Spring autowire with qualifiers

Introduction

Autowired is great annotation, which by default inject beans by type to annotated element (constructor, setter or field). But how to use it, when there is more than one bean of requested type.

Autowired with one bean

Suppose we will work with small interface:

interface IHeaderPrinter {
String printHeader(String header)
}

When we have only one bean implementing IHeaderPrinter:

@Component
class HtmlHeaderPrinter implements IHeaderPrinter{
@Override
String printHeader(String header) {
return "<h1>$header</h1>"
}
}

then everything works great and test passes.

@Autowired
IHeaderPrinter headerPrinter

@Test
void shouldPrintHtmlHeader() {
assert headerPrinter.printHeader('myTitle') == '<h1>myTitle</h1>'
}

Two implementations

But what will happen, if we add another implementation of IHeaderPrinter, e. g. MarkdownHeaderPrinter?

@Component
class MarkdownHeaderPrinter implements IHeaderPrinter {
@Override
String printHeader(String header) {
return "# $header"
}
}

Now out test with fail with exception:

Error creating bean with name 'com.blogspot.przybyszd.spring.autowire.SpringAutowireWithQualifiersApplicationTests': Injection of autowired dependencies failed; nested exception is org.springframework.beans.factory.BeanCreationException: Could not autowire field: private com.blogspot.przybyszd.spring.autowire.IHeaderPrinter com.blogspot.przybyszd.spring.autowire.SpringAutowireWithQualifiersApplicationTests.headerPrinter; nested exception is org.springframework.beans.factory.NoUniqueBeanDefinitionException: No qualifying bean of type [com.blogspot.przybyszd.spring.autowire.IHeaderPrinter] is defined: expected single matching bean but found 2: markdownHeaderPrinter,htmlHeaderPrinter

We have to decide which implementation we want to use in our test, so …

Two implementations with Qualifier

Each bean is registered with name equal its class. For example HtmlHeaderPrinter is named htmlHeaderPrinter. The name is also its qualifier. We have to tell Autowired, that it should inject htmlHeaderPrinter:

@Autowired
@Qualifier('htmlHeaderPrinter')
IHeaderPrinter headerPrinter

Now our test passes again.

Two implementations qualified by field name

If field is names like implementing class (for example htmlHeaderPrinter), then this class implementation will be injected:

@Autowired
IHeaderPrinter htmlHeaderPrinter

And test passes:

@Test
void shouldPrintHtmlHeader() {
assert htmlHeaderPrinter.printHeader('myTitle') == '<h1>myTitle</h1>'
}

Thanks to @marcinjasion.

Two implementation with Primary

We often have one implementation which we almost always want to inject, so do we still have to put Qualifier with its name wherever we want to use it? No.

We could mark one implementation as Primary and this bean will be wired by default (unless we explicit give another Qualifier to use injection point):

@Component
@Primary
class HtmlHeaderPrinter implements IHeaderPrinter{
// ...
}
@Autowired
IHeaderPrinter headerPrinter

Summary

Autowired annotation allows us to inject dependencies to beans. It works great without additional configuration, when each bean could be uniquely find by type. When we have more than one bean, that could be injected, we have to use Qualifier or Primary annotation to help it find desired implementation.

Source code is available here.

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Spock, Java and Maven

Few months ago I've came across Groovy - powerful language for JVM platform which combines the power of Java with abilities typical for scripting languages (dynamic typing, metaprogramming).

Together with Groovy I've discovered spock framework (https://code.google.com/p/spock/) - specification framework for Groovy (of course you can test Java classes too!). But spock is not only test/specification framework - it also contains powerful mocking tools.

Even though spock is dedicated for Groovy there is no problem with using it for Java classes tests. In this post I'm going to describe how to configure Maven project to build and run spock specifications together with traditional JUnit tests.


Firstly, we need to prepare pom.xml and add necessary dependencies and plugins.

Two obligatory libraries are:
<dependency>
<groupid>org.spockframework</groupId>
<artifactid>spock-core</artifactId>
<version>0.7-groovy-2.0</version>
<scope>test</scope>
</dependency>
<dependency>
<groupid>org.codehaus.groovy</groupId>
<artifactid>groovy-all</artifactId>
<version>${groovy.version}</version>
<scope>test</scope>
</dependency>
Where groovy.version is property defined in pom.xml for more convenient use and easy version change, just like this:
<properties>
<gmaven-plugin.version>1.4</gmaven-plugin.version>
<groovy.version>2.1.5</groovy.version>
</properties>

I've added property for gmaven-plugin version for the same reason ;)

Besides these two dependencies, we can use few additional ones providing extra functionality:
  • cglib - for class mocking
  • objenesis - enables mocking classes without default constructor
To add them to the project put these lines in <dependencies> section of pom.xml:
<dependency>
<groupid>cglib</groupId>
<artifactid>cglib-nodep</artifactId>
<version>3.0</version>
<scope>test</scope>
</dependency>
<dependency>
<groupid>org.objenesis</groupId>
<artifactid>objenesis</artifactId>
<version>1.3</version>
<scope>test</scope>
</dependency>

And that's all for dependencies section. Now we will focus on plugins necessary to compile Groovy classes. We need to add gmaven-plugin with gmaven-runtime-2.0 dependency in plugins section:
<plugin>
<groupid>org.codehaus.gmaven</groupId>
<artifactid>gmaven-plugin</artifactId>
<version>${gmaven-plugin.version}</version>
<configuration>
<providerselection>2.0</providerSelection>
</configuration>
<executions>
<execution>
<goals>
<goal>compile</goal>
<goal>testCompile</goal>
</goals>
</execution>
</executions>
<dependencies>
<dependency>
<groupid>org.codehaus.gmaven.runtime</groupId>
<artifactid>gmaven-runtime-2.0</artifactId>
<version>${gmaven-plugin.version}</version>
<exclusions>
<exclusion>
<groupid>org.codehaus.groovy</groupId>
<artifactid>groovy-all</artifactId>
</exclusion>
</exclusions>
</dependency>
<dependency>
<groupid>org.codehaus.groovy</groupId>
<artifactid>groovy-all</artifactId>
<version>${groovy.version}</version>
</dependency>
</dependencies>
</plugin>

With these configuration we can use spock and write our first specifications. But there is one issue: default settings for maven-surefire plugin demand that test classes must end with "..Test" postfix, which is ok when we want to use such naming scheme for our spock tests. But if we want to name them like CommentSpec.groovy or whatever with "..Spec" ending (what in my opinion is much more readable) we need to make little change in surefire plugin configuration:
<plugin>
<groupid>org.apache.maven.plugins</groupId>
<artifactid>maven-surefire-plugin</artifactId>
<version>2.15</version>
<configuration>
<includes>
<include>**/*Test.java</include>
<include>**/*Spec.java</include>
</includes>
</configuration>
</plugin>

As you can see there is a little trick ;) We add include directive for standard Java JUnit test ending with "..Test" postfix, but there is also an entry for spock test ending with "..Spec". And there is a trick: we must write "**/*Spec.java", not "**/*Spec.groovy", otherwise Maven will not run spock tests (which is strange and I've spent some time to figure out why Maven can't run my specs).

Little update: instead of "*.java" postfix for both types of tests we can write "*.class" what is in my opinion more readable and clean:
<include>**/*Test.class</include>
<include>**/*Spec.class</include>
(thanks to Tomek Pęksa for pointing this out!)

With such configuration, we can write either traditional JUnit test and put them in src/test/java directory or groovy spock specifications and place them in src/test/groovy. And both will work together just fine :) In one of my next posts I'll write something about using spock and its mocking abilities in practice, so stay in tune.

Super Confitura Man

How Super Confitura Man came to be :)

Recently at TouK we had a one-day hackathon. There was no main theme for it, you just could post a project idea, gather people around it and hack on that idea for a whole day - drinks and pizza included.

My main idea was to create something that could be fun to build and be useful somehow to others. I’d figured out that since Confitura was just around a corner I could make a game, that would be playable at TouK’s booth at the conference venue. This idea seemed good enough to attract Rafał Nowak @RNowak3 and Marcin Jasion @marcinjasion - two TouK employees, that with me formed a team for the hackathon.

Confitura 01

The initial plan was to develop a simple mario-style game, with preceduraly generated levels, random collectible items and enemies. One of the ideas was to introduce Confitura Man as the main character, but due to time constraints, this fall through. We’ve decided to just choose a random available sprite for a character - hence the onion man :)

Confitura 02

How the game is played?

Since we wanted to have a scoreboard and have unique users, we’ve printed out QR codes. A person that would like to play the game could pick up a QR code, show it against a camera attached to the play booth. The start page scanned the QR code and launched the game with username read from paper code.

The rest of the game was playable with gamepad or keyboard.

Confitura game screen

Technicalities

Writing a game takes a lot of time and effort. We wanted to deliver, so we’ve decided to spend some time in the days before the hackathon just to bootstrap the technology stack of our enterprise.

We’ve decided that the game would be written in some Javascript based engine, with Google Chrome as a web platform. There are a lot of HTML5 game engines - list of html5 game engines and you could easily create a game with each and every of them. We’ve decided to use Phaser IO which handles a lot of difficult, game-related stuff on its own. So, we didn’t have to worry about physics, loading and storing assets, animations, object collisions, controls input/output. Go see for yourself, it is really nice and easy to use.

Scoreboard would be a rip-off from JIRA Survivor with stats being served from some web server app. To make things harder, the backend server was written in Clojure. With no experience in that language in the team, it was a bit risky, but the tasks of the server were trivial, so if all that clojure effort failed, it could be rewritten in something we know.

Statistics

During the whole Confitura day there were 69 unique players (69 QR codes were used), and 1237 games were played. The final score looked like this:

  1. Barister Lingerie 158 - 1450 points
  2. Boilerdang Custardbath 386 - 1060 points
  3. Benadryl Clarytin 306 - 870 points

And the obligatory scoreboard screenshot:

Confitura 03

Obstacles

The game, being created in just one day, had to have problems :) It wasn’t play tested enough, there were some rough edges. During the day we had to make a few fixes:

  • the server did not respect the highest score by specific user, it was just overwritting a user’s score with it’s latest one,
  • there was one feature not supported on keyboard, that was available on gamepad - turbo button
  • server was opening a database connection each time it got a request, so after around 5 minutes it would exhaust open file limit for MongoDB (backend database), this was easily fixed - thou the fix is a bit hackish :)

These were easily identified and fixed. Unfortunately there were issues that we were unable to fix while the event was on:

  • google chrome kept asking for the permission to use webcam - this was very annoying, and all the info found on the web did not work - StackOverflow thread
  • it was hard to start the game with QR code - either the codes were too small, or the lighting around that area was inappropriate - I think this issue could be fixed by printing larger codes,

Technology evaluation

All in all we were pretty happy with the chosen stack. Phaser was easy to use and left us with just the fun parts of the game creation process. Finding the right graphics with appropriate licensing was rather hard. We didn’t have enough time to polish all the visual aspects of the game before Confitura.

Writing a server in clojure was the most challenging part, with all the new syntax and new libraries. There were tasks, trivial in java/scala, but hard in Clojure - at least for a whimpy beginners :) Nevertheless Clojure seems like a really handy tool and I’d like to dive deeper into its ecosystem.

Source code

All of the sources for the game can be found here TouK/confitura-man.

The repository is split into two parts:

  • game - HTML5 game
  • server - clojure based backend server

To run the server you need to have a local MongoDB installation. Than in server’s directory run: $ lein ring server-headless This will start a server on http://localhost:3000

To run the game you need to install dependencies with bower and than run $ grunt from game’s directory.

To launch the QR reading part of the game, you enter http://localhost:9000/start.html. After scanning the code you’ll be redirected to http://localhost:9000/index.html - and the game starts.

Conclusion

Summing up, it was a great experience creating the game. It was fun to watch people playing the game. And even with all those glitches and stupid graphics, there were people vigorously playing it, which was awesome.

Thanks to Rafał and Michał for great coding experience, and thanks to all the players of our stupid little game. If you’d like to ask me about anything - feel free to contact me by mail or twitter @zygm0nt

Recently at TouK we had a one-day hackathon. There was no main theme for it, you just could post a project idea, gather people around it and hack on that idea for a whole day - drinks and pizza included.

My main idea was to create something that could be fun to build and be useful somehow to others. I’d figured out that since Confitura was just around a corner I could make a game, that would be playable at TouK’s booth at the conference venue. This idea seemed good enough to attract >Conclusion