Writing the UML for a java program [closed] - java

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my first question;
I am new to Java, been playing around with object orientation for a few months. I want to write a UML class diagram however I am trying to research it for the past 4-5 hours. Every time I find information it opens up another can of words and quite simply, I haven't got the experience to understand the terms that it uses.
My program is constructed as follows:
class 1 (newMote) - creates a new instance of the object
class 2 (calibrator) - sets up all the gui for the system and registers components for events
Class 3 (Responder) - this is where the work happens, all my logic is in here and my actionevents
the following classes are for the api that I am using (sourced elsewhere)
class 4 (WiiUseAPI) - the api
class 5 (WiiUseAPIManager) - the manager for the api
class 6 (wiiMote) - lists all the methods from the wiiuseJ library
If I could get some instruction on where to look to better understand what I am doing that explains all details in real laymens terms or some instruction of how these classes would be constructed I would be eternally grateful.

For your code auto generate UML u can use ObjectAid an Eclipse plugin.

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Is it better to reuse the same instance of awt.Graphics than to create copies with Graphics.create()? [closed]

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I got involved with some folks making a new 2D game engine in Java, and I got curious when I learned they avoided using any variation of Graphics.create in their engine's code.
When asked, they said they feared making copies of Graphics for every graphical component seemed like "(...)quite some amount of overhead."
But they could not provide any proof of the claim. Instead of making use of the clipRect and translation properties of Graphics, they instead provide their own support API for drawing in the right place.
I'm not a part of their team, but I do use their unfinished engine in my own project, so I want to find out.
Looking for an answer myself resulted only in a brick wall. The Graphics class is abstract, and I have so far not found any implementation code. So I can't find the answer.
And so I end up asking here.
What performance/memory cost if any, is there for using the Graphics.create() function?

Making the user follow specific steps [closed]

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Am not sure if the title describes what I want. Am developing an App on Android where kids start a new empty drawing project and finish with a full drawing at the end by dragging different shapes from a list of shapes that I created for the App. My problem is that I dont know how am going to follow the kid steps.
The kid is supposed to read a message in each step and try to apply it and then click on a next button to view the next step.
I want to make sure that he do exactly what the message is saying in order to view the next step.
Theoretically, how is this applied in Java ? If for example, there would be 20 steps how can I make the app follow up with him and make sure he is doing the right thing
You are looking to create a wizard. In Java use a MVC libray Spring-MVC or if its android you can use similar approach. Basically you want steps and views while saving the state - typical MVC pattern. Have a model object that is passed along to the views. Each view will have portions of the model that it can read/write to.
Android -refer to WizarDroid.
Spring - AbstractWizardFormController will help

Java source code parsing [closed]

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I need to track down a java variable in a java file - which variable it got assigned to, which method it was passed to.
How should I begin with?
Should I use line by line parsing or is there any other method?
It looks like you are asked to build a huge mansion; and you start by asking: "should my shovel to dig the cellar be better round; or more rectangular". Meaning: if you don't understand that parsing a java program requires more than "line by line" reading; then you are doomed to fail.
Anyway, depending on your underlying requirements, there are two possible answers:
As suggested by duffymo, you might want to learn using an IDE which allows you to easily identify "variable usage" within a project; and make modifications via "reflection"
Start using a fully fledged Java parser; like https://code.google.com/p/javaparser/wiki/UsingThisParser

user defined functions vs built in function in java five relevant differences over time and space complexities [closed]

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Please explain me the differences over time and space complexities in java for user defined and predefined functions in java. examples like, linked list, list, stack class. please explain this with valid example.
thank you.
There is nothing special in predefined function over user defined. The only thing is predefined has been written by somebody else for you. It depends on algorithm.
Crap code/implementation runs in a crap way. Doesn't matter if its user created or system/API provided. example at a high level is EJBs vs Spring.
Good written code runs pretty and sleek. Again doesn't matter who the hell wrote it.

What other classes do I need? [closed]

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I'm looking to create an application that will be used to help find a suitable University for prospective students to attend (which is based on various criteria about themselves). The application will be used by prospective students to enter details about themselves and a list of Universities will be displayed based on their profile.
I'm on the design stage (class diagram and etc) and i'm currently thinking of some Java classes I need to produce to do this. So far I've only thought of two...
University class (to hold information about Universities)
Interface class (this the GUI display)
Can someone help suggest what other class that I will need to create this application? You can suggest as many as you like.
Take every noun in your application description. Make it into a class. See if you can write a more detailed description of your app. Use those nouns as classes as well.

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