Implementing a move method - java

I am trying to make a move method to move units, but I'm stuck. Lets say I have a unit at position(3,1), and I want to move it to position(4,1). How do I implement the method? So far I have the code below. (I have a class representing units, but I want the moveUnit in another class (where it is now), that handles these kind of stuff).
Thanks
public boolean moveUnit( Position from, Position to ) {
return false;
}
Regarding the Position method, it is used like seen below, where I have a class with testcases using JUnit
#Test
public void shouldBePossibleToMoveUnits() {
Unit u = game.getUnitAt(new Position(2, 0));
boolean moved = game.moveUnit(new Position(2, 0), new Position(3, 0));
assertTrue("It should be possible to move units", moved);
assertNotNull("There should be a unit at 3, 0", u);
}
-------------------------------------UPDATE------------------------------
I have written this code to move the unit, but it does not work. Can someone see what I do wrong?
Unit unitFrom = ((UnitImpl) getUnitAt(from));
if(unitFrom == null) { return false; }
Unit unitTo = ((UnitImpl) getUnitAt(to));
unitFrom = unitTo;
unitFrom = null;
The unit does not get moved to the new position

Depending on how your Unit class is set up, this is what you want your method to look like:
public boolean moveUnit(Unit unitToMove, Position moveTo) {
unitToMove.setPosition(moveTo);
return true;
}
This assumes that Unit has an internal method to keep track of its position via a Position object. You're wanting to move the Unit, so you need to pass it as one of the variables.
If you want the Game class to internally get the unit, and just have it move a unit at a given position, do this:
public boolean moveUnit(Position unitPosition, Position moveTo) {
Unit unitToMove = getUnitAt(unitPosition);
if (unitToMove == null) {
//If no Unit exists at the given position, return false
return false;
}
unitToMove.setPosition(moveTo);
return true;
}

Lets say I have a unit at position(3,1), and I want to move it to position(4,1).
This means you want to end with that unit at (4,1) and no unit at (3,1).
If the unit keeps track of it's position, update that pointer.
If positions keep track of their unit, update those two pointers.

Related

Test if object was properly created

I'm putting more attention into unit tests these days and I got in a situation for which I'm not sure how to make a good test.
I have a function which creates and returns an object of class X. This X class is part of the framework, so I'm not very familiar with it's implementation and I don't have freedom as in the case of my "regular collaborator classes" (the ones which I have written). Also, when I pass some arguments I cannot check if object X is set to right parameters and I'm not able to pass mock in some cases.
My question is - how to check if this object was properly created, that is, to check which parameters were passed to its constructor? And how to avoid problem when constructor throws an exception when I pass a mock?
Maybe I'm not clear enough, here is a snippet:
public class InputSplitCreator {
Table table;
Scan scan;
RegionLocator regionLocator;
public InputSplitCreator(Table table, Scan scan, RegionLocator regionLocator) {
this.table = table;
this.scan = scan;
this.regionLocator = regionLocator;
}
public InputSplit getInputSplit(String scanStart, String scanStop, Pair<byte[][], byte[][]> startEndKeys, int i) {
String start = Bytes.toString(startEndKeys.getFirst()[i]);
String end = Bytes.toString(startEndKeys.getSecond()[i]);
String startSalt;
if (start.length() == 0)
startSalt = "0";
else
startSalt = start.substring(0, 1);
byte[] startRowKey = Bytes.toBytes(startSalt + "-" + scanStart);
byte[] endRowKey = Bytes.toBytes(startSalt + "-" + scanStop);
TableSplit tableSplit;
try {
HRegionLocation regionLocation = regionLocator.getRegionLocation(startEndKeys.getFirst()[i]);
String hostnamePort = regionLocation.getHostnamePort();
tableSplit = new TableSplit(table.getName(), scan, startRowKey, endRowKey, hostnamePort);
} catch (IOException ex) {
throw new HBaseRetrievalException("Problem while trying to find region location for region " + i, ex);
}
return tableSplit;
}
}
So, this creates an InputSplit. I would like to know whether this split is created with correct parameters. How to do that?
If the class is part of a framework, then you shouldn't test it directly, as the framework has tested it for you. If you still want to test the behaviour of this object, look at the cause-reaction this object would cause. More specifically: mock the object, have it do stuff and check if the affected objects (which you can control) carry out the expected behaviour or are in the correct state.
For more details you should probably update your answer with the framework you're using and the class of said framework you wish to test
This is possibly one of those cases where you shouldn't be testing it directly. This object is supposedly USED for something, yes? If it's not created correctly, some part of your code will break, no?
At some point or another, your application depends on this created object to behave in a certain way, so you can test it implicitly by testing that these procedures that depend on it are working correctly.
This can save you from coupling more abstract use cases from the internal workings and types of the framework.

Is this a valid use of the builder pattern in Java (or even good OO design)?

Being fairly new to OO, I often feel I understand a concept until I try to move from a simplified example to actual requirements I am given. I'd appreciate any help understanding how to think about this particular problem.
I have a GUI which has a panel that defines a container and items that go in it. Right now, there are three types of containers. The containers have some properties (like size) and can contain one to three different types of items (two are optional). Once enough information is entered, I use the information to make a graph.
I implemented an Observer pattern. When the user enters information, it updates an observable, which notifies the graph that it has changed.
I'm happy so far. Now the wrinkles. My containers have a size, but sometimes it is entered explicitly and sometimes it is determined by what the container is holding. That is determined by the type of container. How the size is determined, if not entered explicitly, depends on whether one of the optional items is in the container. I'm not sure if the requirements writer just hates me or I am lacking enough OO experience, but those wrinkles are giving me fits. Right now, my observable just has variables to hold all the assorted information and I use a bunch of switch statements to handle the special cases.
I am thinking that I could use the builder pattern. The director would produce the data that was graphed. I would have a concrete builder for each type of container and I would instantiate the class with the container properties and the items inside it. I would have methods of the abstract builder class to return to the director the values needed for the graph, for example getContainerSize() and combine these to produce the actual data points. Also, the director could return null if the user had not yet entered enough data to complete a graph.
Am I getting close to a usable OO design? I'm not sure I didn't just bury the special casing a bit deeper.
One other wrinkle. One of the item types goes in all three containers. Right now, my observable keeps track of the container and items separately and the method that creates the graph decides what to ask for (the graph changes a lot as users play around with the values). How's that work if I have multiple builder patterns?
Maybe I am missing a step? The observable updates the builder of the current container then lets the graph know it should call the director to get its coordinates? Which would then also need to ask what the current container was?
All comments welcome that help me get my head around OO design or this problem in particular. The actual requirements have more special cases, but are variations on this basic theme.
Thanks for the replies. I think I am guilty of mixing two questions together. Here is an attempt to provide a minimal code example focusing on the Builder pattern. Note IE8 I see no identation, FireFox 8, I do- so sorry to anyone reading the code in IE8.
interface MyContainerBuilder
{
void setContents( MyContents contents );
Double myVolume();
Double myDensity();
}
class SmallContainerBuilder implements MyContainerBuilder
{
Double volume = null;
Double density = null;
MyContents contents = null;
public void setVolume()
{
if (contents != null)
{
volume = contents.myDensity() / 3.0;
}
}
public void setContents( MyContents contents )
{
this.contents = contents;
}
public Double myVolume()
{
if (volume == null)
setVolume();
return volume;
}
public Double myDensity()
{
return contents.myDensity();
}
}
class BigContainerBuilder implements MyContainerBuilder
{
Double volume = null;
Double density = null;
MyContents contents = null;
public void setVolume( Double volume )
{
this.volume = volume;
}
public void setContents( MyContents contents )
{
this.contents = contents;
}
public Double myVolume()
{
return volume;
}
public Double myDensity()
{
return contents.myDensity();
}
}
class ContainerDirector
{
Double myResult( MyContainerBuilder container )
{
return container.myVolume() * container.myDensity();
}
}
class MyContents
{
Double density;
MyContents( Double density )
{
this.density = density;
}
public Double myDensity()
{
return density;
}
}
class Test
{
public static void main(String[] args)
{
SmallContainerBuilder smallContainer = new SmallContainerBuilder();
BigContainerBuilder bigContainer = new BigContainerBuilder();
ContainerDirector director = new ContainerDirector();
//
// Assume this comes from the GUI, where an ActionListener knows which Builder
// to use based on the user's action. I'd be having my observable store this.
Double density = 15.0;
MyContents contents = new MyContents( density );
smallContainer.setContents( contents );
//
// Then I would need to tell my observer to do this.
Double results = director.myResult( smallContainer );
System.out.println( "Use this result: " + results );
}
}
I have two types of containers that use a different method to calculate the volume. So let's say I have radiobuttons to select the container type and under each radiobutton a combobox of items that can go in the selected container. The ActionListener on the combobox will put the item in the right container and save it to my observable (there are lots of other things that actually get set) and it tells my observer to use the director to get an appropriate value and the observer then updates some view component of the GUI.
My containers have a size, but sometimes it is entered explicitly and sometimes it is determined by what the container is holding. That is determined by the type of container. [...] if not entered explicitly, depends on whether one of the optional items is in the container.
Sounds like you could have different subclasses of an abstract container, each implementing getContainerSize() in a different way. One for explicitly entered, one for the case with optional item and one without it.
... and I use a bunch of switch statements to handle the special cases.
Does not sound great. Replace Conditional with Polymorphism if applicable.
I am thinking that I could use the builder pattern...
I assume that you need to determine a concrete type of object (or null) based on a set of input variables. The pattern provides a way to build a complex object if it knows what type that is, but the actual problem is to decide which type. So you need conditional code at some place. That place can be a builder but it could be simple factory as well.
Right now, my observable keeps track of the container and items separately[...] observable updates the builder of the current container[...] How's that work if I have multiple builder patterns?
Not really understanding what that Observable is observing and what changes in which case are triggering what, but Observable updating a builder (or multiple) sounds strange. That's more of a gut feeling though :)
Am I getting close to a usable OO design?
If it works, yes. But I actually can't tell you if you have created a good or usable design because I still don't know the details of your problem or your design - after reading your text several times now.
Instead of adding another page of information to your question now, try to break your problem down into smaller pieces and use code snippets / images / graphs or any type of visualization to help people understand your problem and all the connections between those pieces. Just a lot of text is rather scary and a huge OO design like that is as a whole too big and too localized for SO.
Your approach seems fine but it requires IMO quite complex Objects to justify that use.
You create a MyContents instance in your GUI via the observer. That object is then wrapped in a MyContainerBuilder which is then given to a ContainerDirector which then produces a result. That is in my opinion one step too much if MyContents or the result is simple.
Also the way you set the MyContents to the MyContainerBuilder means that you can't reuse the same concrete MyContainerBuilder instance blindly. You either have to make sure that you use it sequentially or you have to construct a new one every time.
I.e this does not work
MyContents content1 = new MyContents( 5 );
MyContents content2 = new MyContents( 6 );
smallContainer.setContents( content1 );
smallContainer.setContents( content2 ); // overwriting old state
Double results1 = director.myResult( smallContainer ); // wrong result
Double results2 = director.myResult( smallContainer );
I assume that MyContents is a generic data holding object that is filled with data in several steps by the user. Once the user is happy with it, it is submitted to be build into a result. As far as I can tell, you know at that point what the result has to be.
Below is an approach using a Strategy Pattern(? - I'm bad with all those names and little differences) which I chose to plug into the MyContents directly so the MyContents object once finalized has all details how it has to be transformed into a result. That way safes one step and you don't need to create / maintain extra builder objects. MyContents is already in a way a Builder now.
interface VolumeStrategy {
Double calculateVolume(Double density);
}
class SmallVolumeStrategy implements VolumeStrategy {
public Double calculateVolume(Double density) {
return density / 3.0;
}
}
class BigVolumeStrategy implements VolumeStrategy {
public Double calculateVolume(Double density) {
return density;
}
}
class ContainerDirector {
Double myResult( MyContents container ) {
Double density = container.myDensity();
VolumeStrategy strategy = container.myStrategy();
return density * strategy.calculateVolume(density);
}
}
class MyContents {
// built via observer
Double density;
MyContents( Double density ) {
this.density = density;
}
public Double myDensity() {
return density;
}
// plugged in at the end.
VolumeStrategy strategy;
public void setStrategy(VolumeStrategy strategy) {
this.strategy = strategy;
}
public VolumeStrategy myStrategy() {
return strategy;
}
}
public class Test {
public static void main(String[] args) {
// all those can be static
VolumeStrategy smallStrategy = new SmallVolumeStrategy();
VolumeStrategy bigStratetgy = new BigVolumeStrategy();
ContainerDirector director = new ContainerDirector();
// from the GUI
Double density = 15.0;
MyContents contents = new MyContents( density );
// building this contents ...
// ... time to submit, we know what strategy to use
contents.setStrategy(smallStrategy);
// can turn contents into result without needing to know anything about it.
Double results = director.myResult( contents );
System.out.println( "Use this result: " + results );
}
}
That's a way what I think should work well for the problem I imagine you have. I can be wrong tough.

Java OOP: Building Object Trees / Object Families

Been a while since I used Java and was wondering if this was a decent or even correct way of setting this up.
FYI, userResults refers to a JDBI variable that isn't present in the code below.
Feel free to suggest a better method, thanks.
public class Stat
{
private int current;
private int max;
public int getCurrent() {return current;}
public void setCurrent(int current) {this.current = current;}
public int getMax() {return max;}
public void setMax(int max) {this.max = max;}
}
public class Character
{
Stat hp = new Stat();
Stat mp = new Stat();
}
Character thisCharacter = new Character();
// Set the value of current & max HP according to db data.
thisCharacter.hp.setCurrent((Integer) userResults.get("hpColumn1"));
thisCharacter.hp.setMax((Integer) userResults.get("hpColumn2"));
// Print test values
System.out.println (thisCharacter.hp.Current);
System.out.println (thisCharacter.hp.Max);
Correct? Well, does it work? Then it probably is correct.
Wether or not it is a decent way to do it then the answer is "maybe". It is hard to tell from what context this code is in. But there are some things you could keep in mind though:
In which class (or object rather) are the Stat set in? Do you feel is it the responsibility of the class to do this and know what database values to get them from? If not, consider making some kind of a class that does this.
Making chained calls such as thisCharacter.hp.setCurrent(...) is a violation of principle of least knowledge. Sometimes you can't help it, but usually it leads to kludgy code. Consider having something that handles all the logic surrounding the stats. In your code you may need a HealthStatsHandler that have methods such as loadStats(), saveStats(), and mutator actions such as takeDamage(int dmg) and revive(int health).
If you have trouble figuring things out if it has the correct object design, then study up on the SOLID principles. They provide nice guidelines that any developer should follow if they want to have code that is extensible and "clean".
This is not really a tree. It is not possible two have more than one layer of children.
Usually you define an interface let's call it Node where both Stat and Character implements it and the two children of Character would have the type Node.
I would consider creating the Stat objects seperately and passing them into Character, and making the character attributes private as follows:
public class Character
{
private Stat hp;
private Stat mp;
public Stat getHp() {return hp;}
public void setHp(Stat h) {this.hp = h;}
public Stat getMp() {return mp;}
public void setMp(Stat m) {this.mp = m;}
}
// Set the value of current & max HP according to db data.
Stat hp = new Stat();
hp.setCurrent((Integer) userResults.get("hpColumn1"));
hp.setMax((Integer) userResults.get("hpColumn2"));
Character thisCharacter = new Character();
thisCharacter.setHp(hp);
// do the same for mp
One additional simple step would be to create a Character constructor that would take an hp and an mp

Java Greenfoot, cannot link method between files

Working on a project in school, I'm a beginner to programming and I have big problems with the making of Bubble Shooter, I need to get all of the balls of the map before it changes to map2..
Trying to make it with listing all of the balls but the program crashes at the end of the first map and gives us the error-report that it can't load a negative value. I figured it was when it was trying to load the gun and wanted to put an if-statement that says that if "allowedBallTypes != null" or zero, as it might be, than it should load the gun.
cannot find symbol - getAllowedBallTypes();
greenfoot java method class
The bubbleworld class:
public BubbleWorld()
{
super(Map.MAX_WIDTH*Map.COLUMN_WIDTH, Map.MAX_HEIGHT*Map.ROW_HEIGHT, 1,false);
// Max speed. We use time-based animation so this is purely for smoothness,
// because Greenfoot is plain stupid. I can't find a way to get 60 Hz so this is
// what we have to do. Note: Exporting the game seems to cap this to some value < 100. :(
Greenfoot.setSpeed(100);
// Load the map.
map = new Map(this, testMap1);
// Update the allowed ball types. (i.e. we don't want to spawn a
// certain color of balls if the map doesn't contain them!)
map.updateAllowedBallTypes();
// Create the cannon.
Cannon cannon = new Cannon();
addObject(cannon, getWidth()/2, getHeight());
The map class:
public int[] getAllowedBallTypes()
{
return allowedBallTypes;
}
public void updateAllowedBallTypes()
{
int allowedCount = 0;
boolean[] allowed = new boolean[Ball.typeCount];
// Only ball types that exist in the map RIGHT NOW as attached balls will be allowed.
for(Cell c : cells)
{
if(c != null && c.getBall() != null && c.isAttached())
{
int type = c.getBall().getType();
if(!allowed[type])
allowedCount++;
allowed[type] = true;
}
}
allowedBallTypes = new int[allowedCount];
int writeIndex = 0;
for(int type = 0; type < Ball.typeCount; ++type)
{
if(allowed[type])
{
allowedBallTypes[writeIndex++] = type;
}
}
}
The Cannon class:
private void prepareBall()
{
// Get a random ball type from the list of allowed ones. Only balls currently in the map
// will be in the list.
int[] allowedBallTypes = ((BubbleWorld)getWorld()).getMap().getAllowedBallTypes();
int type = allowedBallTypes[Greenfoot.getRandomNumber(allowedBallTypes.length)];
// Create it and add it to the world.
ball = new Ball(type);
getWorld().addObject(ball, getX(), getY());
}
Assuming you are getting that error in the pasted snippet of the Cannon class, the error suggests that there is a problem with the getMap() method of BubbleWorld -- can you paste that in so we can see it? It might not be returning the correct type. In general, you need to paste in more code, including complete classes, and say exactly where the error occurs. An easier way might be to upload your scenario with source code to the greenfoot website (www.greenfoot.org -- use the share function in Greenfoot, and make sure to tick the source code box) and give a link to that.
Based on your code, your map class doesn't seem to have a class-level variable declaration of int[] allowedBallTypes;

Verifying partially ordered method invocations in JMockit

I'm trying to write a unit test (using JMockit) that verifies that methods are called according to a partial order. The specific use case is ensuring that certain operations are called inside a transaction, but more generally I want to verify something like this:
Method beginTransaction is called.
Methods operation1 through to operationN are called in any order.
Method endTransaction is called.
Method someOtherOperation is called some time before, during or after the transaction.
The Expectations and Verifications APIs don't seem to be able to handle this requirement.
If I have a #Mocked BusinessObject bo I can verify that the right methods are called (in any order) with this:
new Verifications() {{
bo.beginTransaction();
bo.endTransaction();
bo.operation1();
bo.operation2();
bo.someOtherOperation();
}};
optionally making it a FullVerifications to check that there are no other side-effects.
To check the ordering constraints I can do something like this:
new VerificationsInOrder() {{
bo.beginTransaction();
unverifiedInvocations();
bo.endTransaction();
}};
but this does not handle the someOtherOperation case. I can't replace the unverifiedInvocations with bo.operation1(); bo.operation2() because that puts a total ordering on the invocations. A correct implementation of the business method could call bo.operation2(); bo.operation1().
If I make it:
new VerificationsInOrder() {{
unverifiedInvocations();
bo.beginTransaction();
unverifiedInvocations();
bo.endTransaction();
unverifiedInvocations();
}};
then I get a "No unverified invocations left" failure when someOtherOperation is called before the transaction. Trying bo.someOtherOperation(); minTimes = 0 also doesn't work.
So: Is there a clean way to specify partial ordering requirements on method calls using the Expectations/Verifications API in JMockIt? Or do I have to use a MockClass and manually keep track of invocations, a la:
#MockClass(realClass = BusinessObject.class)
public class MockBO {
private boolean op1Called = false;
private boolean op2Called = false;
private boolean beginCalled = false;
#Mock(invocations = 1)
public void operation1() {
op1Called = true;
}
#Mock(invocations = 1)
public void operation2() {
op2Called = true;
}
#Mock(invocations = 1)
public void someOtherOperation() {}
#Mock(invocations = 1)
public void beginTransaction() {
assertFalse(op1Called);
assertFalse(op2Called);
beginCalled = true;
}
#Mock(invocations = 1)
public void endTransaction() {
assertTrue(beginCalled);
assertTrue(op1Called);
assertTrue(op2Called);
}
}
if you really need such test then: don't use mocking library but create your own mock with state inside that can simply check the correct order of methods.
but testing order of invocations is usually a bad sign. my advice would be: don't test it, refactor. you should test your logic and results rather than a sequence of invocations. check if side effects are correct (database content, services interaction etc). if you test the sequence then your test is basically exact copy of your production code. so what's the added value of such test? and such test is also very fragile (as any duplication).
maybe you should make your code looks like that:
beginTransaction()
doTransactionalStuff()
endTransaction()
doNonTransactionalStuff()
From my usage of jmockit, I believe the answer is no even in the latest version 1.49.
You can implement this type of advanced verification using a MockUp extension with some internal fields to keep track of which functions get called, when, and in what order.
For example, I implemented a simple MockUp to track method call counts. The purpose of this example is real, for where the Verifications and Expectations times fields did not work when mocking a ThreadGroup (useful for other sensitive types as well):
public class CalledCheckMockUp<T> extends MockUp<T>
{
private Map<String, Boolean> calledMap = Maps.newHashMap();
private Map<String, AtomicInteger> calledCountMap = Maps.newHashMap();
public void markAsCalled(String methodCalled)
{
if (methodCalled == null)
{
Log.logWarning("Caller attempted to mark a method string" +
" that is null as called, this is surely" +
" either a logic error or an unhandled edge" +
" case.");
}
else
{
calledMap.put(methodCalled, Boolean.TRUE);
calledCountMap.putIfAbsent(methodCalled, new AtomicInteger()).
incrementAndGet();
}
}
public int methodCallCount(String method)
{
return calledCountMap.putIfAbsent(method, new AtomicInteger()).get();
}
public boolean wasMethodCalled(String method)
{
if (method == null)
{
Log.logWarning("Caller attempted to mark a method string" +
" that is null as called, this is surely" +
" either a logic error or an unhandled edge" +
" case.");
return false;
}
return calledMap.containsKey(method) ? calledMap.get(method) :
Boolean.FALSE;
}
}
With usage like the following, where cut1 is a dynamic proxy type that wraps an actual ThreadGroup:
String methodId = "activeCount";
CalledCheckMockUp<ThreadGroup> calledChecker = new CalledCheckMockUp<ThreadGroup>()
{
#Mock
public int activeCount()
{
markAsCalled(methodId);
return active;
}
};
. . .
int callCount = 0;
int activeCount = cut1.activeCount();
callCount += 1;
Assertions.assertTrue(calledChecker.wasMethodCalled(methodId));
Assertions.assertEquals(callCount, calledChecker.methodCallCount(methodId));
I know question is old and this example doesn't fit OP's use case exactly, but hoping it may help guide others to a potential solution that come looking (or the OP, god-forbid this is still unsolved for an important use case, which is unlikely).
Given the complexity of what OP is trying to do, it may help to override the $advice method in your custom MockUp to ease differentiating and recording method calls. Docs here: Applying AOP-style advice.

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