to the server. We could do something like this instead if we wanted just basic JavaScript:

Notice on line 14 we add a synchronous listener to handle a ClickEvent (the JavaScript event that is thrown when clicked). When clicked we simply log that the button has been clicked to the server-side console.

This has been a pretty long post, but barely scratches the surface of what Hyperscala can do. My goal is to spend the next few weeks blogging about the features and capabilities of Hyperscala and get into some even more powerful features of the framework. Again, the biggest advantage of Hyperscala is that at its core it is simply a webpage rendering framework. Everything else is just icing on the cake. This means anyone that has other needs for the features of Hyperscala can simply build their own abstraction layer on top to provide whatever they want.

Still Alive!

Published by Matt Hicks under , , , , , , , , , , on Saturday, May 01, 2010
Well, this is a great title for this post not only as it's the first blog post I've made here in seven months, but I've also had the song from Portal stuck in my head lately. :)

Looking at my blog it would be easy to classify me as MIA but I've actually been quite busy in the open-source and have even been blogging quite a bit lately, just not here, but I'll get to that in a minute.

First of all, my very basic last post talking about the entry-level learning I was doing with Scala was quite fitting as my last post as very shortly after that post I made a complete shift from Java to Scala programming. With this came the abandoning of lots of open-source projects I've either created (like jSeamless) or been a developer on (like jMonkeyEngine). I believe so strongly in Scala that I've shifted everything I possibly can to Scala.

Second, with the shift I've made to Scala and all the projects I've abandoned as a result, one new project has come to being that, in many ways, embodies much of the vision I've had for several projects I've left behind. That project is called "sgine" (Scala Engine). I've been developing on it for a while now and have made some major strides recently and finally wanted to make a re-appearance on my blog to hopefully start posting here again.

Now, at the beginning of this post I said that I've been blogging elsewhere. If you go to http://www.sgine.org you'll see that it's a blog filled up with posts regarding updates to the engine I've been developing. I'm really excited about this project and though many people have accused me of abandoning Java...and realistically that's pretty much what I've done...I haven't a regret for switching to Scala, it's such an incredibly powerful language and has renewed my vigor in programming. For anyone considering looking into a new language I cannot recommend it enough.

Loops in Scala

Published by Matt Hicks under , , , on Thursday, October 01, 2009
Lately I've been learning the ins and outs of the Scala language and I have to say, having programmed in Java for the past several years, that Scala is scratching where I itch. It is a lot to grasp and mind opening, but all-in-all I see Scala as what Java could have evolved to if they would have just been willing to ditch some backwards compatibility and fix some stuff rather than just adding more and more work-arounds.

Anyway, that's not the point of this post. I wanted to post some cool loop examples I've been playing with in Scala.

In Java we have the standard incrementing for-loop:
for (int i = 0; i < 10; i++) {
...
}

In Scala we have something similar, but I believe more elegant:
for (i <- 0 until 10) {
...
}

However, with Java 1.5 we got the enhanced for-loop when we don't care about indexes:
for (String s : listOfStrings) {
...
}

In Scala we do something similar, but with a more consistent syntax:
for (s <- listOfStrings) {
...
}

Or, we can go a step further with Scala since it's a functional language we can get rid of the for loop entirely and use a friendly method available to us called "foreach" and pass each entry to another method:
listOfStrings.foreach(doSomething);

def doSomething(s:String):Unit = {
...
}

To me this is of significant appeal because we don't end up with a bunch of embedded for-loop blocks in our methods we focus more on modular functionality to deal with the results of the iteration instead.

jSeamless 2.0 is Coming!

Published by Matt Hicks under , , , , , , , , , , , , on Thursday, August 13, 2009
From the outside looking in it would appear that jSeamless is all but dead, but if you've been paying attention to SVN commits you'll notice there's been quite a lot of activity for the past several months. I have somewhat abandoned what small community I had with jSeamless 1.0 in an effort to "start over" with what I believe is the next generation of UI development. I know there seem to be more web frameworks these days than there are developers using them, but I believe that jSeamless 2.0 has several things going for it that goes outside the scope of any UI framework available today. I know that's an ambitious statement, and I hope in this post to back it up enough to push the point home.

So, from a high-level, here are a few of the major features to look forward to in jSeamless 2.0:

Properties
As discussed in previous blog entries the plain old java beans ideology is one that does not lend itself to extensibility and re-use, so the introduction of Properties into the UI framework creates some amazing possibilities with surprisingly elegant results.
Binding
Binding is one of those buzz-word features that both Flex and JavaFX boast and one of the major reasons JavaFX claims to need its own language is because binding is just plain ugly in Java. However, in jSeamless, with the use of Properties, to bind the 'x' position of component2 to the 'x' position of component1 this can be accomplished with the following single-line elegant line of code:
component1.location.x.bind(component2.location.x);

Yes, that's all you have to do to get real-time property binding.
OpenGL
One of the biggest reasons jSeamless 1.0 delved into the realm of Flash/Flex was because Swing was so incredibly slow and lacked many of the niceties professional developers have come to expect from their frameworks. OpenGL not only solves this problem, but laughs in the face of any other competing graphical framework as it boasts FPS rates in the thousands when Flash struggles for framerates in the hundreds. OpenGL is by far the fastest graphical API available on all the major operating systems. Beyond the fact it spits on all the competition, it adds complete 3D capabilities to the landscape of capabilities people can utilize in their UIs. I could spend several pages elaborating on the features that OpenGL brings to the table, but the best example is just to look at the capabilities of any modern game.

States
Similar to the States support in Flex, jSeamless introduces a similar, but far more powerful, concept in its framework. There are default states associated with basic components like Button (over, pressed, focused, etc.) but they can be modified, removed, and since they use Property references the activation of a State in one Component can modify the appearance of another Component.

No Effects
Yes, this sounds like a disadvantage rather than an advantage, but through my extensive use of Flex in jSeamless 1.0 it became very evident that Effects in their common state add more complexity and frustration than benefit to any complex application. The primary cause of this is what is known as "effect fighting". This occurs when you have two effects that are attempting to modify the same values on the same component toward different ends. In an environment where you want modularity this can be a common occurrence because you have no way of easily determining whether an effect is currently being enacted on the property you wish to enact an effect on, nor do you have the ability to gracefully handle that scenario. You end up with a component jumping around like it can't really decide where it wants to be on the screen. Beyond that, having to create an instance of an effect per scenario leads to a lot of code and having to monitor different scenarios (effect causing something to change, or a direct modification). Finally, you run the risk of something concurrently simply trying to set the value and it being overridden by an Effect in progress. After careful consideration the decision was made to leave Effects out entirely in favor of a new concept associated with every Property called PropertyAdjusters.

Property Adjusters
PropertyAdjusters, as the previous point states, is the alternative to Effects in jSeamless. This offers a simple, concise, and asynchronously mindful methodology of "adjusting" a property to some target. For example, rather than creating something like a MoveEffect, setting the start and end values, setting a duration, and playing it upon a Component you simply do something like this:
component.location.x.setAdjuster(new EasingPropertyAdjuster(Easing.LINEAR_IN, 5.0f));
component.location.x.set(500.0f);
That will apply an EasingPropertyAdjuster for every time the "set" method is invoked on that Property until the PropertyAdjuster is removed. This allows you to style your animations completely independent of the programmatic changes that happen elsewhere. Also, if you ever want to bypass a PropertyAdjuster you can simply invoke "setNow" on the Property to get you immediately to your destination regardless of any PropertyAdjuster that might be set. What's particularly nice about this is if half-way to 500.0f you make a call "set" passing 100.0f it will smoothly take the change and apply it to the animation in progress thus eliminating effect fighting and reducing the complexity of animations in programmatic UI development.

Easings
Simply put, easings are an algorithm that defines the path from one numeric value to another given a specific length of time. Rather than moving a box from left to right smoothly easings give you the ability to have it bounce into the new location.

For example, Easings simply add a polish to animations to move your application's effects from cheesy to professional. jSeamless supports all easings that Flex currently supports along with the ability to create your own with a simple to use interface to define the algorithm.

JMC Support / Media
If you are not familiar with JMC (Java Media Components) it is because it's not really talked about very often by itself. It is a media framework for Java that allows playing video and audio in many formats (FLV, H264, WMV, etc). Sun has blindly been pushing JavaFX which contains this very awesome new API, but they seem to be doing their best to block people from taking advantage of the functionality without buying into JavaFX lock, stock, and barrel. A few people like myself have spent a lot of time finding ways to make use of JMC in Java without the JavaFX dependencies and I have to say it has been very much worth the effort.

Swing Integration
It would be foolish to assume such a small endeavor like jSeamless could really garner the capabilities of a long-lived UI framework like Swing in the short-run. To that end there has been a lot of work done to provide Swing integration directly in jSeamless so all those custom components your application may need to take advantage of can still be used if you should decide to make the switch.

100% Java Framework
In jSeamless 1.0 the viability of Applets was nil, the ability to use OpenGL in the application was problematic (the whole Security Trust dialog), and the performance of Swing was lacking to put it mildly. All these things led to the decision to use Java on the back-end as a remote controller to a Flex front-end. The developer using jSeamless 1.0 only ever had to write Java code, but everything displayed in a Flex client. This was a cool idea, but in the years since that decision was made Java has come a long way. Applets have had new life breathed into them, Sun is magically trusted (JOGL signed JARs), and the world is our playground with the use of OpenGL. All of this was done in Java 1.6 update 10. It was this release of Java that made me have to rethink the whole concept of Java in the browser and Java on the desktop. jSeamless 2.0 has abandoned any ties to anything but straight Java (excepting of our JNI bindings to OpenGL via JOGL of course).

Scalable UI
With the introduction of OpenGL we now have the ability to define a "working resolution" that is not the same as the actual resolution. What this means is that you define your UI as an 800x600 statically defined UI and via the use of vector graphics (one of the very powerful features of jSeamless) have the content dynamically scale up to much higher resolutions "seamlessly" to the user. To them it appears that the UI was developed specifically for their screen size, but to you the development was much easier as you can utilize static pixel values that will get scaled dynamically to the proper resolution.

FXG and SVG Support
If you've never heard of FXG don't feel bad, it's a new feature Adobe has introduced with the new CS4 versions of their applications. It is designed as an XML-based format to portray vector and raster graphics exactly the same as they appear in Illustrator, Photoshop, etc. What is particularly cool about this is that not only does jSeamless have the ability to import FXG files, but the layer names and vector graphics are kept intact during the import. This means a graphical designer can create elements and name them in Illustrator, export it to FXG, you can then import the FXG file, and access the elements by their names and manipulate them directly.

Though not quite as cool, a still very useful feature is the ability to import SVG paths into jSeamless vector graphics.

Size and Location Support Percentages
A big frustration in Swing layout management has always been the pixel values you must put into location and size to determine where and how large your Component should be. This leads to a lot of boilerplate code to center, right-align, or arbitrarily place a component at a specific position based on percentage rather than pixel.

Flex did a much better job here by defining the ability to size components with a pixel or percentage. However, in jSeamless we're going for something much more powerful. We not only give size pixel and percentage values, we also allow defining of x and y location as pixel or percentages. Beyond that, we define an "alignment" to determine what point the percentage should be snapped to. Take this example:
component.location.x.set("50%");
component.location.x.align.set(HorizontalAlign.CENTER);
This sets the x location of the component to be 50% of it's parents size and then uses the CENTER alignment to make 50% represent where the component's "center" is giving us the ability to perfectly center the component within the parent without any boilerplate code.

Advanced Event System
One of the most powerful features of jSeamless 1.0 was the extremely powerful and flexible event system. It took many of the new concepts introduced in Flex, coupled them with a powerful multi-threaded ideology, and threw in a lot of new concepts nobody else had ever seen before to create what I humbly consider to be the best UI event system ever created. :)

Okay, yes, that's a pretty bold statement, but it's at least the most powerful event system I've ever seen in use anywhere...and I've used a lot of UI frameworks. With jSeamless 2.0 the same system was largely kept, but updated, performance improved significantly, and some additional features were added to hopefully take a great event system to the next level.

I would really like to get into specific details about the event system here, but as this post is already running long I'm going to have to make a special post to talk just about the event system in jSeamless as it's just too broad.

Vector Shapes
I've alluded to this already a few times, but jSeamless 2.0 is very centralized around vector graphics to allow scalable UI development, which is particularly beneficial in a 3D environment as content may scale up or down significantly depending on the current usage and perspective.

Suffice it to say, the support for vector graphics required to fully support the FXG format is a pretty broad range of features.

Fully Thread-Safe UI Framework
One of the major goals of jSeamless all along has been thread-safety. This is one area where Swing has always been a big disappointment. The need to use a SwingUtilities.invokeLater any time you want to make any changes to a component made code ridiculously ugly and frustrating to work with. Further, the single-threaded event system leading to a locked UI thread (by ignorant coders of course) is one of the primarily reasons people still think Swing responsiveness is poor at best. jSeamless 2.0 ran the same potential problems with OpenGL as it is required to be run in a single-thread, but all of jSeamless has been written to be thread-safe and hide any single-threaded functionality that must be handled directly in the OpenGL thread. To that end, we also introduce some very interesting multi-threaded rendering capabilities that allow components to render themselves in separate threads before pushing into the OpenGL stack.


jSeamless Google Code Project:
http://code.google.com/p/jseamless/

jSeamless 2.0 Branch in SVN:
http://jseamless.googlecode.com/svn/framework/branches/2.0/

jSeamless Forum:
http://forum.captiveimagination.com/index.php/board,14.0.html

This is definitely not an exhaustive list of features and functionality that jSeamless 2.0 provides. This is simply the functionality already being provided in the pre-alpha version of the framework. My goal in this post is hopefully to garner some interest and potentially some developers who might be interested in joining the project. The project is coming along quite well, but it is largely developed by a lone developer...me. I can always use another perspective and more help to bring this framework to its logical conclusion.

If you have any interest in joining the jSeamless project please contact me.

Java Delegates in xjava

Published by Matt Hicks under , , , , , , on Tuesday, July 07, 2009
I posted over a year ago about Delegates in Java, and since I kicked off an exploration of the functionality I'm providing in my xjava framework with my previous post I thought I would continue with my newest iteration of the Delegates concept as utilized in xjava.

Until you use a language like Scala or Flex that has full delegate support, you can't really appreciate what it is you're missing. As Java programmers we take it for granted that if we need to do some "work" we usually have to create a Runnable implementation that implements the run() method to do the work we need to do:

Runnable r = new Runnable() {
public void run() {
... do work ...
}
};
passWorkOff(r);

However, in other languages that support Delegates you can pass methods/functions as parameters to methods/functions to simplify this process greatly. Consider the alternative:

public void someMethod() {
passWorkOff(this.doWork);
}

public void doWork() {
... do work ...
}

This minimizes the amount of custom/anonymous classes you must create in order to pass a unit of work off.

Unfortunately in Java this functionality is not (yet) supported. Many people have created work-arounds, generally with Java Reflection, but none can support the elegance of the native delegate support other languages have.

I may be known for my rants, but I won't leave you hanging here with a negative thought of Java, I love the language too much to do that. Besides, I have a framework to promote, so lets get to it. :)

In xjava there is a simple interface Delegate:

public interface Delegate {
public Object invoke(Object ... args) throws Exception;
}

The invoke method takes a varargs of Objects and returns an Object. It's pretty straight and simple, but the out-working of the implementations are what add significant power to this concept.

There are several different implementations, but by far the most used and most powerful is MethodDelegate. In our above example of using delegates in other languages to pass a function, this imlementation fulfills that role with the following call:

MethodDelegate delegate = new MethodDelegate(this, "doWork");
passWorkOff(delegate);

This presumes that the passWorkOff method takes a Delegate as a parameter. Like I said, this isn't as good as native support, but it's pretty simple and although you lose the ability to have compile-time checking that you're referencing a valid method, it will throw an exception at runtime if the method referenced is unable to be found.

MethodDelegate has some extremely powerful features that have been added to make it even more powerful though. One such feature is the ability to mix and match when arguments are applied to the method being invoked. Say you have the following method you want to invoke:

public void doSomething(String name, String address) {
....
}

Now, at creation time of the Delegate you know what "name" is, but in the place you wish to use the delegate you only know the address. See the following:

public void someMethod() {
Delegate d = MethodDelegate.createWithArgs(this, "createEntry", "John Doh");
processAddress(d);
}

public void processAddress(Delegate d) {
String address = "123 Nowhere Rd.";
d.invoke(address);
}

public void createEntry(String name, String address) {
...
}

Notice that at creation time of the Delegate "John Doh" is passed in. This is assigned in the Delegate instance as the first argument to the MethodDelegate. Now, when d.invoke is called in processAddress rather than requiring both name and address just address is necessary to be passed since name has already been assigned.

This makes it incredibly easy to put parameters into the method when you're ready to do so rather than applying everything in one place.

Delegates in xjava also make it easy to abstract away from the underlying way data is being retrieved or being assigned. For example, in the above processAddress method, it simply takes a Delegate and invokes it passing the address to it. If you decided later that you would rather assign this to a field of an object rather than calling a method you would simply replace someMethod with this:

public void someMethod() {
Delegate d = FieldDelegate.get(person, "address");
processAddress(d);
}

This presumes the "person" reference is an object with a String "address" field represented within it. The FieldDelegate doubles for getter and setter since passing a value will apply it to the field and invoking without any arguments will get the value from it.

There are also implementations for CallableDelegate and RunnableDelegate that are self-explanatory.

As seen by the interface for Delegate it is extremely easy to create your own implementations of Delegate for whatever scenario you may want to support and abstract away the details of where and what you are actually accessing and though this isn't as elegant as it could be if Java supported delegates natively, it still provides a very decent mechanism for abstracting and simplifying the process of passable work.

See the xjava project for more information:
http://xjava.googlecode.com

Feel free to look at the source code directly:
http://xjava.googlecode.com/svn/trunk/src/org/xjava/delegates/

The Death of Beans

Published by Matt Hicks under , , , , , , on Wednesday, July 01, 2009
My previous post was more of a rant about the frustrations of Java Beans:

Have Beans been holding us back?

I stated at the end of my post/rant that my next post would be about what I suggest as the viable successor to Java Beans. To that end, I begin my discussion about properties.

Though I would like to claim the idea of properties as all my own invention, I cannot and the concept was even new to me when I first read about them here:

https://bean-properties.dev.java.net/tutorial.html

This is not really a new concept, but rather an attempt in Java to solve the problem other languages like C# and ActionScript solve with encapsulated properties that allow you to make calls like:

object.name = "Something";

Though this would appear to a Java developer as a public field being set to a value, in these languages there is a feature to provide special functions/methods for "set" and "get" of the private field and simplifies getter/setter functionality while maintaining a clean and consistent coding experience.

Unfortunately there is no such functionality built into Java and if you want to provide anything beyond assignment of fields to values you must use methods to accomplish this.

With Java 1.5 comes generics which really for the first time make properties practical without a lot of extending of classes. So take a simple example:

public class MyTest {
private String name;

public String getName() {
return name;
}

public void setName(String name) {
this.name = name;
}
}

Now, this is what it might look like using Properties:

public class MyTest {
public final Property<String> name = new Property<String>(null);
}

Properties have set(T t) and T get() methods that replace getters and setters, so a call to change the value would look like:

myTest.name.set("Testing");

Compared to:

myTest.setName("Testing");

They are about the same amount of actual code. What's great here though is that your Property object could contain much more additional functionality that you otherwise would have to inject yourself. For example if Property had the ability to addPropertyChangeListeners:

myTest.addPropertyChangeListener(myChangeListener);
myTest.name.set("Testing"); // Will now invoke myChangeListener when called

Further, you could have something like NotNullableProperty that extends Property and throws a NullPointerException if you try to call set with a null value:

public class MyTest {
public final NotNullableProperty<String> name = new NotNullableProperty<String>("");
}

Now a call to:

myTest.name.set(null);

Will throw a NPE and thus remove the need for you to ever have to check if "name" is null. This hopefully gives a slight grasp of the benefits this begins to provide.

Now, I mentioned above the article that really got me thinking this direction, but ultimately decided to write my own Property implementation because of some of the limitations and performance problems I saw with that implementation. Further, I had a lot of additional features I wanted to provide myself...and am often accused of wanting to write everything myself anyway. :)

This post isn't meant to push people to use a specific Property API but just to consider the methodology change even if they decide to write their own. After all, it only takes a few lines of code to create the base for your own Property class:

public class Property<T> {
private T t;

public T get() {
return t;
}

public void set(T t) {
this.t = t;
}
}

From there you can add any desired functionality: property bindings, value validation, property change listeners, observer/observable functionality, null checks, etc.

Though I don't want to push anyone to necessarily use a specific API, I will give reference to my own Property API for anyone interested in using it as it provides a great deal of functionality and I'm heavily using it in nearly all new programming projects these days and it supports filtering, change notification, property delegates, binding, read-only, adjusters, and much more. It is part of my xjava project:

http://xjava.googlecode.com

To see the source code for my Property API in SVN:
http://xjava.googlecode.com/svn/trunk/src/org/xjava/bean/properties/

Have Beans been holding us back?

Published by Matt Hicks under , , , , , , on Tuesday, June 30, 2009
I have been a Java developer for many years now and have always taken for granted some of the standards pushed on me from the beginning. Java standards such as basic Java Beans (aka POJOs) are supposed to make life easier by providing simple getters/setters that work with the private fields of your Object. For years I have neglected to challenge this as it seemed perfectly natural, and when I started to use Eclipse and could simply tell Eclipse to generate the getters and setters for my beans for me it made it that much easier to simply ignore all the extra code being created.

Unfortunately, over the years there have been some additional frustrations that have resulted from this approach as I wrote more code and attempted to do more complex things in my projects. As a developer trying to write more efficient and more elegant code these things have been a constant reminder that no language nor methodology is ever perfect.

The first frustration which I found myself struggling with as a new developer not using an IDE (that happily writes code for me) is the many lines of code to simply modify a variable. For example:


public class SimpleBean {
private String name;

public String getName() {
return name;
}

public void setName(String name) {
this.name = name;
}
}


Notice that it takes up seven lines of actual code put a simple String into my bean and that's not counting the whitespace added to "pretty it up". Sure, as a noob coder it's tempting to do something like this:


public class SimpleBean {
public String name;
}


and be done with it. However, as a serious developer that's really not practical as it creates additional problems down the road when you want to add validation, remove the setter so it's a read-only field, notify something internally when the value changes, etc.

The next frustration I have with Java Beans is the fact absolutely EVERYTHING is a manual coding exercise. Take Java's Observer/Observable pattern for example. When I was beginning to learn Java I ran into the problem that I wanted to be notified when a value changed in one of my beans and stumbled upon a Observer/Observable tutorial and at first glance I thought, "Wow, this is really great and exactly what I want", until I realized in amazement they expect me to extend Observable and add an additional line of code to EVERY SINGLE setter call that I want to monitor. Come on, I was looking for abstraction to keep my beans dumb and simple, I don't want to add a bunch of extra lines of code to every method. Also, what if I'm already extending another class that I can't change? I'm sure many people might read this and think I'm just being nitpicky, and yes, I am, but I care a great deal about elegance in code and I was hoping for some sort of feature on my Field to "addChangeListener(...)" or something. Besides, every additional line of code is an added line that has to be filtered through when trying to read and debug and thus makes your code more error-prone and harder to manage.

Extending upon the previous frustration is bindings. There have been many a rant on the topic of bindings in Java and though there are many APIs and even a JSR set to solve the problem I have yet to see one do a good job. I myself tried to solve this with my MagicBeans project. There were many iterations of it, but the most elegant required AspectJ to monitor pointcuts on setter methods and notified listeners. It was a complete and elegant abstraction, but required your projects to be compiled with AspectJ which ultimately I abandoned as not worth the added pain.

Ultimately the Java Bean paradigm raises issues primarily in its requirement of the onus being on the developer to write any and all functionality. It disallows you to easily extend or reuse functionality in an Object-Oriented way because they are methods with statically typed fields they represent and though you can accomplish everything you might need to with beans they require a much greater commitment to custom code than should otherwise be expected of the developer in my opinion.

It is these things that have led me to believe there's a better solution, and I've settled on what I believe is the better choice, to which I will explain in-depth in my next post. :)