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Tuesday, September 18, 2018

SDKMAN aka installer and manager of parallel versions of multiple SDKs on Unix-based systems.

  The Software development kit Manager

SDKMAN! is a tool for managing parallel versions of multiple Software Development Kits on most Unix based systems. It provides a convenient Command Line Interface (CLI) and API for installing, switching, removing and listing Candidates. Formerly known as GVM (the Groovy enVironment Manager), it was inspired by the very useful RVM and rbenv tools, used at large by the Ruby community.

                           Java all the way down

Install Software Development Kits for the JVM such as Java,--> OpenJDK, Groovy, GroovyServ, Sshoogr, Infrastructor, VisualVM Scala, Kotlin, kscript and Ceylon. Ant, Gradle, Grails, Maven, sbt, Spark, Spring Boot, JBake, Glide, Vert.x, AsciidoctorJ, Bpipe, CRaSHCUBA CLI, CXF, Gaiden, Lazybones, Leiningen(Clojure), Micronaut, actually that's all i guess


First off all we have to "install it"
  $ curl -s "https://get.sdkman.io" | bash
That's it let's go to test it opening a shell and execute sdk

sometimes we get the red warning in picture (probably we're downloading heavily or our connection actually temporarily sucks ) because sdkman needs to be connected on the net to do his work
However sdkman can work also in offline mode most commands will still work even though they will operate in a scaled down capacity.

Usage of sdkman is simple and straightforward


Sunday, September 16, 2018

TDD with Objects

                                          A Web of Objects

Alan Kay’s (one of the authors of Smalltalk he also  coined the term “object-oriented.” ) concept of objects:
being similar to biological cells that send each other messages. 
Object-oriented design focuses more on the communication between objects than on the objects themselves. As Alan Kay wrote:
The big idea is “messaging” [...] The key in making great and growable systems is much more to design how its modules communicate rather than what their internal properties and behaviors should be.
An object communicates by messages:
It receives messages from other objects and reacts by sending messages to other objects as well as, perhaps, returning a value or exception to the original sender.

An object has a method of handling every type of message that it understands and, in most cases, encapsulates some internal state that it uses to coordinate its communication with other objects.

An object-oriented system is a web of collaborating objects.
A system is built by creating objects and plugging them together so that they can send messages to one another.
The behavior of the system depend of the composition of the objects—the choice of objects and how they are connected
This lets us change the behavior of the system by changing the composition of its objects (adding and removing instances, plugging different combinations together) rather than writing procedural code.
The code we write to manage this composition is a declarative definition of the how the web of objects will behave. It’s easier to change the system’s behavior because we can focus on what we want it to do, not how.


                                    Values and Objects

When designing a system, it’s important to distinguish between values that model unchanging quantities or measurements, and objects that have an identity, might change state over time, and model computational processes.

In the object-oriented languages that most of us use, the confusion is that both concepts are implemented by the same language construct: classes.

Values are immutable instances that model fixed quantities. They have no individual identity, so two value instances are effectively the same if they have the same state.
This means that it makes no sense to compare the identity of two values; doing so can cause some subtle bugs i.e. think of the different ways of comparing two copies of
    new Integer(999)
That’s why we’re taught to use
    string1.equals(string2)
in Java rather than
    string1 == string2

Objects, on the other hand, use mutable state to model their behavior over time. Two objects of the same type have separate identities even if they have exactly the same state now, because their states can diverge if they receive different messages in the future.
In practice, this means that we split our system into two “worlds”:
  1. values, which are treated functionally, 
  2. and objects, which implement the stateful behavior of the system.


                                      Follow the Messages

We can benefit from this high-level, declarative approach only if our objects are designed to be easily pluggable. In practice, this means that they follow common communication patterns and that the dependencies between them are made explicit.

A communication pattern is a set of rules that govern how a group of objects  talk to each other: the roles they play, what messages they can send and when, and so on.
In languages like Java, we identify object roles with (abstract) interfaces, rather than (concrete) classes—although interfaces don’t define everything we need to say.

In our view, the domain model is in these communication patterns, because they are what gives meaning to the universe of possible relationships between the objects.
Thinking of a system in terms of its dynamic, communication structure is a significant mental shift from the static classification that most of us learn when being introduced to objects. The domain model isn’t even obviously visible because the communication patterns are not explicitly represented in the programming languages we get to work with.
We hope to show how tests and mock objects help us see the communication between our objects more clearly.

Here’s a small example of how focusing on the communication between objects guides design.
In a video game, the objects in play might include:  
actors, such as the player and the enemies;  
scenery, which the player flies over;
obstacles, which the player can crash into; and
effects, such as explosions and smoke.
There are also scripts spawning objects behind the scenes as the game progresses.
This is a good classification of the game objects from the players’ point of view because it supports the decisions they need to make when playing the game —i.e. when interacting with the game from outside.
This is not, however, a useful classification for the implementers of the game. The game engine has to
display objects that are visible,
tell objects that are animated about the passing of time,
detect collisions between objects that are physical, and
delegate decisions about what to do when physical objects collide to collision detection resolvers.
The two views, one from the game engine and one from the implementation of the in-play objects, are not the same. The objects in the game play different roles depending on what the engine needs from them at the time.

This mismatch between static classification and dynamic communication means that we’re unlikely to come up with a tidy class hierarchy for the game objects that will also suit the needs of the engine.
At best, a class hierarchy represents one dimension of an application, providing a mechanism for sharing implementation details between objects; for example, we might have a base class to implement the common features of frame-based animation.
At worst, here's too many codebases (including our own) that suffer complexity and duplication from using one mechanism to represent multiple concepts.

Roles, Responsibilities, Collaborators
We try to think about objects in terms of roles, responsibilities, and collaborators, as best described by Wirfs-Brock and McKean . 
  1. An object is an implementation of one or more roles; 
  2. a role is a set of related responsibilities;
  3. and a responsibility is an obligation to perform a task or know information. 
  4. A collaboration is an interaction of objects or roles (or both).
Sometimes we step away from the keyboard and use an informal design technique that Wirfs-Brock and McKean describe, called CRC cards (Candidates, Responsibilities, Collaborators).
The idea is to use low-tech index cards to explore the potential object structure of an application, or a part of it. 
These index cards allow us to experiment with structure without getting stuck in detail or becoming too attached to an early solution.

                                   Tell, Don’t Ask

We have objects sending each other messages, so what do they say?
Our experience is that the calling object should describe what it wants in terms of the role that its neighbor plays, and let the called object decide how to make that happen.
This is commonly known as the “Tell, Don’t Ask” style or, more formally, the Law of Demeter. Objects make their decisions based only on the information they hold internally or that which came with the triggering message; they avoid navigating to other objects to make things happen.
Followed consistently, this style produces more flexible code because it’s easy to swap objects that play the same role.
The caller sees nothing of their internal structure or the structure of the rest of the system behind the role interface. We reduce the risk that a design change might cause ripples in remote parts of the codebase.
When we don’t follow the style, we can end up with what’s known as “train-wreck” code, where a series of getters is chained together like the carriages in a train.

As well as hiding information, there’s a more subtle benefit from “Tell, Don’t Ask.” It forces us to make explicit and so name the interactions between objects, rather than leaving them implicit in the chain of getters.


                                       But Sometimes Ask

Of course we don’t “tell” everything; we “ask” when getting information from values and collections, or when using a factory to create new objects. Occasionally, we also ask objects about their state when searching or filtering, but we still want to maintain expressiveness and avoid “train wrecks.”
We try to be sparing with queries on objects (as opposed to values) because they can allow information to “leak” out of the object, making the system a little bit more rigid.
At a minimum, we make a point of writing queries that describe
the intention of the calling object, not just the implementation.


                          Unit-Testing the Collaborating Objects

We appear to have painted ourselves into a corner. We’re insisting on focused objects that send commands to each other and don’t expose any way to query their state, so it looks like we have nothing available to assert in a unit test.

For example, assume an  object will send messages to one or more of its three neighbors when invoked. How can we test that it does so correctly without exposing any of its internal state?
One option is to replace the target object’s neighbors in a test with substitutes, or mock objects.
We can specify how we expect the target object to communicate with its mock neighbors for a triggering event; we call these specifications expectations.
During the test, the mock objects assert that they have been called as expected; they also implement any stubbed behavior needed to make the rest of the test work.
With this infrastructure in place, we can change the way we approach TDD.
So we’re just trying to test the target object and  we already know what its neighbors look like. In practice, however, those collaborators don’t need to exist when we’re writing a unit test.
We can use the test to help us tease out the supporting roles our object needs, defined as Java interfaces, and  fill in real implementations as we develop the rest of the system.
We call this interface discovery.


              Support for TDD with Mock Objects

To support this style of test-driven programming, we need to create mock instances of the neighboring objects,
define expectations on how they’re called and
then check them, and implement any stub behavior we need to get through the test.

We use the term mockery(this is a pun by Ivan Moore) for the object that
holds the context of a test,
creates mock objects, and
manages expectations and stubbing for the test.
The essential structure of a test is:
  • Create any required mock objects.
  • Create any real objects, including the target object.
  • Specify how you expect the mock objects to be called by the target object.
  • Call the triggering method(s) on the target object.
  • Assert that any resulting values are valid and that all the expected calls have been made.
The unit test makes explicit the relationship between the target
object and its environment. It creates all the objects in the cluster
and makes assertions about the interactions between the target object and its collaborators.
We can code this infrastructure by hand or, these days, use one of the multiple mock object frameworks that are available in many languages.

The important point is to make clear the intention of every test, distinguishing between
the tested functionality,
the supporting infrastructure, and
the object structure.

Resources

Growing Object-Oriented Software, Guided by Tests by
Steve Freeman, Nat Pryce