I am working on a system that uses drools to evaluate certain objects. However, these objects can be of classes that are loaded at runtime using jodd. I am able to load a file fine using the following function:
public static void loadClassFile(File file) {
try {
// use Jodd ClassLoaderUtil to load class into the current ClassLoader
ClassLoaderUtil.defineClass(getBytesFromFile(file));
} catch (IOException e) {
exceptionLog(LOG_ERROR, getInstance(), e);
}
}
Now lets say I have created a class called Tire and loaded it using the function above. Is there a way I can use the Tire class in my rule file:
rule "Tire Operational"
when
$t: Tire(pressure == 30)
then
end
Right now if i try to add this rule i get an error saying unable to resolve ObjectType Tire. My assumption would be that I would somehow need to import Tire in the rule, but I'm not really sure how to do that.
Haven't use Drools since version 3, but will try to help anyway. When you load class this way (dynamically, in the run-time, no matter if you use e.g. Class.forName() or Jodd), loaded class name is simply not available to be explicitly used in the code. I believe we can simplify your problem with the following sudo-code, where you first load a class and then try to use its name:
defineClass('Tire.class');
Tire tire = new Tire();
This obviously doesn't work since Tire type is not available at compile time: compiler does not know what type you gonna load during the execution.
What would work is to have Tire implementing some interface (e.g. VehiclePart). So then you could use the following sudo-code:
Class tireClass = defineClass('Tire.class');
VehiclePart tire = tireClass.newInstance();
System.out.println(tire.getPartName()); // prints 'tire' for example
Then maybe you can build your Drools rules over the interface VehiclePart and getPartName() property.
Addendum
Above make sense only when interface covers all the properties of dynamically loaded class. In most cases, this is not a valid solution: dynamically loaded classes simply do not share properties. So, here is another approach.
Instead of using explicit class loading, this problem can be solved by 'extending' the classloader class path. Be warn, this is a hack!
In Jodd, there is method: ClassLoaderUtil.addFileToClassPath() that can add a file or a path to the classloader in the runtime. So here are the steps that worked for me:
1) Put all dynamically created classes into some root folder, with the respect of their packages. For example, lets say we want to use a jodd.samples.TestBean class, that has two properties: number (int) and a value (string). We then need to put it this class into the root/jodd/samples folder.
2) After building all dynamic classes, extend the classloaders path:
ClassLoaderUtil.addFileToClassPath("root", ClassLoader.getSystemClassLoader());
3) load class and create it before creating KnowledgeBuilder:
Class testBeanClass = Class.forName("jodd.samples.TestBean");
Object testBean = testBeanClass.newInstance();
4) At this point you can use BeanUtils (from Jodd, for example:) to manipulate properties of the testBean instance
5) Create Drools stuff and add insert testBean into session:
knowledgeSession.insert(testBean);
6) Use it in rule file:
import jodd.samples.TestBean;
rule "xxx"
when
$t: TestBean(number == 173)
then
System.out.println("!!!");
end
This worked for me. Note that on step #2 you can try using different classloader, but you might need it to pass it to the KnowledgeBuilderFactory via KnowledgeBuilderConfiguration (i.e. PackageBuilderConfiguration).
Another solution
Another solution is to simply copy all object properties to a map, and deal with the map in the rules files. So you can use something like this at step #4:
Map map = new HashMap();
BeanTool.copy(testBean, map);
and later (step #5) add a map to Drools context instead of the bean instance. In this case it would be even better to use defineClass() method to explicitly define each class.
Related
I have a game object (a cube, let's say) which exists in the scene, and I want it to have an injectable component. I want to be able to say, for example: My cube has an IShotFirer member, which can resolve to either a BoomShotFirer or a BangShotFirer MonoBehavior component, both of which implement IShotFirer. When binding happens, I want this component to be added to the cube object.
public class CubeBehavior : MonoBehaviour
{
[Inject]
private IShotFirer shotFirer;
}
Is it possible to do this without 1) needing an existing prefab which contains one of these Bang/Boom components, or 2) needing an existing scene object which has one of these components attached?
In other words, I want to be able to dynamically add the component to my game object depending on the bindings, and not relying on anything other than the script files which define either BoomShotFirer or BangShotFirer. But the docs seem to imply that I need to find an existing game object or prefab (e.g. using .FromComponentsInChildren(), etc.)
Is it possible to do this without 1) needing an existing prefab which
contains one of these Bang/Boom components, or 2) needing an existing
scene object which has one of these components attached?
Yes, it is.
Zenject provides a host of helpers that create a new components and bind them -- quoting the docs:
FromNewComponentOnRoot - Instantiate the given component on the root of the current context. This is most often used with GameObjectContext.
Container.BindInterfacesTo<BoomShotFirer>().FromNewComponentOnRoot();
FromNewComponentOn - Instantiate a new component of the given type on the given game object
Container.BindInterfacesTo<BoomShotFirer>().FromNewComponentOn(someGameObject);
FromNewComponentOnNewGameObject - Create a new game object at the root of the scene and add the Foo MonoBehaviour to it
Container.BindInterfacesTo<BoomShotFirer>().FromNewComponentOnNewGameObject();
For bindings like this one that create new game objects, there are also extra bind methods you can chain:
WithGameObjectName = The name to give the new Game Object associated with this binding.
UnderTransformGroup(string) = The name of the transform group to place the new game object under.
UnderTransform(Transform) = The actual transform to place the new game object under.
UnderTransform(Method) = A method to provide the transform to use.
That list is not even exhaustive, be sure to check the readme and the cheatsheet (from both of which I have extracted the info above).
Also understand that, as usual, you can append .AsSingle(), .AsTransient() and .AsCached() to achieve the desired result.
After searching for what feels far too long, I decided to ask this simple question on stackoverflow:
How do I create a custom Layout for log4cplus (1.1.2)?
The closest related question is How do I add a custom filter in log4cplus? where the author adds the new class directly into the log4cplus directory (or uses log4cplus namespace?). I do not have this option as the log4plus headers and libraries are installed independently (and simply setting the namespace to log4cplus does not work either.
What I tried is a minimal example inheriting from log4cplus::PatternLayout:
namespace myNameSpace {
class LOG4CPLUS_EXPORT MyPatternLayout: public ::log4cplus::PatternLayout {
public:
MyPatternLayout(const log4cplus::tstring& pattern);
MyPatternLayout(const log4cplus::helpers::Properties& properties);
~MyPatternLayout();
private:
// Disallow copying of instances of this class
MyPatternLayout(const MyPatternLayout&);
MyPatternLayout& operator=(const MyPatternLayout&);
};
}
I expect that LOG4CPLUS_EXPORT takes care of registering my class to the log4cplus framework so I can use it in the configuration file. However, adding
log4cplus.appender.STDOUT.layout=myNameSpace::MyPatternLayout
results in an error:
log4cplus:ERROR Cannot find LayoutFactory: "myNameSpace::MyPatternLayout"
So how do I register a custom Layout/Appender?
After trying many things, it boils down to one simple entry that has to be put after log4cplus::initialize(); and before log4cplus::PropertyConfigurator::doConfigure("<path to config file");.
If you want to add the new Layout in the log4cplus namespace you can simply
//example1
log4cplus::initialize();
// register our stuff
log4cplus::spi::LayoutFactoryRegistry& reg = log4cplus::spi::getLayoutFactoryRegistry();
LOG4CPLUS_REG_LAYOUT(reg, MyPatternLayout);
log4cplus::PropertyConfigurator::doConfigure(Logger::mConfigFile);
or, if you want to use your own namespace
//example2
log4cplus::initialize();
// register our stuff
log4cplus::spi::LayoutFactoryRegistry& reg = log4cplus::spi::getLayoutFactoryRegistry();
LOG4CPLUS_REG_PRODUCT (reg, "myNamespace::", MyPatternLayout, myNamespace::, log4cplus::spi::LayoutFactory);
log4cplus::PropertyConfigurator::doConfigure(Logger::mConfigFile);
You can then use the layout in the config as
log4cplus.appender.STDOUT.layout = log4cplus::MyPatternLayout #example 1
or
log4cplus.appender.STDOUT.layout = myNamespace::MyPatternLayout #example 2
Simple enough, right? I wish the log4cplus had a documentation closer to the .log4j one
I'm trying to create my RKEntityMapping outside of my UnitTest. The problem I have is it only works if I create it inside my test. For example, this works:
RKEntityMapping *accountListMapping = [RKEntityMapping mappingForEntityForName:#"CustomerListResponse" inManagedObjectStore:_sut.managedObjectStore];
[accountListMapping addAttributeMappingsFromDictionary:#{#"count": #"pageCount",
#"page": #"currentPage",
#"pages": #"pages"}];
While the following does now work. The all to accoutListMapping returns exactly what is shown above using the same managed object store:
RKEntityMapping *accountListMapping = [_sut accountListMapping];
When the RKEntityMapping is created in _sut I get this error:
<unknown>:0: error: -[SBAccountTests testAccountListFetch] : 0x9e9cd10: failed with error:
Error Domain=org.restkit.RestKit.ErrorDomain Code=1007 "Cannot perform a mapping operation
with a nil destination object." UserInfo=0x8c64490 {NSLocalizedDescription=Cannot perform
a mapping operation with a nil destination object.}
I'm assuming the nil destination object it is referring to is destinationObject:nil.
RKMappingTest *maptest = [RKMappingTest testForMapping:accountListMapping
sourceObject:_parsedJSON
destinationObject:nil];
Make sure that the file you have created has a target membership of both your main target, and your test target. You can find this by:
clicking on the .m file of your class
open the utilities toolbar (the one on the right)
in the target membership section tick both targets.
This is because if your class does not have target membership to your test target, the test target actually creates a copy of the class that you have created, meaning it has a different binary file to the main target. This leads to that class using the test's version of the RestKit binary, rather than the main projects RestKit. This will lead to the isKindOfClass method failing when it tries to see if the mapping you have passed is of type RKObjectMapping from the main project, because it is of type RKObjectMapping from the test projects version of RestKit, so your mapping doesn't get used, and you get your crash.
At least this is my understanding of how the LLVM compiler works. I'm new to iOS dev so please feel free to correct if I got something wrong.
This problem may also be caused by duplicated class definitions, when including RestKit components for multiple targets individually when using Cocoapods.
For more information on this have a look at this answer.
I used a category on the Mapped object for example
RestKitMappings+SomeClass
+ (RKObjectMapping*)responsemappings {
return mappings;
}
now this category has to be included in the test target as well otherwise the mapping will not be passed.
When you're running a test you aren't using the entire mapping infrastructure, so RestKit isn't going to create a destination object for you. It's only going to test the mapping itself. So you need to provide all three pieces of information to the test method or it can't work.
I have C++ solution with some apps and static libraries:
UserRace1.exe
UserRace2.exe
GreenBody.lib
BlueBody.lib
RedBody.lib
BigWheels.lib
MiddleWheels.lib
SmallWheels.lib
V8Engine.lib
V12Engine.lib
RaceTires.lib
WinterTires.lib
SimpleTires.lib
Garage.lib
In application, I just simulate race, one application for each race. Libs consist classes that describe parts of the car (body, wheels, engine, etc.). Every class implement some interface (IBody, IWheels, IEngine, etc.), that described in Garage lib. And Garage.lib should create cars, using parts.
So, I pass car parameters to application, as example: -Car1 -RedBody -MiddleWheels -V8Engine -RaceTires -Car2 -BlueBody -SmallWheels -V12Engine -WinterTires . Application call Garage class: Garage::GetCar(string body, string wheels, string engine, string tires) and garage return Car object, that we use in app. Pay attention, that I pass this arguments like a string. It's important.
Now, about what I want. I write only Garage lib. Other libs will be write by other people. And I want my library has been universal. At this moment, when new part added (e.g. BlackBody.lib) I must add support of this in my Garage.lib. something like:
...
else if (body == "RedBody")
{
car->body = new RedBody();
}
else if (body == "BlackBody")
{
car->body = new BlackBody();
}
...
But I want to get this types dynamicaly. Like:
foreach (Librarian lib in Application.GetLibs())
{
foreach (Type type in lib)
{
if (type is IBody)
{
if (((IBody)type)::GetColor() == color)
{
car->body = type.GetInstance();
return;
}
}
}
}
Then, if someone add new type, I will not change my library. Problem is, that I write on C++, not C#. And I don't know how to implement it.
Maybe I should use dll instead of static lib? Is this an only way? And if so, whether there would be problems that the applications and dlls use one library (Garage.lib)? Cause they use different runtime libraries (/MT and /MD).
You could have an entirely "dynamic" solution, using DLLs, provided that:
you could derive a Dll name ("BlackBody.dll") from a string '"BlackBody")
each Dll exports a factory function, with a predictable name ("Factory", or "BlackBodyFactory")
You dynamically load the Dlls, and get the factory pointer function via GetProcAddress
your Garage.lib code only knows about the Body base class, because that's what a "body" factory function will return
You should avoid mixing different CRT in the same process. Mixing is possible but involves extra care/work.
Is it possible to use JavaLoader to get objects returned by CF-called web services, and JavaLoader-loaded objects to be the same classpath context? I mean, without a lot of difficulty?
// get a web service
ws = createObject("webservice", local.lms.wsurl);
// user created by coldfusion
user = ws.GenerateUserObject();
/* user status created by java loader.
** this api provider requires that you move the stubs
** (generated when hitting the wsdl from CF for the first time)
** to the classpath.
** this is one of the stubs/classes that gets called from that.
*/
UserStatus = javaLoader.create("com.geolearning.geonext.webservices.Status");
// set user status: classpath context clash
user.setStatus(UserStatus.Active);
Error:
Detail: Either there are no methods with the specified method name and
argument types or the setStatus method is overloaded with argument
types that ColdFusion cannot decipher reliably. ColdFusion found 0
methods that match the provided arguments. If this is a Java object
and you verified that the method exists, use the javacast function to
reduce ambiguity.
Message: The setStatus method was not found.
MethodName setStatus
Even though the call, on the surface, matches a method signature on user--setStatus(com.geolearning.geonext.webservices.Status)--the class is on a different classpath context. That's why I get the error above.
Jamie and I worked on this off-line and came up with a creative solution :)
(Apologies for the long answer, but I thought a bit of an explanation was warranted for those who find class loaders as confusing as I do. If you are not interested in the "why" aspect, feel free to jump to the end).
Issue:
The problem is definitely due to multiple class loaders/paths. Apparently CF web services use a dynamic URLClassLoader (just like the JavaLoader). That is how it can load the generated web service classes on-the-fly, even though those classes are not in the core CF "class path".
(Based on my limited understanding...) Class loaders follow a hierarchy. When multiple class loaders are involved, they must observe certain rules or they will not play well together. One of the rules is that child class loaders can only "see" objects loaded by an ancestor (parent, grandparent, etcetera). They cannot see classes loaded by a sibling.
If you examine the object created by the JavaLoader, and the other by createObject, they are indeed siblings ie both children of the CF bootstrap class loader. So the one will not recognize objects loaded by the other, which would explain why the setStatus call failed.
Given that a child can see objects loaded by a parent, the obvious solution is to change how the objects are constructed. Structure the calls so that one of the class loaders ends up as a parent of the other. Curiously that turned out to be trickier than it sounded. I could not find a way to make that happen, despite trying a number of combinations (including using the switchThreadContextClassLoader method).
Solution:
Finally I had a crazy thought: do not load any jars. Just use the web service's loader as the parentClassLoader. It already has everything it needs in its own individual "class path":
// display class path of web service class loader
dynamicLoader = webService.getClass().getClassLoader();
dynamicClassPath = dynamicLoader.getURLS();
WriteDump("CLASS PATH: "& dynamicClassPath[1].toString() );
The JavaLoader will automatically delegate calls for classes it cannot find to parentClassLoader - and bingo - everything works. No more more class loader conflict.
webService = createObject("webservice", webserviceURL, webserviceArgs);
javaLoader = createObject("component", "javaloader.JavaLoader").init(
loadPaths = [] // nothing
, parentClassLoader=webService.getClass().getClassLoader()
);
user = webService.GenerateUserObject();
userStatus = javaLoader.create("com.geolearning.geonext.webservices.Status");
user.setStatus(userStatus.Active);
WriteDump(var=user.getStatus(), label="SUCCESS: user.getStatus()");