tldr: I'm new to programs with persistent data and am looking for the right way to save/load files. Can anyone point me in the right direction?
I undertaking a project which involves much saving and loading of files between two related systems. Simplified, there is one program which functions as the 'builder' for developers and another which is the 'interface' for clients.
In the 'builder', developers have the functionality to define Items and their possible properties which clients may interact with in the interface. For example, the developer may make an Item called 'car' which may have colour, model, and speed properties; and also an item called 'house' which has dimensions, colour. He can make any number of items, which may be diverse and each will have a few common properties (name, colour) and also an array of different properties.
In the 'interface', clients may choose any number of items into their world. Ie, they may take 2 cars and 1 house, and separately define their properties such that one of the cars is a Fast Red Hotrod, another is a Slow White Van, and the house is Brown and 3x2.
both Car and House are instances of Item, but the client has further specified 2 different instances of Car.
Currently I have saving the different instances (car, house etc) into text files and this seems to be working well, but I'm sure there must be a better way (particularly as I intend the client interface to be runnable on Android). Can anyone point me in the right direction (s) or to some material which would help me make the choice?
One option is to use Java binary serialization. I would personally avoid that option.
There are plenty of other serialization frameworks around. For example, I've ported Google's Protocol Buffers framework to C#, so I'm generally biased in favour of that - but there are lots of other options too, such as:
XML
JSON
Thrift
These options generally have advantages in terms of:
Portability to other platforms (consider if you want to build an iPhone or Windows Phone 7 app in the future)
Backward and forward compatibility
Human readability (or easy conversion to a human format)
Some of them are very compact, too
Admittedly Java binary serialization makes the easy path very easy when it's working - but it can be a pain in other ways. Just my experience.
Databases are excellent places to put persistent data.
You can use Serialization. You'll need to check how you'll access the file/convert on Android.
Related
I'm a Java developer but I've recently begun learning Angular2/Typescript. I've worked with Angular 1.x before so I'm not a complete noob :)
While working through a POC with a RESTful Spring Boot back end and Angular2 front end I noticed myself duplicating model objects on both sides a lot e.g.
Java Object
public class Car {
private Double numSeats;
private Double numDoors;
.....
}
Now in interest of Typescript and being strongly typed I'd create a similar object within my front end project:
export interface PersonalDetailsVO {
numSeats : number;
numDoors : number;
}
I'm duplicating the work and constantly violating the DRY (Don't Repeat Yourself) principle here.
I'm wondering is there a better way of going about this. I was thinking about code generation tools like jSweet but interested to hear if anyone else has come across the same issue and how they approached it.
There are two schools of thought on whether this is a violation of the DRY principle. If you're really, really sure that there's a natural mapping you would always apply to bind json in each language, then you could say that it is duplicate work; which is (at least part of) the thinking behind IDL-type languages in technologies like CORBA (but I'm showing my age).
OTOH maybe each system (the server, the client, an alternate client if anyone were to write one) should be free to independently define the internal representations of objects that is best suited to that system (given its language, what it plans to do, etc.).
In your example, the typescript certainly doesn't contain all of the information needed to define the Java "equivalent". ('number' could map to a lot of things; and the typescript says nothing about access modifiers...) Of course you can narrow that down by adopting conventions, but my point is it's not self-evident that there'd be a 1-to-1 mapping.
Maybe one language handles references more gracefully than another. Maybe one can't deal with circular references but the other can. Maybe one has reason to prefer a more flat view of the object. Maybe a lot of things.
All of that said, it certainly is true that if you modify the json structure of an object, and you're maintaining each system's internal representation independently, then you likely have to make code changes in multiple places to accommodate that single underlying change. And pragmatically, if that can be avoided it's a good thing.
So if you can come up with a code generator that processes the more expressive language's representation to create a representation for the less expressive language, and maybe at least use that by default, you may find it's not a bad thing for your project.
Domain model are
Event (Fun, Sports, Quiz ) has many Problems (Fun problems, Sports, Quiz related problems).
Problem has many solutions (each team uploads a solution), solution has many grade (each Judge posts grade).
Initial goal is to start with one type of event (for example Quiz event) and it has multiple problems and solutions. Judge can grade the solutions.
In future there may be new type of event (Spots event) can come in with different properties & behaviours. For the sports event, problem may have new set of properties & behaviours and solution module should be disabled because for sports event judge can directly update grade.
So do i need to have workflow for each event, to turn on & off a particular module.
want to do as micro services with spring boot with mongodb.
What i done so far
I have
abstract class for Event, Problem, Solution and grade (Based on the event type grading property may change).
Registration domain with Team, Problem and solution as reference property.
How to proceed further and am i do it current ?
I think you can start by modeling an scalable design. In my opinion the starting point is correct as you have to distinguish between Events, Problems, Solutions, Teams and Judges.
Once this is done, I always try to make things as much generic as I can, so when I start to mix all the pieces they can interact independently of their real state. This is, I try to make the interaction between the pieces just by using their interfaces / abstract classes (One problem -> Many Solutions, One Team -> One Solution, etc). I see no information about those properties you talk about, but I suposse they can belong to the generic Problem and just be configured on each specific type of Problem (but not declared).
If you are able to achieve this, you can then create an enumeration for the types (Fun, Sports, Quiz, Spots) so you can configure each type of problem by the relationship Problem-Type.
I don't know how to represent the Problems as I have not enough information on your domain. But what I would do is something like this, so when new types of problems appear in the future I only have to create a new type enumeration value and its relationships:
Undertand it just as an example for making easier for you to understand my words, it's quite far from what the real design would be as I have not enough information about each piece on the puzzle.
Even though, with that as an starting point you can choose to apply some interesting design patterns such as Abstract Factory (if you want to supply the solution as a template for a given problem, so teams have to fill it instead of creating it from scratch) or Strategy Pattern (so you can interact the same way with each Problem and let the behaviour be controlled depending on the ProblemType or any other variable that determines the Problem state).
As a summary:
Try to extract the common factor of each part and how it itneracts with other ones.
Additionally, try to make interaction independently of particular types and properties, exposing as much as you can in the common interfaces (as long as it makes sense, obviously).
If not possible, Abstract Factory is an option, so it lets you make internal relationships aware of implementation details without coupling the external parts.
Once you do that you will be one step closer to making a dynamic model that grows with no efforts meeting your needs.
I am attempting a study of JavaFX because I want to use it as the GUI of my program. My question is essentially a conceptual one:
To date my program is mostly the "Model" part of the MVC pattern; that is, almost all of my code is the OO-representation of abstractions in the sense of classes, and all of that code is logical code.
Since I do not want to be the only user of my program, I want to add the "View" part of MVC so that people can easily use and manipulate the "Model" part of my program. For this, I want to use JavaFX.
In my "Model" classes I obviously use various Lists, Maps, and other classes from the Java Collections API. In order to let the users of my program manipulate these underlying Lists and Maps I want to use the Observable(List/Map) interfaces in JavaFX.
A concrete example to bring clarity to the situation:
Let's say that I have a MachineMonitor class that every 3 minutes checks certain properties of a Machine, such as if the connection is still good, the speed that the gears are turning, etc. If certain inequalities are met (say that the speed of the gears has fallen to a rate of 1 turn/sec) the MachineMonitor fires a RestartMachineEvent.
Currently I use an ArrayList<MachineMonitor> to keep track of all of the individual MachineMonitor's. Now extending to the "View" part of MVC, I want the User to be able to manipulate a TableView that displays the list of MachineMonitors so that they can, for instance, create and remove new MachineMonitor's to monitor various Machines.
So that I can keep track of what the user of my program wants to do (say, create a MachineMonitor for Machine #5 that checks to see if the turn/sec of the gears falls below 0.5) I use an ObservableList<MachineMonitor> as the underlying List for the TableView.
The easiest way to link the "Model" and "View" of my program would simply be to change the "Model" class to have an ObservableList<MachineMonitor> and not an ArrayList<MachineMonitor> but (getting to the topic of the question) I feel that this is very messy because it mixes "Model" and "View" code.
A naïve approach would be to use an ObservableList<MachineMonitor> for the TableView and retain the use of my ArrayList<MachineMonitor>. However, changes made to the ObservableList<MachineMonitor> do not affect the underlying List as per the JavaFX specifications.
Given this, is the best way to solve this conundrum to make a ChangeListener for the ObservableList<MachineMonitor> that "propagates" the changes made to the ObservableList<MachineMonitor> to the underlying "Model" ArrayList<MachineMonitor>? Perhaps put this in a class called MachineMonitorController?
This ad-hoc solution seems very messy and non-ideal.
My question is: What is the best way to retain nearly complete separation between the "Model" and "View" in this scenario?
Briefly, I don't think use of ObservableList breaks the MVC contract.
The rest, you may read or not as you wish, as it is quite annoyingly long.
Architectural Pattern Background
Observables are useful in MVC style architectures because they provide a way of feeding data back and forth between the MVC components through loose couplings where the model and view classes don't need to refer directly to each other, but can instead work with some shared data model which communicates data flow. It's not a coincidence that the Observable pattern and the MVC style architecture concept both originated around the same time at Xerox PARC - the things are linked.
As noted in Martin Fowler's GUI architectures, there are numerous different approaches to building GUIs. MVC is just one of these, kind of the granddaddy of them all. It is nice to understand MVC well (it is often misunderstood) and MVC concepts are applicable in many places. For your application you should use the system which feels best for you rather than rigidly following a given pattern (unless you are using a particular framework which enforces a given pattern) and also be open to adopting different patterns within an application rather than trying to shoehorn everything into a single conceptual framework.
Java Beans are a fundamental part of almost all Java programs. Though traditionally often only used in client apps, the observer pattern, through PropertyChangeListeners, has been, for good reason, a part of the Java Bean specification since it was created. The observable and binding elements of JavaFX are a rework of that earlier work, learning from it to build something that is both more convenient to work with and easier to understand. Perhaps, if the JavaFX observable and binding elements had existed ten or twelve years ago as part of the JDK, such concepts would be more generally used in a wider variety of libraries and frameworks than a couple of pure GUI frameworks.
Advice
I suggest considering the MVVM model and other GUI architectures.
If you want a dead-easy framework which follows a model, view, presenter style, definitely give afterburner.fx a spin.
I think the correct choice of architecture depends on your application, your experience and the size and complexity of the problems you are trying to solve. For instance, if you have a distributed system, then you could follow REST principles rather than (or in addition to) MVC. Whichever you choose, the architecture should aid you in solving the problem at hand (and possibly future problems) and not the converse. Over-architecting a solution is a common trap and is very easy to do, so try to avoid it.
Caveat
One caveat to consider is that observables necessarily work via side-effects which can be difficult to reason about and can be antithetical to the concept of isolation. JavaFX features some good tools, such as ReadOnlyObjectWrapper and ReadOnlyListWrapper, to help limit the impact (damage control if you like) on observables so they don't run amok in your system. Use such tools (and immutable objects) with reckless abandon.
Learn from Examples
For a simple JavaFX application which is built using observables, refer to tic-tac-toe.
For a good way to structure a large and complex JavaFX application with FXML based components, refer to the source code for SceneBuilder and SceneBuilderKit. The source code is available in the JavaFX mercurial source tree, just check it out and start learning.
Read up on the JavaFX UI controls architecture. Examine the JavaFX controls source code (e.g. Button and ButtonSkin or ListView and ListViewSkin) to see how concepts such as MVC can be applied using JavaFX structures. Based on that learning, try creating some of your own custom controls using the architecture that the JavaFX controls framework provides. Often, when you are building your own application you don't need to create your own controls (at least ones which derive form JavaFX Control). The JavaFX Controls architecture is specially crafted to support building libraries of reusable controls, so it is not necessarily generally suitable for all purposes; instead it provides a concrete demonstration of one proven way to get certain things done. Adopting and adapting proven solutions goes a long way to ensuring you don't reinvent stuff needlessly and allows you to build on a solid base and learn from the trials of others.
Regarding your Concrete Example
I advise you to go with:
The easiest way to link the "Model" and "View" of my program would simply be to change the "Model" class to have an ObservableList and not an ArrayList
Maybe use a ReadOnlyListWrapper to expose the ObservableList from the MachineMonitor to the outside world, so that nothing can modify it unduly.
Setup some other structure which encapsulates the view (for example a ControlPanel and ControlPanelSkin) and provide it a reference to the read only observable list of MachineMonitors. The ControlPanelSkin can encapsulate a TableView, a graph or whatever visual knobs and widgets you want to use for the user to monitor the machines.
Using such a structure effectively isolates your view from the model. The model really doesn't know anything about the UI at all and ControlPanelSkin implementation could be changed out to a completely different visual representation or technology without changing the core MachineMonitor system at all.
The above just outlines a general approach, you'll need to tweak it for your specific example.
I disagree that using an ObservableList in your "model" class violates MVC separation. An ObservableList is purely data representation; it is part of the model and not part of the view. I (and others) use JavaFX properties and collections in model representations in all tiers of my applications. Among other things in there, I point out how I use JavaFX properties that are (or can be, at least) bound to JSF. (I should mention that not everyone agrees with the approach of using FX properties on the server side; however I don't really see any way to make the argument that they are somehow part of the view.)
Also, if you do
List<MachineMonitor> myNonObservableList = ... ;
ObservableList<MachineMonitor> myObservableList = FXCollections.observableList(myNonObservableList);
myObservableList.add(new MachineMonitor());
the observable list is backed by the non-observable list, so the change occurs in myNonObservableList too. So you can use this approach if you prefer.
First of all, I have a very superficial knowledge of SAP. According to my understanding, they provide a number of industry specific solutions. The concept seems very interesting and I work on something similar for banking industry. The biggest challenge we face is how to adapt our products for different clients. Many concepts are quite similar across enterprises, but there are always some client-specific requirements that have to be resolved through configuration and customization. Often this requires reimplementing and developing customer specific features.
I wonder how efficient in this sense SAP products are. How much effort has to be spent in order to adapt the product so it satisfies specific customer needs? What are the mechanisms used (configuration, programming etc)? How would this compare to developing custom solution from scratch? Are they capable of leveraging and promoting best practices?
Disclaimer: I'm talking about the ABAP-based part of SAP software only.
Disclaimer 2, ref PATRYs response: HR is quite a bit different from the rest of the SAP/ABAP world. I do feel rather competent as a general-purpose ABAP developer, but HR programming is so far off my personal beacon that I've never even tried to understand what they're doing there. %-|
According to my understanding, they provide a number of industry specific solutions.
They do - but be careful when comparing your own programs to these solutions. For example, IS-H (SAP for Healthcare) started off as an extension of the SD (Sales & Distribution) system, but has become very much more since then. While you could technically use all of the techniques they use for their IS, you really should ask a competent technical consultant before you do - there are an awful lot of pits to avoid.
The concept seems very interesting and I work on something similar for banking industry.
Note that a SAP for Banking IS already exists. See here for the documentation.
The biggest challenge we face is how to adapt our products for different clients.
I'd rather rephrase this as "The biggest challenge is to know where the product is likely to be adapted and to structurally prepare the product for adaption." The adaption techniques are well researched and easily employed once you know where the customer is likely to deviate from your idea of the perfect solution.
How much effort has to be spent in
order to adapt the product so it
satisfies specific customer needs?
That obviously depends on the deviation of the customer's needs from the standard path - but that won't help you. With a SAP-based system, you always have three choices. You can try to customize the system within its limits. Customizing basically means tweaking settings (think configuration tables, tens of thousands of them) and adding stuff (program fragments, forms, ...) in places that are intended to do so. Technology - see below.
Sometimes customizing isn't enough - you can develop things additionally. A very frequent requirement is some additional reporting tool. With the SAP system, you get the entire development environment delivered - the very same tools that all the standard applications were written with. Your programs can peacefully coexist with the standard programs and even use common routines and data. Of course you can really screw things up, but show me a real programming environment where you can't.
The third option is to modify the standard implementations. Modifications are like a really sharp two-edged kitchen knife - you might be able to cook really cool things in half of the time required by others, but you might hurt yourself really badly if you don't know what you're doing. Even if you don't really intend to modify the standard programs, it's very comforting to know that you could and that you have full access to the coding.
(Note that this is about the application programs only - you have no chance whatsoever to tweak the kernel, but fortunately, that's rarely necessary.)
What are the mechanisms used (configuration, programming etc)?
Configurations is mostly about configuration tables with more or less sophisticated dialog applications. For the programming part of customizing, there's the extension framework - see http://help.sap.com/saphelp_nw70ehp1/helpdata/en/35/f9934257a5c86ae10000000a155106/frameset.htm for details. It's basically a controlled version of dependency injection. As a solution developer, you have to anticipate the extension points, define the interface that has to be implemented by the customer code and then embed the call in your code. As a project developer, you have to create an implementation that adheres to the interface and activate it. The basic runtime system takes care of glueing the two programs together, you don't have to worry about that.
How would this compare to developing custom solution from scratch?
IMHO this depends on how much of the solution is the same for all customers and how much of it has to be adapted. It's really hard to be more specific without knowing more about what you want to do.
I can only speak for the Human Resource component, but this is a component where there is a lot of difference between customers, based on a common need.
First, most of the time you set the value for a group, and then associate the object (person, location...) with a group depending on one or two values. This is akin to an indirection, and allow for great flexibility, as you can change the association for a given location without changing the others. in a few case, there is a 3 level indirection...
Second, there is a lot of customization that is nearly programming. Payroll or administrative operations are first class example of this. In the later cas, you get a table with the operation (hiring for example), the event (creation, modification...) a code for the action (I for test, F to call a function, O for a standard operation) and a text field describing the parameters of a function ("C P0001, begda, endda" to create a structure P001 with default values).
Third, you can also use such a table to indicate a function or class (ABAP-OO), that will be dynamically called. You get a developer to create this function or class, and then indicate this in the table. This is a method to replace a functionality by another one, or extend it. This is used extensively in the ESS/MSS.
Last, there is also extension point or file that you can modify. this is nearly the same as the previous one, except that you don't need to indicate the change : the file is always used (ZXPADU01/02 for HR modification of infotype)
hope this help
Guillaume PATRY
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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.