JavaRanch Newsletter Articles in this issue :
The Preferences ClassThomas Paul Printable Version
Introduction to J2EESimon Brown Printable Version
Equals And Hash CodeManish Hatwalne Printable Version
Small Worlds ReviewIlja Preuss Printable Version
Book Review of the MonthCindy Glass
Madhav Lakkapragada
Printable Version
October NewsCarl Trusiak Printable Version

The Preferences Class

by: Thomas Paul

Whenever we needed to store user preferences (such as the four most recently used files) we could use the Properties class. The problem with the Properties class is that it makes assumptions about where user preferences should be stored. The basic assumption is that the file system would be used to store this information but this raises several issues. Where in the file system should this data be stored? In the application directory, perhaps? What if the user did not have write access to that directory? What if the user was running on a network computer?

The Preferences API, which is new to Java 1.4, was written to solve these problems. The purpose of the API is to allow for the easy storage of user preferences without the developer having to worry about where this information will be stored. The API determines the appropriate place. For example, when running an application in Windows, the preferences will be stored in the Windows registry.

The API itself is found in the java.util.prefs package and is very easy to use. All preferences are stored in a tree-like structure with the data itself stored in nodes of the tree. The nodes contain name-value pairs with the actual preference data. The API allows for two different types of preference data. System data is shared among all users while User data is used by the current user only. In this way, multiple users on the same device can have their own preferences.

Getting a Preferences Object


Before you do anything with preferences you must get a Preferences object. Preferences is an abstract class so it can't be instantiated directly. Instead you have to run one of the static methods of the Preferences class that will return a real Preferences object. There are two ways to do this. The first method is to manually define a tree structure. The second is to allow your package structure to define the tree structure. The second options should not be used if your class is not in a package since the node will be "unnamed" and shared by every class not in a package.

In order to manually define a tree structure, we need to first get a Preferences object. The Preferences class has a static method to get either the System or User root preferences object:
Preferences prefs = Preferences.userRoot();
Preferences prefs = Preferences.systemRoot();

Once we have our root Preferences object, we can then get our node Preferences object by specifying the node we wish to use. We can combine the two requests into one statement:
Preferences prefs = Preferences.userRoot().node("com/javaranch/prefs");
Preferences prefs = Preferences.systemRoot().node("com/javaranch/prefs");

The second option is to use a Preferences method which will use the name of the package that a class is in to determine the nodes of the tree.

Preferences prefs = Preferences.userNodeForPackage(PrefsTest.class);
Preferences prefs = Preferences.systemNodeForPackage(PrefsTest.class);


Note: The beta version of the Preferences API allowed you to specify an object (such as "this") as a parameter but the final version of the API requires that a class object be specified.

The node created by this command will be determined by the PrefsTest package name. If PrefsTest is in package "com/tom/test", then the node created will be the same as if we had specified:

Preferences.userRoot().node("com/tom/test");

Now that we have a Preferences object, we can use it to store and retrieve user preference information.

Retrieving and Storing Preferences Data

The Preferences class has several methods used to get and put data in the Preferences data store. You can use only the following types of data:

  • String
  • boolean
  • double
  • float
  • int
  • long
  • byte array

There is a get and put method for each type. The get format is:

type getType(String key, type defaultValue)

So for the boolean, you would code:
boolean getValue = getBoolean("StoredBoolean", false);

For a byte array you would use:
byte[] getValue = getByteArray("StoredBoolean", new byte[0]);

The method name for the String version does not use the type in the name so to get a string you would use this form:
String getValue = get("StoredString", "");

The get methods require that a default value be supplied. If no entry is found in the Preferences data store, the default value will be returned.

The put methods are very similar. The form of the put methods are:

putType(String key, type value)

Here's an example of using preferences to retrieve the user's preferred number of rows to display and the preferred color to display the rows in for an application:


int numRows = prefs.getInt("Rows", 40);
String color = prefs.get("Color", "Blue");

If the user had not previously saved any preferences the defaults of 40 rows and the color blue will be used. After the user changes the preferences we can store them easily:
prefs.putInt("Rows", numRows);
prefs.put("Color", userColor);      

Importing and Exporting Preferences


It may become necessary to save the user's preferences into a file. The Preferences class has methods to copy the preference data into an XML file. The exportNode method will take the specified node and copy it to the specified OutputStream in XML format. The format of the exportNode method:

void exportNode(OutputStream stream);

To create an XML file from our preferences we would do something like this:
prefs.exportNode(stream);

The output of this command will look something like the following:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE preferences SYSTEM 'http://java.sun.com/dtd/preferences.dtd'>
<preferences EXTERNAL_XML_VERSION="1.0">
  <root type="user">
    <map />
    <node name="com">
      <map />
      <node name="javaranch">
        <map />
        <node name="preferences">
          <map>
            <entry key="Rows" value="80" />
            <entry key="Color" value="Red" />
          </map>
        </node>
      </node>
    </node>
  </root>
</preferences>

You can read this into a Preferences object by using the importPreferences method:

void importPreferences(InputStream stream);

Sample Program


Here is a simple program you can use as a sample. When you run it the first time, it will display the default values of 40, and blue. When you run it the second time, it will display the new values of 80 and red. In addition, the program will create an XML file and write it to, "prefs.xml".
import java.util.prefs.*;
import java.io.*;

public class PrefsTest{

    public static void main(String[] args) throws Exception {
        Preferences prefs = Preferences.userRoot().node("com/javaranch/preferences");

        int numRows = prefs.getInt("Rows", 40);
        String color = prefs.get("Color", "Blue");

        new PrefsTest().putPrefs(prefs);

        System.out.println("Color:" + color);
        System.out.println("Rows:" + numRows);

        OutputStream stream = new FileOutputStream("prefs.xml");
        prefs.exportNode(stream);
    }

    public void putPrefs(Preferences prefs) {
        prefs.putInt("Rows", 80);
        prefs.put("Color", "Red");
    }
}


If you are running under Windows, after running this program you can check the Windows registry and see the changes that were made. Look under the node, "HKEY_CURRENT_USER/Software/JavaSoft". There you should find "Prefs\com\javaranch\preferences". At the lowest node, you should find the keys containing the stored preferences.

Conclusion


The Preferences API has some other features which we haven't discussed. For example, you can set Listeners to listen for node value changes. More information on this can be found on the Sun web site at: http://developer.java.sun.com/developer/technicalArticles/releases/preferences/

If you have been using the Properties class to store user preference data in your applications you may want to start using the Preferences API. It is generally easier to use and it is much more portable.


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Introduction to the Java 2 Platform, Enterprise Edition (J2EE)

Simon Brown, October 2002

Introduction

This article, the first in a series, will introduce J2EE and present an overview of what it is and what it can do. In addition to this, we'll also take a look at how to get started with J2EE by presenting the steps necessary to download, install and start developing J2EE applications.

Future articles will subsequently take a look at some of the core J2EE technologies such as Java Servlets, JavaServer Pages (JSP), Enterprise JavaBeans (EJB) and the Java Message Service (JMS). Following on from this, we'll move on to take a look at J2EE from an architecture and design perspective, covering topics like best practices and design patterns.

What is J2EE?

Using the Java 2 Platform, Standard Edition (J2SE) as a basis, Java 2 Platform, Enterprise Edition (J2EE) builds on top of this to provide the types of services that are necessary to build large scale, distributed, component based, multi-tier applications. Essentially, J2EE is a collection of APIs that can be used to build such systems, although this is only half of the picture. J2EE is also a standard for building and deploying enterprise applications, held together by the specifications of the APIs that it defines and the services that J2EE provides. In other words, this means that the "write once, run anywhere" promises of Java apply for enterprise applications too:
  • Enterprise applications can be run on different platforms supporting the Java 2 platform.
  • Enterprise applications are portable between application servers supporting the J2EE specification.

What does J2EE comprise?

J2EE is comprised of many APIs that can be used to build enterprise applications. Although the total list of APIs initially seems overwhelming, it is worth bearing in mind that some are primarily used by the J2EE environment in which your application executes, while some provide services that your specific application may not require. Therefore, it is worth remembering that you don't have to use all of them in order to build J2EE applications. For completeness, however, the full list of technologies that make up J2EE is as follows:
  • Java Servlets
  • JavaServer Pages (JSP)
  • Enterprise JavaBeans (EJB)
  • Java Message Service (JMS)
  • Java Naming and Directory Interface (JNDI)
  • Java Database Connectivity (JDBC)
  • JavaMail
  • Java Transaction Service (JTS)
  • Java Transaction API (JTA)
  • J2EE Connector Architecture (J2EE-CA, or JCA)

From a developer perspective, the main technologies are EJB, JSP, Java Servlets, JDBC and JMS, although JNDI is used for locating EJBs and other enterprise resources. For the moment, let's take a quick look at some of these technologies before moving on to see how to get started with J2EE.

What are Java Servlets?

At a high level, Java Servlets are the Java equivalent of CGI scripts that can be used to perform processing and the servicing of client requests on a web server. From an implementation perspective, servlets are simply Java classes that implement a predefined interface. One use for servlets is that they can be used to dynamically generate content for presentation to the user, and this is achieved by embedding markup language (e.g. HTML) inside the Java code. As Servlets are written in Java, they have access to the rich library of features provided by Java, including access to databases and other enterprise resources such as EJB.

What are JavaServer Pages (JSP)?

JSP is another technology for presenting information to the user over the web and uses a paradigm where Java code is embedded into the HTML - the opposite of servlets, and much like Microsoft ASP. Pages are written as HTML files with embedded Java source code known as scriptlets.

One of the pitfalls in using JSP is that it is very easy to build large pages containing lots of embedded Java code and business logic. For this reason, JSPs provide easy integration with JavaBeans and another feature called JSP tag extensions. These custom tags (also known as custom actions) allow re-usable functionality to be encapsulated into XML-like tags that can be easily used on the pages by both page developers and designers.

What are Enterprise JavaBeans?

EJB is a major part of the J2EE specification and defines a model for building server-side, reusable components. There are three types of enterprise beans currently supported by J2EE - session beans, entity beans and message-driven beans.

Session beans can be seen as extensions to the client application and are typically used to model business processes. There are two types of session bean - stateful and stateless. Stateful session beans are typically used to record conversational state for a single client between requests, whereas stateless session beans are shared between any number of clients at any one time.

Entity beans are typically used to model persistent business entities and, in particular, data in a database. A common mapping is to model an entity bean on a table, there being one instance of that bean for every row in the table. There are two ways that persistence can be achieved - container managed and bean managed persistence. In container managed persistence, a mapping is defined at deployment time between the persistent properties in the bean and the columns in the table. With bean managed persistence, developers write the JDBC code that performs the create, read, update and delete operations.

Finally, message-driven beans allow functionality to be executed on an asynchronous basis, typically triggered by JMS messages from message-oriented middleware.

What is the Java Message Service (JMS)?

JMS is Java API that presents an interface into message-oriented middleware such as IBM MQSeries, SonicMQ and so on. Like JDBC, JMS provides Java applications a mechanism to integrate with such systems by presenting a common programming interface irrespective of the underlying messaging system. Functionally, JMS allows messages to be sent and received using a point-to-point or publish/subscribe paradigm.

The steps to running a J2EE application - build, package and deployment

There are several steps involved with building and running a J2EE application. The first step is to build it. J2EE is now supported by many tools (both commercial and open source) and these can certainly be useful in removing some of the complexity involved during the development process.

Once you have built your application, the next step is to package it up. Here, the type of J2EE component you have used will determine how you package up your application. At a high level though, this is really just a matter of bundling up all of your components and classes into an archive (for example JAR) file. In addition to your compiled code, some of the characteristics associated with certain components need to be configured using deployment descriptors. These are simply XML files that describe the way that the component will behave when running within the J2EE environment.

The final step in the process is called deployment. Since J2EE is, in essence, a collection of APIs and specifications, it is necessary to install an application server - the software that implements these specifications and provides the services that your J2EE components rely upon to run.

Where do I get an application server from?

There are many commercial application servers available on the market, including BEA WebLogic, IBM Websphere, Oracle 9i Application Server and so on. There are also some excellent open source implementations available such as JBoss. Finally, for non-commercial uses, the J2EE development kit is available free of charge. This is Sun Microsystems' reference implementation of the J2EE specifications, meant specifically for the development, testing and non-commercial deployment of J2EE applications.

If you only plan to use Java Servlets and JSPs...
If you are only planning on writing web-based applications using Java Servlets and JSP, it's not strictly necessary that you need to run a full J2EE application server. Many application server vendors supply cut-down implementations that only support servlets and JSP and there are also many open source implementations available too, with one of the most popular being Tomcat. This is the reference implementation of the Java Servlet and JSP specifications, and is available to download from the Jakarta site.

How do I get started with J2EE?

Step 1 : Install the JDK

The first thing that you'll need to get started with J2EE is the regular Java Development Kit (JDK). Ideally, you should try to get the latest version that you can to ensure the best compatibility and absence of bugs. Currently, this is version 1.4.1 and is available to download from the J2SE downloads page.

Step 2 : Install the J2EE SDK

Next you'll need an application server so that you can run your J2EE applications. The J2EE development kit (J2EE SDK) which is currently at version 1.3.1 can be downloaded from the J2EE downloads page.

How do I run the J2EE SDK on Microsoft Windows 95/98/Me?
With respect to Microsoft Windows, although the J2EE SDK is designed to run on NT/2000/XP, it can successfully be run on other versions such as 95/98 and Me. Take a look at this thread on the Java Developer Connection for detailed information.

Step 3 : Start the J2EE server

For the purposes of illustrating how to start up the J2EE server, let's assume that you're using a Microsoft Windows platform and have installed the JDK into c:\j2sdk1.4.1, and the J2EE SDK into c:\j2sdkee1.3.1. To start the J2EE server, open up command window and type the following:
  • set JAVA_HOME=c:\j2sdk1.4.1
  • set J2EE_HOME=c:\j2sdkee1.3.1
  • cd %J2EE_HOME%\bin
  • j2ee -verbose
After a short delay and a few messages, you should see "J2EE server startup complete".

Step 4 : Start the J2EE deployment tool

Now that the J2EE server is up and running, the next thing to do is to start the deployment tool. Once you have built a J2EE application, this is the tool that you use to deploy it into the J2EE server. To run the deployment tool, open up another command window and type the following:
  • set JAVA_HOME=c:\j2sdk1.4.1
  • set J2EE_HOME=c:\j2sdkee1.3.1
  • cd %J2EE_HOME%\bin
  • deploytool
After a short delay you should see a splash screen followed shortly afterwards by the main application window.

Step 5 : Test the installation

A useful, final step that we can perform is to test that everything is working correctly by pointing a web browser to http://localhost:8000/index.html. If successful, you'll see the J2EE server home page indicating that everything is working okay. At this stage you're now ready to start building and running J2EE applications.

Where can I find more information about J2EE?

The J2EE home page is a good place to start, as is TheServerSide.com and, of course, if you have a specific question, don't forget to join us over at the JavaRanch J2EE and EJB forum. Also, take a look at the J2EE section of The Bunkhouse for a list of related books, reviews and recommendations.

Another good starting point for building J2EE applications is the J2EE tutorial, covering how to get started writing Java Servlets, JSPs, EJBs and other J2EE components.

Summary

The J2EE is a very comprehensive platform and at first the range of technologies and APIs can seem daunting. By building up your knowledge of J2EE piece by piece, technology by technology, you'll soon be a good position to start designing and building J2EE systems. Next month we'll start our tour of the various J2EE technologies by taking a closer look at the web tier (Java Servlets and JSP) including a discussion of how they fit in to the J2EE, how Java Servlets and JSP coexist and also the sort of things that they are both capable of.

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Equals and Hash Code

Author: Manish Hatwalne

Introduction

The Java super class java.lang.Object has two very important methods defined in it. They are -

  • public boolean equals(Object obj)
  • public int hashCode()

These methods prove very important when user classes are confronted with other Java classes, when objects of such classes are added to collections etc. These two methods have become part of Sun Certified Java Programmer 1.4 exam (SCJP 1.4) objectives. This article intends to provide the necessary information about these two methods that would help the SCJP 1.4 exam aspirants. Moreover, this article hopes to help you understand the mechanism and general contracts of these two methods; irrespective of whether you are interested in taking the SCJP 1.4 exam or not. This article should help you while implementing these two methods in your own classes.

public boolean equals(Object obj)

This method checks if some other object passed to it as an argument is equal to the object on which this method is invoked. The default implementation of this method in Object class simply checks if two object references x and y refer to the same object. i.e. It checks if x == y. This particular comparison is also known as "shallow comparison". However, the classes providing their own implementations of the equals method are supposed to perform a "deep comparison"; by actually comparing the relevant data members. Since Object class has no data members that define its state, it simply performs shallow comparison.

This is what the JDK 1.4 API documentation says about the equals method of Object class-

Indicates whether some other object is "equal to" this one.

    The equals method implements an equivalence relation:
  • It is reflexive: for any reference value x, x.equals(x) should return true.
  • It is symmetric: for any reference values x and y, x.equals(y) should return true if and only if y.equals(x) returns true.
  • It is transitive: for any reference values x, y, and z, if x.equals(y) returns true and y.equals(z) returns true, then x.equals(z) should return true.
  • It is consistent: for any reference values x and y, multiple invocations of x.equals(y) consistently return true or consistently return false, provided no information used in equals comparisons on the object is modified.
  • For any non-null reference value x, x.equals(null) should return false.

The equals method for class Object implements the most discriminating possible equivalence relation on objects; that is, for any reference values x and y, this method returns true if and only if x and y refer to the same object (x==y has the value true).

Note that it is generally necessary to override the hashCode method whenever this method is overridden, so as to maintain the general contract for the hashCode method, which states that equal objects must have equal hash codes.


The contract of the equals method precisely states what it requires. Once you understand it completely, implementation becomes relatively easy, moreover it would be correct. Let's understand what each of this really means.

  1. Reflexive - It simply means that the object must be equal to itself, which it would be at any given instance; unless you intentionally override the equals method to behave otherwise.
  2. Symmetric - It means that if object of one class is equal to another class object, the other class object must be equal to this class object. In other words, one object can not unilaterally decide whether it is equal to another object; two objects, and consequently the classes to which they belong, must bilaterally decide if they are equal or not. They BOTH must agree.
    Hence, it is improper and incorrect to have your own class with equals method that has comparison with an object of java.lang.String class, or with any other built-in Java class for that matter. It is very important to understand this requirement properly, because it is quite likely that a naive implementation of equals method may violate this requirement which would result in undesired consequences.
  3. Transitive - It means that if the first object is equal to the second object and the second object is equal to the third object; then the first object is equal to the third object. In other words, if two objects agree that they are equal, and follow the symmetry principle, one of them can not decide to have a similar contract with another object of different class. All three must agree and follow symmetry principle for various permutations of these three classes.
    Consider this example - A, B and C are three classes. A and B both implement the equals method in such a way that it provides comparison for objects of class A and class B. Now, if author of class B decides to modify its equals method such that it would also provide equality comparison with class C; he would be violating the transitivity principle. Because, no proper equals comparison mechanism would exist for class A and class C objects.
  4. Consistent - It means that if two objects are equal, they must remain equal as long as they are not modified. Likewise, if they are not equal, they must remain non-equal as long as they are not modified. The modification may take place in any one of them or in both of them.
  5. null comparison - It means that any instantiable class object is not equal to null, hence the equals method must return false if a null is passed to it as an argument. You have to ensure that your implementation of the equals method returns false if a null is passed to it as an argument.
  6. Equals & Hash Code relationship - The last note from the API documentation is very important, it states the relationship requirement between these two methods. It simply means that if two objects are equal, then they must have the same hash code, however the opposite is NOT true. This is discussed in details later in this article.

The details about these two methods are interrelated and how they should be overridden correctly is discussed later in this article.

public int hashCode()

This method returns the hash code value for the object on which this method is invoked. This method returns the hash code value as an integer and is supported for the benefit of hashing based collection classes such as Hashtable, HashMap, HashSet etc. This method must be overridden in every class that overrides the equals method.

This is what the JDK 1.4 API documentation says about the hashCode method of Object class-

Returns a hash code value for the object. This method is supported for the benefit of hashtables such as those provided by java.util.Hashtable.

    The general contract of hashCode is:
  • Whenever it is invoked on the same object more than once during an execution of a Java application, the hashCode method must consistently return the same integer, provided no information used in equals comparisons on the object is modified. This integer need not remain consistent from one execution of an application to another execution of the same application.
  • If two objects are equal according to the equals(Object) method, then calling the hashCode method on each of the two objects must produce the same integer result.
  • It is not required that if two objects are unequal according to the equals(java.lang.Object) method, then calling the hashCode method on each of the two objects must produce distinct integer results. However, the programmer should be aware that producing distinct integer results for unequal objects may improve the performance of hashtables.

As much as is reasonably practical, the hashCode method defined by class Object does return distinct integers for distinct objects. (This is typically implemented by converting the internal address of the object into an integer, but this implementation technique is not required by the JavaTM programming language.)


As compared to the general contract specified by the equals method, the contract specified by the hashCode method is relatively simple and easy to understand. It simply states two important requirements that must be met while implementing the hashCode method. The third point of the contract, in fact is the elaboration of the second point. Let's understand what this contract really means.

  1. Consistency during same execution - Firstly, it states that the hash code returned by the hashCode method must be consistently the same for multiple invocations during the same execution of the application as long as the object is not modified to affect the equals method.
  2. Hash Code & Equals relationship - The second requirement of the contract is the hashCode counterpart of the requirement specified by the equals method. It simply emphasizes the same relationship - equal objects must produce the same hash code. However, the third point elaborates that unequal objects need not produce distinct hash codes.

After reviewing the general contracts of these two methods, it is clear that the relationship between these two methods can be summed up in the following statement -

Equal objects must produce the same hash code as long as they are equal, however unequal objects need not produce distinct hash codes.


The rest of the requirements specified in the contracts of these two methods are specific to those methods and are not directly related to the relationship between these two methods. Those specific requirements are discussed earlier. This relationship also enforces that whenever you override the equals method, you must override the hashCode method as well. Failing to comply with this requirement usually results in undetermined, undesired behavior of the class when confronted with Java collection classes or any other Java classes.

Correct Implementation Example

The following code exemplifies how all the requirements of equals and hashCode methods should be fulfilled so that the class behaves correctly and consistently with other Java classes. This class implements the equals method in such a way that it only provides equality comparison for the objects of the same class, similar to built-in Java classes like String and other wrapper classes.

1.	public class Test
2.	{
3.		private int num;
4.		private String data;
5.
6.		public boolean equals(Object obj)
7.		{
8.			if(this == obj)
9.				return true;
10.			if((obj == null) || (obj.getClass() != this.getClass()))
11.				return false;
12.			// object must be Test at this point
13.			Test test = (Test)obj;
14.			return num == test.num &&
15.			(data == test.data || (data != null && data.equals(test.data)));
16.		}
17.
18.		public int hashCode()
19.		{
20.			int hash = 7;
21.			hash = 31 * hash + num;
22.			hash = 31 * hash + (null == data ? 0 : data.hashCode());
23.			return hash;
24.		}
25.
26.		// other methods
27.	}


Now, let's examine why this implementation is the correct implementation. The class Test has two member variables - num and data. These two variables define state of the object and they also participate in the equals comparison for the objects of this class. Hence, they should also be involved in calculating the hash codes of this class objects.

Consider the equals method first. We can see that at line 8, the passed object reference is compared with this object itself, this approach usually saves time if both the object references are referring to the same object on the heap and if the equals comparison is expensive. Next, the if condition at line 10 first checks if the argument is null, if not, then (due to the short-circuit nature of the OR || operator) it checks if the argument is of type Test by comparing the classes of the argument and this object. This is done by invoking the getClass() method on both the references. If either of these conditions fails, then false is returned. This is done by the following code -
if((obj == null) || (obj.getClass() != this.getClass())) return false; // prefer
This conditional check should be preferred instead of the conditional check given by -
if(!(obj instanceof Test)) return false; // avoid
This is because, the first condition (code in blue) ensures that it will return false if the argument is a subclass of the class Test. However, in case of the second condition (code in red) it fails. The instanceof operator condition fails to return false if the argument is a subclass of the class Test. Thus, it might violate the symmetry requirement of the contract. The instanceof check is correct only if the class is final, so that no subclass would exist. The first condition will work for both, final and non-final classes. Note that, both these conditions will return false if the argument is null. The instanceof operator returns false if the left hand side (LHS) operand is null, irrespective of the operand on the right hand side (RHS) as specified by JLS 15.20.2. However, the first condition should be preferred for better type checking.

This class implements the equals method in such a way that it provides equals comparison only for the objects of the same class. Note that, this is not mandatory. But, if a class decides to provide equals comparison for other class objects, then the other class (or classes) must also agree to provide the same for this class so as to fulfill the symmetry and reflexivity requirements of the contract. This particular equals method implementation does not violate both these requirements. The lines 14 and 15 actually perform the equality comparison for the data members, and return true if they are equal. Line 15 also ensures that invoking the equals method on String variable data will not result in a NullPointerException.
While implementing the equals method, primitives can be compared directly with an equality operator (==) after performing any necessary conversions (Such as float to Float.floatToIntBits or double to Double.doubleToLongBits). Whereas, object references can be compared by invoking their equals method recursively. You also need to ensure that invoking the equals method on these object references does not result in a NullPointerException.

Here are some useful guidelines for implementing the equals method correctly.

  1. Use the equality == operator to check if the argument is the reference to this object, if yes. return true. This saves time when actual comparison is costly.
  2. Use the following condition to check that the argument is not null and it is of the correct type, if not then return false.
    if((obj == null) || (obj.getClass() != this.getClass())) return false;
    Note that, correct type does not mean the same type or class as shown in the example above. It could be any class or interface that one or more classes agree to implement for providing the comparison.
  3. Cast the method argument to the correct type. Again, the correct type may not be the same class. Also, since this step is done after the above type-check condition, it will not result in a ClassCastException.
  4. Compare significant variables of both, the argument object and this object and check if they are equal. If *all* of them are equal then return true, otherwise return false. Again, as mentioned earlier, while comparing these class members/variables; primitive variables can be compared directly with an equality operator (==) after performing any necessary conversions (Such as float to Float.floatToIntBits or double to Double.doubleToLongBits). Whereas, object references can be compared by invoking their equals method recursively. You also need to ensure that invoking equals method on these object references does not result in a NullPointerException, as shown in the example above (Line 15).
    It is neither necessary, nor advisable to include those class members in this comparison which can be calculated from other variables, hence the word "significant variables". This certainly improves the performance of the equals method. Only you can decide which class members are significant and which are not.
  5. Do not change the type of the argument of the equals method. It takes a java.lang.Object as an argument, do not use your own class instead. If you do that, you will not be overriding the equals method, but you will be overloading it instead; which would cause problems. It is a very common mistake, and since it does not result in a compile time error, it becomes quite difficult to figure out why the code is not working properly.
  6. Review your equals method to verify that it fulfills all the requirements stated by the general contract of the equals method.
  7. Lastly, do not forget to override the hashCode method whenever you override the equals method, that's unpardonable. ;)

Now, let's examine the hashCode method of this example. At line 20, a non-zero constant value 7 (arbitrary) is assigned to an int variable hash. Since the class members/variables num and data do participate in the equals method comparison, they should also be involved in the calculation of the hash code. Though, this is not mandatory. You can use subset of the variables that participate in the equals method comparison to improve performance of the hashCode method. Performance of the hashCode method indeed is very important. But, you have to be very careful while selecting the subset. The subset should include those variables which are most likely to have the greatest diversity of the values. Sometimes, using all the variables that participate in the equals method comparison for calculating the hash code makes more sense.
This class uses both the variables for computing the hash code. Lines 21 and 22 calculate the hash code values based on these two variables. Line 22 also ensures that invoking hashCode method on the variable data does not result in a NullPointerException if data is null. This implementation ensures that the general contract of the hashCode method is not violated. This implementation will return consistent hash code values for different invocations and will also ensure that equal objects will have equal hash codes.
While implementing the hashCode method, primitives can be used directly in the calculation of the hash code value after performing any necessary conversions, such as float to Float.floatToIntBits or double to Double.doubleToLongBits. Since return type of the hashCode method is int, long values must to be converted to the integer values. As for hash codes of the object references, they should be calculated by invoking their hashCode method recursively. You also need to ensure that invoking the hashCode method on these object references does not result in a NullPointerException.

Writing a very good implementation of the hashCode method which calculates hash code values such that the distribution is uniform is not a trivial task and may require inputs from mathematicians and theoretical computer scientist. Nevertheless, it is possible to write a decent and correct implementation by following few simple rules.

Here are some useful guidelines for implementing the hashCode method correctly.

  1. Store an arbitrary non-zero constant integer value (say 7) in an int variable, called hash.
  2. Involve significant variables of your object in the calculation of the hash code, all the variables that are part of equals comparison should be considered for this. Compute an individual hash code int var_code for each variable var as follows -
    1. If the variable(var) is byte, char, short or int, then var_code = (int)var;
    2. If the variable(var) is long, then var_code = (int)(var ^ (var >>> 32));
    3. If the variable(var) is float, then var_code = Float.floatToIntBits(var);
    4. If the variable(var) is double, then -
      long bits = Double.doubleToLongBits(var);
      var_code = (int)(bits ^ (bits >>> 32));
    5. If the variable(var) is boolean, then var_code = var ? 1 : 0;
    6. If the variable(var) is an object reference, then check if it is null, if yes then var_code = 0; otherwise invoke the hashCode method recursively on this object reference to get the hash code. This can be simplified and given as -
      var_code = (null == var ? 0 : var.hashCode());
  3. Combine this individual variable hash code var_code in the original hash code hash as follows -
    hash = 31 * hash + var_code;
  4. Follow these steps for all the significant variables and in the end return the resulting integer hash.
  5. Lastly, review your hashCode method and check if it is returning equal hash codes for equal objects. Also, verify that the hash codes returned for the object are consistently the same for multiple invocations during the same execution.

The guidelines provided here for implementing equals and hashCode methods are merely useful as guidelines, these are not absolute laws or rules. Nevertheless, following them while implementing these two methods will certainly give you correct and consistent results.

Summary & Miscellaneous Tips

  • Equal objects must produce the same hash code as long as they are equal, however unequal objects need not produce distinct hash codes.
  • The equals method provides "deep comparison" by checking if two objects are logically equal as opposed to the "shallow comparison" provided by the equality operator ==.
  • However, the equals method in java.lang.Object class only provides "shallow comparison", same as provided by the equality operator ==.
  • The equals method only takes Java objects as an argument, and not primitives; passing primitives will result in a compile time error.
  • Passing objects of different types to the equals method will never result in a compile time error or runtime error.
  • For standard Java wrapper classes and for java.lang.String, if the equals argument type (class) is different from the type of the object on which the equals method is invoked, it will return false.
  • The class java.lang.StringBuffer does not override the equals method, and hence it inherits the implementation from java.lang.Object class.
  • The equals method must not provide equality comparison with any built in Java class, as it would result in the violation of the symmetry requirement stated in the general contract of the equals method.
  • If null is passed as an argument to the equals method, it will return false.
  • Equal hash codes do not imply that the objects are equal.
  • return 1; is a legal implementation of the hashCode method, however it is a very bad implementation. It is legal because it ensures that equal objects will have equal hash codes, it also ensures that the hash code returned will be consistent for multiple invocations during the same execution. Thus, it does not violate the general contract of the hashCode method. It is a bad implementation because it returns same hash code for all the objects. This explanation applies to all implementations of the hashCode method which return same constant integer value for all the objects.
  • In standard JDK 1.4, the wrapper classes java.lang.Short, java.lang.Byte, java.lang.Character and java.lang.Integer simply return the value they represent as the hash code by typecasting it to an int.
  • Since JDK version 1.3, the class java.lang.String caches its hash code, i.e. it calculates the hash code only once and stores it in an instance variable and returns this value whenever the hashCode method is called. It is legal because java.lang.String represents an immutable string.
  • It is incorrect to involve a random number directly while computing the hash code of the class object, as it would not consistently return the same hash code for multiple invocations during the same execution.

Resources

Here is a list of few more resources that might be useful if you are interested in knowing more about these two methods, their implementation and significance.

  • Object class - API documentation for the java.lang.Object class. The general contract of these two methods is available here.
  • Effective Java - Nice book by Joshua Bloch. Chapter 3 of this book is available online in a pdf format. This chapter deals with all the methods of java.lang.Object class. It also discusses in details the implementation of equals and hashCode methods, correct and incorrect way of overriding them etc. This article is partially based on the information given in this book.
    However, this article is an attempt to explain the mechanism and implementation details of these two methods in a simple and compact presentation. It also adds tips and review questions for better understanding.
  • JavaWorld Article - This article discusses the methods of java.lang.Object, also explains shortcomings of using the instanceof condition in the equals method.
  • Importance of equals and hashCode - This FAQ question discusses the importance of overriding equals and hashCode methods correctly. It also discusses important issues regarding these two methods with respect to Java collection framework.
  • Equals & Hash Code Mock Test - If you are interested in taking the mock test featured here under review questions separately.


This article has been reviewed and revised repeatedly so as to make it as correct as possible. Thanks a lot to Valentin Crettaz and friends at JavaRanch for suggesting many changes. Especially thanks to Valentin for pointing out the violation of the symmetry requirement by using the instanceof condition in the equals method. If you notice any ambiguity, error in the article and/or the mock test, please do let me know. Your feedback is very important in making this article and test more useful.


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Small Worlds 2.0

a dependency analyzer by Information Laboratory, Inc.

by: Ilja Preuss

Small Worlds is a tool for exploring and analyzing dependencies in object oriented software systems. It promises to "help prevent [...] failures by allowing managers, engineers, developers, and testers to gain critical understanding of stability issues in their systems" by "performing a structural analysis, evaluating the overall stability, and pointing out potentially problematic areas". It even claims giving managers the ability to assess the maintainability of a system without having to know anything about programming.

To investigate the meat behind those claims, I used Small Worlds Analyzer Edition 2.0 for Java, provided by Information Laboratory. There is also a version for C++ and a shortened Visualizer Edition. I mainly analyzed an open source project, first because there is no problem with publishing details about it, and second because I am very familiar with the code and therefore in a good position to judge the findings of the tool. The project consisted of 94 classes/interfaces in 12 packages forming a net of 386 relationships. I also took a quick shot at two bigger projects, one of around 600, one of over 1000 "objects".

Installation

Installation went very smoothly. After downloading and starting the setup program for Windows, I only had to enter the registration key. That was it. The registration key is bound to the MAC address of the installation machine, so you have to get a new key if you find yourself needing to replace the network adapter. As the folks of Information Laboratory seem to be very responsive in general, that probably shouldn't be much of an issue.

Setting up a project

After starting the program, you are welcomed by a project wizard. It gives you the option to either open a recently worked on project or start a new one.

Small Worlds works on class files, so you don't need the sources of the project. The files can reside either in jar- or zip-files or in a directory structure (or any combination of the three). It also wants to know the location of the used external libraries. Optionally, you can configure the location of source- and javadoc-files. These aren't used in the analysis, but can be viewed from the explorer.

First exploration

After loading the class files, you get to the Application Guide. This guide presents the six main parts of the tool, giving a short description and the option to get more information on a part or to Launch a particular one. The first is the Explorer, used to "navigate through software as a web of relationships". (The segmentation into those parts is only done for the convenience of the beginner - they are integrated rather seamlessly and you will later switch between them without even noticing.)

The Explorer with all dependencies shown Explorer can best be described as an interactive form of a simplified UML class diagram. There is always one entity (class, interface or package) at the center of the screen, surrounded by its dependants and entities it depends on. The type and level of dependencies shown can be configured in detail - Explorer, filters active which is necessary because showing all dependencies can quickly produce a complex, useless mess. After fiddling with the settings a little bit, we can finally get a usable view, for example focused on incoming dependencies. There are also some Quick Filters predefined for typical configurations. If you hover the mouse cursor over an entity, a window containing detailed information pops up.

By inheritance view clicking on an entity, that entity gets centered in the view. This way you can browse through the system step by step. There are also predefined views on specific aspects of the system, for example all the existing inheritance relationsships. Unnecessary to mention that you can also search for a specific entity by name.

The analysis Summary

Probably summary the most important part of the Analyzer Edition is the Summary. the Small Worlds lingo The Summary is a textual description of the system, giving you some general statistics and pointing out potential problems, linked to sections containing more information. The types of potential problems Small Worlds analyses are tersely described in the help system.

Let's take a look at a tangle (a tangle is a group of entities with circular dependencies). After clicking on the link and choosing one of the identified tangles, the Explorer is showing the tangle. a tangle To further analyze it, we can activate the Details view and highlight a specific circular dependency.

What now?

OK, certainly a tangle is a bad thing. But what do we do about it? This is were Small Worlds seems to let us down. Neither in the online help, nor in the manual did I find any advice on how to break a tangle. Finally I found a message in the Small Worlds forum, promptly and concisely answered by the support team, as seems to be generally the case. It explains that you should find the dependency that doesn't make sense (where a simple concept depends on a more complex one, for example - hopefully a weak dependency) and remove it. Sadly, it doesn't give any hints on how such a dependency might be broken - though I suspect you would get an equally concise answer if you asked (probably pointing out something along the lines of the Dependency Inversion Principle).

Other metrics and views

Small charts Worlds also provides a whole bunch of other, more conventional metrics like instability, abstractness and imbalance (distance from the main sequence) of packages. The program thereby colors the values by potential criticality and makes it easy to spot entities demanding special attention. Some of the metrics can also be portrayed in statistical charts.

If you want to share the above metrics and the Summary with your colleagues without having them to crowd around your monitor, you can save every screen as HTML and/or GIF file as appropriate or even create a whole hyperlinked HTML-report.

Another interesting view is the Skeleton view. It shows the "dependency hierarchy" of the system in a form of a pyramid - the entities with only outgoing dependencies on the bottom, those with only incoming dependencies on the top. Ideally, this view actually shows you a triangle - major deviation from this shape can point out problems in the design. Tangles, butterflies etc. can be specially colored (as can be done in the explorer). You can also highlight the dependants of an entity by clicking on it.

For the latter there is even another specific view called "What If". Here the classes and interfaces are grouped by packages. If you click on an entity, a simple animation is started, connecting it to all its dependants, thereby showing you the potential effects of a change in that entity.

Something missing?

The information Small Worlds presents is quite voluminous and might even be overwhelming at the beginning. Nevertheless there are some things, Small Worlds won't tell you.

For example, Small Worlds gave the above mentioned "middle sized" system a stability rating of 94%, though I experienced it to be rather hard to maintain and extend. This was because of a lot of indirect coupling, like one class expecting another class to organize an array in a specific way. Those dependencies aren't considered by Small Worlds, and would probably be very hard to.

There are also other, more "mechanical" design heuristics Small Worlds currently doesn't take into account, like the Law Of Demeter. Another request from the forum is analysis on the method level in addition to the current class/interface/package levels.

Besides this, Small Worlds also doesn't record the history of a project. So, if you want to know how some metrics changed while the design evolved, you need to keep track of that in some other way.

Fortunately, the folks at Information Laboratory seem to be fully aware of these issues, so that we can look forward to upcoming releases. There are talks about promising features like refactoring wizards, history tracking with visualization of structural changes and charts for metrics through the lifetime of a project.

Conclusion

Small Worlds is certainly a very powerful design analysis tool. The information it presents will give you much to think about and might highlight critical problems you weren't previously aware of.

But you shouldn't expect it to do your work for you (as you shouldn't expect from any tool). You still need to interpret the information in the light of your situation and find the right ways to act accordingly.

Therefore I don't think this tool could or should replace a manager's trust in the development team or the extensive care for new team members. An introduction by Pair Programming, accompanied with some high-level class diagrams on the white board will still be way more effective than browsing in the Small Worlds Explorer in most situations.

If you are aware of these social and technical limitations, Small Worlds can without doubt be a very effective tool for analyzing and teaching specific critical design aspects in your object oriented projects.

(Ilja Preu? - bartender, October 2002)

Resources

  • The Small Worlds homepage: http://www.thesmallworlds.com/
  • OO design principles for managing dependencies: http://c2.com/cgi/wiki?OoDesignPrinciples

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    Book Review of the Month

    Mr. Bunny's Big Cup o' Java
    by Carlton Egremont III
    This book is the story of Farmer Jake's quest to learn Java from his mentor, Mr. Bunny. The book starts at the beginning. This is about the last thing it has in common with other Java books (until it gets to the end).

    Farmer Jake and Mr. Bunny are sucked into the computer, tokenized, put in a jar, and find themselves facing the Java Class Verifier (in the person of Telly the Bridge Troll). After passing inspection, they go on to meet Inky (a Squid-based implementation of the Java Virtual Machine). Along the way they meet many other characters that teach them about Primitives, Applets, Classes, Objects, Inheritance, the Garbage Collection, Interfaces, and even the Java Native Interface.

    So much packed into one short book! Even the copyright notice is worth reading. This is an entertaining book, appropriate for readers with any level of Java experience, although greenhorns may not get all the jokes (yet). Most of the allegories and examples are reasonably accurate, technically. The explanation of threads and thread scheduling is particularly good.

    If you can only buy one Java book this year, this probably shouldn't be it. But if you can scrape up some extra change from between the cushions of the couch, this would be a great way to spend it.
    (Dave Landers - Ranch Hand, September 2002)

    More info at Amazon.com More info at Amazon.co.uk

    Chosen by Cindy Glass and Madhav Lakkapragada

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    October News

    Hey, we've added a Tack Room. No one should be out on the range without their vital JavaRanch supplies. T-shirts, caps, lunch bags, and mugs will keep you ready whether you are out on a cattle drive or just dropping in to the saloon.

    This month's special item is the JavaRanch backpack. No CS major should be caught carrying his books in anything else!

    As always JavaRanch is dedicated to providing you with the best source of information on Java Programming and Engineering.

    by Thomas Paul


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    Managing Editor: Carl Trusiak

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