How to build graphical-interactive applet? - java

I wonder how to build an interactive browser application, and wether java-applet is the right technology for the following:
the user should have some kind of plate where he can create/drag/connect objects
the objects will be kind of a state-machine, where each object can be connected to another, can have a defined state, and can change it's state on predinited actions. Or moreover, the user should be able to define these actions.
the objects should not look like the old-fashioned java Swing/AWT elements. I would like to have some nice-looking standard-elements like circles, reagtangles, arrows, lines etc that fit nicely in the present webarea.
So: the whole plate must be interactive, and also the elements on it.
How can I best build these kind of application? Which technology/framework/libraries should I not miss to look at?
Many thanks!

It's possible to do it with Java, but keep in mind that the trend has for a long time now been to move away from applets. Many browsers (e.g., iOS and currently Chrome on Mac) won't run Java at all. And many more disable it by default.
Your best option is HTML5/JavaScript. Have a look at the HTML5 Canvas element. With it you can draw your shapes and then manage user interaction with JavaScript.

Related

What is the meaning of preferred in javafx

Often when I'm coding in javafx, and using different graphical user interfaces and panes, I come across the word pref, as a prefix to method names, sometimes in contrast to a max/min prefix for the same method name. Sometimes pref behaves weirdly. This may be because I'm not using the pane correctly, or because I'm misinterpreting what the "pref" methods do. Can someone explain what is meant by pref, and what it does in terms of code. I'm just started learning coding, so please break it down in the simplest way possible.
This is because an UI system generally let applications request for a size that may not be possible to obtain. Just think of an application requesting for a window of size 10000x10000 but the host UI system can manage such (because the screen size is 400x400 for example), then you will be served for only 400x400.
A good UI application must not enforce sizes or anything like that, but request for sizes and then behave according to what the host gave in return.

JSP internationalization RTL/LTR

I want to create a web site which can be viewed with two languages, one LTR and one RTL. This means that all content should be shown in either of the two languages.
My framework is Spring, and I'm using Tiles2, but I think this question is not framework specific.
The obvious solution to supporting two languages is having everything doubled (all JSP's, fragments, etc.), and you get the part of the tree which fits the language you chose. But this causes problems when changing the web site (you might forget to update the other JSP's), and is not scalable (try doing this for 5 or 10 languages).
I know I can use properties files to host strings for the different languages, but then my web site would be a huge collection of spring:message tags and will be a lot harder to maintain (what happens if I have a paragraph of 100 lines, does this all go into a single properties line?)
Is there any kind of framework, plugin, other, which solves this problem? Has anyone come across a clever solution to this problem?
I've never realized a complete project, just some tests. I think this problem is not so big as it seems if you follow some simple rules. Here is what I would try to do:
Specify direction with <body dir='ltr/rtl'>. This is preferred versus CSS direction attribute.
Avoid different left/right margins or paddings in all CSS. If you must break this rule, probably you'll need to use two different files (ltr.css and rtl.css) containing all these different elements.
Sometimes you'll need to move some elements from left to right or vice versa. For example, in LTR you want a menu on the left, but in RTL you want it on the right. You can achieve this using CSS, but this sometimes is complicated if you are not an expert and you must test it in all browsers. Another option is to use some IF depending on the case. This last option will fit very well if you use a grid based CSS library, like Bootstrap.
Choose carefully which CSS and JS libraries you'll use. Obviously, pick the ones which offer RTL/LTR support.
Don't worry too much about the images. If you must change one image depending on the language is probably because it has some text in it. So, you must use different images anyway. This is a problem related to i18n, not a text direction issue.
Don't let your customer to be too much fussy about it. I think that with these rules (and maybe some more) you can get a good result. But if your customer starts complaining about one pixel here and another one there, you'll need to complicate all this and probably is not necessary.
About your language properties file. Yes, use them. Always. This is a good practice even when you are only using one language: HTML structure is separated from content, is very easy to correct or translate, some words or sentences are in only one file...
Usually, web frameworks are used to build web applications rather than web sites, and there are quite few long static paragraphs. Most of the content is dynamic and comes from a database. But yes, the usual way of doing is to externalize everything to resource bundles, usually in the form of properties files.
Putting a long paragraph in a properties file doesn't cause much problem, because you can break long paragraphs into multiple lines by ending each line by a backslash:
home.welcomeParagraph=This is a long \
paragraph splitted into several lines \
thanks to backslashes.
RTL and LTR is one of the upper and more difficult i18n problems.
Basically its a Problem of the view-scope of the MVC-Model. This may also includes pictures and emotional differences like the color of the skin of people. In this case you better abadon to the solution HTML+CSS gives you.
In example:
<style type="text/css">
*:lang(ar) { direction:rtl }
*:lang(de) { direction:ltr }
</style>
The best practice is to ask members of the audience-group about what effect the webpages have to them.
I agree to most of solutions provided here. Your problem is more design (architecturally) oriented rather than technical. You need to choose path whether you need to keep this logic of internationalization on server (java) side or in static files.
In case you want to go for java side (preferable solution), you need to keep two properties file and use jstl tags. This minimizes your work in case you want to add another language in future. This is maintainable solution. I have seen applications supporting more than 15 languages and time zones. In fact release process gets pretty easy.
In case you want to go for keeping multiple css and other static files, you will soon find things running out of your hands pretty soon. I dont think this is a maintainable solution.
Said all this, I will leave this choice to the architect of application. He will be able to judge which way to go based upon the nature of application and constraints given to him.
You don't want to use everywhere. That's a pity because it is just the way you should do it. It is a bad practice to keep hard-coded texts in a jsp if you need internationalization.
Furthermore, Most of the modern IDE allows you to go to the variable declaration by doing ctrl+left click (or hovering the key) so that having a lot of variables in your code should not be a problem for maintenance.
First, you must distinguish, for each text element, whether it is a user interface element (e.g. button label) or redactionnal content.
user interface element labels will be stored in properties file that will have to be translated for each supported language (and provide a default value as a fall back)
redactionnal content will be stored in a content management system that you will organize in order to find easily a localized version of your content

Executable pipe and filter graph in Java

I am currenty writing my master's thesis about monitoring of distributed systems. For this purpose I have designed a framework that can record monitoring data and analyze this data in a series of filters (pipes and filter style). It is based on the Kieker monitoring framework.
You can connect the different filters to each other by subscribing to an output port, like so:
DurationFilter durationFilter = new DurationFilter();
Timeline timeline = new Timeline(...);
durationFilter.getOutputPort().subscribe(timeline);
This mechanism is provided by the Kieker framework which I am using.
To run an analysis the user currently has to connect the filters manually by writing out the code. What I want to do now is write a tool with a GUI that makes it easier to create a configuration (set of filters, input files and the connections). Ideally the user could do it like in a UML editor, creating boxes (filters) and connecting them with lines (connections) and set the parameters for input (input files) etc.
These configurations then need to be executed, meaning I need a mapping from the graph to the code to the java code. That was my idea so far. First off: do you think this approach is the right one for this task?
In my research I found the framework JHotDraw which has a lot of the features I just mentioned. With JHotDraw I can create the visual elements (Figures) on a drawing area (DrawingEditor) including a set of tools to create, edit and connect the elements. This I have done and it's pretty straightforward. A bonus is the undo/redo functionality of JHotDraw.
Now my problem: I am not sure how I am supposed to get from the graphical representation in the editor to the java code. What I have is the V-part of the MVC pattern which the framework supposedly uses. The Figures are the view. But where does the model go and how does it integrate into the framework? I am thinking that for every element that is displayed in the DrawingEditor I will have to have a corresponding model that stores the data for the element. A FilterModel would have attributes like input data types (which data can it process), output ports and their data types (what kind of data does it create) and the type of the filter (corresponds to the Java class). Those are necessary to check if one filter can connect to another and to execute the whole thing in the end.
Not sure if I am making myself clear. If anything is unclear please ask.
we are currently working on a web-based UI for Kieker. This will allows users to define and execute Kieker pipe-and-filter graphs. If you are still interested in this, feel free to contact us. You'll find our contact information at kieker.sf.net/support/. Also, I'd be interested in what you're doing in your thesis ;-).
Regards, André

How do you structure a java program? [closed]

Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 1 year ago.
Improve this question
For quite awhile I have been trying to make a simple "game" in Java that is really just an applet with a square and a grid. What I want it to do in the end is the user clicks and the square will move to where the user clicked rounded to the nearest grid square.
The problem is I am a self taught beginner and I am having a hard time figuring out how to actually structure the program, some examples:
should I have a separate class listening for mouse clicks?
When I receive a click should I send it to some other object that represents the box and let it decide what it wants to do or just call some function that makes the box move?
I really want to learn all this "when to use what" stuff for myself so any links or general advice is appreciated.
What you're really asking is how to develop a game, which is notably different from a typical Java application. However, I'll give you a few ideas to at least point you in the right direction.
Take advantage of the fact that Java is an object-oriented language. That is, objects should each have their own responsibility.
Separate your game into three key layers: the application layer, the game logic layer, and the presentation layer.
The application layer should contain all of your helpers and generic subsystems, things like random number generators, text parsers, file access modules, mesh loaders, etc.
The game logic layer should implement all of the rules of your game, and be responsible for maintaining canonical state. Basically, when you press the "W" on the keyboard to move forward, the game logic layer should receive MOVE_FORWARD_REQUEST from the UI.
The presentation layer should be responsible for two things: getting input, and rendering your world. When it gets input, like the "W" key, it should map that to an action, and send that to the game logic layer to be processed. Then, it should render the world based on whatever the game logic told it to do.
Game development is obviously an entire realm with many books dedicated to it. One of my favorites is Game Coding Complete, which does focus on C/C++, but should give you a good idea about how you ought to structure your game.
Good luck!
One main principle of good software development is the Single Responsibility Priciple. It states that a function or class should only have one responsibility.
This way your classes and objects shouldn't become too big and unmanageable.
I think one of the most important concepts to master when developing software is the concept or Orthogonality. It's not the simplest definition, but in essence it means that one component (such as reading mouse clicks) shouldn't be directly tied to an unrelated component (moving a square on the screen).
In your case, the code reading mouse clicks should be separate from the code that actually moves the box. Whether you implement this as inner/anonymous classes or not is up to you. But if you follow the Orthogonality principle, it will be easy to change at a later date should you change your mind.
One problem here is that all the rules have some leeway in them where you have to use your own best judgement.
For example, the app you are describing now seems to me so simple I'd probably do it in a single class, with perhaps a couple of nested, perhaps anonymous classes. In any event, I could make a decent case for fitting the whole thing into a single source file, claiming that multiple source files would actually increase the complexity of the whole thing.
But if your GUI had a number of different controls, perhaps each controlling different behavior, it would become time to split the functionality up so you're not ending up with a big bowl of spaghetti code.
The Java GUI libraries try to naturally separate (view+controller) from model. You are encouraged to define and display the GUI in one module (= file) but to have your data model and perhaps functionality in another. For complicated GUIs, there may also be multiple GUI implementation modules held together by code.
One way to keep things "clean" is to work in "layers" where each layer "knows" only what it needs to know. To be specific, the GUI layer needs to know about the existence of its underlying models – tables and lists and whatnot need to be connected to TableModels and ListModels, etc. It doesn't need to know about details of these models though, so it can simply refer to those models by interface.
The model layer, on the other hand, need know nothing about the GUI. The less it knows, the better, and this would theoretically enable you to exchange GUIs without needing to touch the models.
My model can also contain ActionListeners to respond to actions undertaken by e.g. pushing buttons in the GUI.
Of course, actions and changes to the model will often result in changes to the GUI. How to communicate these changes to the GUI if the model layer doesn't know about the GUI? You can use bound bean properties here. Here's a short tutorial: http://www.javalobby.org/java/forums/t19476.html . So you have the same kind of structure: Changes happen in your model, they're communicated to beans with property change support within the model, and the GUI can attach listeners to those properties to find out something changed.
Whether you perform actual, effective actions (e.g. writing files, converting data, whatever) within your model code or whether you split "processing" code off into yet another module is up to you and will again depend on how cluttered your model already is. If there's a tiny handful of fields and methods feeling lonely in there, you may decide to mash things together but the moment it starts to look messy you'll want to refactor your processing code out into its own module. Processing sounds like the kind of module that doesn't want to know about other modules either; you may end up just calling its methods from the model level.
I've described my basic style for doing GUI development. There are certainly other recommendations out there, and you will likely develop your own style based on your experience. This is just intended to give you an idea and a possible starting point.
Step 1 - find the demo applets supplied by Sun. http://java.sun.com/applets/jdk/
Step 2 - read those demo applets. At least three. Preferably all of them.
One you've read several applets, you should see a little more clearly how to organize programs. You can then ask questions with a lot more focus pointing to specific applet examples and your specific programming problem.
Yeah, I'm a beginner programmer myself. Yeah, segregating functionality across multiple classes is a good way to reduce complexity and increase cohesion of individual classes.
Increasing cohesion good because by having more complex data structure your algorithms become less complex and your code is less dependent on each other.
For instance in your case it might be a good idea to separate the classes in accordance to MVC (Model View Controler).
You have a Model which represents the way your game data is structured.
You have a Viewer which present your Model in what ever form you please.
Have a Controller which picks up changes in the Model (via Listeners) and then updates the Viewer
Now you can change your Model and add extra functionality requiring only small changes in the way the Viewer works.
There are many Patterns out there but there isn't a hard rule when to use one over the other. There are some cases in which you can use several and there are cases in which will require you to chose one design pattern over the other.
Every beginning Java programmer should start with the Sun Tutorials. They are quite good.
Another good source, especially among free sources, is Bruce Eckel's "Thinking in Java", available from http://www.mindview.net/Books/TIJ/.
But the latter is a little dated compared to the former. That is why I recommend both.

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

Categories