Forced into switch/case – Qt’s Model/View API

During my life as a programmer I have more and more come to dislike switch/case statements. They tend to be hard to grasp and with languages like C/C++ they are often the source of hard-to-find errors. Compilers that have warnings about missing default statements or missing cases for enumerated values can help to mitigate the situation, but still, I try to avoid them whenever I can.

The same holds true for if-elseif cascades or lots of if-elses in one method. They are hard to read, hard to maintain, increase the Crap, etc.

If you share this kind of mindset I invite you implement to some custom models with Qt4’s Model/View API. The design of the Model/View classes is derived from the well-known MVC pattern which separates data (model), presentation (view) and application logic (controller). In Qt’s case, view and controller are combined, supposedly making it simpler to use.

The basic idea of Qt’s implementation of its Model/View design is that views communicate with models using so-called model indexes. Using a table as an example, a row/column pair of (3,4) would be a model index pointing to data element in row 3, column 4. When a view is to be displayed it asks the attached model for all sorts of information about the data.

There are a few model implementations for standard tasks like simple string lists (QStringListModel) or file system manipulation (QDirModel < Qt4.4, QFileSystemModel >= Qt4.4). But usually you have to roll your own. For that, you have to subclass one of the abstract model classes that suits your needs best and implement some crucial methods.

For example, model methods rowCount and columnCount are called by the view to obtain the range of data it has to display. It then uses, among others, the data method to query all the stuff it needs to display the data items. The data method has the following signature:

QVariant data ( const QModelIndex&amp; index, int role ) const

Seems easy to understand: parameter index determines the data item to display and with QVariant as return type it is possible to return a wide range of data types. Parameter role is used to query different aspects of the data items. Apart from Qt::DisplayRole, which usually triggers the model to return some text, there are quite a lot other roles. Let’s look at a few examples:

  • Qt::ToolTipRole can be used to define a tool tip about the data item
  • Qt::FontRole can be use to define specific fonts
  • Qt::BackgroundRole and Qt::ForegroundRole can be used to set corresponding colors

So the views call data repeatedly with all the different roles and your model implementation is supposed to handle those different calls correctly. Say you implement a table model with some rows and columns. The design of the data method is forcing you into something like this …

QVariant data ( const QModelIndex&amp; index, int role ) const  {
   if (!index.isValid()) {
      return QVariant();
   }

   switch (role)
   {
      case Qt::DisplayRole:
         switch (index.column())
         {
            case 0:
               // return display data for column 0
               break;
            case 1:
               // return display data for column 1
               break;
            ...
         }
         break;

      case Qt::ToolTipRole:
         switch (index.column())
         {
            case 0:
               // return tool tip data for column 0
               break;
            case 1:
               // return tool tip data for column 1
               break;
            ...
         }
         break;
      ...
   }
}

… or equivalent if-else structures. What happens here? The design of the data method forces the implementation to “switch” over role and column in one method. But nested switch/case statements? AARGH!! With our mindset outlined in the beginning this is clearly unacceptable.

So what to do? Well, to tell the truth, I’m still working on the best™ solution to that but, anyway, here is a first easy improvement: handler methods. Define handler methods for each role you want to support and store them in a map. Like so:

#include &lt;QAbstractTableModel&gt;

class MyTableModel : public QAbstractTableModel
{
  Q_OBJECT

  typedef QVariant (MyTableModel::*RoleHandler) (const QModelIndex&amp; idx) const;
  typedef std::map&lt;int, RoleHandler&gt; RoleHandlerMap;

  public:
    enum Columns {
      NAME_COLUMN = 0,
      ADDRESS_COLUMN
    };

    MyTableModel() {
      m_roleHandlerMap[Qt::DisplayRole] =
         &amp;MyTableModel::displayRoleHandler;
      m_roleHandlerMap[Qt::ToolTipRole] =
         &amp;MyTableModel::tooltipRoleHandler;
    }

    QVariant displayRoleHandler(const QModelIndex&amp; idx) const {
      switch (idx.column()) {
        case NAME_COLUMN:
          // return name data
          break;

        case ADDRESS_COLUMN:
          // return address data
          break;

        default:
          Q_ASSERT(!&quot;Invalid column&quot;);
          break;
      }
      return QVariant();
    }

    QVariant tooltipRoleHandler(const QModelIndex&amp; idx) const {
      ...
    }

    QVariant data(const QModelIndex&amp; idx, int role) const {
      // omitted: check for invalid model index

      if (m_roleHandlerMap.count(role) == 0) {
        return QVariant();
      }

      RoleHandler roleHandler =
        (*m_roleHandlerMap.find(role)).second;
      return (this-&gt;*roleHandler)(idx);
    }
  private:
    RoleHandlerMap m_roleHandlerMap;
};

The advantage of this approach is that the supported roles are very well communicated. We still have to switch over the columns, though.

I’m currently working on a better solution which splits the data calls up into more meaningful methods and kind of binds the columns to specific parts of the data items in order to get a more row-centric approach: one row = one element, columns = element attributes. I hope this will get me out of this switch/case/if/else nightmare.

What do you think about it? I mean, is it just me, or is an API that forces you into crappy code just not so well done?

How would you solve this?

Follow-up to our Dev Brunch November 2009

A follow-up to our November 2009 Dev Brunch, summarizing the talks and providing bonus material.

Today we held our Dev Brunch meeting for November 2009. It was the last possible date for this month, but we were affected by absences nonetheless. This is the follow-up posting for this rather small gathering, summarizing the topics and providing additional information.

The Dev Brunch

If you want to know more about the meaning of the term “Dev Brunch” or how we realize it, have a look at the follow-up posting of October’s brunch. This time, no notebook was needed.

The November 2009 Dev Brunch

The topics of this session were:

  • Object Calisthenics by example – Experiences gained while programming a small project following the Object Calisthenics rules while practicing Test Driven Development, too.
  • Object Calisthenics inspected – Observations and insights gained when explaining Object Calisthenics to several teams, programmers and student courses.

As you can immediately see, the meeting was small, but surprisingly consistent. We didn’t agree upon the topic beforehands, but it was a perfect match. Everybody who missed this brunch definitely missed some very interesting first-hand experiences on Object Calisthenics, too. To ease this lack a bit, let me rephrase the content a bit.

Object Calisthenics

You might have heard about Object Calisthenics before, on this blog or other resources on the net. Perhaps you’ve read the original article, which is highly advised. In short, Object Calisthenics are a set of inspiring, if not irritating programming rules that should lead to better programming style through excercise. You should consult the links above for specifics.

Object Calisthenics by example

When applying the rules to a domain class model, some new techniques arose to compensate the “train wreck line”-programming style (see rule 4) and to introduce first class collections (rule eight) and avoid getters and setters (rule 9). This techniques included the use of the Visitor design pattern, which wasn’t the author’s first choice beforehands. Test Driven Development alone wouldn’t have led to this solution, but the solution works well for the given use case.

The author softened some rules for his example and found valid explanations for doing so. This might be the content of an additional blog posting that still needs to be written. It will be announced in the comments when published.

Test Driven Development and Object Calisthenics do not interfere with each other. They both aim for better code and design, but through different means. They could be regarded as complements in a programmer’s toolbox.

Object Calisthenics inspected

When teaching the nine rules, some effects occurred repeatedly. The first observation was that the rules follow a dramatic composition that orders them from “most obvious and immediate code improvement” to “hardest to achieve code improvement” and in the same order from “easiest to acknowledge” to “most controversial”. At the end of the list, the audience rioted most of the time. But if you reject the last few rules, you’ve silently agreed to the first ones, the ones with the greatest potential for immediate improvement.

Another observation is that the rules stick. Even if you reject them on first notion, it creeps into your thinking, whispering that “it might be possible right now with this code“. It’s a learning catalyst for those of us that aren’t born as programming super-heros. To speak in terms Kent Beck coined: Object Calisthenics provide some handy practices that might eventually lead to a better understanding of their underlying principles. Even beginners can follow the practices and review their code on compliance. When they fully get to know the principles (like Law Of Demeter, for example), they are already halfway there.

The third observation was that most experienced programmers intuitively revealed the principles behind the rules before I could even try to explain. Some even found very interesting associations with other principles that weren’t so obvious.

At last, Object Calisthenics, if performed as a group exercise, can be a team solder. You can rant over code together without regrets – the rules were made elsewhere. And you can discuss different solutions without feeling pointless – fulfilling the rules is the common goal for a short time.

The Dev Brunch retrospected

This brunch was small both in attendee and topic count. That created a very productive discussion. We’ll try to grow the insights gained today into additional blog entries. Stay tuned.

We are software tailors

Our company is called Softwareschneiderei (which is German for software tailoring). This name describes our intention to write bespoken software, software that fits people perfectly. Over time different additional metaphors from the tailor’s world came around: seams/tucks which describe places in software systems where cuts can be made and testing can be done. Tailoring is a craftsmanship so an apprenticeship model and the pride in our work exists.
This describes the mentoring and bespoken software development we do. But besides that we do a lot of bug fixing, improvement of existing software which was written by others and evaluation of other people’s code. Thanks to a piece from Jason Fried (thanx Jason!) those other parts fit perfectly into our vision as software tailors: we iron/press (fix bugs, improve the code), we trim and cut (remove bottlenecks and unwanted functionality or extend the software to use other systems) and we measure (analyze, inspect and evaluate systems).

Speed up your buildbox, Part III: Memory

This is the third part of a series on how to boost your build box without much effort. This episode talks about the effects of faster and more RAM.

© Friedberg - Fotolia.comIn the first and second part of our effort to speed up our buildbox, we replaced the harddisk with a RAM disk and swapped in a bigger CPU. This brought the build time down from 03:30 minutes to 02:00 minutes.

Boosting the memory

When we began the journey, we wanted to undercut the 02:00 minutes threshold. The last component that directly impacts performance of our box was the memory. We started out with 4 GB of DDR2-800 modules. To have a feeling for the effects, we upgraded to 4 GB of DDR2-1066 first and then added another 4 GB, resulting in 8 GB of RAM. We expected the performance gain to be small, but noticeable. The RAM disk, for example, is directly affected by memory speed.

As much, but faster

The first upgrade brought the first surprise: Upgrading from DDR2-800 to DDR2-1066 modules didn’t change anything. It’s not that the mainboard or CPU doesn’t support the faster RAM, it just seems to be fast enough, despite the data bus clock rate. Our build process still took 02:00 minutes, reproducible and without exception.

Filling all the banks

The mainboard can load up to 16 GB of RAM, but our budget just allowed to buy 8 GB of DDR2-1066 RAM. We installed it and ran the same 32 bit Ubuntu Linux as before. The build process took 02:00 minutes, which was expected now.

Changing to 64bit

We changed to boot harddisk, installed a 64 bit Ubuntu Linux and ran the build again. Still 02:00 minutes. The switch to 64 bit wasn’t a big deal with Java, but some of the included native libraries complained about the change. Recompiling them solved the issue.

Finally reaching the target

As a last measure, we increased the maximum memory of the build JVM to the biggest value it would accept. This was -Xmx2600m, a surplus of 600 MB to the original setting. This sped up the build process by five seconds, it took 01:55 minutes now.

Conclusion and perspective

We’ve reached our anticipated target of less than two minutes build time. We exceeded our original budget of 500 EUR, but bought some parts that finally weren’t used in the build box, but elsewhere. The two parts that made the whole difference were the CPU and some more memory to spend it on the RAM disk.

If you want to speed up your single build box, aim for the CPU/RAM combo and try to install a RAM disk to perform all the work on.

This leads me to the perspective of the next part of the series: If you plugged in the most expensive CPU and enormous amounts of RAM to speed up your buildbox, you still aren’t done. You should invest some time to look into distributed builds. Hudson as our continuous integration server provides nearly instant “build slave” support. With this feature, you can set up a whole build farm to further increase your build throughput.

Stay tuned for “Part IV: Beyond the box”

CMake Builder Plugin Reloaded

A few months ago I set out to build my first hudson plugin. It was an interesting, sometimes difficult journey which came to a good end with the CMake Builder Plugin, a build tool which can be used to build cmake projects with hudson. The feature set of this first version was somewhat limited since I applied the scratch-my-own-itch approach – which by the time meant only support for GNU Make under Linux.

As expected, it wasn’t long until feature requests and enhancement suggestions came up in the comments of my corresponding blog post. So in order to make the plugin more widely useable I used our second  Open Source Love Day to add some nice little features.

Update: I used our latest OSLD to make the plugin behave in master/slave setups. Check it out!

Let’s take a walk through the configuration of version 1.0 :

Path to cmake executable

1. As in the first version you have to set the path to the cmake executable if it’s not already in the current PATH.

2. The build configuration starts as in the first version with Source Directory, Build Directory and Install Directory.

CMake Builder Configuration Page

3. The Build Type can now be selected more conveniently by a combo box.

4. If Clean Build is checked, the Build Dir gets deleted on every build

Advanced Configuration Page

5. The advanced configuration part starts with Makefile Generator parameter which can be used to utilize the corresponding cmake feature.

6. The next two parameters Make Command and Install Command can be used if make tools other than GNU Make should be used

7. Parameter Preload Script can be used to point to a suitable cmake pre-load script file. This gets added to the cmake call as parameter of the -C switch.

8. Other CMake Arguments can be used to set arbitrary additional cmake parameters.

The cmake call will then be build like this:

/path/to/cmake  \
   -C </path/to/preload/script/if/given   \
   -G <Makefile Generator>  \
   -DCMAKE_INSTALL_PREFIX=<Install Dir> \
   -DCMAKE_BUILD_TYPE=<Build Type>  \
   <Other CMake Args>  \
   <Source Dir>

After that, the given Make and Install Commands are used to build and install the project.

With all these new configuration elements, the CMake Builder Plugin should now be applicable in nearly every project context. If it is still not useable in your particular setting, please let me know. Needless to say, feedback of any kind is always appreciated.

Blog harvest: Metaprogramming in Ruby,Hudson builds IPhone apps, Git workflow, Podcasting Equipment and Marketing

harvest64
Four blog posts:

  • Python decorators in Ruby – You can do amazing things in a language like Ruby or Lisp with a decent meta programming facility, here a language feature to annotate methods which needed a syntax change in Python is build inside of Ruby without any change to the language spec.
  • How to automate your IPhone app builds with Hudson – Another domain in which the popular CI Hudson helps: building your IPhone apps.
  • A Git workflow for agile teams – As distributed version control systems get more and more attention and are used by more teams you have to think about your utilisation of them.
  • Podcasting Equipment Guide – A bit offtopic but interesting nonetheless: if you want to do your own podcasts which equipment is right for you.

and a video:

A more elegant way to HTTP Requests in Java

The support for sending and processing HTTP requests was always very basic in the JDK. There are many, many frameworks out there for sending requests and handling or parsing the response. But IMHO two stand out: HTTPClient for sending and HTMLUnit for handling. And since HTMLUnit uses HTTPClient under the hood the two are a perfect match.

This is an example HTTP Post:

HttpClient client = new HttpClient();
PostMethod post = new PostMethod(url);
for (Entry param : params.entrySet()) {
    post.setParameter(param.key, param.value);
}
try {
    return client.executeMethod(post);
} finally {
    post.releaseConnection();
}

and HTTP Get:

WebClient webClient = new WebClient();
return (HtmlPage) webClient.getPage(url);

Accessing the returned HTML via XPath is also very straightforward:

List roomDivs=(List)page.getByXPath("//div[contains(@class, 'room')]");
for (HtmlElement div:roomDivs) {
  rooms.add(
    new Room(this,
      ((HtmlElement) div.getByXPath(".//h2/a").get(0)).getTextContent(),
      div.getId())
  );
}

One last issue remains: HTTPClient caches its cookies but HTMLUnit creates a HTTPClient on its own. But if you override HttpWebConnection and give it your HTTPClient everything works smoothly:

public class HttpClientBackedWebConnection extends HttpWebConnection {
  private HttpClient client;

  public HttpClientBackedWebConnection(WebClient webClient,
      HttpClient client) {
    super(webClient);
    this.client = client;
  }

  @Override
  protected HttpClient getHttpClient() {
    return client;
  }
}

Just set your custom webconnection on your webclient:

webClient.setWebConnection(
  new HttpClientBackedWebConnection(webClient, client)
);

Speed up your buildbox, Part II: Processor

This is the second part of a series on how to boost your build box without much effort. This episode talks about the effects of different processors.

© Friedberg - Fotolia.comIn the first part of our effort to speed up our buildbox, we replaced the spindle harddisk with a Solid State Disk (SSD) and finally, a RAM disk. This brought the build time down from 03:30 minutes to 02:50 minutes.

The Central Performance Unit

The next step on our journey to a faster buildbox was to replace the processor. Our initial processor was an Intel Core2 Duo E6750 with 2.67 GHz. To our pleasure, the processor socket, namely the LGA775 socket, is extremely versatile in supporting different processors. We had no problem in plugging in faster dual or even quad core processors, except upgrading the BIOS.

Taking the 3 GHz mark

The next processor to try out was an Intel Core2 Duo E8500 with 3.17 GHz operating frequency. The L2 cache went up from 4 MB to 6 MB.

The build time went down immediately from 02:50 minutes to 02:20 minutes. That’s nearly 20 percent less build time. And it’s perfectly linear with the CPU speed increase (also nearly 20 percent).

As a result: Investing in CPU clock power seems to pay off. The higher the frequency, the lower the build time.

Doubling the cores

Fortunately, the LGA775 socket supports quad core processors, too. We plugged in a Core2 Quad Q9550 with 2.8 GHz and ran the build again.

The result was astonishing: Despite the lower frequency, the build time dropped from 02:20 minutes to 02:00 minutes. We can’t really explain this one with basic math like the frequency coupling of the dual cores.

If your build is perfectly multithreaded, something javac isn’t, you’ll notice an even bigger speedup.

To sum it up: you can’t have enough GHz or processor cores when running a build.

Reviewing the result

We replaced the harddisk with RAM and upgraded the processor to meet the current performance threshold. This brought us from a starting 03:30 minutes build time to 02:00 minutes now. The CPU is the major player in this game, so upgrade it first.

Outlook on the third part

But what about the RAM? We really wanted to know what happens when we replace the RAM with bigger and faster one. Read more about this experiment in the third part of the series, coming soon.

Object Calisthenics On Existing Projects?

A few days ago we discussed Object Calisthenics which where introduced by Jeff Bay in an article for the ThoughtWorks Anthology book. In case you have no idea what I’m talking about, here are again the 9 rules in short form (or your can study them in detail in the book):

1. One level of indentation per method
2. No else keyword
3. Wrap all primitives and strings
4. Use only one dot per line
5. Don’t abbreviate names but keep them short
6. Keep all entities small
7. No more than two instance variables per class
8. Use first-class collections
9. Don’t use any getters/setters or properties

Following the rules supposedly leads to more object-oriented code with a special emphasis on encapsulation. In his article, Jeff Bay suggests to do a new 1000 lines project and to follow the rules excessively without thinking twice. But hey, more object-oriented code can’t be bad for existing projects, either, can it?

Not only on the first look, many of the rules seem pretty hard to follow. For example, check your projects for compatibility with rule 7. How many of your classes have more than two instance variables? That’s what I thought. And sure, some primitives and collections deserve wrapping them into an extra class (rules 3 and 8), but do you really wrap all of them? Well, neither do we.

Other rules lead directly to more readable code. If you value good code quality like we do, rules 1, 2, 5 and 6 are more or less already in the back of your head during your daily programming work.

Especially rule 1 is what you automatically aim for when you want your crap load to remain low.

What really got my attention was rule 9: “Don’t use any getters/setters or properties”. This is the “most object-oriented” rule because it targets the heart of what an object should be: a combination of data and the behavior that uses the data.

But doing a little mental code browsing through our projects, it was easy to see that this rule is not easily retrofitted into an existing code base. The fact that our code is generally well covered with automated tests and considered awesome by a number of software metrics tools does not change that, either. Which is, of course, not surprising since committing to rule 9 is a downright big architectural decision.

So despite the fact that it is difficult to virtually impossible to use the rules in our existing projects right away, Object Calisthenics were certainly very valuable as motivation to constantly improving ourselves and our code. A good example is rule 2 (“No else”) which gets even more attention from now on. And there are definitely one or two primitives and collections that get their own class during the next refactoring.

About breaking class contracts – fear clone()

Recently I had some discussions about copying of Objects in Java with some fellow developers. They were overriding clone() which I never felt neccessary. Shortly after I stumbled over a Checkstyle-Warning in our own code regarding clone() where overriding it is absolutely discouraged. Triggered by these two events I decided to dig a bit deeper into the issue.Climbing a Pile of Files

The bottom line is that Object.clone() has a defined contract which is very easy to break. This has to do with it’s interaction with the Cloneable interface which does not define a clone() method and the nature of Object’s clone implementation which is native.  Joshua Bloch names some problems and pitfalls with overriding clone in his excellent book Effective Java (Item 11):

  • “If you override the clone method in a nonfinal class, you shoud return an object obtained by invoking super.clone()”. A problem here is that this is never enforced.
  • “In practice, a class that implements Cloneable is expected to provide a properly functioning public clone method”. Again this is enforced nowhere.
  • “In effect, the clone method functions as another constructor; you must ensure that it does no harm to the original object and that it properly establishes invariants on the clone.”. This means paying extreme attention to the issue of shallow and deep copies. Also be sure not to forget possible side effects your constructors may have like registering the object as a listener.
  • “The clone architecture is incompatible with normal use of final fields referring to mutable objects”. You are sacrificing freedom in your class design because of flaw in the clone() concept.

He also provides better alternatives like copy constructors or copy factories if you really need object copying. I urge you to use one of the alternatives because breaking class contracts is evil and your classes may not work as expected. This one is easy to break. If you absolutely must implement a clone() method because you are subclassing an unchangeable cloneable class be sure to follow the rules. As a sidenote also be aware of the contract that hashCode() and equals() define.