Creating a standard graph builder using OOP and Design Patterns - java

This is an example of my firms costum made chart with connected table.
UPDATE my full idea
i have been given this alot of thinking since i started this post and i have finally come up with an idea that i think is solid using the Builder pattern i want to you guys what you think and what issues you think that i might run into. First let me explain the full idea:
My Company need some sort of Standard graph with a connected table that they can use for all of their programs (This will give the programs a feeling that they are all alike (which they are)) Since most of these charts are alike i thought i could easy the pain of creating a new chart every time you have to make a new program or have to place the chart somewhere else.
My Company use three diffrent charts primarily:
Barchart
LineChart
PieChart
When creating these charts there are a few unknown variables.
Name of the chart series: This is the name that will be display and this differs from every line/bar/ pie slice
Period: Chart data is taken from a period of time, either a day or a week (every day Monday, Tuesday, Wednesday etc) a month (Jan,Feb,mar,April etc) or even time of day.(8pm,9pm etc).
Type of chart: of-course a difference is what type of chart the user wants to see.
Last but not least the only difference between the chart creating lies within the Piechart, the pieChart is the only chart in Javafx that is not created from series but is created from an Observable list, so the pieChartBuilder has to use and insert the data in a different way than the others.
The picture above is Not an UML diagram it is a demonstration of how i plan my new program(s) to behave and adjust the design pattern, here is a walk through of what my thought are:
GUI: First the Gui is always separated from the actual logic i have no plans of demanding anything from the GUI except that it has to created in JavaFx and it has to have an instance of the Director class.
Director: The Director class is where all the action happens. First the client calls the director with what type of chart he wants to get, what period of time he wants data from and maybe what kind of data he wants to see. The client also sets the time period that he wishes to see the data in (day, week, month , year etc).
The Director then takes all of that data and class his instance of the statistic class asking the class for data that the director can then pass on the the Chart builder.
Statistics: the statistics class then checks if it already contains data and if not it class for a list of object to the database:
DataBase: The database is quite straight forward it class for the data in the time period that client has send on (either on a day, week, month, year basis) creates the object(s) add them to a list and return it to the statistics class.
(back in the) statistic class the objects data are then calculated and returned to the director.
(Back in the director) The director now calls the chartBuilder to build a chart of the type specified by the client with the timeframe (which is an array or an arraylist of time, This is an option the client can set in the director using Director.setStandardTime(time)) the builder then creates the chart and table with the data obtained from the Director. The client is then able to call ChartBuilder.getChart() and add that to his layout.
This is my idea. i Would love for you to comment on it. Thank you for reading and i will be looking forward to read all of your responses.

The most common Design Patterns for graphics tasks are Decorator (often with a "fluent" interface), Prototype/Clone and Visitor. These will proably come in handy.
Decorator: For when you want to add attributes to your object incrementally. Such as:
final int radius = 100;
// With fluent interface
final Graphic boxedShadedCircle = new Circle(radius, 100, 100).shaded().boxed();
// Without fluent interface
final Graphic nonFLuentBoxedShadedCircle = new Boxed(new Shaded(new Circle(radius, 100, 100)));
Prototype/Clone: For when you want to be able to duplicate some object (copy/paste functionality). It's basically the interface Clonable.
Visitor: When you want to add functionality to objects without adding to the code in the actual object. Say, if your application is somehow scriptable. See this post for an example:Visitor pattern
Now to relate to your specific solutions:
It seems like Decorator would be a good way to implement your first solution proposal. Alternatively Template method or some sort of composition ("combine generic graph drawer with data object").
For your second solution, Factory seems appropriate.
I can't say which is best. It depends on your local circumstances. All implementations have pros and cons, and the trick is to pick the appropriate one where the pros outweigh the cons.
Updates for the updated question:
ChartBuilder: This should probably be design pattern "Builder". This dp is about representing or rendering an abstract description/product such as a document description or a data set in different ways.
Director: This is Design patter Mediator. Or Facade, depending on intent. Facade if you are "hiding away" a ball of crappy legacy code, Mediator if you are coordinating the interaction of several more modern classes. Lots of grey area here. If Director also handles interaction with the GUI (resize, hide etc) it's definitely Mediator.
Overall, your structure is model/viewer/controller. Director acts as controller, Statistics acts as model, chartBuilder acts as viewer.
It's not uncommon to have several design patterns overlap, as in having the controller act as mediator.
You may be happier if you implement the whole thing as request/response using design pattern Observer for the response, rather than as straight calls with return values. It's more flexible that way, and you can hide latency/calculation/database lookup in a thread better.
You may want to use Composite for chartBuilder. If you want to have several views on the data active at the same time, rather than just one.

Take a look at EyeSee, and make a java implementation

Related

Java Entity class Using Component and State Design Pattern

I'm trying to create a Entity for a game that uses both the Component and State design patterns. Let me explain.
The Components that make up an Entity will consist of an InputComponent, PhysicsComponent, and a GraphicsComponent (for now). Each Component will their own class to keep the clean nice and decoupled. This way you can implement your own components like for example a PlayerInputComponent to represent player input, and then create an Entity like this -> Entity player = new Entity(input, physics, graphics).
This system alone works really well for decoupling the code that makes up an Entity. It makes the Entity class flexible enough to accept all different types of components allowing for many variations. However, as stated in the question, I also want to use a State design pattern and I can't think of a way to make them coexist nicely.
The State design pattern is going to be used to represent a finite set of states that an Entity can be in. For example, there would be a RunningState, IdleState, JumpingState, etc... These states would be able to process input and update, deciding when to change states, and what state to change to. For example, if the movement keys are pressed in the IdleState, the IdleState would process this and decide to switch to a RunningState. This makes keeping track of animations easy and separates out the logic for changing states into their own class avoiding complex logic statements.
My question is how can I mix both of these patterns so they work well together? I need all Components to be able to access these States because state transitions may occur in the InputComponent or the PhysicsComponent (for right now), and the states also have to be accessible in the GraphicsComponent so I can draw the right frame for the current animation.
What's the best way to setup my Entity class so it can implement both patterns and have them interact with each other without creating a mess in the Entity class. Thanks!

Modelling event type objects

We have an application that is composed of a number of independent components and sub-systems. We are looking at implementing a simple event logging mechanism where these components & sub-systems can log some events of interest. Events could be something like
New account created
Flight arrived
Weekly report dispatched to management etc.
As you can see, the event types are heterogeneous in nature and the attributes that needs to be logged differs based on the event types. New account created event, for example, will also log the account-id, the name of the user who created the new account etc. Whereas, the flight arrived event will be logging the flight number, arrived at, arrived from etc.
I'm wondering what is the good way of modelling the event types and the attributes.
One option is to do it object oriented way - to have an AbstractEvent that will have some common attributes (timestamp, message etc) and then create a full hierarchy of classes underneath. The flight events, for example, can look like
abstract class AbstractEvent;
abstract class FlightEvent extends AbstractEvent;
class FlightArrivedEvent extends FlightEvent;
class FlightCancelledEvent extends FlightEvent;
The problem I see with this approch is that we have hundreds of events which will result in class explosion. Also, whenever we add a new event (very likely), we have to create a class and distribute the new package to all the components and sub-systems.
The second option I can think of is on the other end of the spectrum. Have a simple Event class that contains the basic attributes and wrap a map inside it so that the clients can populate any data they want. The code in that case will look something like this.
class Event {
private timestamp;
private eventType;
private Map attributes;
public Event ( String eventType ) {
timestamp = System.nanoTime();
this.eventType = eventType;
attributes = new HashMap();
}
public Event add ( String key, String value ) {
attributes.put ( key, value );
return this;
}
}
//Client code.
Event e = new Event("FlightEvent:FlightArrived")
.add("FLIGHT_NUMBER", "ABC123")
.add("ARRIVED_AT", "12:34");
While this is flexible, it suffers from inconsitency. Two components can log the FLIGHT_NUMBER key in two different formats (FLIGHT_NUMBER & FLGT_NO) and I can't think of a good way to enforce some convention.
Any one have some suggestions that can provide a nice compromise between these two extreme options?
There is a Java event framework (see java.util.EventObject and the Beans framework) but the fundamental question you are asking is not connected with events. It is a design question, and it is this: do I use Java classes in my application to represent classes in my business domain?
It is clear that the different types of event are different "classes" of thing, but for maintainability reasons you are considering representing your business data in a map so that you don't have to write and distribute an actual class. If you take this to a logical extreme, you could design your whole application with no classes and just use maps and name-value pairs for everything - not just events. It would be a mess and you would be debugging it forever because you would have no type-safety whatsoever. The only way of finding what was in map would be to look up in some documentation somewhere what someone might have added to it and what type that object might be.
So, here is the thing - you would not have actually have gotten rid of your class definition.
You will have moved it into a Word document somewhere that people will have to refer to in order to understand what is in your map. The Word document will need to be maintained, verified and distributed but unlike the Java class, it won't be checked by the compiler and there is no guarantee that the programmers will interpret it correctly.
So I would say, if there is a class, put it in your code and then focus on solving the problems of distributing and versioning the Java classes instead of distributing and versioning Word documents.
I will mention versioning again as this is an issue if you might serialise the objects and restore them, so you need to think about that.
Some caveats:
If you are writing a piece of middleware software that routes events from one system to another system, it might be you don't need to know are care what the data is, and it might make sense to use a generic holder in this case. If you don't need to look at the data, you don't need a class for it.
You might get complaints from high-level designers and architects about the number of classes and the work they have to do in defining them compared with a map and name/value stuff. This is because putting classes (i.e., the real design) in Java is harder than putting them in a Word document. Easier, if you are high-level hand-waving type guy, to write something wishy-washy in Word that doesn't need to run or even compile and then give the real design work to the programmers to get working.
Can [someone] provide a nice compromise between these two extreme options?
No. There is no generic one-size-fits-all answer to this problem. You will have to find yourself a balance which fits the general design of your product. If you nail everything down, you will need thousands of classes. If you give a lot of leeway, you can get away with a few but you're paying your freedom with precision. See my blog post "Designing a Garbage Bin"
Do you have shared attributes? As in: Do you expect to define attributes of events like you define classes right now with very tight-fitting semantics?
That would mean you have a simple event and typed attributes (i.e. String value simply isn't sufficient). You need formatting and validation for attributes or ... attributes themselves need to be classes.
If this is the case, you can use my type-safe map pattern: http://blog.pdark.de/2010/05/28/type-safe-object-map/
Event type "explosion" is not a problem. In fact it is a desirable approach as it allows the components to be independent of one another. I wouldn't necessarily make all events inherit from a single superclass unless it gives you a lot of reusable code because it can cause dependencies to start proliferating.
I would put the event types in a separate project that will be a dependency of both the publisher and consumer.
What is your communication mechanism for these events between components? JMS? If so you could also consider making your messages XML and using JAXB.
I would definitely discount the map approach as it destroys any hope of polymorphism or any other oo niceties.

Handling large number of Swing components

I'm doing a favor for an engineer friend by making him a program that helps him with the scheduling of his factory's production. Each type of product is broken down to a set of steps (they share a lot of them, but there are a few differences).
The programming issue:
Each time a new production process is registered I display a number of checkboxes representing the before mentioned steps. He can choose which steps he needs added for this particular product. If he checks a checkbox, two (or more) textfields appear where he can add additional information (starting date, duration, comments, etc...). My problem is that this is a lot of individual components and I am unsure how to handle them. Since I will need to have access to all of them at some point (the checkboxes to see if that step is needed and all the textfields for the data) I was thinking of having them all as fields, but that doesn't feel right...
Another approach could be to make a container class that groups the textfields together with the checkbox. Something like this:
ArrayList<MyComponentGroup> group;
for (MyComponentGroup cg : group) {
if (cg.getCheckBox().isSelected()) {
//access and read the data from all the textfields in this object
}
}
What is the Java programming convention or the most commonly used method to handle this situation?
Here's what I would do when dealing with tons of components and similar requirements:
I would model the relationship between options (available through checkbox selections) and the related data to fill (requirements). This model may already be available for you.
I would attempt to use PropertyEditor instances and map them to model elements.
When the time comes to save or use the data filled by the user, I would just walk the model represented on the screen, grab the associated editors and deal with the value of those editors.
I think that the approach that I described above will give you less work and potentially and it will bring more flexibility for your friend.
You'd only pay the initial cost of getting the components relationships/dependencies in a nice model as well as registering the relevant PropertyEditors for visual editing.
One approach is to consistently give each JComponent a unique name. Use something hierarchical to fit the complex process, like "Whites.Rinsecycle.enableCB". For completeness, store this String as a clientProperty in the JComponent. Then you can use that as a key in a large Map to access all the components.
Maybe not the most "elegant" (I'd tend to go with a hierarchy of JPanels with relevant fields) but for a slightly quick and dirty, moderate sized project this is reasonable.

Designing a program with statistics

I am about to start my newest project, it is basicly an application that gets some data from a database and then display that data a graph!
now even though that this may seem simple it is important to me that this is done in a very correct way when it comes to object orientated programming.
Now my idea was the following:
I wanted to create the following four classes:
Adapter:
The class that connects the application to the database and recives the data
CallQueue:
This is an object that differences depending on what type of data is recived from the database and what type of data you wish to show on your graph. An example of this would be Cheese and fruits. both of them are food but they are very different types of food.
Statistics
This would be a tool class used to calculate the information recived from the database (for example changeing it to percentage instead of raw data)
Graph
This would be the class that gets the information from the statistic class and turns the numbers into a graph
GUI
This is ofcourse the GUI class where i will post the graph on!
Now i want to make the project as object orientated as possible. But my problem is that the information from the database is not always the same. For example if get the data from a day to day basis it will be different than from month to month. This means that the information is always going to change depending on what the user need.
How would i make this program object orientated ? and what type of connections should my classes have to eachother to make it most accessible. Do i have to create subclasses in order to simplify it?
should i add all information from the datbase directly into the CallQueue Class or should that object be created later on?
Update - Elaboration
The name callQueue is not a streaming implementation it is marely an object that should contain values of the data recived from the database (note that this is still in the idea phase and nothing is implemented). The idea is that a user opens the program and then chooses a day from and then a day to for instance: 04/11/2012 to 10/11/2012. The reason the objects value changes is when the day changes for instance to the following: 04/11/2012 - 04/12/2012 then a new graph will be created new information from the database will be calculated ect ect.
One thing that i am confused about aswell is the following:
When you have an object that is created from the database (adapater Note this could be optimized if you guys have a better idea) then how would you calculate statistics from that? would it be better that the statistic class called the adapter for data then worked with the data and then created the objects contain the calculated data?
Then the Graph class would need to get the objects data and insert into the graph.
From experience designing large systems and even smaller, the best approach is to think in terms of components rather than classes. This will allow you to break down your problems into smaller (and mostly independent) pieces.
So for example, you will have a component which sole responsibility will be to bring the data to your application for processing. That component will need to be able to deal with the multiple data sources, etc... That then becomes a sub-system that you can design independently from the rest of the application and deals with a specific problem, smaller than the whole.
If the sub-problems are still larger than they should, keep breaking them down into sub-compoennts, until the implementation of the components becomes almost trivial. At that point, you can start bringing in the notion of classes because you have enough visibility on the protagonists in your system.
In short, I put a lot of emphasis on separation of concerns. By isolating sub-problems into sub-components, you also isolate the solutions which makes it easier to correct your design mistakes or replace implementations without impacting the entire system.
Just my two cents...

How can I best apply OOP principles to games and other input-driven GUI apps?

Whenever I try to write graphical programs (whether a game or really any GUI app) I always wind up with one or two god classes with way too many methods (and long methods, too), and each class having far too many responsibilities. I have graphics being done at the same time as calculations and logic, and I feel like this is a really bad way to go about organizing my code. I want to get better at organizing my code and abstracting out responsibilities to different classes. Here's an example of where I'd like to start - I want to write a Minesweeper clone, just sort of as practice and to try to improve my software engineering skills. How would I go about making this nice and object-oriented? For the sake of discussion, let's just say I'm using Java (because I probably will, either that or C#). Here's some things I would think about:
should each tile inherit from JButton or JComponent and handle drawing itself?
or should the tiles just be stored as some non-graphical MinesweeperTile object and some other class handles drawing them?
is the 8-segment display countdown timer (pre-Vista, at least) a separate class that handles drawing itself?
when the user clicks, do the tiles have mouse event listeners or does some other collision detection method loop through the tiles and check each one to see if it's been hit?
I realize that there's not just one way to write a GUI application, but what are some pretty basic things I can start doing to make my code more organized, manageable, object-oriented, and just over all write better programs?
edit: I guess I should add that I'm familiar with MVC, and I was originally going to incorporate that into my question, but I guess I didn't want to shoehorn myself into MVC if that's not necessarily what I need. I did searched for topics on MVC with GUI apps but didn't really find anything that answers my specific question.
edit2: Thanks to everyone who answered. I wish I could accept more than one answer..
Here is a simple (but effective) OO design to get you started:
First create a Game object that is pure Java/C# code. With no UI or anything else platform specific. The Game object handles a Board object and a Player object. The Board object manages a number of Tile objects (where the mines are). The Player object keeps track of "Number of turns", "Score" etc. You will also need a Timer object to keep track of the game time.
Then create a separate UI object that doesn't know anything about the Game object. It is completely stand alone and completely platform dependent. It has its own UIBoard, UITile, UITimer etc. and can be told how to change its states. The UI object is responsible for the User Interface (output to the screen/sound and input from the user).
And finally, add the top level Application object that reads input from the UI object, tells the Game what to do based on the input, is notified by the Game about state changes and then turns around and tells the UI how to update itself.
This is (by the way) an adaption of the MVP (Model, View, Presenter) pattern. And (oh by the way) the MVP pattern is really just a specialization of the Mediator pattern. And (another oh by the way) the MVP pattern is basically the MVC (Model, View, Control) pattern where the View does NOT have access to the model. Which is a big improvement IMHO.
Have fun!
use a MVC framework that handles all the hard organization work for you. there's a ton of MVC framework topics on SO.
using high quality stuff written by others will probably teach you faster - you will get further and see more patterns with less headache.
I'm not suggesting this is the only way to do it, but what I would suggest is something like the following. Other people, please feel free to comment on this and make corrections.
Each tile should inherit from something and handle drawing itself. A button seems like the best solution because it already has the button drawing functionality (pressed, unpressed, etc) built in.
Each tile should also be aware of its neighbors. You would have eight pointers to each of its eight neighbors, setting them to null of course if there is no neighbor. When it goes to draw, it would query each neighbor's IsMine() function and display the count.
If none of its neighbors are a mine, it would then recurse into each neighbor's Reveal() method.
For the 7-segment display, each digit is its own class that handles drawing. Then I would make a CountdownSegmentDigit class that inherits from this class, but has additional functionality, namely CountDown(), Set(), and Reset() methods, as well as a HitZero event. Then the display timer itself is a collection of these digits, wired up to propagate zeroes left. Then have a Timer within the timer class which ticks every second and counts down the rightmost digit.
When the user clicks, see above. The tile itself will handle the mouse click (it is a button after all) and call its Reveal() method. If it is a mine, it will fire the MineExploded event, which your main form will be listening to.
For me, when I think of how to encapsulate objects, it helps to imagine it as a manufacturing process for physical parts. Ask yourself, "How can I design this system so it can be most efficiently built and reused?" Think about future reuse possibilities too. Remember the assembly process takes small pieces and builds them up into larger and larger pieces until the entire object is built. Each bit should be as independent as possible and handle its own logic, but be able to talk to the outside world when necessary.
Take the 7-segment display bit, you could have another use for it later that does not count down. Say you want a speedometer in a car or something. You will already have the digits that you can wire up together. (Think hardware: stock 7-segment displays that do nothing but light up. Then you attach a controller to them and they get functionality.)
In fact if you think hard enough, you might find you want CountUp() functionality too. And an event argument in HitZero to tell whether it was by counting up or down. But you can wait until later to add this functionality when you need it. This is where inheritance shines: inherit for your CountDownDigit and make a CountUpOrDownDigit.
Thinking about how I might design it in hardware, you might want to design each digit so it knows about its neighbors and count them up or down when appropriate. Have them remember a max value (remember, 60 seconds to a minute, not 100) so when they roll over 0, they reset appropriately. There's a world of possibilites.
The central concern of a Graphic User Interface is handling events. The user does X and you need to response or not respond to it. The games have the added complexity in that it needs to change state in real time. In a lot of cases it does this by transforming the current state into a new state and telling the UI to display the results. It does this in a very short amount of time.
You start off with a model. A collection of classes that represents the data the user wants to manipulate. This could represent the accounts of a business or vast frontiers of an unknown world.
The UI starts with defining a series of forms or screens. The idea is that is for each form or screen you create a interface that defines how the UI Controller will interact with it. In general there is one UI Controller classes for each form or screen.
The form passes the event to the UI Controller. The UI Controller then decides which command to execute. This is best done through the Command design pattern where each command is it own class.
The Command then is executed and manipulate the model. The Command then tells the UI Controller that a screen or a portion of a screen needs to be redraw. The UI Control then looks at the data in the model and uses the Screen Interface to redraw the screen.
By putting all the forms and screen behind a interface you can rip out what you have and put something different in. This includes even not having any forms at all but rather mock objects. This is good for automated testing. As long as something implements the Screen Interface properly the rest of the software will be happy.
Finally a game that has to operate in real time will have a loop (or loops) running that will be continually transforming the state of the game. It will use the UI Controller to redraw what it updated. Commands will insert or change information in the model. The next time the loop comes around the new information will be used. For example altering a vector of a object traveling through the air.
I don't like the MVC architecture as I feel it doesn't handle the issues of GUIs well. I prefer the use of a Supervising Controller which you can read about here. The reason for this is that I believe automated tests are one of the most important tools you have. The more you can automate the better off you are. The supervising presenter pattern makes the forms a thin shell so there is very little that can't be tested automatically.
Sorry to say it, but it seems you have mess in your head trying to improve your coding too much in one step.
There is no way to answer your question as such, but here we go.
First start with OOP, think about what objects are required for your game/GUI and start implementing them a little at a time, see if there are chances to break up these objects further, or perhaps reunite some objects that make no sense on their own, then try to figure out if you have repeated functionality among your objects, if you do, figure out if this repeated functionality is a (or many) base class or not.
Now this will take you a few days, or weeks to really grok it well, then worry about dividing your logic and rendering.
I have some tutorials that are written in C#. It discusses this very same topic. It is a starting point for a RogueLike game.
Object Oriented Design in C# Converting Legacy Game
Object Oriented Design: Domain Type Objects
Object Oriented Design: Rethinking Design Issues
BROKEN LINK - Object Oriented Design: Baby Steps in Acceptance Testing

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