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* Added Lockable-Object pattern. Closes #1282. * Refactor method name. * Refactor sonar lint bugs. * Added tests and enum Constants. * Increase coverage. * Changed @DaTa to Getters and Setters. * Iluwatar's comment on pull request #1702. * Fixed codes mells. * Incremented wait time to 3 seconds. * Reduced wait time to 2 seconds. * Cleaned Code Smells. * Incremented wait time, removed cool down. * Refactored README.md file. Co-authored-by: Subhrodip Mohanta <subhrodipmohanta@gmail.com>
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--- | ||
layout: pattern | ||
title: Lockable Object | ||
folder: lockable-object | ||
permalink: /patterns/lockable-object/ | ||
categories: Concurrency | ||
tags: | ||
- Performance | ||
--- | ||
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## Intent | ||
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The lockable object design pattern ensures that there is only one user using the target object. Compared to the built-in synchronization mechanisms such as using the `synchronized` keyword, this pattern can lock objects for an undetermined time and is not tied to the duration of the request. | ||
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## Explanation | ||
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Real-world example | ||
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>The Sword Of Aragorn is a legendary object that only one creature can possess at the time. | ||
>Every creature in the middle earth wants to possess is, so as long as it's not locked, every creature will fight for it. | ||
Under the hood | ||
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>In this particular module, the SwordOfAragorn.java is a class that implements the Lockable interface. | ||
It reaches the goal of the Lockable-Object pattern by implementing unlock() and unlock() methods using | ||
thread-safety logic. The thread-safety logic is implemented with the built-in monitor mechanism of Java. | ||
The SwordOfAaragorn.java has an Object property called "synchronizer". In every crucial concurrency code block, | ||
it's synchronizing the block by using the synchronizer. | ||
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**Programmatic Example** | ||
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```java | ||
/** This interface describes the methods to be supported by a lockable object. */ | ||
public interface Lockable { | ||
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/** | ||
* Checks if the object is locked. | ||
* | ||
* @return true if it is locked. | ||
*/ | ||
boolean isLocked(); | ||
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/** | ||
* locks the object with the creature as the locker. | ||
* | ||
* @param creature as the locker. | ||
* @return true if the object was locked successfully. | ||
*/ | ||
boolean lock(Creature creature); | ||
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/** | ||
* Unlocks the object. | ||
* | ||
* @param creature as the locker. | ||
*/ | ||
void unlock(Creature creature); | ||
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/** | ||
* Gets the locker. | ||
* | ||
* @return the Creature that holds the object. Returns null if no one is locking. | ||
*/ | ||
Creature getLocker(); | ||
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/** | ||
* Returns the name of the object. | ||
* | ||
* @return the name of the object. | ||
*/ | ||
String getName(); | ||
} | ||
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``` | ||
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We have defined that according to our context, the object must implement the Lockable interface. | ||
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For example, the SwordOfAragorn class: | ||
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```java | ||
public class SwordOfAragorn implements Lockable { | ||
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private Creature locker; | ||
private final Object synchronizer; | ||
private static final String NAME = "The Sword of Aragorn"; | ||
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public SwordOfAragorn() { | ||
this.locker = null; | ||
this.synchronizer = new Object(); | ||
} | ||
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@Override | ||
public boolean isLocked() { | ||
return this.locker != null; | ||
} | ||
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@Override | ||
public boolean lock(@NonNull Creature creature) { | ||
synchronized (synchronizer) { | ||
LOGGER.info("{} is now trying to acquire {}!", creature.getName(), this.getName()); | ||
if (!isLocked()) { | ||
locker = creature; | ||
return true; | ||
} else { | ||
if (!locker.getName().equals(creature.getName())) { | ||
return false; | ||
} | ||
} | ||
} | ||
return false; | ||
} | ||
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@Override | ||
public void unlock(@NonNull Creature creature) { | ||
synchronized (synchronizer) { | ||
if (locker != null && locker.getName().equals(creature.getName())) { | ||
locker = null; | ||
LOGGER.info("{} is now free!", this.getName()); | ||
} | ||
if (locker != null) { | ||
throw new LockingException("You cannot unlock an object you are not the owner of."); | ||
} | ||
} | ||
} | ||
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@Override | ||
public Creature getLocker() { | ||
return this.locker; | ||
} | ||
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@Override | ||
public String getName() { | ||
return NAME; | ||
} | ||
} | ||
``` | ||
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According to our context, there are creatures that are looking for the sword, so must define the parent class: | ||
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```java | ||
public abstract class Creature { | ||
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private String name; | ||
private CreatureType type; | ||
private int health; | ||
private int damage; | ||
Set<Lockable> instruments; | ||
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protected Creature(@NonNull String name) { | ||
this.name = name; | ||
this.instruments = new HashSet<>(); | ||
} | ||
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/** | ||
* Reaches for the Lockable and tried to hold it. | ||
* | ||
* @param lockable as the Lockable to lock. | ||
* @return true of Lockable was locked by this creature. | ||
*/ | ||
public boolean acquire(@NonNull Lockable lockable) { | ||
if (lockable.lock(this)) { | ||
instruments.add(lockable); | ||
return true; | ||
} | ||
return false; | ||
} | ||
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/** Terminates the Creature and unlocks all of the Lockable that it posses. */ | ||
public synchronized void kill() { | ||
LOGGER.info("{} {} has been slayed!", type, name); | ||
for (Lockable lockable : instruments) { | ||
lockable.unlock(this); | ||
} | ||
this.instruments.clear(); | ||
} | ||
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/** | ||
* Attacks a foe. | ||
* | ||
* @param creature as the foe to be attacked. | ||
*/ | ||
public synchronized void attack(@NonNull Creature creature) { | ||
creature.hit(getDamage()); | ||
} | ||
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/** | ||
* When a creature gets hit it removed the amount of damage from the creature's life. | ||
* | ||
* @param damage as the damage that was taken. | ||
*/ | ||
public synchronized void hit(int damage) { | ||
if (damage < 0) { | ||
throw new IllegalArgumentException("Damage cannot be a negative number"); | ||
} | ||
if (isAlive()) { | ||
setHealth(getHealth() - damage); | ||
if (!isAlive()) { | ||
kill(); | ||
} | ||
} | ||
} | ||
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/** | ||
* Checks if the creature is still alive. | ||
* | ||
* @return true of creature is alive. | ||
*/ | ||
public synchronized boolean isAlive() { | ||
return getHealth() > 0; | ||
} | ||
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} | ||
``` | ||
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As mentioned before, we have classes that extend the Creature class, such as Elf, Orc, and Human. | ||
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Finally, the following program will simulate a battle for the sword: | ||
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```java | ||
public class App implements Runnable { | ||
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private static final int WAIT_TIME = 3; | ||
private static final int WORKERS = 2; | ||
private static final int MULTIPLICATION_FACTOR = 3; | ||
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/** | ||
* main method. | ||
* | ||
* @param args as arguments for the main method. | ||
*/ | ||
public static void main(String[] args) { | ||
var app = new App(); | ||
app.run(); | ||
} | ||
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@Override | ||
public void run() { | ||
// The target object for this example. | ||
var sword = new SwordOfAragorn(); | ||
// Creation of creatures. | ||
List<Creature> creatures = new ArrayList<>(); | ||
for (var i = 0; i < WORKERS; i++) { | ||
creatures.add(new Elf(String.format("Elf %s", i))); | ||
creatures.add(new Orc(String.format("Orc %s", i))); | ||
creatures.add(new Human(String.format("Human %s", i))); | ||
} | ||
int totalFiends = WORKERS * MULTIPLICATION_FACTOR; | ||
ExecutorService service = Executors.newFixedThreadPool(totalFiends); | ||
// Attach every creature and the sword is a Fiend to fight for the sword. | ||
for (var i = 0; i < totalFiends; i = i + MULTIPLICATION_FACTOR) { | ||
service.submit(new Feind(creatures.get(i), sword)); | ||
service.submit(new Feind(creatures.get(i + 1), sword)); | ||
service.submit(new Feind(creatures.get(i + 2), sword)); | ||
} | ||
// Wait for program to terminate. | ||
try { | ||
if (!service.awaitTermination(WAIT_TIME, TimeUnit.SECONDS)) { | ||
LOGGER.info("The master of the sword is now {}.", sword.getLocker().getName()); | ||
} | ||
} catch (InterruptedException e) { | ||
LOGGER.error(e.getMessage()); | ||
Thread.currentThread().interrupt(); | ||
} finally { | ||
service.shutdown(); | ||
} | ||
} | ||
} | ||
``` | ||
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## Applicability | ||
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The Lockable Object pattern is ideal for non distributed applications, that needs to be thread-safe | ||
and keeping their domain models in memory(in contrast to persisted models such as databases). | ||
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## Class diagram | ||
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![alt text](./etc/lockable-object.urm.png "Lockable Object class diagram") | ||
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## Credits | ||
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* [Lockable Object - Chapter 10.3, J2EE Design Patterns, O'Reilly](http://ommolketab.ir/aaf-lib/axkwht7wxrhvgs2aqkxse8hihyu9zv.pdf) |
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@startuml | ||
package com.iluwatar.lockableobject.domain { | ||
abstract class Creature { | ||
- LOGGER : Logger {static} | ||
- damage : int | ||
- health : int | ||
~ instruments : Set<Lockable> | ||
- name : String | ||
- type : CreatureType | ||
+ Creature(name : String) | ||
+ acquire(lockable : Lockable) : boolean | ||
+ attack(creature : Creature) | ||
# canEqual(other : Object) : boolean | ||
+ equals(o : Object) : boolean | ||
+ getDamage() : int | ||
+ getHealth() : int | ||
+ getInstruments() : Set<Lockable> | ||
+ getName() : String | ||
+ getType() : CreatureType | ||
+ hashCode() : int | ||
+ hit(damage : int) | ||
+ isAlive() : boolean | ||
+ kill() | ||
+ setDamage(damage : int) | ||
+ setHealth(health : int) | ||
+ setInstruments(instruments : Set<Lockable>) | ||
+ setName(name : String) | ||
+ setType(type : CreatureType) | ||
+ toString() : String | ||
} | ||
enum CreatureType { | ||
+ ELF {static} | ||
+ HUMAN {static} | ||
+ ORC {static} | ||
+ valueOf(name : String) : CreatureType {static} | ||
+ values() : CreatureType[] {static} | ||
} | ||
class Elf { | ||
+ Elf(name : String) | ||
} | ||
class Feind { | ||
- LOGGER : Logger {static} | ||
- feind : Creature | ||
- target : Lockable | ||
+ Feind(feind : Creature, target : Lockable) | ||
- fightForTheSword(reacher : Creature, holder : Creature, sword : Lockable) | ||
+ run() | ||
} | ||
class Human { | ||
+ Human(name : String) | ||
} | ||
class Orc { | ||
+ Orc(name : String) | ||
} | ||
} | ||
package com.iluwatar.lockableobject { | ||
class App { | ||
- LOGGER : Logger {static} | ||
- MULTIPLICATION_FACTOR : int {static} | ||
- WAIT_TIME : int {static} | ||
- WORKERS : int {static} | ||
+ App() | ||
+ main(args : String[]) {static} | ||
} | ||
interface Lockable { | ||
+ getLocker() : Creature {abstract} | ||
+ getName() : String {abstract} | ||
+ isLocked() : boolean {abstract} | ||
+ lock(Creature) : boolean {abstract} | ||
+ unlock(Creature) {abstract} | ||
} | ||
class SwordOfAragorn { | ||
- LOGGER : Logger {static} | ||
- NAME : String {static} | ||
- locker : Creature | ||
- synchronizer : Object | ||
+ SwordOfAragorn() | ||
+ getLocker() : Creature | ||
+ getName() : String | ||
+ isLocked() : boolean | ||
+ lock(creature : Creature) : boolean | ||
+ unlock(creature : Creature) | ||
} | ||
} | ||
Creature --> "-type" CreatureType | ||
Creature --> "-instruments" Lockable | ||
Feind --> "-feind" Creature | ||
Feind --> "-target" Lockable | ||
SwordOfAragorn --> "-locker" Creature | ||
SwordOfAragorn ..|> Lockable | ||
Elf --|> Creature | ||
Human --|> Creature | ||
Orc --|> Creature | ||
@enduml |
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