Would a singleton GUI be good in this case? - java

I am working on a project where I have lots of classes referring to my GUI (mainly the panels but sometimes the frame itself). So I was thinking that instead of passing the frame as an argument to every constructor and create getters in each class, I would make a singleton instance of the JFrame so all the classes get access to it instead. Is this a good approach or will it just punish my laziness in some way?
Edit: I'm not just lazy, I'm trying to think in models here: For example, let's say I have various Car objects and the Road is my GUI. All Cars should have access to the same Road, and the Road is not a part of a car.

There is plenty of opinions in the area, see referenced material below.
My feeling is that we should try to avoid Singletons because "there's no such number as 1".
[This follows on from my theory that "there is no such number as 2". If you have code, that allows for two of something, and only two of something, then you've missed a trick - there's almost certain to be more than two, instead solve how to deal with "many".]
The "no such number as 1 argument" is that just when you thought there could only be one of something there will be some context in which it's possible to have more ... and it's usually very little extra work to allow for more.
Look at your example ... I have various Car objects, they all have access to the same Road? Does that sound like a model of a realistic world? UK Roads and French Roads, any difference? ;-) Why build that "Only One" assumption into your code?
Use of factories and dependency injection of those factories will often be the better answer. Lots more material in answers to this question.

The Singleton pattern is considered today to be an "anti-pattern". The problem will become apparent when your Cars will need to be used with a different Road one day.
It will become even more apparent if you decide to unit-test the Cars for themselves. If you can't provide a Mock for the Road, how will you test them? And you won't be able to, since they refer to their Road through a Singleton.
(Obviously there's a workaround by having the Singleton return a MockRoad when in "test-mode", but that just means you're adding testing code into your production code.)

A better approach would be to hide the main JFrame behind static methods, but in general it is a good idea if you have only one JFrame object for the whole program to make it static anyway.
Hiding it behind static methods ensures that if you work on this with anyone else you can constrain what you want them to be able to access on the main JFrame, but would be useless for something like a school project etc.

Related

Game programming: passing main class to every object

I know it's not efficient, but I don't really know why.
Most of the time, when you implement your game you got a main class which has a loop and updates every frame and creates certain objects.
My question is why it's not considered efficient to pass the main class to every object in its constructor?
In my case, I developed my game in Java for Android, using LibGDX.
Thank you!
It increases coupling (how much objects depend on each other) and therefore reduces re-usability and has the tenancy to produce 'spaghetti code'. I don't really understand what you mean by not being 'efficient', but this is why you shouldn't do it.
You should also consider why you need that main class in every single object. If you really think you do, you might need to reconsider your system design. Would you mind elaborating on why you think you need it?
Mostly, it is a matter of coupling the code and making proper design decisions.
You should avoid dependencies between classes whenever possible. It makes the code easily maintainable and the whole design clearer.
Consider the case: you are creating a simulation racing game. You have a few classes for such entities: wheel, engine, gearshift knob, etc... and non-entities: level, player...
Let's say, you have some main point (i.e. GameEngine class where you create instances).
According to you're approach you want to pass GameEngine's instance in entities constructors (or related mutator methods). It's not the best idea.
You really want to allow wheels or breaks to have the knowledge about the rest of the world (such as player's informations, scores, level etc.) and give them access to it's public interface methods?
All classes should have at small level of responsibility (and knowledge about other items) as possible.
If you really need reference to some kind of main point object in you're classes consider using dependency injection tools, such as Dagger.
It won't make you're game design better, but, at least, forces you to favor composition over inheritance - what leads to create better code.
It's not entirely inefficient, since (afiak in the general case) passing a reference to a method is quite cheap when you consider the number of JVM opcodes required, however, a possibly more efficient way of doing this would be to make a static instance of the game class and access that static field from the other classes. You would have to test these two options yourself.
In addition, passing a reference to the methods could make maintaining the code harder, as you have ultimately added a dependency.

How to format methods in a class

I have nearly about 12 methods in my class. My doubt is, is there any formatting style like the called method has to be written next to the caller method" Is there any standard that maximum methods per class?
I would suggest reading Robert C. Martin's thoughts on this in his book Clean Code. He writes that a class should be readable as an article or a page of a book, so you preferable keep methods close to which they call into. Of course it is impossible to keep everything this way but you can head towards it. This eliminates the need to browse big sources frequently. For maximum methods Fowler has some rules also but it really depends on the class, but: keep methods and classes as small as possible.
It is impossible to keep calling and called methods next to each other, most obviously due to the fact that they can be in different classes.
There are no standards that would say "you can't have over 20 methods in a class", since it's not something that you can standardize (or rather it wouldn't make sense). With experience you'll learn to see if a class has too many methods (one indication would be that a class seems to be responsible for 2 different things, in which case you'd refactor the class into 2 different classes).
Generally speaking, 12 methods are too many for a class, I think you should think it over, if there are too many methods, maybe they are contradict to object-oriented thoughts. If you are OK with a specific language, you can get to know some design models such as MVC, maybe that will give you some ideas.

encapsulation means putting related items together?

I was going through an article about Object Oriented Programming and it stated that encapsulation means putting related items together, but I don't understand how the article's representative example: UserProfile.js. Though this example is in JavaScript, I'm looking to understand these concepts in Java.
Can anyone explain me these two questions with a pseudo code:
What is encapsulation?
Why do we need encapsulation with pseudo code?
Encapsulation isn't necessarily about putting related items together, it's a technique of hiding internal information of an object. I'm not sure if I agree with the premise of the author of the article you linked... I don't accept that a struct is really a method of encapsulation in the object-oriented sense of the word.
Encapsulation
Psudo [sic] code is a technique for explicitly writing coding logic without the need for syntactical constraints. Considering this context, I don't understand your second question.
Pseudocode
No, that is cohesion.
Encapsulation is hidding things from who doesn't need them.
Michael has it correct.
In Object Oriented programming Encapsulation is the first
pace. Encapsulation is the procedure of covering up of data and
functions into a single unit (called class). An encapsulated object is
often called an abstract data type.
ref: http://www.c-sharpcorner.com/UploadFile/ggaganesh/EncapsulationInCS11082005064310AM/EncapsulationInCS.aspx
Encapsulation is the hiding of the non-essential features.
So why do we need it.
Programing is about translating a solution to a problem into logical code to solve that problem. Because of this, there maybe many complicated methods and functions that we don't want Mr.Joe Blow developer to use. We will encapsulate (or BlackBox) those methods so they cannot be used (they are still used internally). This reduces complexity by only representing important functions and hiding others.
As for needing it in pseudo code, i'm not sure. Michael did a good job with explaining that.
I haven't had enough coffee to give a good example,Plus my Rubik's cube broke :(, i'll write one up for you.
The encapsulation stand for "hiding element for free usage", is a part of Object Oriented Programming paradigm.
It is used to specify the range of visibility elements of code.
Let assume that we have a class with field called password where the password is stored. If this password would be visible for everyone, then there would be no need for a password.
Additional thing is that this helps to maintain the code in order.
Encapsulation isn't goal in OODesign. It is only way to achieve the finest, needed abstraction.
What is encapsulation?
in specific - it means hiding properties from non-desirable access
in overall - it means hiding every project design decision which could be changed in future. Therefore in encapsulation we should consider also e.g. concrete method implementation. From this POV we encapsulate its behavior so that for some POV we don't want to know how it is doing it, knowing only what this method is doing. Encapsulation could be achieved also for example using inheritance mechanism!
How we use encapsulation/
Example - hide every class property. You could as why do we have to do so - it is much effort and unnecessary code! Consider simple example where you can set some int properties. In your scenario - this variable should be in specific range. If someone sets it wrong - how would you design workflow to prevent this action?
More sophisticated but still simple example are collections. In many cases we shouldn't provide full collections to your's object neighbourhood. Encapsulation allows you to provide every property client just a copy of your object. In some cases - it could be helpful.
I think to really understand and appreciate encapsulation you really need a little bit of history.
It used to be that if you wrote a program it would be kind of as though every line of code were printed on a single sheet of paper where everything has knowledge and access to everything else and there are no fancy constructs in which to hide or store variables out of site of your functions.
Lets say you are trying to write some program with 100 different functions and 100 variables. Can you imagine how disorganized and ugly that would get? Effectively, all that code is just a giant formless script that gets executed in some linear fashion and has no real structure, rhyme or reason to it other than that one line of code comes before another line of code and so on.
Encapsulation was invented to take a program like that and give it a skeletal structure, allowing you to hide and organize those 100 functions and variables into a sensible whole. In the case of your user info class here, they take everything that is relating to UserProfile and stick it in a "Capsule" so that it can only be accessed through a reference to to UserProfile. It might look like overkill in this context, but if you have a much larger program, you will be extremely happy to be able to do this.
Its a fancy word for something that is extremely obvious once you understand where the people who created these terms were coming from.
I think encapsulation is closely related to information hiding and abstraction. It is simply the practice of hiding implementation details and object internals from the outside world. It helps both with clarity as well as reducing coupling.
The capabilities of a class are declared in the interface of methods it defines, not in the detail of how they are implemented. Good encapsulation ensures the public interface is sufficient for callers to use without revealing internal implementation details. A well encapsulated design reduces coupling, as the internals can be replaced without affecting everything else that uses that class (through its interface).

Splitting objects into their most fundamental parts

Not sure if the title captures what I'm trying to say here.
When designing in OO should I be splitting my objects up into their most specific areas - so if I have a factory object that deals with creating objects but later on i come across a way of creating objects for another purpose even though they may be the same objects is it worth creating a seperate fcatory or just add to the exsiting.
My biggest worry is bulking up classes with tons of stuff, or splitting objects and diluting my projects into a sea of classes.
Any help?
EDIT:
I guess on a side note/sub topic part of me wants to find out the level of granularity you should use in a program. Kind of, how low should you go?
My biggest worry is bulking up classes with tons of stuff, or
splitting objects and diluting my
projects into a sea of classes
This is a very valid point and in any even reasonably sized project, extremely difficult to get right up front especially because realistically, requirements themselves evolve over time in most cases.
This is where "Refactoring" come in. You design based on what you know at any given point and try not too make too many leaps of faith as to what you think the system MAY evolve to.
Given that you know what you are building right now, you design your classes trying to make the best possible use of OO concepts - eg encapsulation / polymorphism. This is itself, like others have noted as well, can be notoriously difficult to achieve and thats where experience, both in designing OO systems as well as knowledge of the domain can really come in handy.
Design based on what you know --> Build It --> Review it --> Refactor it --> Re-design --> and it goes on and on..
Finding the correct level of detail and responsibility is what makes OOP design so difficult. We can help you with a specific case but not with anything this general. If there were algorithms or strict methodologies of how to solve this, everyone could be an OOP designer.
A rule of thumb I like for deciding "is this getting too big now?" is "can I explain the purpose of it concisely?" If you start having to introduce caveats and lots of weasel words to explain the functions of a component of your design (be it class, member variable, method or whatever) it might be a good indicator that it's getting too complex and should be split up.
In your specific case, if you already have a factory object then the DRY Principle (Don't Repeat Yourself) would say that it's a bad idea to create another factory that does the same thing.
Is this an actual problem that you face? Or merely a fear about how your code might grow in the future?
If you are using the same type of object to solve drastically different problems then you may need to redesign the class to focus on seperation of concerns. If you need a more specific answer, you will need to provide an example of a type of class that would need this functionality.
I might have worded things badly in
the Q. I guess I wouldnt be repeating
myself its just more of a case of
where to put the code, it could be
added to an exsiting factory that
creates design objects for exporing
data to excel spreadsheets. On the
other hand I could see it could also
have its own factory for importing
excel data. Both factories would
produce the same objects but the inner
workings are completely different. –
If you aren't doing or plan on doing any class abstraction (subclassing or using interfaces) you may not need to use the factory pattern at all. The factory pattern is generally best suited for supplying objects of a base class type or that implement a specific interface.
Both
factories would produce the same
objects but the inner workings are
completely different.
Not sure if I've understood you correctly, but this sounds like a candidate for the AbstractFactory pattern.

OO vs Simplicity when it comes to user interaction

As a project over summer while I have some downtime from Uni I am going to build a monopoly game. This question is more about the general idea of the problem however, rather than the specific task I'm trying to carry out.
I decided to build this with a bottom up approach, creating just movement around a forty space board and then moving on to interaction with spaces. I realised that I was quite unsure of the best way of proceeding with this and I am torn between two design ideas:
Giving every space its own object, all sub-classes of a Space object so the interaction can be defined by the space object itself. I could do this by implementing different land() methods for each type of space.
Only giving the Properties and Utilities (as each property has unique features) objects and creating methods for dealing with the buying/renting etc in the main class of the program (or Board as I'm calling it). Spaces like go and super tax could be implemented by a small set of conditionals checking to see if player is on a special space.
Option 1 is obviously the OO (and I feel the correct) way of doing things but I'd like to only have to handle user interaction from the programs main class. In other words, I don't want the space objects to be interacting with the player.
Why? Errr. A lot of the coding I've done thus far has had this simplicity but I'm not sure if this is a pipe dream or not for larger projects. Should I really be handling user interaction in an entirely separate class?
As you can see I am quite confused about this situation. Is there some way round this? And, does anyone have any advice on practical OO design that could help in general?
EDIT: Just like to note that I feel I lost a little focus on this question. I am interested in the general methodology of combining OO and any external action(command line, networking, GUI, file management etc) really.
In the end, it is up to you. That is the beauty of OO, in that it is subject to interpretation. There are some patterns that should usually be adhered to, but in general it is your decision how to approach it.
However, you should carefully consider what each actor in the system should know about the rest of it. Should a property really know about the player, his account balance, and the other players? Probably not. A property should know what it costs, how much its rent is, etc.
On the other hand, should the main playing thread be concerned about trivial matters such as paying rent? Probably not. Its main concern should be the state of the game itself, such as dice rolling, whether each player wants to trade or buy or unmortgage/mortgage, things like that.
Think for a moment about the action of landing on a square. Once landed, the player has 3 options:
Buy the property
Ignore the property
Pay rent
Now, which actor in the system knows all the information required to complete that. We have the Game class, which isn't concerned with such tedium. We have the Property, which doesn't really care about the players. But the Player object knows all this information. It keeps a record of what each player owns, and can easily access the proper data.
So, if it were me, I would make a Player.performMove(Die d) method. It has easy access to the accounts. This also allows for the least coupling among classes.
But in the end, it's up to you. I'm sure people have created Monopoly clones in perfect OO, as well as Functional or Procedural languages too. In the end, use what you know and keep refactoring until you're happy with the end design.
I agree option #1 seems better.
As for "user interaction" - it all depends. You could leave some of your code in another class. For example,
// in main class
user.landOn(space);
if (space.containsProperties()) doSomething(); // Option #1 for some user-interaction code
// in User.java
public void landOn(Space s) {
// do some checks
s.land(this);
if (s.containsProperties()) {...} // Option #2
// something else?
}
// in GetMoneySpace.java
#Override
public void land(User u) {
u.awardCash(200);
// Option #3 - no properties so nothing here
}
This is far more OOP-y (and better, in my opinion) than something like
if (space.isCashAwardSpace()) {
user.awardCash(space.getAward());
}
if (user.something()) doSomething(); // Some user-interaction code
I am not entirely sure if I understand it correctly. You have always such choice when designing software. I would personally go for the first choice. One argument is personal experience with small games (Scrabble), which prooved to me that good design matters for smaller projects as well. The point of OOP is that you can think differently about your design and you get some design benefits. For example imagine how hard it will be to add new field, change existing one, reuse behaviour of one field in multiple fields.
Your first approach is the one I'd go for. It encapsulates the behaviour where it's needed. So, you'd have Space subclasses for Utilities, Properties, GotoJail, FreeParking - basically all the different cateogires of spaces. What groups a category is it's common behaviour.
Your properties spaces may themselves have a group object as a member, e.g. to group all the dark blue properties together.
As to interaction with the user, you pass a Board (or better a GameController) instance to each space, so it knows which Game it is part of and can influence the game. The Space can then invoke specific actions on the board, such as, moving a piece, asking the user a question etc. The main point is that there is separation - the user interaction is not happening inside each Space - but the space is allowed to request that some interaction happens, or that a piece is moved. It's up to your GameController to actually do the interaction or move pieces etc. This separation makes it easy to test, and also provide alternative implementations as the need may arise (E.g. different game rules in different editions/countries?)
Go with the first design. You'd have a Property class, and subclass the special properties, overriding the default behavior.
As far as interaction, you could have a Token class, and move an instance of that around the board. You have to give the user some options, but yes, from the responses, you should be calling methods on objects, not putting complex logic in the user events.
Sample classes:
Property
name
price
baseRent
houseCount
hotelCount
mortgaged
getCurrentRent()
RailRoad extends Property
Utility extends Property
Board
properties
User
token
playerName
currentProperty
ownedProperties
buyProperty()
payRentOnProperty()
mortgageProperty()
move()
Option 2 doesn't make much sense, or at least it's not as clear to me as option 1. With option 1 you don't need to handle user interaction inside your space object. You could have in your main class or a separate class dedicated to handle user interaction:
public void move(Player p, int spaces){
Space landingSpace = board.getLandingSpace(p,spaces);
landingSpace.land(p); //apply your logic here
}
As you can see, the Space class is responsible for checking the Player p that intends to land on that space. It applies any custom logic, checks if it has enough money, if it's something that the player owns, etc. Each subclass of Space will have its own set of rules, as you described in option 1.
Part of the point of object-oriented design is to simplify the representation of the problem within the solution space (i.e., modeling the system in the computer). In this case, consider the relationships between objects. Is there enough functionality in a Space to warrant abstracting that into a class, or does it make more sense for there to be discrete Property and Utility classes unrelated to Space because of the unique features of both? Is a Property a special kind of Space, or merely a field within Space? These are the kinds of problems you probably will need to grapple with in designing the game.
As far as interaction, it's generally bad news for a design when you have a 'god class' that does all the work and merely asks the other classes for information. There are plenty of ways to fall into this trap; one way to determine whether you are dealing with a god class is to look for a class name including Manager or System. Thus, it's probably not the best idea to have some sort of "game manager" that asks all the other objects for data, makes all the changes, and keeps track of everything. Eliminate these as much as possible.
God classes violate the concept of encapsulation, which involves more than data hiding (though that's certainly a big part of it). Good encapsulation means that related methods and data are part of a single object. For example, a Property doesn't need to make requests of its owner, so a field containing a reference to the Player could violate encapsulation. Some of these encapsulation violations aren't obvious at all, and can be hard to spot. When designing the object, try to determine the smallest amount of information about the object that needs to be shared with external objects. Trim out anything unnecessary.
You can obviously go about this in a lot of ways, but my design would be something like this (iteration could certainly prove it wrong):
Space class that contains basic data and methods that are common to all spaces (such as their position on the board, occupied or not, etc.).
Subclasses moving from most common (Property and Utility) to most unique (Go, Jail, FreeParking, and so on; probably singletons) with fields and methods related to each.
Player class to contain player information.
GameState class that is concerned with game state; whose turn it is, how many houses are left in the bank, and so on.
Good luck with the game and your continued studies.
Naturally, Google is your friend, but here's a sampling of things I would recommend reading:
ATM simulation (this idea is
also discussed in Rebecca
Wirfs-Brock's book below)
Object-Oriented Design Heuristics - Arthur Riel
How Designs Differ (PDF), Designing Object-Oriented Software - Rebecca Wirfs-Brock

Categories