How we use Kotlin with Exposed at TouK

Why Kotlin? At TouK, we try to early adopt technologies. We don’t have a starter project skeleton that is reused in every new project, we want to try something that fits the project needs, even if it’s not that popular yet. We tried Kotlin first it mid 2016, right after reaching 1.0.2 version

Why Kotlin?

At TouK, we try to early adopt technologies. We don’t have a starter project skeleton reused in every new project; we want to try something that fits the project’s needs, even if it’s not that popular yet. We tried Kotlin first in mid-2016, right after reaching the 1.0.2 version. It was getting really popular in Android development, but almost nobody used it on the backend, especially — with production deployment. After reading some “hello world” examples, including this great article by Sebastien Deleuze we decided to try Kotlin as main language for a new MVNO project. The project was mainly a backend for a mobile app, with some integrations with external services (chat, sms, payments) and background tasks regarding customer subscriptions. We felt that Kotlin would be something fresh and more pleasant for developers, but we also liked the “not reinventing the wheel” approach — reusing large parts of the Java/JVM ecosystem we were happy with for existing projects (Spring, Gradle, JUnit, Mockito).

Why Exposed?

We initially felt that Kotlin + JPA/Hibernate is not a perfect match. Kotlin’s functional nature with first-class immutability support was not something that could seemly integrate with full-blown ORM started in the pre-Java8 era. But Sebastien’s article led us to try Exposed — a SQL access library maintained by JetBrains. From the beginning, we really liked the main assumptions of Exposed:

  • not trying to be full ORM framework
  • two flavors — typesafe SQL DSL and DAO/ActiveRecord style
  • lightweight, no reflection
  • no code generation
  • Spring integration
  • no annotations on your domain classes (in SQL DSL flavor)
  • open for extension (e.g. PostGIS and new DB dialects)

TL;DR

If you want to see how we use Kotlin + Exposed duo in our projects, check out this Github repo. It’s a Spring Boot app exposing REST API with the implementation of Medium clone as specified in http://realworld.io (“The mother of all demo apps”).

Another nice example is this repo by Seb Schmidt.

SQL DSL

In our projects we decided to try the “typesafe SQL DSL” flavor of Exposed. In this approach you don’t have to add anything to your domain classes, just need to write a simple schema mapping using Kotlin in configuration-as-code manner:

data class User(
  val username: Username,
  val password: String,
  val email: String
)

object UserTable : Table("users") {
    val username = text("username")
    val email = text("email")
    val password = text("password")
}

And then you can write type/null-safe queries with direct mapping to your domain classes:

UserTable.select { UserTable.username eq username }?.toUser()

// or 

UserTable.select { UserTable.username like username }.map { it.toUser() }

fun ResultRow.toUser() = User(
       username = this[UserTable.username],
       email = this[UserTable.email],
       password = this[UserTable.password]
)

RefIds

We like type-safe RefIds in our domain code. This is particularly useful in DDD-ish architectures, where you can keep those RefIds in a shared domain and use them to communicate between contexts.

So we wrap plan ids (longs, strings) into simple wrapper classes (e.g. UserId, ArticleId, Username, Slug). Exposed allows to easily register your own column types or even generic WrapperColumnType implementation that you can find in our repo.

Using this technique you can rewrite this mapping to something like this:

sealed class UserId : RefId<Long>() {
  object New : UserId() {
    override val value: Long by IdNotPersistedDelegate<Long>()
  }
  data class Persisted(override val value: Long) : UserId() {
    override fun toString() = "UserId(value=$value)"
  }
}

data class User(
   val id: UserId = UserId.New,
   //...
)

fun Table.userId(name: String) = longWrapper<UserId>(name, UserId::Persisted, UserId::value)

object UserTable : Table("users") {
  val id = userId("id").primaryKey().autoIncrement()
//...
}

And now we can query by type-safe RefIds:

override fun findBy(userId: UserId) =
  UserTable.select { UserTable.id eq userId }?.toUser()

Relationship mapping

One of the most significant selling points of ORMs is how easy it is to deal with relations. You just annotate the related field/collection with OneToOne or OneToMany and then can fetch the whole graph of objects at once. In theory — quite a nice idea, but in practice, things often go wrong. I’m not going to dig into details, instead, I recommend you read e.g. these fragments of “Opinionated JPA with Querydsl” book:

In Exposed SQL DSL approach you have to do relationship mapping by yourself — if you need to. Let’s consider Article and Tag case from our project’s domain. We have a many-to-many relation here, so we need additional “article_tags” table:

object ArticleTagTable : Table("article_tags") {
   val tagId = tagId("tag_id").references(TagTable.id)
   val articleId = articleId("article_id").references(ArticleTable.id)
}

When creating an Article, we have to attach all the associated Tags by populating Article’s generated id into ArticleTabTable entries:

override fun create(article: Article): Article {
   val savedArticle = ArticleTable.insert { it.from(article) }
           .getOrThrow(ArticleTable.id)
           .let { article.copy(id = it) }
   savedArticle.tags.forEach { tag ->
       ArticleTagTable.insert {
           it[ArticleTagTable.tagId] = tag.id
           it[ArticleTagTable.articleId] = savedArticle.id
       }
   }
   return savedArticle
}

The funny part is the mapping of Article with Tags in query methods — in API specification Tags are always returned with the Article — so we need to eagerly fetch tags by using leftJoin:

val ArticleWithTags = (ArticleTable leftJoin ArticleTagTable leftJoin TagTable)

override fun findBy(articleId: ArticleId) =
  ArticleWithTags
    .select { ArticleTable.id eq articleId }
    .toArticles()
    .singleOrNull()

After joining, we have then one ResultRow per one Article-Tag pair, so we have to group them by ArticleId, and build the correct Article object by adding Tags for each matching resultRow:

fun Iterable<ResultRow>.toArticles(): List<ResultRow> {
   return fold(mutableMapOf<ArticleId, Article>()) { map, resultRow ->
       val article = resultRow.toArticle()
       val tagId = resultRow.tryGet(ArticleTagTable.tagId)
       val tag = tagId?.let { resultRow.toTag() }
       val current = map.getOrDefault(article.id, article)
       map[article.id] = current.copy(tags = current.tags + listOfNotNull(tag))
       map
   }.values.toList()
}

This implementation allows us to solve all the possible cases:

  • no articles (fold just returns empty map)
  • articles with no tags (tag is null, so listOfNotNull(tag) is empty)
  • articles with many tags (an article with a single tag is inserted into the map, then other tags are added in copy method)

However, consider when you need to fetch the dependent structure with the root object? For tags it makes sense since you always want the tags with the article, and the count of tags for any article should not be that huge. What about the comments? You definitely don’t want all the comments each time you fetch the article, instead you’ll need some kind of paging or even making a parent-child hierarchy for comments for the article. That’s why we recommend having this relationship mapped indirectly — every Comment should have ArticleId property, and the CommentRepository could have methods like:

fun findAllBy(articleId: ArticleId): List<Comment>
// or
fun findAllByPaged(articleId: ArticleId, pageRequest: PageRequest): Page<Comment>

Extendibility

Exposed is by design open for extension, making it even easier with Kotlin’s support for extension methods. You can define your own column type or expressions, e.g. for PostGIS point type support as Sebastian showed in his article. We used similar PostGIS extension in our project too. We were also able to implement a simple support for Java8 DateTime column type — for now, Exposed has Joda-time support, a generic approach for various date/time libraries is planned in the roadmap.

The bigger thing was Oracle DB dialect — we were forced to migrate to Oracle at some time in our project. We submitted a pull-request with foundations of Oracle 12 support, being tested in production for a while (then, we moved back to PostgreSQL…). The implementation was rather straightforward, with DataType- and FunctionProvider interfaces to provide and just a few tweaks in batch insert support.

Final thoughts

Our developer experience with Kotlin+Exposed duo was really pleasant. If you don’t plan to map many relations directly, just use simple data classes, connected by RefIds, it works really well. The Exposed library itself may need more exhaustive documentation and removing some annoying details (e.g. transaction management via thread-local — which is already on the roadmap), but we definitely recommend you give it a try in your project!

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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