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Coding for Beginners
Advanced Methods and Strategies to Learn the Best Coding Practices
Copyright 2020 by Alexander Cane - All rights reserved.
This document is geared towards providing exact and reliable information in regards to the topic and issue covered. The publication is sold with the idea that the publisher is not required to render accounting, officially permitted, or otherwise, qualified services. If advice is necessary, legal or professional, a practiced individual in the profession should be ordered.
- From a Declaration of Principles which was accepted and approved equally by a Committee of the American Bar Association and a Committee of Publishers and Associations.
In no way is it legal to reproduce, duplicate, or transmit any part of this document in either electronic means or in printed format. Recording of this publication is strictly prohibited, and any storage of this document is not allowed unless with written permission from the publisher. All rights reserved.
The information provided herein is stated to be truthful and consistent, in that any liability, in terms of inattention or otherwise, by any usage or abuse of any policies, processes, or directions contained within is the solitary and utter responsibility of the recipient reader. Under no circumstances will any legal responsibility or blame be held against the publisher for any reparation, damages, or monetary loss due to the information herein, either directly or indirectly.
Respective authors own all copyrights not held by the publisher.
The information herein is offered for informational purposes solely and is universal as so. The presentation of the information is without a contract or any type of guarantee assurance.
The trademarks that are used are without any consent, and the publication of the trademark is without permission or backing by the trademark owner. All trademarks and brands within this book are for clarifying purposes only and are owned by the owners themselves, not affiliated with this document.
Table of Content
Chapter 1: Methods and Strategies for Java Performance Tuning
Introduction
Performance has been an important factor for software developers. Java Performance tuning means optimizing the code to obtain a faster, more reliable, scalable, and easily maintainable code. This is a very important aspect because the code written by you should be very fast and maintainable, otherwise it not of any use.
Generally, it is best to keep your knobs off as far as Java tuning is concerned. Most applications, whose performance is required to be improved, can be improved by simply keeping the development environment up-to-date! We will discuss various aspects of tuning. Java performance tuning is a very vast topic, and as such, no document can contain the complete information. First, we will observe certain best practices that may improve your Java applications performance. Then, we will mention the various improvements which could be made within your Java code.
Following Java performance tips provides all the details a developer needs for performance tuning of the Java code.
Creating Objects
  1. We need to create Objects before they can be used, and needs to be garbage-collected when they are no longer needed.
  2. When we use more objects, the more garbage-cycling happens so that the CPU cycle gets wasted.
  3. Reduce the temporary objects which are getting used inside the loops.
  4. Try to avoid the creation of temporary objects inside the methods which are called more frequently in the program.
  5. Collection objects should be pre-sized beforehand only.
  6. Objects should be reused wherever it is possible to do so.
  7. Empty the collection objects in case it is required to reuse them at a later stage.
  8. Reduce the number of objects being created inside the loop since creating objects costs both time and additional memory utilization.
  9. There are certain objects which return a copy of an object, or some methods do not return a copy.
For example, String.trim() returns a new object and methods like Vector.setSize() does not return a copy. So if you do not require a copy, use/create methods that do not copy the objects.
For example:
String str = "";
While(Condition) {
//...
str += appendingString1;
}
It will creates a new String object on each += operation (plus a StringBuilder and the new underlying char array), we can rewrite this into:
Example:
StringBuilder strB = new StringBuilder();
While(Condition){
//...
strB.append(appendingString1);
}
String str = strB.toString();
Try to avoid initializing instance variables more than one time.
Try to Use the clone () method to avoid calling constructors.
Many objects need to be created and initialized, and many of these objects will be used later, but not immediately. In this case, it can be useful to spread out a load of object initialization so we don't use to get one large hit on the application.
Example:
package com.rule;
public class Do_lazy_initialization_violation
{
private Do_lazy_initialization_violation instance = new Do_lazy_initialization_violation(); //Violation
}
Should be written as:
package com.rule;
public class Do_lazy_initialization_correction
{
private Do_lazy_initialization_violation instance;
public Do_lazy_initialization_violation getInstance()
{
if(doLazy == null)
instance = new Do_lazy_initialization_violation(); // Correction
return instance;
}
}
Exceptions
Include all error-condition checking in blocks surrounded by if, if-else statements.
  1. Avoid the use of Generic class exception inside the catch block. Instead, you can use the particular catch block for every try block based upon the error you might get in your program.
  2. Avoid the use of exception handling when it is not inside the control flow of the program.
  3. Try to minimize the use of exception handling unless there is a chance of exception going to happen in the code.
  4. Always use the exact subclass of your exception while using the throws method. It should be ArrayIndexOutOfBoundsException or FlieNotFoundException instead of using Exception.
  5. Exception handling should be avoided inside the loops. Try to place the loops in the try/catch blocks only.
  6. Prefer to use StringBuilder instead of StringBuffer as it avoids the cost of internal synchronization.
  7. Be cautious when working with String concatenation operations. Choose to use either + or StringBuilder.append appropriately based upon the requirement. If concatenation of a few items is required, use +. If there is a large set of items to be concatenated, then use the append method of StringBuilder. It improves the performance greatly in case of a larger item set concatenation.
  8. Relying on the finalize method to reclaim resources is a bad practice. Even if a finalize method is defined, the programmer should define another way of releasing the resources as the finalize method will be called just before the garbage collection and not when the object is out-of-scope.
  9. The use of finally block is a must to release the memory resources used in the connection, or closing the file to minimize the risk of exception getting raised at a later stage.
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