The road to Kotlin Symbol Processing

There’s a long back story to Java annotations. Introduced in 2004 for Java 5 and supported by the javac compiler since Java 6 in 2002, they may be thought of as an industry standard approach to
metaprogramming. However, as mostly used in the Android ecosystem, it is not that popular technique in backend development. I had an
opportunity to dig into the subject while developing Krush, which is based on Kotlin annotation processing (KAPT). In this article I’ll try to show you the different approaches to annotation processing, starting from pure Java solutions, then moving to KAPT and finally to its
successor – Kotlin Symbol Processing.

Java annotation processors

Lombok *

Lombok is one of the first projects that comes into Java devs mind when thinking about annotation processing. You just add a single dependency into your pom.xml / add a plugin into Intellij Idea and some kind of magic turns your classes annotated with @Value into a functional immutable data structure. But in fact, Lombok is not a 100% pure example of an annotation processor… If you just run your debugger and step into generated toString / equals method, you’ll see no generated code:

lombok debug

Lombok starts as an usual annotation processor, but during its run it modifies a compiler abstract syntax tree to insert desired methods to your classes, which is not an intended use-case for annotation processors. In some references this technique is even called a hack:

Lombok … uses annotation processing as a bootstrapping mechanism to include itself into the compilation process and modify the AST via some internal compiler APIs. This hacky technique has nothing to do with the intended purpose of annotation processing

[source]

Apart from not being the clearest solution, using Lombok for some time broke other annotation-processing based libraries configured to run on the same source code.

AutoValue

A similar library which uses annotation processing in a clear way is AutoValue. It processes the @AutoValue and @AutoValue.Builder annotations to generate immutable classes which allow you to safely step into using a debugger. Consider following example:

@AutoValue
abstract class Book {

   static Builder builder() {
       return new AutoValue_Book.Builder();
   }

   @AutoValue.Builder
   interface Builder {
       Builder title(String title);
       Builder author(String author);
       Book build();
   }

   abstract String title();
   abstract String author();
}

Then, if you create an instance of the class using a Builder, you can see generated toString / equals / hashCode methods in the debugger:

autovalue debug

By quickly looking at the above code you can see some characteristics of using an annotation processor in your project:

  • there is a minimal framework/convention that must be built into your classes (abstract getters, static builder method)
  • you are using “third party” code (classes in this example) even by
    directly referring it in your source code or in the runtime (like in @AutoValue example)
  • there is a need to run partial compilation before being able to use
    generated code

Other examples of Java annotation processor include:

You can find other examples on this annotation processing list.

KAPT

I wasn’t aware how much annotation processing is used by libraries from the Android ecosystem. Butterknife, Room, Moshi, Hilt… these names are not quite familiar if you’re a backend developer working on the JVM. As Kotlin started gaining popularity in the Android community, it was crucial for it to support existing ecosystem libraries made for Java. That’s why KAPT was introduced – a Kotlin Annotation Processing Tool. The idea behind it was very simple:

  • make a minimal step to transform Kotlin code to Java
  • run annotation processing on Java sources, just as in any Java project

Krush

One of the examples of using KAPT is Krush – our lightweight persistence layer for Kotlin based on Exposed SQL DSL. Krush interprets standard JPA annotations on the entity classes to generate both Exposed DSL mappings and convenient methods transfer data from / to entity classes.

Consider following entity:

@Entity
data class Reservation(

   @Id
   val uid: UUID = UUID.randomUUID(),
   @Enumerated(EnumType.STRING)

   val status: Status = Status.FREE
)

By adding Krush we will have following mapping generated:

// generated
public object ReservationTable : Table("reservation") {
 public val uid: Column = uuid("uid")
 public override val primaryKey: Table.PrimaryKey = PrimaryKey(uid)
 public val status: Column = 
    enumerationByName("status", 255, pl.touk.krush.Status::class)
}

However, during Krush implementation we observed some drawbacks of using annotation processing in 100% Kotlin codebase:

  • no direct support for code generation. Java annotation API contains limited support for code generation using a Filer interface, that just lets you generate new files, with no distinction between source code, metadata, docs etc. A partial solution to this is using a third-party code generation library, like KotlinPoet, which contains a feature-rich DSL for generating Kotlin classes, properties etc.
  • missing Kotlin-specific information in the API – annotation processing API contains information about the structure of the code during compilation using javax.lang.model package. However, this is Java-specific, so you don’t have access to top-level functions, file annotations etc. However, some of additional Kotlin metadata can be retrieved by using kotlinpoet-metadata integration.
  • a need to generate Java stubs before running the annotation processing itself reduces the overall performance of project build process, some resources estimate that stub generation takes ⅓ time of the whole kotlinc run, which can be painful for large codebases.

KSP

The downsides of using KAPT in pure Kotlin projects (especially Android-based), triggered Google to develop a Kotlin-specific approach, called Kotlin Symbol Processing. It is now a preferred way to implement annotation processing in Kotlin, since its release KAPT has been put into maintenance mode. It provides a separate from javax.lang.model, Kotlin-specific API representing your source code, no need to generate any Java stubs and a better integration with code generator libraries. Let’s look at basic features of KSP by doing a hands-on example.

Implementing @Slf4j

Let’s look at how to use KSP by writing a simple processor – an equivalent of Lombok’s @Slf4j.
We should start with an implementation of our annotation, SymbolProcessor and a provider for it:

annotation class Slf4j

class Slf4jProcessor(val env: SymbolProcessorEnvironment) : SymbolProcessor {

   override fun process(resolver: Resolver): List {
       val symbols = resolver.getSymbolsWithAnnotation(Slf4j::class.java.name)
       val ret = symbols.filter { !it.validate() }.toList()
       symbols
           .filter { it is KSClassDeclaration && it.validate() }
           .forEach { it.accept(Slf4jProcessorVisitor(), Unit) }
       return ret
   }

   inner class Slf4jProcessorVisitor : KSVisitorVoid()
  
}

class Slf4jProcessorProvider : SymbolProcessorProvider {
   override fun create(environment: SymbolProcessorEnvironment) = Slf4jProcessor(environment)
}

Apart from a bunch of bootstrapping code, you may notice that the main part of the implementation would be Slf4jProcessorVisitor – which is how KSP is traversing your source code – by using the visitor pattern. So what you have to do is write appropriate visitXXX method(s) to implement your processor functionality:

override fun visitClassDeclaration(classDeclaration: KSClassDeclaration, data: Unit) {
   val packageName = classDeclaration.packageName.asString()
   val ksType = classDeclaration.asType(emptyList())

    val fileSpec = FileSpec.builder(
        packageName = packageName,
        fileName = classDeclaration.simpleName.asString() + "Ext"
    ).apply {
        val className = ksType.toClassName()
        val loggerName = "_${className.simpleName.replaceFirstChar { it.lowercase() }}Logger"
        addProperty(
            PropertySpec.builder(loggerName, Logger::class.java)
                .addModifiers(KModifier.PRIVATE)
                .initializer("%T.getLogger(%T::class.java)", LoggerFactory::class.java, className)
                .build()
        )
        addProperty(
            PropertySpec.builder("logger", Logger::class.java)
                .receiver(className)
                .getter(
                    FunSpec.getterBuilder()
                        .addStatement("return $loggerName")
                        .build()
                )
                .build()
        )
    }.build()

    fileSpec.writeTo(codeGenerator = env.codeGenerator, aggregating = false)
}

So, I’m using KotlinPoet here, which is quite nice integrated with KSP by this writeTo method – so if you want to generate a new file you just build a FileSpec and then write it to appropriate folder configured by the KSP plugin by calling writeTo method.

In short, for each class annotated with @Slf4j annotation we generate a file with a _serviceLogger property which is initialized with standard LoggerFactory.getLogger call. KotlinPoet comes with a nice templating system, which allows you to just pass class declarations from the KSP model instead of resolving them manually, with imports etc.. The second property is an extension of our annotated class, which we express by using a receiver block, we can also make a custom getter by using another KotlinPoet call.

If we did everything right this how the generated code should look for annotated class:

import org.slf4j.Logger
import org.slf4j.LoggerFactory

private val _serviceLogger: Logger = LoggerFactory.getLogger(Service::class.java)

public val Service.logger: Logger
  get() = _serviceLogger

Which should allow us to use the logger in our class:

@Slf4j
class Service {
   fun test() {
       logger.info("Hello from KSP!")
   }
}

Summary

I hope this article helped you learn the history of annotation processing and motivation behind the KSP project. In fact KAPT is now in maintenance mode, so KSP should be the default library to use in new, pure Kotlin projects. However, if you think of migrating your existing library based on KAPT, you should be aware of some complications when java.lang.model is too tightly coupled to your model. For example the Dagger project has a rough road of supporting KSP, they must first introduce some common model based on XProcessing to support both KSP and traditional annotation processing.

The code for example @Slf4j processor can be found here.

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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