Object oriented programming - question about design and accessing relevant data - java

Consider you have the following code in a Timer:
It's main goal is to count down the seconds and to show it on GUI, which is Swing based.
The Timer is part of the game and is used for a decision of who is the winner by taking the user who reached a solution first.
Action updateClockAction = new AbstractAction() {
public void actionPerformed(ActionEvent e) {
JLabel secLabel = m_GameApplet.GetJpanelStartNetGame().GetJlabelSeconds();
secLabel.setFont(new java.awt.Font("Lucida Handwriting", 1, 36));
secLabel.setForeground(Color.red);
secLabel.setText(Integer.toString(m_TimerSeconds));
if (m_TimerSeconds > 0) {
m_TimerSeconds--;
} else if (m_TimerSeconds == 0) {
m_Timer.stop();
m_GameApplet.GetJpanelStartNetGame().GetJlabelSeconds().setText("0");
m_GameApplet.GetJpanelStartNetGame().GetJbuttonFinish().setVisible(false);
//Checking whether time ended for both players and no solution was recieved
if (!m_WasGameDecisived) {
System.out.println("Tie - No one had a solution in the given time");
}
}
}
};
m_Timer = new Timer(1000, updateClockAction);
Now, I have two main packages in the client implementation
A.GUI - hold all the swing Jpanels etc.
B.LogicEngine
Now in LogicEngine I have a class that is called GameManager- that should manage and store information about the game.
My Current implementation in general is like this:
I have a JpanelMainGame which is on the GUI Package
JpanelMainGame contains JPanelGameBoard which has reference(or in other word contains) an instance of GameManger, which is on different package - The LogicEngine package.
So my questions are these:
Where does all of the timer definition code above should be placed?
A. In the JpanelMainGame? (JpanelMainGame should have a reference to it).
B. In GameManger as a part of a data of the game
In each solution you give, How should I access all the label info from within the anonymous inner class? As I can only access member from the outer class with command: OuterClass.this.member.
Any comments about current design.
Thank you very much

I repeat the answer I gave on another question:
I strongly discourage from organizing packages from an implementational point of view, like controllers, data, etc. I prefer grouping them by functionality, that is, feature1, feature2, etc. If a feature is reasonably complex and requires a large number of classes, then (and only then) I create subpackages like above, that is, feature1.controllers, feature1.data, etc.

Well not to answer questions with questions, but...
How often is Timer used?
Is Timer coded to be general use, or specific to a certain class?
If the Timer is general use, then I would say it belongs in the LogicEngine package tree somewhere. However, if Timer can only be used in a GUI element, then it belongs in the GUI package tree.
As a general rule of thumb (not to bang on the Agile drum too hard), you should only code what makes sense now but not be afraid to change it later.
Example: You are making an anonymous inner class of the type AbstractAction() in your code. This is just fine (although I shy away from anon classes) if the updateClockAction variable is used simply. But once your coding leads you to the need to cross the boundries of updateClockAction (via OuterClass.this.member) then I assert its time for a bit of refactoring: extract this inner class and make it a fully qualified class. This way, you can have the proper amount of control over the updateClockAction object's internal state (using the cstr, getters, etc)
EDIT: Added requested example
public class Testing {
private Timer timer; /* INIT this from somewhere.... */
public void myFunction() {
/* 60 Seconds */
long countDownTimeSEC = 60;
/* convert to Miliseconds */
long countDownTimeMS = 1000 * countDownTimeSEC;
/* Get ref to label */
JLabel label = m_GameApplet.GetJpanelStartNetGame().GetJlabelSeconds();
/* Set once */
label.setFont(new java.awt.Font("Lucida Handwriting", 1, 36));
label.setForeground(Color.red);
/* Set initial time */
label.setText(Long.toString(countDownTimeSEC));
/* Get ref to button */
JButton button = m_GameApplet.GetJpanelStartNetGame().GetJbuttonFinish();
/* Set up post Count Down list */
ArrayList<AbstractAction> actsWhenComplete = new ArrayList<AbstractAction>();
/* instantiate countdown object */
CountDownClockAction cdca = new CountDownClockAction(label, countDownTimeMS, actsWhenComplete);
this.timer = new Timer(1000, cdca);
/* Now that we have a timer, add the post Count Down action(s) to the post Count Down list */
actsWhenComplete.add(new CountDownFinishAction(label, button, this.timer));
/* Finally, kick off the timer */
this.timer.start();
}
public static class CountDownClockAction extends AbstractAction {
private static final long serialVersionUID = 1L;
private final JLabel labelToUpdate;
private final long startMS;
private long currentMS;
private long timeMark;
private final ArrayList<AbstractAction> actionsToExeWhenComplete;
private boolean actionsExedFlag;
public CountDownClockAction(
final JLabel labelToUpdate,
final long startMS,
ArrayList<AbstractAction> actionsToExeWhenComplete
) {
super();
this.labelToUpdate = labelToUpdate;
this.startMS = startMS;
this.currentMS = startMS;
this.timeMark = 0;
this.actionsExedFlag = false;
this.actionsToExeWhenComplete = actionsToExeWhenComplete;
}
#Override
public void actionPerformed(final ActionEvent e) {
/* First time firing */
if (this.timeMark == 0)
this.timeMark = System.currentTimeMillis();
/* Although the Timer object was set to 1000ms intervals,
* the UpdateClockAction doesn't know this, nor should it
* since > or < 1000ms intervals could happen to do the fact that
* the JVM nor the OS have perfectly accurate timing, nor do they
* have instantaneous code execution properties.
* So, we should see what the *real* time diff is...
*/
long timeDelta = System.currentTimeMillis() - this.timeMark;
/* Allow for the label to be null */
if (this.labelToUpdate != null)
labelToUpdate.setText(Long.toString((long)(currentMS / 1000)));
if (currentMS > 0) {
currentMS -= timeDelta;
} else if (currentMS <= 0 && this.actionsExedFlag == false) {
/* Ensure actions only fired once */
this.actionsExedFlag = true;
/* Allow for the label to be null */
if (this.actionsToExeWhenComplete != null)
for (AbstractAction aa: this.actionsToExeWhenComplete)
aa.actionPerformed(e);
}
/* Finally, update timeMark for next calls */
this.timeMark = System.currentTimeMillis();
}
}
public static class CountDownFinishAction extends AbstractAction {
private final JLabel labelToUpdate;
private final JButton buttonToUpdate;
private final Timer timerToStop;
public CountDownFinishAction(
JLabel labelToUpdate,
JButton buttonToUpdate,
Timer timerToStop
) {
super();
this.labelToUpdate = labelToUpdate;
this.buttonToUpdate = buttonToUpdate;
this.timerToStop = timerToStop;
}
#Override
public void actionPerformed(final ActionEvent e) {
/* Perform actions, allowing for items to be null */
if (this.labelToUpdate != null)
this.labelToUpdate.setText("0");
if (this.buttonToUpdate != null)
this.buttonToUpdate.setVisible(false);
if (this.timerToStop != null)
this.timerToStop.stop();
}
}
}

Related

ImageJ actionmap [duplicate]

I'm using KeyListeners in my code (game or otherwise) as the way for my on-screen objects to react to user key input. Here is my code:
public class MyGame extends JFrame {
static int up = KeyEvent.VK_UP;
static int right = KeyEvent.VK_RIGHT;
static int down = KeyEvent.VK_DOWN;
static int left = KeyEvent.VK_LEFT;
static int fire = KeyEvent.VK_Q;
public MyGame() {
// Do all the layout management and what not...
JLabel obj1 = new JLabel();
JLabel obj2 = new JLabel();
obj1.addKeyListener(new MyKeyListener());
obj2.addKeyListener(new MyKeyListener());
add(obj1);
add(obj2);
// Do other GUI things...
}
static void move(int direction, Object source) {
// do something
}
static void fire(Object source) {
// do something
}
static void rebindKey(int newKey, String oldKey) {
// Depends on your GUI implementation.
// Detecting the new key by a KeyListener is the way to go this time.
if (oldKey.equals("up"))
up = newKey;
if (oldKey.equals("down"))
down = newKey;
// ...
}
public static void main(String[] args) {
new MyGame();
}
private static class MyKeyListener extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
Object source = e.getSource();
int action = e.getExtendedKeyCode();
/* Will not work if you want to allow rebinding keys since case variables must be constants.
switch (action) {
case up:
move(1, source);
case right:
move(2, source);
case down:
move(3, source);
case left:
move(4, source);
case fire:
fire(source);
...
}
*/
if (action == up)
move(1, source);
else if (action == right)
move(2, source);
else if (action == down)
move(3, source);
else if (action == left)
move(4, source);
else if (action == fire)
fire(source);
}
}
}
I have problems with the responsiveness:
I need to click on the object for it to work.
The response I get for pressing one of the keys is not how I wanted it to work - too responsive or too unresponsive.
Why does this happen and how do I fix this?
This answer explains and demonstrates how to use key bindings instead of key listeners for educational purpose. It is not
How to write a game in Java.
How good code writing should look like (e.g. visibility).
The most efficient (performance- or code-wise) way to implement key bindings.
It is
What I would post as an answer to anyone who is having trouble with key listeners.
Answer; Read the Swing tutorial on key bindings.
I don't want to read manuals, tell me why I would want to use key bindings instead of the beautiful code I have already!
Well, the Swing tutorial explains that
Key bindings don't require you to click the component (to give it focus):
Removes unexpected behavior from the user's point of view.
If you have 2 objects, they can't move simultaneously as only 1 of the objects can have the focus at a given time (even if you bind them to different keys).
Key bindings are easier to maintain and manipulate:
Disabling, rebinding, re-assigning user actions is much easier.
The code is easier to read.
OK, you convinced me to try it out. How does it work?
The tutorial has a good section about it. Key bindings involve 2 objects InputMap and ActionMap. InputMap maps a user input to an action name, ActionMap maps an action name to an Action. When the user presses a key, the input map is searched for the key and finds an action name, then the action map is searched for the action name and executes the action.
Looks cumbersome. Why not bind the user input to directly to the action and get rid of the action name? Then you need only one map and not two.
Good question! You will see that this is one of the things that make key bindings more manageable (disable, rebind etc.).
I want you to give me a full working code of this.
No (the Swing tutorial has working examples).
You suck! I hate you!
Here is how to make a single key binding:
myComponent.getInputMap().put("userInput", "myAction");
myComponent.getActionMap().put("myAction", action);
Note that there are 3 InputMaps reacting to different focus states:
myComponent.getInputMap(JComponent.WHEN_FOCUSED);
myComponent.getInputMap(JComponent.WHEN_ANCESTOR_OF_FOCUSED_COMPONENT);
myComponent.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
WHEN_FOCUSED, which is also the one used when no argument is supplied, is used when the component has focus. This is similar to the key listener case.
WHEN_ANCESTOR_OF_FOCUSED_COMPONENT is used when a focused component is inside a component which is registered to receive the action. If you have many crew members inside a spaceship and you want the spaceship to continue receiving input while any of the crew members has focus, use this.
WHEN_IN_FOCUSED_WINDOW is used when a component which is registered to receive the action is inside a focused component. If you have many tanks in a focused window and you want all of them to receive input at the same time, use this.
The code presented in the question will look something like this assuming both objects are to be controlled at the same time:
public class MyGame extends JFrame {
private static final int IFW = JComponent.WHEN_IN_FOCUSED_WINDOW;
private static final String MOVE_UP = "move up";
private static final String MOVE_DOWN = "move down";
private static final String FIRE = "move fire";
static JLabel obj1 = new JLabel();
static JLabel obj2 = new JLabel();
public MyGame() {
// Do all the layout management and what not...
obj1.getInputMap(IFW).put(KeyStroke.getKeyStroke("UP"), MOVE_UP);
obj1.getInputMap(IFW).put(KeyStroke.getKeyStroke("DOWN"), MOVE_DOWN);
// ...
obj1.getInputMap(IFW).put(KeyStroke.getKeyStroke("control CONTROL"), FIRE);
obj2.getInputMap(IFW).put(KeyStroke.getKeyStroke("W"), MOVE_UP);
obj2.getInputMap(IFW).put(KeyStroke.getKeyStroke("S"), MOVE_DOWN);
// ...
obj2.getInputMap(IFW).put(KeyStroke.getKeyStroke("T"), FIRE);
obj1.getActionMap().put(MOVE_UP, new MoveAction(1, 1));
obj1.getActionMap().put(MOVE_DOWN, new MoveAction(2, 1));
// ...
obj1.getActionMap().put(FIRE, new FireAction(1));
obj2.getActionMap().put(MOVE_UP, new MoveAction(1, 2));
obj2.getActionMap().put(MOVE_DOWN, new MoveAction(2, 2));
// ...
obj2.getActionMap().put(FIRE, new FireAction(2));
// In practice you would probably create your own objects instead of the JLabels.
// Then you can create a convenience method obj.inputMapPut(String ks, String a)
// equivalent to obj.getInputMap(IFW).put(KeyStroke.getKeyStroke(ks), a);
// and something similar for the action map.
add(obj1);
add(obj2);
// Do other GUI things...
}
static void rebindKey(KeyEvent ke, String oldKey) {
// Depends on your GUI implementation.
// Detecting the new key by a KeyListener is the way to go this time.
obj1.getInputMap(IFW).remove(KeyStroke.getKeyStroke(oldKey));
// Removing can also be done by assigning the action name "none".
obj1.getInputMap(IFW).put(KeyStroke.getKeyStrokeForEvent(ke),
obj1.getInputMap(IFW).get(KeyStroke.getKeyStroke(oldKey)));
// You can drop the remove action if you want a secondary key for the action.
}
public static void main(String[] args) {
new MyGame();
}
private class MoveAction extends AbstractAction {
int direction;
int player;
MoveAction(int direction, int player) {
this.direction = direction;
this.player = player;
}
#Override
public void actionPerformed(ActionEvent e) {
// Same as the move method in the question code.
// Player can be detected by e.getSource() instead and call its own move method.
}
}
private class FireAction extends AbstractAction {
int player;
FireAction(int player) {
this.player = player;
}
#Override
public void actionPerformed(ActionEvent e) {
// Same as the fire method in the question code.
// Player can be detected by e.getSource() instead, and call its own fire method.
// If so then remove the constructor.
}
}
}
You can see that separating the input map from the action map allow reusable code and better control of bindings. In addition, you can also control an Action directly if you need the functionality. For example:
FireAction p1Fire = new FireAction(1);
p1Fire.setEnabled(false); // Disable the action (for both players in this case).
See the Action tutorial for more information.
I see that you used 1 action, move, for 4 keys (directions) and 1 action, fire, for 1 key. Why not give each key its own action, or give all keys the same action and sort out what to do inside the action (like in the move case)?
Good point. Technically you can do both, but you have to think what makes sense and what allows for easy management and reusable code. Here I assumed moving is similar for all directions and firing is different, so I chose this approach.
I see a lot of KeyStrokes used, what are those? Are they like a KeyEvent?
Yes, they have a similar function, but are more appropriate for use here. See their API for info and on how to create them.
Questions? Improvements? Suggestions? Leave a comment.
Have a better answer? Post it.
Note: this is not an answer, just a comment with too much code :-)
Getting keyStrokes via getKeyStroke(String) is the correct way - but needs careful reading of the api doc:
modifiers := shift | control | ctrl | meta | alt | altGraph
typedID := typed <typedKey>
typedKey := string of length 1 giving Unicode character.
pressedReleasedID := (pressed | released) key
key := KeyEvent key code name, i.e. the name following "VK_".
The last line should better be exact name, that is case matters: for the down key the exact key code name is VK_DOWN, so the parameter must be "DOWN" (not "Down" or any other variation of upper/lower case letters)
Not entirely intuitive (read: had to dig a bit myself) is getting a KeyStroke to a modifier key. Even with proper spelling, the following will not work:
KeyStroke control = getKeyStroke("CONTROL");
Deeper down in the awt event queue, a keyEvent for a single modifier key is created with itself as modifier. To bind to the control key, you need the stroke:
KeyStroke control = getKeyStroke("ctrl CONTROL");
Here is an easyway that would not require you to read hundreds of lines of code just learn a few lines long trick.
declare a new JLabel and add it to your JFrame (I didn't test it in other components)
private static JLabel listener= new JLabel();
The focus needs to stay on this for the keys to work though.
In constructor :
add(listener);
Use this method:
OLD METHOD:
private void setKeyBinding(String keyString, AbstractAction action) {
listener.getInputMap().put(KeyStroke.getKeyStroke(keyString), keyString);
listener.getActionMap().put(keyString, action);
}
KeyString must be written properly. It is not typesafe and you must consult the official list to learn what is the keyString(it is not an official term) for each button.
NEW METHOD
private void setKeyBinding(int keyCode, AbstractAction action) {
int modifier = 0;
switch (keyCode) {
case KeyEvent.VK_CONTROL:
modifier = InputEvent.CTRL_DOWN_MASK;
break;
case KeyEvent.VK_SHIFT:
modifier = InputEvent.SHIFT_DOWN_MASK;
break;
case KeyEvent.VK_ALT:
modifier = InputEvent.ALT_DOWN_MASK;
break;
}
listener.getInputMap().put(KeyStroke.getKeyStroke(keyCode, modifier), keyCode);
listener.getActionMap().put(keyCode, action);
}
In this new method you can simply set it using KeyEvent.VK_WHATEVER
EXAMPLE CALL:
setKeyBinding(KeyEvent.VK_CONTROL, new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("ctrl pressed");
}
});
Send an anonymous class (or use subclass) of AbstractAction. Override its public void actionPerformed(ActionEvent e) and make it do whatever you want the key to do.
PROBLEM:
I couldn't get it running for VK_ALT_GRAPH.
case KeyEvent.VK_ALT_GRAPH:
modifier = InputEvent.ALT_GRAPH_DOWN_MASK;
break;
does not make it work for me for some reason.
Here is an example of how to get key bindings working.
(Inside JFrame subclass using extends, which is called by the constructor)
// Create key bindings for controls
private void createKeyBindings(JPanel p) {
InputMap im = p.getInputMap(JPanel.WHEN_IN_FOCUSED_WINDOW);
ActionMap am = p.getActionMap();
im.put(KeyStroke.getKeyStroke("W"), MoveAction.Action.MOVE_UP);
im.put(KeyStroke.getKeyStroke("S"), MoveAction.Action.MOVE_DOWN);
im.put(KeyStroke.getKeyStroke("A"), MoveAction.Action.MOVE_LEFT);
im.put(KeyStroke.getKeyStroke("D"), MoveAction.Action.MOVE_RIGHT);
am.put(MoveAction.Action.MOVE_UP, new MoveAction(this, MoveAction.Action.MOVE_UP));
am.put(MoveAction.Action.MOVE_DOWN, new MoveAction(this, MoveAction.Action.MOVE_DOWN));
am.put(MoveAction.Action.MOVE_LEFT, new MoveAction(this, MoveAction.Action.MOVE_LEFT));
am.put(MoveAction.Action.MOVE_RIGHT, new MoveAction(this, MoveAction.Action.MOVE_RIGHT));
}
Separate class to handle those key bindings created above (where Window is the class that extends from JFrame)
// Handles the key bindings
class MoveAction extends AbstractAction {
enum Action {
MOVE_UP, MOVE_DOWN, MOVE_LEFT, MOVE_RIGHT;
}
private static final long serialVersionUID = /* Some ID */;
Window window;
Action action;
public MoveAction(Window window, Action action) {
this.window = window;
this.action = action;
}
#Override
public void actionPerformed(ActionEvent e) {
switch (action) {
case MOVE_UP:
/* ... */
break;
case MOVE_DOWN:
/* ... */
break;
case MOVE_LEFT:
/* ... */
break;
case MOVE_RIGHT:
/* ... */
break;
}
}
}

How to queue some part of a program

I apologize for the topic headline, it might not exactly express my thought but i'll give it a try. If someone knows what's the better headline, please suggest an edit.
So i'd like to create rectangles and give values for them after the button has been pressed. Everything's plain and simple if i know how many rectangles i want to create. Here's where thing gets complicated - i get the rectangle count after i've pressed the button.
I'll explain with an example, so it's a bit more clear:
final ArrayList rectList = new ArrayList();
btn.setOnAction(new EventHandler<ActionEvent>() {
public void handle(final ActionEvent event) {
ArrayList getFromMethodAnArrayList = methodWhichReturnsAnArrayList();
for (int i = 0; i<getFromMethodAnArrayList.size();i++){
rectList.add(new Rectangle(0,0,0,30));
}
}
});
HBox box1 = new HBox(1);
for (int i = 0; i<rectList.size();i++){
box1.getChildren().add(rectList.get(i));
}
This code gives an error because when first loaded the rectList is empty. How could i queue adding elements into HBox, so it would be performed after the rectList has been valued.
Recommendation
You don't need a queue here and you don't need to multi-thread either, at least as you have currently described your question - additional requirements on the implementation could imply that the use of both of those things are necessary.
Sample code
What the sample code does is define a source of items which are model data for something you want to display. When you click on the create button, it will generate a random number of new items with random data values for each item. These items will be placed in a queue and a subsequent routine will take the items from the queue, read their data values and create appropriate visual representations (rectangles) for the item data. It uses a queue data structure, but a simple array or list would have worked just fine.
import javafx.application.Application;
import javafx.scene.*;
import javafx.scene.control.*;
import javafx.scene.layout.*;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
import java.util.ArrayDeque;
import java.util.Queue;
import java.util.Random;
// java 8 code
public class RectangleAddition extends Application {
private final Random random = new Random(42);
public static void main(String[] args) {
launch(args);
}
public void start(Stage stage) {
FlowPane flow = createItemContainer();
ScrollPane scroll = makeContainerScrollable(flow);
ItemSource itemSource = new ItemSource();
Button create = createItemControl(flow, scroll, itemSource);
VBox layout = createLayout(create, scroll);
Scene scene = new Scene(layout);
stage.setScene(scene);
stage.show();
}
private FlowPane createItemContainer() {
FlowPane flow = new FlowPane();
flow.setHgap(5);
flow.setVgap(5);
return flow;
}
/**
* The control will
* retrieve items from the source,
* add them to the scrollable pane,
* scroll the pane to the bottom on each addition.
*/
private Button createItemControl(Pane flow, ScrollPane scroll, ItemSource itemSource) {
Button create = new Button("Create Rectangles (keep pressing to create more)");
create.setOnAction(event -> {
addRectangles(flow, itemSource);
scroll.setVvalue(scroll.getVmax());
});
return create;
}
private VBox createLayout(Button create, ScrollPane scroll) {
VBox layout = new VBox(10, create, scroll);
layout.setStyle("-fx-padding: 10px;");
layout.setPrefSize(300, 300);
VBox.setVgrow(scroll, Priority.ALWAYS);
create.setMinHeight(Button.USE_PREF_SIZE);
return layout;
}
/**
* fetches some items from the source,
* creates rectangle nodes for them
* adds them to the container.
*/
private void addRectangles(Pane container, ItemSource itemSource) {
Queue<Item> items = itemSource.fetchNextItems();
while (!items.isEmpty()) {
Item item = items.remove();
Node rectangle = createRectangle(item);
container.getChildren().add(rectangle);
}
}
private Rectangle createRectangle(Item item) {
Rectangle rectangle = new Rectangle(item.size, item.size, item.color);
rectangle.setRotate(item.rotation);
return rectangle;
}
private ScrollPane makeContainerScrollable(FlowPane flow) {
ScrollPane scroll = new ScrollPane(flow);
scroll.setFitToWidth(true);
scroll.setMaxSize(Double.MAX_VALUE, Double.MAX_VALUE);
return scroll;
}
/** some model data for application items */
class Item {
// item will be colored according to rgb values from the (inclusive) range
// MIN_COLOR_VALUE to MIN_COLOR_VALUE + COLOR_RANGE - 1
private static final int MIN_COLOR_VALUE = 50;
private static final int COLOR_RANGE = 201;
// item will be sized from the (inclusive) range
// MIN_SIZE to MIN_SIZE + SIZE_RANGE - 1
private static final int MIN_SIZE = 5;
private static final int SIZE_RANGE = 21;
// item will be (z-axis) rotated from the (inclusive) range
// - ROTATE_SCOPE to + ROTATE_SCOPE
private static final int ROTATE_SCOPE = 10;
private Color color;
private int size;
private int rotation;
public Item() {
color = Color.rgb(
createColorComponent(),
createColorComponent(),
createColorComponent()
);
size = random.nextInt(SIZE_RANGE) + MIN_SIZE;
rotation = random.nextInt(ROTATE_SCOPE * 2 + 1) - ROTATE_SCOPE;
}
private int createColorComponent() {
return random.nextInt(COLOR_RANGE) + MIN_COLOR_VALUE;
}
}
/** a never-ending source of new items fetched in batches */
class ItemSource {
// will fetch between 1 and MAX_NUM_ITEMS_PER_FETCH (inclusive) items on each fetch call.
private static final int MAX_NUM_ITEMS_PER_FETCH = 5;
public Queue<Item> fetchNextItems() {
int numItems = random.nextInt(MAX_NUM_ITEMS_PER_FETCH) + 1;
Queue<Item> queue = new ArrayDeque<>(numItems);
for (int i = 0; i < numItems; i++) {
queue.add(new Item());
}
return queue;
}
}
}
Thoughts On Multithreading
Where you might want a different implementation which does actually use multi-threading is if the item creation or fetching from the item source takes a long time. For example you need to read the item data from a network, database or very large file. If you don't multi-thread such things, then you will end up freezing the UI while it waits for the I/O to complete. A general rule is if the operation you are performing will finish in less than a sixtieth of a millisecond, then you can do it on the JavaFX UI thread without any issue as there will be no visible lag and stuttering in the UI, but if it takes longer than that then you should use concurrency utilities (which are more tricky to use than single-threaded code).
Java has numerous threading mechanisms, which can be used, but you in many cases, using the JavaFX specific concurrency extensions is the best way to integrate multi-threaded code into your JavaFX application.
The appropriate concurrency utility to use usually would be the JavaFX Task or Service interfaces if you are doing this on demand from the UI. You can read the documentation for these facilities which demonstrates sample code for doing things like "a task which returns partial results" (which is a bit similar to your question).
If the thing which provides the items to be consumed is some background long running network task to which items are pushed, rather than pulled on demand, then running it in it's own thread and calling back into the JavaFX to signal a UI update via platform.runLater() is the way to go. Another data structure which can aid in such cases is a BlockingQueue as demonstrated in this multi-chart creation code - but that is quite a sophisticated solution.
I guess part of my point is that you may not need to use these concurrency utilities for your situation, you need to evaluate it on a case by case basis and use the most appropriate solution.
I think you can simplify your code quite a bit here by getting rid of the ArrayList and populating box1 when the button event happens:
final HBox box1 = new HBox(1);
btn.setOnAction(new EventHandler<ActionEvent>() {
public void handle(final ActionEvent event) {
ArrayList getFromMethodAnArrayList = methodWhichReturnsAnArrayList();
for (int i = 0; i<getFromMethodAnArrayList.size();i++){
box1.getChildren().add(new Rectangle(0,0,0,30));
}
}
});
If it is concurrency that you are interested in, it would be good to read Concurrency in JavaFX, although I don't think that is the right solution for the question you posted.

How to use Key Bindings instead of Key Listeners

I'm using KeyListeners in my code (game or otherwise) as the way for my on-screen objects to react to user key input. Here is my code:
public class MyGame extends JFrame {
static int up = KeyEvent.VK_UP;
static int right = KeyEvent.VK_RIGHT;
static int down = KeyEvent.VK_DOWN;
static int left = KeyEvent.VK_LEFT;
static int fire = KeyEvent.VK_Q;
public MyGame() {
// Do all the layout management and what not...
JLabel obj1 = new JLabel();
JLabel obj2 = new JLabel();
obj1.addKeyListener(new MyKeyListener());
obj2.addKeyListener(new MyKeyListener());
add(obj1);
add(obj2);
// Do other GUI things...
}
static void move(int direction, Object source) {
// do something
}
static void fire(Object source) {
// do something
}
static void rebindKey(int newKey, String oldKey) {
// Depends on your GUI implementation.
// Detecting the new key by a KeyListener is the way to go this time.
if (oldKey.equals("up"))
up = newKey;
if (oldKey.equals("down"))
down = newKey;
// ...
}
public static void main(String[] args) {
new MyGame();
}
private static class MyKeyListener extends KeyAdapter {
#Override
public void keyPressed(KeyEvent e) {
Object source = e.getSource();
int action = e.getExtendedKeyCode();
/* Will not work if you want to allow rebinding keys since case variables must be constants.
switch (action) {
case up:
move(1, source);
case right:
move(2, source);
case down:
move(3, source);
case left:
move(4, source);
case fire:
fire(source);
...
}
*/
if (action == up)
move(1, source);
else if (action == right)
move(2, source);
else if (action == down)
move(3, source);
else if (action == left)
move(4, source);
else if (action == fire)
fire(source);
}
}
}
I have problems with the responsiveness:
I need to click on the object for it to work.
The response I get for pressing one of the keys is not how I wanted it to work - too responsive or too unresponsive.
Why does this happen and how do I fix this?
This answer explains and demonstrates how to use key bindings instead of key listeners for educational purpose. It is not
How to write a game in Java.
How good code writing should look like (e.g. visibility).
The most efficient (performance- or code-wise) way to implement key bindings.
It is
What I would post as an answer to anyone who is having trouble with key listeners.
Answer; Read the Swing tutorial on key bindings.
I don't want to read manuals, tell me why I would want to use key bindings instead of the beautiful code I have already!
Well, the Swing tutorial explains that
Key bindings don't require you to click the component (to give it focus):
Removes unexpected behavior from the user's point of view.
If you have 2 objects, they can't move simultaneously as only 1 of the objects can have the focus at a given time (even if you bind them to different keys).
Key bindings are easier to maintain and manipulate:
Disabling, rebinding, re-assigning user actions is much easier.
The code is easier to read.
OK, you convinced me to try it out. How does it work?
The tutorial has a good section about it. Key bindings involve 2 objects InputMap and ActionMap. InputMap maps a user input to an action name, ActionMap maps an action name to an Action. When the user presses a key, the input map is searched for the key and finds an action name, then the action map is searched for the action name and executes the action.
Looks cumbersome. Why not bind the user input to directly to the action and get rid of the action name? Then you need only one map and not two.
Good question! You will see that this is one of the things that make key bindings more manageable (disable, rebind etc.).
I want you to give me a full working code of this.
No (the Swing tutorial has working examples).
You suck! I hate you!
Here is how to make a single key binding:
myComponent.getInputMap().put("userInput", "myAction");
myComponent.getActionMap().put("myAction", action);
Note that there are 3 InputMaps reacting to different focus states:
myComponent.getInputMap(JComponent.WHEN_FOCUSED);
myComponent.getInputMap(JComponent.WHEN_ANCESTOR_OF_FOCUSED_COMPONENT);
myComponent.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
WHEN_FOCUSED, which is also the one used when no argument is supplied, is used when the component has focus. This is similar to the key listener case.
WHEN_ANCESTOR_OF_FOCUSED_COMPONENT is used when a focused component is inside a component which is registered to receive the action. If you have many crew members inside a spaceship and you want the spaceship to continue receiving input while any of the crew members has focus, use this.
WHEN_IN_FOCUSED_WINDOW is used when a component which is registered to receive the action is inside a focused component. If you have many tanks in a focused window and you want all of them to receive input at the same time, use this.
The code presented in the question will look something like this assuming both objects are to be controlled at the same time:
public class MyGame extends JFrame {
private static final int IFW = JComponent.WHEN_IN_FOCUSED_WINDOW;
private static final String MOVE_UP = "move up";
private static final String MOVE_DOWN = "move down";
private static final String FIRE = "move fire";
static JLabel obj1 = new JLabel();
static JLabel obj2 = new JLabel();
public MyGame() {
// Do all the layout management and what not...
obj1.getInputMap(IFW).put(KeyStroke.getKeyStroke("UP"), MOVE_UP);
obj1.getInputMap(IFW).put(KeyStroke.getKeyStroke("DOWN"), MOVE_DOWN);
// ...
obj1.getInputMap(IFW).put(KeyStroke.getKeyStroke("control CONTROL"), FIRE);
obj2.getInputMap(IFW).put(KeyStroke.getKeyStroke("W"), MOVE_UP);
obj2.getInputMap(IFW).put(KeyStroke.getKeyStroke("S"), MOVE_DOWN);
// ...
obj2.getInputMap(IFW).put(KeyStroke.getKeyStroke("T"), FIRE);
obj1.getActionMap().put(MOVE_UP, new MoveAction(1, 1));
obj1.getActionMap().put(MOVE_DOWN, new MoveAction(2, 1));
// ...
obj1.getActionMap().put(FIRE, new FireAction(1));
obj2.getActionMap().put(MOVE_UP, new MoveAction(1, 2));
obj2.getActionMap().put(MOVE_DOWN, new MoveAction(2, 2));
// ...
obj2.getActionMap().put(FIRE, new FireAction(2));
// In practice you would probably create your own objects instead of the JLabels.
// Then you can create a convenience method obj.inputMapPut(String ks, String a)
// equivalent to obj.getInputMap(IFW).put(KeyStroke.getKeyStroke(ks), a);
// and something similar for the action map.
add(obj1);
add(obj2);
// Do other GUI things...
}
static void rebindKey(KeyEvent ke, String oldKey) {
// Depends on your GUI implementation.
// Detecting the new key by a KeyListener is the way to go this time.
obj1.getInputMap(IFW).remove(KeyStroke.getKeyStroke(oldKey));
// Removing can also be done by assigning the action name "none".
obj1.getInputMap(IFW).put(KeyStroke.getKeyStrokeForEvent(ke),
obj1.getInputMap(IFW).get(KeyStroke.getKeyStroke(oldKey)));
// You can drop the remove action if you want a secondary key for the action.
}
public static void main(String[] args) {
new MyGame();
}
private class MoveAction extends AbstractAction {
int direction;
int player;
MoveAction(int direction, int player) {
this.direction = direction;
this.player = player;
}
#Override
public void actionPerformed(ActionEvent e) {
// Same as the move method in the question code.
// Player can be detected by e.getSource() instead and call its own move method.
}
}
private class FireAction extends AbstractAction {
int player;
FireAction(int player) {
this.player = player;
}
#Override
public void actionPerformed(ActionEvent e) {
// Same as the fire method in the question code.
// Player can be detected by e.getSource() instead, and call its own fire method.
// If so then remove the constructor.
}
}
}
You can see that separating the input map from the action map allow reusable code and better control of bindings. In addition, you can also control an Action directly if you need the functionality. For example:
FireAction p1Fire = new FireAction(1);
p1Fire.setEnabled(false); // Disable the action (for both players in this case).
See the Action tutorial for more information.
I see that you used 1 action, move, for 4 keys (directions) and 1 action, fire, for 1 key. Why not give each key its own action, or give all keys the same action and sort out what to do inside the action (like in the move case)?
Good point. Technically you can do both, but you have to think what makes sense and what allows for easy management and reusable code. Here I assumed moving is similar for all directions and firing is different, so I chose this approach.
I see a lot of KeyStrokes used, what are those? Are they like a KeyEvent?
Yes, they have a similar function, but are more appropriate for use here. See their API for info and on how to create them.
Questions? Improvements? Suggestions? Leave a comment.
Have a better answer? Post it.
Note: this is not an answer, just a comment with too much code :-)
Getting keyStrokes via getKeyStroke(String) is the correct way - but needs careful reading of the api doc:
modifiers := shift | control | ctrl | meta | alt | altGraph
typedID := typed <typedKey>
typedKey := string of length 1 giving Unicode character.
pressedReleasedID := (pressed | released) key
key := KeyEvent key code name, i.e. the name following "VK_".
The last line should better be exact name, that is case matters: for the down key the exact key code name is VK_DOWN, so the parameter must be "DOWN" (not "Down" or any other variation of upper/lower case letters)
Not entirely intuitive (read: had to dig a bit myself) is getting a KeyStroke to a modifier key. Even with proper spelling, the following will not work:
KeyStroke control = getKeyStroke("CONTROL");
Deeper down in the awt event queue, a keyEvent for a single modifier key is created with itself as modifier. To bind to the control key, you need the stroke:
KeyStroke control = getKeyStroke("ctrl CONTROL");
Here is an easyway that would not require you to read hundreds of lines of code just learn a few lines long trick.
declare a new JLabel and add it to your JFrame (I didn't test it in other components)
private static JLabel listener= new JLabel();
The focus needs to stay on this for the keys to work though.
In constructor :
add(listener);
Use this method:
OLD METHOD:
private void setKeyBinding(String keyString, AbstractAction action) {
listener.getInputMap().put(KeyStroke.getKeyStroke(keyString), keyString);
listener.getActionMap().put(keyString, action);
}
KeyString must be written properly. It is not typesafe and you must consult the official list to learn what is the keyString(it is not an official term) for each button.
NEW METHOD
private void setKeyBinding(int keyCode, AbstractAction action) {
int modifier = 0;
switch (keyCode) {
case KeyEvent.VK_CONTROL:
modifier = InputEvent.CTRL_DOWN_MASK;
break;
case KeyEvent.VK_SHIFT:
modifier = InputEvent.SHIFT_DOWN_MASK;
break;
case KeyEvent.VK_ALT:
modifier = InputEvent.ALT_DOWN_MASK;
break;
}
listener.getInputMap().put(KeyStroke.getKeyStroke(keyCode, modifier), keyCode);
listener.getActionMap().put(keyCode, action);
}
In this new method you can simply set it using KeyEvent.VK_WHATEVER
EXAMPLE CALL:
setKeyBinding(KeyEvent.VK_CONTROL, new AbstractAction() {
#Override
public void actionPerformed(ActionEvent e) {
System.out.println("ctrl pressed");
}
});
Send an anonymous class (or use subclass) of AbstractAction. Override its public void actionPerformed(ActionEvent e) and make it do whatever you want the key to do.
PROBLEM:
I couldn't get it running for VK_ALT_GRAPH.
case KeyEvent.VK_ALT_GRAPH:
modifier = InputEvent.ALT_GRAPH_DOWN_MASK;
break;
does not make it work for me for some reason.
Here is an example of how to get key bindings working.
(Inside JFrame subclass using extends, which is called by the constructor)
// Create key bindings for controls
private void createKeyBindings(JPanel p) {
InputMap im = p.getInputMap(JPanel.WHEN_IN_FOCUSED_WINDOW);
ActionMap am = p.getActionMap();
im.put(KeyStroke.getKeyStroke("W"), MoveAction.Action.MOVE_UP);
im.put(KeyStroke.getKeyStroke("S"), MoveAction.Action.MOVE_DOWN);
im.put(KeyStroke.getKeyStroke("A"), MoveAction.Action.MOVE_LEFT);
im.put(KeyStroke.getKeyStroke("D"), MoveAction.Action.MOVE_RIGHT);
am.put(MoveAction.Action.MOVE_UP, new MoveAction(this, MoveAction.Action.MOVE_UP));
am.put(MoveAction.Action.MOVE_DOWN, new MoveAction(this, MoveAction.Action.MOVE_DOWN));
am.put(MoveAction.Action.MOVE_LEFT, new MoveAction(this, MoveAction.Action.MOVE_LEFT));
am.put(MoveAction.Action.MOVE_RIGHT, new MoveAction(this, MoveAction.Action.MOVE_RIGHT));
}
Separate class to handle those key bindings created above (where Window is the class that extends from JFrame)
// Handles the key bindings
class MoveAction extends AbstractAction {
enum Action {
MOVE_UP, MOVE_DOWN, MOVE_LEFT, MOVE_RIGHT;
}
private static final long serialVersionUID = /* Some ID */;
Window window;
Action action;
public MoveAction(Window window, Action action) {
this.window = window;
this.action = action;
}
#Override
public void actionPerformed(ActionEvent e) {
switch (action) {
case MOVE_UP:
/* ... */
break;
case MOVE_DOWN:
/* ... */
break;
case MOVE_LEFT:
/* ... */
break;
case MOVE_RIGHT:
/* ... */
break;
}
}
}

What is an advisable design pattern for switching between GUI pages?

What I don't like about my code below is:
getters are needed for every JButton on each page
the actionPerformed method can quickly become bloated with if-else statements
So, is there a better way to control all GUI actions from a single class?
If I define an actionPerformed method within each respective page (JPanel), each page will need access to instances of the page(s) switched to, and I am trying to avoid using the Singleton pattern for each page...
Here is the code:
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
/**
*
* #author Ian A. Campbell
*
*/
public class Controller implements ActionListener {
/**
* instance variables:
*/
private Frame frame;
private OptionPage firstPage;
private FirstOptionPage firstOption;
private SecondOptionPage secondOption;
/**
*
*/
public Controller() {
// instantiating the frame here:
this.frame = new Frame();
/*
* instantiating all pages here:
*
* NOTE: passing "this" because this class
* handles the events from these pages
*/
this.firstPage = new OptionPage(this);
this.firstOption = new FirstOptionPage(this);
this.secondOption = new SecondOptionPage(this);
}
/**
*
*/
public void start() {
this.frame.add(this.firstPage); // adding the first page
// NOTE: these lines prevent blank loading and flickering pages!
this.frame.validate();
this.frame.repaint();
this.frame.setVisible(true);
}
/**
*
* #return the JFrame instantiated from the class Frame
*/
public Frame getFrame() {
return this.frame;
}
#Override
public void actionPerformed(ActionEvent e) {
// the "first option" button from the OptionPage:
if (e.getSource() == this.firstPage.getFirstButton()) {
this.frame.getContentPane().removeAll();
this.frame.getContentPane().add(this.firstOption);
// the "second option" button from the OptionPage:
} else if (e.getSource() == this.firstPage.getSecondButton()) {
this.frame.getContentPane().removeAll();
this.frame.getContentPane().add(this.secondOption);
}
// NOTE: these lines prevent blank loading and flickering pages!
this.frame.validate();
this.frame.repaint();
this.frame.setVisible(true);
}
} // end of Controller
Use a Card Layout. Card Layout Actions adds some extra features that you might find helpful.
You could use card layout, or you could get creative and remove elements. For instance:
panel.remove((JButton)myButton1)); // Remove all of the elements...
panel.add((JButton)myButton2)); // Add the new elements
Of course I wouldn't deal with the java built in GUI at all, IMO the layout designs are horrific. I would much rather use something like "A New Look and Feel" -- http://www.javootoo.com/.

Swing DataBinding Rollback changes when cancel button is pressed

I have a simple JFrame with several jtextfields inside, the text property of each jtextfield is bound with a field of an object through databinding (i used window builder to setup the binding), when the user change something on the JTextField the changes are automatically reflected to the bound object property, i have the needs that when the user press a JButton (Cancel Button) every changes done by the user will be discarded.
So i want that when the user start editing the field like a transaction will be started and depending on the user action (OK or Cancel Button) the transaction being Committed or RollBacked .
Is it possible with Swing Data Binding framework ? How ?
Here the code that initialize data bindings :
/**
* Data bindings initialization
*/
protected void initDataBindings() {
//Title field
BeanProperty<Script, String> scriptBeanProperty = BeanProperty.create("description");
BeanProperty<JTextField, String> jTextFieldBeanProperty = BeanProperty.create("text");
AutoBinding<Script, String, JTextField, String> autoBinding = Bindings.createAutoBinding(UpdateStrategy.READ_WRITE, script, scriptBeanProperty, textFieldName, jTextFieldBeanProperty, "ScriptTitleBinding");
autoBinding.bind();
//Id field
BeanProperty<Script, Long> scriptBeanProperty_1 = BeanProperty.create("id");
BeanProperty<JLabel, String> jLabelBeanProperty = BeanProperty.create("text");
AutoBinding<Script, Long, JLabel, String> autoBinding_1 = Bindings.createAutoBinding(UpdateStrategy.READ, script, scriptBeanProperty_1, labelScriptNo, jLabelBeanProperty, "ScriptIdBinding");
autoBinding_1.bind();
}
nothing out off the box, you have to implement the buffering logic yourself. An example is in my swinglabs incubator section, look at the AlbumModel. Basically
the bean is Album
AlbumModel is a wrapper (aka: buffer) around the bean with the same properties as the wrapped: the view is bound to the properties of this wrapper
internally, it uses a read-once binding to the wrappee properties
in addition, the wrapper has a property "buffering" which is true once any of its buffered properties is different from the wrappee. In this state, the changes can be either committed or canceled
Below is an excerpt of AlbumModel (nearly all minus validation) which might give you an idea. Note that BindingGroupBean is a slightly modified BindingGroup which maps internal state to a bean property "dirty" to allow binding of "buffering". You can find it in the incubator as well as a complete application BAlbumBrowser (an implementation of Fowler's classical example in terms of BeansBinding)
/**
* Buffered presentation model of Album.
*
*/
#SuppressWarnings("rawtypes")
public class AlbumModel extends Album {
#SuppressWarnings("unused")
private static final Logger LOG = Logger.getLogger(AlbumModel.class
.getName());
private Album wrappee;
private BindingGroupBean context;
private boolean buffering;
public AlbumModel() {
super();
initBinding();
}
#Action (enabledProperty = "buffering")
public void apply() {
if ((wrappee == null))
return;
context.saveAndNotify();
}
#Action (enabledProperty = "buffering")
public void discard() {
if (wrappee == null) return;
context.unbind();
context.bind();
}
private void initBinding() {
initPropertyBindings();
initBufferingControl();
}
private void initBufferingControl() {
BindingGroup bufferingContext = new BindingGroup();
// needs change-on-type in main binding to be effective
bufferingContext.addBinding(Bindings.createAutoBinding(UpdateStrategy.READ,
context, BeanProperty.create("dirty"),
this, BeanProperty.create("buffering")));
bufferingContext.bind();
}
/**
* Buffer wrappee's properties to this.
*/
private void initPropertyBindings() {
context = new BindingGroupBean(true);
context.addBinding(Bindings.createAutoBinding(UpdateStrategy.READ_ONCE,
wrappee, BeanProperty.create("artist"),
this, BeanProperty.create("artist")));
context.addBinding(Bindings.createAutoBinding(UpdateStrategy.READ_ONCE,
wrappee, BeanProperty.create("title"),
this, BeanProperty.create("title")));
// binding ... hmm .. was some problem with context cleanup
// still a problem in revised binding? Yes - because
// it has the side-effect of changing the composer property
// need to bind th composer later
context.addBinding(Bindings.createAutoBinding(UpdateStrategy.READ_ONCE,
wrappee, BeanProperty.create("classical"),
this, BeanProperty.create("classical")));
context.addBinding(Bindings.createAutoBinding(UpdateStrategy.READ_ONCE,
wrappee, BeanProperty.create("composer"),
this, BeanProperty.create("composer")));
context.bind();
}
public void setAlbum(Album wrappee) {
Object old = getAlbum();
boolean oldEditEnabled = isEditEnabled();
this.wrappee = wrappee;
context.setSourceObject(wrappee);
firePropertyChange("album", old, getAlbum());
firePropertyChange("editEnabled", oldEditEnabled, isEditEnabled());
}
public boolean isEditEnabled() {
return (wrappee != null); // && (wrappee != nullWrappee);
}
public boolean isComposerEnabled() {
return isClassical();
}
/**
* Overridden to fire a composerEnabled for the sake of the view.
*/
#Override
public void setClassical(boolean classical) {
boolean old = isComposerEnabled();
super.setClassical(classical);
firePropertyChange("composerEnabled", old, isComposerEnabled());
}
public boolean isBuffering() {
return buffering;
}
public void setBuffering(boolean buffering) {
boolean old = isBuffering();
this.buffering = buffering;
firePropertyChange("buffering", old, isBuffering());
}
/**
* Public as an implementation artefact - binding cannot handle
* write-only properrties? fixed in post-0.61
* #return
*/
public Album getAlbum() {
return wrappee;
}
}

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