Resolves checkstyle errors for facade factory-kit spatial-partition state step-builder (#1077)

* Reduces checkstyle errors in facade

* Reduces checkstyle errors in factory-kit

* Reduces checkstyle errors in spatial-partition

* Reduces checkstyle errors in state

* Reduces checkstyle errors in step-builder
This commit is contained in:
Anurag Agarwal 2019-11-12 01:51:12 +05:30 committed by Ilkka Seppälä
parent 2628cc0dfc
commit c954a436ad
29 changed files with 195 additions and 197 deletions

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@ -24,23 +24,21 @@
package com.iluwatar.facade; package com.iluwatar.facade;
/** /**
*
* The Facade design pattern is often used when a system is very complex or difficult to understand * The Facade design pattern is often used when a system is very complex or difficult to understand
* because the system has a large number of interdependent classes or its source code is * because the system has a large number of interdependent classes or its source code is
* unavailable. This pattern hides the complexities of the larger system and provides a simpler * unavailable. This pattern hides the complexities of the larger system and provides a simpler
* interface to the client. It typically involves a single wrapper class which contains a set of * interface to the client. It typically involves a single wrapper class which contains a set of
* members required by client. These members access the system on behalf of the facade client and * members required by client. These members access the system on behalf of the facade client and
* hide the implementation details. * hide the implementation details.
* <p> *
* In this example the Facade is ({@link DwarvenGoldmineFacade}) and it provides a simpler interface * <p>In this example the Facade is ({@link DwarvenGoldmineFacade}) and it provides a simpler
* to the goldmine subsystem. * interface to the goldmine subsystem.
*
*/ */
public class App { public class App {
/** /**
* Program entry point * Program entry point.
* *
* @param args command line args * @param args command line args
*/ */
public static void main(String[] args) { public static void main(String[] args) {

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@ -27,9 +27,7 @@ import org.slf4j.Logger;
import org.slf4j.LoggerFactory; import org.slf4j.LoggerFactory;
/** /**
*
* DwarvenCartOperator is one of the goldmine subsystems. * DwarvenCartOperator is one of the goldmine subsystems.
*
*/ */
public class DwarvenCartOperator extends DwarvenMineWorker { public class DwarvenCartOperator extends DwarvenMineWorker {

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@ -27,9 +27,7 @@ import org.slf4j.Logger;
import org.slf4j.LoggerFactory; import org.slf4j.LoggerFactory;
/** /**
*
* DwarvenGoldDigger is one of the goldmine subsystems. * DwarvenGoldDigger is one of the goldmine subsystems.
*
*/ */
public class DwarvenGoldDigger extends DwarvenMineWorker { public class DwarvenGoldDigger extends DwarvenMineWorker {

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@ -27,25 +27,24 @@ import java.util.Collection;
import java.util.List; import java.util.List;
/** /**
* * DwarvenGoldmineFacade provides a single interface through which users can operate the
* DwarvenGoldmineFacade provides a single interface through which users can operate the subsystems.
*
* This makes the goldmine easier to operate and cuts the dependencies from the goldmine user to the
* subsystems. * subsystems.
* *
* <p>This makes the goldmine easier to operate and cuts the dependencies from the goldmine user to
* the subsystems.
*/ */
public class DwarvenGoldmineFacade { public class DwarvenGoldmineFacade {
private final List<DwarvenMineWorker> workers; private final List<DwarvenMineWorker> workers;
/** /**
* Constructor * Constructor.
*/ */
public DwarvenGoldmineFacade() { public DwarvenGoldmineFacade() {
workers = List.of( workers = List.of(
new DwarvenGoldDigger(), new DwarvenGoldDigger(),
new DwarvenCartOperator(), new DwarvenCartOperator(),
new DwarvenTunnelDigger()); new DwarvenTunnelDigger());
} }
public void startNewDay() { public void startNewDay() {
@ -60,8 +59,10 @@ public class DwarvenGoldmineFacade {
makeActions(workers, DwarvenMineWorker.Action.GO_HOME, DwarvenMineWorker.Action.GO_TO_SLEEP); makeActions(workers, DwarvenMineWorker.Action.GO_HOME, DwarvenMineWorker.Action.GO_TO_SLEEP);
} }
private static void makeActions(Collection<DwarvenMineWorker> workers, private static void makeActions(
DwarvenMineWorker.Action... actions) { Collection<DwarvenMineWorker> workers,
DwarvenMineWorker.Action... actions
) {
for (DwarvenMineWorker worker : workers) { for (DwarvenMineWorker worker : workers) {
worker.action(actions); worker.action(actions);
} }

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@ -27,9 +27,7 @@ import org.slf4j.Logger;
import org.slf4j.LoggerFactory; import org.slf4j.LoggerFactory;
/** /**
*
* DwarvenMineWorker is one of the goldmine subsystems. * DwarvenMineWorker is one of the goldmine subsystems.
*
*/ */
public abstract class DwarvenMineWorker { public abstract class DwarvenMineWorker {
@ -75,7 +73,7 @@ public abstract class DwarvenMineWorker {
} }
/** /**
* Perform actions * Perform actions.
*/ */
public void action(Action... actions) { public void action(Action... actions) {
for (Action action : actions) { for (Action action : actions) {

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@ -27,9 +27,7 @@ import org.slf4j.Logger;
import org.slf4j.LoggerFactory; import org.slf4j.LoggerFactory;
/** /**
*
* DwarvenTunnelDigger is one of the goldmine subsystems. * DwarvenTunnelDigger is one of the goldmine subsystems.
*
*/ */
public class DwarvenTunnelDigger extends DwarvenMineWorker { public class DwarvenTunnelDigger extends DwarvenMineWorker {

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@ -27,17 +27,16 @@ import org.slf4j.Logger;
import org.slf4j.LoggerFactory; import org.slf4j.LoggerFactory;
/** /**
* Factory-kit is a creational pattern which defines a factory of immutable content * Factory-kit is a creational pattern which defines a factory of immutable content with separated
* with separated builder and factory interfaces to deal with the problem of * builder and factory interfaces to deal with the problem of creating one of the objects specified
* creating one of the objects specified directly in the factory-kit instance. * directly in the factory-kit instance.
* *
* <p> * <p>In the given example {@link WeaponFactory} represents the factory-kit, that contains four
* In the given example {@link WeaponFactory} represents the factory-kit, that contains * {@link Builder}s for creating new objects of the classes implementing {@link Weapon} interface.
* four {@link Builder}s for creating new objects of *
* the classes implementing {@link Weapon} interface. * <p>Each of them can be called with {@link WeaponFactory#create(WeaponType)} method, with
* <br>Each of them can be called with {@link WeaponFactory#create(WeaponType)} method, with * an input representing an instance of {@link WeaponType} that needs to be mapped explicitly with
* an input representing an instance of {@link WeaponType} that needs to * desired class type in the factory instance.
* be mapped explicitly with desired class type in the factory instance.
*/ */
public class App { public class App {

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@ -24,7 +24,7 @@
package com.iluwatar.factorykit; package com.iluwatar.factorykit;
/** /**
* Class representing Axe * Class representing Axe.
*/ */
public class Axe implements Weapon { public class Axe implements Weapon {
@Override @Override

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@ -24,7 +24,7 @@
package com.iluwatar.factorykit; package com.iluwatar.factorykit;
/** /**
* Class representing Bows * Class representing Bows.
*/ */
public class Bow implements Weapon { public class Bow implements Weapon {
@Override @Override

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@ -22,8 +22,9 @@
*/ */
package com.iluwatar.factorykit; package com.iluwatar.factorykit;
/** /**
* Class representing Spear * Class representing Spear.
*/ */
public class Spear implements Weapon { public class Spear implements Weapon {
@Override @Override

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@ -22,8 +22,9 @@
*/ */
package com.iluwatar.factorykit; package com.iluwatar.factorykit;
/** /**
* Class representing Swords * Class representing Swords.
*/ */
public class Sword implements Weapon { public class Sword implements Weapon {
@Override @Override

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@ -39,6 +39,7 @@ public interface WeaponFactory {
/** /**
* Creates an instance of the given type. * Creates an instance of the given type.
*
* @param name representing enum of an object type to be created. * @param name representing enum of an object type to be created.
* @return new instance of a requested class implementing {@link Weapon} interface. * @return new instance of a requested class implementing {@link Weapon} interface.
*/ */
@ -46,6 +47,7 @@ public interface WeaponFactory {
/** /**
* Creates factory - placeholder for specified {@link Builder}s. * Creates factory - placeholder for specified {@link Builder}s.
*
* @param consumer for the new builder to the factory. * @param consumer for the new builder to the factory.
* @return factory with specified {@link Builder}s * @return factory with specified {@link Builder}s
*/ */

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@ -24,7 +24,7 @@
package com.iluwatar.factorykit; package com.iluwatar.factorykit;
/** /**
* Enumerates {@link Weapon} types * Enumerates {@link Weapon} types.
*/ */
public enum WeaponType { public enum WeaponType {
SWORD, AXE, BOW, SPEAR SWORD, AXE, BOW, SPEAR

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@ -23,54 +23,60 @@
package com.iluwatar.spatialpartition; package com.iluwatar.spatialpartition;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import java.util.ArrayList; import java.util.ArrayList;
import java.util.Enumeration; import java.util.Enumeration;
import java.util.Hashtable; import java.util.Hashtable;
import java.util.Random; import java.util.Random;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
/** /**
* <p>The idea behind the <b>Spatial Partition</b> design pattern is to enable efficient location of objects * <p>The idea behind the <b>Spatial Partition</b> design pattern is to enable efficient location
* by storing them in a data structure that is organised by their positions. This is especially useful in the * of objects by storing them in a data structure that is organised by their positions. This is
* gaming world, where one may need to look up all the objects within a certain boundary, or near a certain * especially useful in the gaming world, where one may need to look up all the objects within a
* other object, repeatedly. The data structure can be used to store moving and static objects, though in order * certain boundary, or near a certain other object, repeatedly. The data structure can be used to
* to keep track of the moving objects, their positions will have to be reset each time they move. This would * store moving and static objects, though in order to keep track of the moving objects, their
* mean having to create a new instance of the data structure each frame, which would use up additional memory, * positions will have to be reset each time they move. This would mean having to create a new
* and so this pattern should only be used if one does not mind trading memory for speed and the number of * instance of the data structure each frame, which would use up additional memory, and so this
* pattern should only be used if one does not mind trading memory for speed and the number of
* objects to keep track of is large to justify the use of the extra space.</p> * objects to keep track of is large to justify the use of the extra space.</p>
* <p>In our example, we use <b>{@link QuadTree} data structure</b> which divides into 4 (quad) sub-sections when * <p>In our example, we use <b>{@link QuadTree} data structure</b> which divides into 4 (quad)
* the number of objects added to it exceeds a certain number (int field capacity). There is also a * sub-sections when the number of objects added to it exceeds a certain number (int field
* <b>{@link Rect}</b> class to define the boundary of the quadtree. We use an abstract class <b>{@link Point}</b> * capacity). There is also a
* with x and y coordinate fields and also an id field so that it can easily be put and looked up in the hashtable. * <b>{@link Rect}</b> class to define the boundary of the quadtree. We use an abstract class
* This class has abstract methods to define how the object moves (move()), when to check for collision with any * <b>{@link Point}</b>
* object (touches(obj)) and how to handle collision (handleCollision(obj)), and will be extended by any object * with x and y coordinate fields and also an id field so that it can easily be put and looked up in
* whose position has to be kept track of in the quadtree. The <b>{@link SpatialPartitionGeneric}</b> abstract class * the hashtable. This class has abstract methods to define how the object moves (move()), when to
* has 2 fields - a hashtable containing all objects (we use hashtable for faster lookups, insertion and deletion) * check for collision with any object (touches(obj)) and how to handle collision
* and a quadtree, and contains an abstract method which defines how to handle interactions between objects using * (handleCollision(obj)), and will be extended by any object whose position has to be kept track of
* the quadtree.</p> * in the quadtree. The <b>{@link SpatialPartitionGeneric}</b> abstract class has 2 fields - a
* <p>Using the quadtree data structure will reduce the time complexity of finding the objects within a * hashtable containing all objects (we use hashtable for faster lookups, insertion and deletion)
* certain range from <b>O(n^2) to O(nlogn)</b>, increasing the speed of computations immensely in case of * and a quadtree, and contains an abstract method which defines how to handle interactions between
* large number of objects, which will have a positive effect on the rendering speed of the game.</p> * objects using the quadtree.</p>
* <p>Using the quadtree data structure will reduce the time complexity of finding the objects
* within a certain range from <b>O(n^2) to O(nlogn)</b>, increasing the speed of computations
* immensely in case of large number of objects, which will have a positive effect on the rendering
* speed of the game.</p>
*/ */
public class App { public class App {
private static final Logger LOGGER = LoggerFactory.getLogger(App.class); private static final Logger LOGGER = LoggerFactory.getLogger(App.class);
static void noSpatialPartition(int height, int width, static void noSpatialPartition(int height, int width,
int numOfMovements, Hashtable<Integer, Bubble> bubbles) { int numOfMovements, Hashtable<Integer, Bubble> bubbles) {
ArrayList<Point> bubblesToCheck = new ArrayList<Point>(); ArrayList<Point> bubblesToCheck = new ArrayList<Point>();
for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements();) { for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements(); ) {
bubblesToCheck.add(bubbles.get(e.nextElement())); //all bubbles have to be checked for collision for all bubbles bubblesToCheck.add(bubbles
.get(e.nextElement())); //all bubbles have to be checked for collision for all bubbles
} }
//will run numOfMovement times or till all bubbles have popped //will run numOfMovement times or till all bubbles have popped
while (numOfMovements > 0 && !bubbles.isEmpty()) { while (numOfMovements > 0 && !bubbles.isEmpty()) {
for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements();) { for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements(); ) {
Integer i = e.nextElement(); Integer i = e.nextElement();
//bubble moves, new position gets updated, collisions checked with all bubbles in bubblesToCheck // bubble moves, new position gets updated
bubbles.get(i).move(); // and collisions are checked with all bubbles in bubblesToCheck
bubbles.get(i).move();
bubbles.replace(i, bubbles.get(i)); bubbles.replace(i, bubbles.get(i));
bubbles.get(i).handleCollision(bubblesToCheck, bubbles); bubbles.get(i).handleCollision(bubblesToCheck, bubbles);
} }
@ -82,24 +88,24 @@ public class App {
} }
} }
static void withSpatialPartition(int height, int width, static void withSpatialPartition(
int numOfMovements, Hashtable<Integer, Bubble> bubbles) { int height, int width, int numOfMovements, Hashtable<Integer, Bubble> bubbles) {
//creating quadtree //creating quadtree
Rect rect = new Rect(width / 2,height / 2,width,height); Rect rect = new Rect(width / 2, height / 2, width, height);
QuadTree qTree = new QuadTree(rect, 4); QuadTree quadTree = new QuadTree(rect, 4);
//will run numOfMovement times or till all bubbles have popped //will run numOfMovement times or till all bubbles have popped
while (numOfMovements > 0 && !bubbles.isEmpty()) { while (numOfMovements > 0 && !bubbles.isEmpty()) {
//quadtree updated each time //quadtree updated each time
for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements();) { for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements(); ) {
qTree.insert(bubbles.get(e.nextElement())); quadTree.insert(bubbles.get(e.nextElement()));
} }
for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements();) { for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements(); ) {
Integer i = e.nextElement(); Integer i = e.nextElement();
//bubble moves, new position gets updated, quadtree used to reduce computations //bubble moves, new position gets updated, quadtree used to reduce computations
bubbles.get(i).move(); bubbles.get(i).move();
bubbles.replace(i, bubbles.get(i)); bubbles.replace(i, bubbles.get(i));
SpatialPartitionBubbles sp = new SpatialPartitionBubbles(bubbles, qTree); SpatialPartitionBubbles sp = new SpatialPartitionBubbles(bubbles, quadTree);
sp.handleCollisionsUsingQt(bubbles.get(i)); sp.handleCollisionsUsingQt(bubbles.get(i));
} }
numOfMovements--; numOfMovements--;
@ -109,7 +115,7 @@ public class App {
LOGGER.info("Bubble " + key + " not popped"); LOGGER.info("Bubble " + key + " not popped");
} }
} }
/** /**
* Program entry point. * Program entry point.
* *
@ -124,14 +130,15 @@ public class App {
Bubble b = new Bubble(rand.nextInt(300), rand.nextInt(300), i, rand.nextInt(2) + 1); Bubble b = new Bubble(rand.nextInt(300), rand.nextInt(300), i, rand.nextInt(2) + 1);
bubbles1.put(i, b); bubbles1.put(i, b);
bubbles2.put(i, b); bubbles2.put(i, b);
LOGGER.info("Bubble " + i + " with radius " + b.radius + " added at (" + b.x + "," + b.y + ")"); LOGGER.info("Bubble " + i + " with radius " + b.radius
+ " added at (" + b.coordinateX + "," + b.coordinateY + ")");
} }
long start1 = System.currentTimeMillis(); long start1 = System.currentTimeMillis();
App.noSpatialPartition(300,300,20,bubbles1); App.noSpatialPartition(300, 300, 20, bubbles1);
long end1 = System.currentTimeMillis(); long end1 = System.currentTimeMillis();
long start2 = System.currentTimeMillis(); long start2 = System.currentTimeMillis();
App.withSpatialPartition(300,300,20,bubbles2); App.withSpatialPartition(300, 300, 20, bubbles2);
long end2 = System.currentTimeMillis(); long end2 = System.currentTimeMillis();
LOGGER.info("Without spatial partition takes " + (end1 - start1) + "ms"); LOGGER.info("Without spatial partition takes " + (end1 - start1) + "ms");
LOGGER.info("With spatial partition takes " + (end2 - start2) + "ms"); LOGGER.info("With spatial partition takes " + (end2 - start2) + "ms");

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@ -23,16 +23,15 @@
package com.iluwatar.spatialpartition; package com.iluwatar.spatialpartition;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import java.util.ArrayList; import java.util.ArrayList;
import java.util.Hashtable; import java.util.Hashtable;
import java.util.Random; import java.util.Random;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
/** /**
* Bubble class extends Point. In this example, we create several bubbles in the field, * Bubble class extends Point. In this example, we create several bubbles in the field, let them
* let them move and keep track of which ones have popped and which ones remain. * move and keep track of which ones have popped and which ones remain.
*/ */
public class Bubble extends Point<Bubble> { public class Bubble extends Point<Bubble> {
@ -42,24 +41,26 @@ public class Bubble extends Point<Bubble> {
final int radius; final int radius;
Bubble(int x, int y, int id, int radius) { Bubble(int x, int y, int id, int radius) {
super(x,y,id); super(x, y, id);
this.radius = radius; this.radius = radius;
} }
void move() { void move() {
//moves by 1 unit in either direction //moves by 1 unit in either direction
this.x += RANDOM.nextInt(3) - 1; this.coordinateX += RANDOM.nextInt(3) - 1;
this.y += RANDOM.nextInt(3) - 1; this.coordinateY += RANDOM.nextInt(3) - 1;
} }
boolean touches(Bubble b) { boolean touches(Bubble b) {
//distance between them is greater than sum of radii (both sides of equation squared) //distance between them is greater than sum of radii (both sides of equation squared)
return (this.x - b.x) * (this.x - b.x) + (this.y - b.y) * (this.y - b.y) return (this.coordinateX - b.coordinateX) * (this.coordinateX - b.coordinateX)
<= (this.radius + b.radius) * (this.radius + b.radius); + (this.coordinateY - b.coordinateY) * (this.coordinateY - b.coordinateY)
<= (this.radius + b.radius) * (this.radius + b.radius);
} }
void pop(Hashtable<Integer, Bubble> allBubbles) { void pop(Hashtable<Integer, Bubble> allBubbles) {
LOGGER.info("Bubble " + this.id + " popped at (" + this.x + "," + this.y + ")!"); LOGGER.info("Bubble " + this.id
+ " popped at (" + this.coordinateX + "," + this.coordinateY + ")!");
allBubbles.remove(this.id); allBubbles.remove(this.id);
} }
@ -68,8 +69,8 @@ public class Bubble extends Point<Bubble> {
for (int i = 0; i < bubblesToCheck.size(); i++) { for (int i = 0; i < bubblesToCheck.size(); i++) {
Integer otherId = bubblesToCheck.get(i).id; Integer otherId = bubblesToCheck.get(i).id;
if (allBubbles.get(otherId) != null && //the bubble hasn't been popped yet if (allBubbles.get(otherId) != null && //the bubble hasn't been popped yet
this.id != otherId && //the two bubbles are not the same this.id != otherId && //the two bubbles are not the same
this.touches(allBubbles.get(otherId))) { //the bubbles touch this.touches(allBubbles.get(otherId))) { //the bubbles touch
allBubbles.get(otherId).pop(allBubbles); allBubbles.get(otherId).pop(allBubbles);
toBePopped = true; toBePopped = true;
} }

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@ -27,40 +27,42 @@ import java.util.ArrayList;
import java.util.Hashtable; import java.util.Hashtable;
/** /**
* The abstract Point class which will be extended by any object in the field * The abstract Point class which will be extended by any object in the field whose location has to
* whose location has to be kept track of. Defined by x,y coordinates and an id * be kept track of. Defined by x,y coordinates and an id for easy hashing into hashtable.
* for easy hashing into hashtable. *
* @param <T> T will be type subclass * @param <T> T will be type subclass
*/ */
public abstract class Point<T> { public abstract class Point<T> {
public int x; public int coordinateX;
public int y; public int coordinateY;
public final int id; public final int id;
Point(int x, int y, int id) { Point(int x, int y, int id) {
this.x = x; this.coordinateX = x;
this.y = y; this.coordinateY = y;
this.id = id; this.id = id;
} }
/** /**
* defines how the object moves * defines how the object moves.
*/ */
abstract void move(); abstract void move();
/** /**
* defines conditions for interacting with an object obj * defines conditions for interacting with an object obj.
*
* @param obj is another object on field which also extends Point * @param obj is another object on field which also extends Point
* @return whether the object can interact with the other or not * @return whether the object can interact with the other or not
*/ */
abstract boolean touches(T obj); abstract boolean touches(T obj);
/** /**
* handling interactions/collisions with other objects * handling interactions/collisions with other objects.
*
* @param pointsToCheck contains the objects which need to be checked * @param pointsToCheck contains the objects which need to be checked
* @param allPoints contains hashtable of all points on field at this time * @param allPoints contains hashtable of all points on field at this time
*/ */
abstract void handleCollision(ArrayList<Point> pointsToCheck, Hashtable<Integer, T> allPoints); abstract void handleCollision(ArrayList<Point> pointsToCheck, Hashtable<Integer, T> allPoints);
} }

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@ -28,9 +28,9 @@ import java.util.Enumeration;
import java.util.Hashtable; import java.util.Hashtable;
/** /**
* The quadtree data structure is being used to keep track of the objects' locations. * The quadtree data structure is being used to keep track of the objects' locations. It has the
* It has the insert(Point) and query(range) methods to insert a new object and find * insert(Point) and query(range) methods to insert a new object and find the objects within a
* the objects within a certain (rectangular) range respectively. * certain (rectangular) range respectively.
*/ */
public class QuadTree { public class QuadTree {
@ -48,9 +48,9 @@ public class QuadTree {
this.capacity = capacity; this.capacity = capacity;
this.divided = false; this.divided = false;
this.points = new Hashtable<Integer, Point>(); this.points = new Hashtable<Integer, Point>();
this.northwest = null; this.northwest = null;
this.northeast = null; this.northeast = null;
this.southwest = null; this.southwest = null;
this.southeast = null; this.southeast = null;
} }
@ -76,25 +76,25 @@ public class QuadTree {
} }
void divide() { void divide() {
Rect nw = new Rect(this.boundary.x - this.boundary.width / 4, this.boundary.y + this.boundary.height / 4, double x = this.boundary.coordinateX;
this.boundary.width / 2, this.boundary.height / 2); double y = this.boundary.coordinateY;
this.northwest = new QuadTree(nw , this.capacity); double width = this.boundary.width;
Rect ne = new Rect(this.boundary.x + this.boundary.width / 4, this.boundary.y + this.boundary.height / 4, double height = this.boundary.height;
this.boundary.width / 2, this.boundary.height / 2); Rect nw = new Rect(x - width / 4, y + height / 4, width / 2, height / 2);
this.northeast = new QuadTree(ne , this.capacity); this.northwest = new QuadTree(nw, this.capacity);
Rect sw = new Rect(this.boundary.x - this.boundary.width / 4, this.boundary.y - this.boundary.height / 4, Rect ne = new Rect(x + width / 4, y + height / 4, width / 2, height / 2);
this.boundary.width / 2, this.boundary.height / 2); this.northeast = new QuadTree(ne, this.capacity);
this.southwest = new QuadTree(sw , this.capacity); Rect sw = new Rect(x - width / 4, y - height / 4, width / 2, height / 2);
Rect se = new Rect(this.boundary.x + this.boundary.width / 4, this.boundary.y - this.boundary.height / 4, this.southwest = new QuadTree(sw, this.capacity);
this.boundary.width / 2, this.boundary.height / 2); Rect se = new Rect(x + width / 4, y - height / 4, width / 2, height / 2);
this.southeast = new QuadTree(se , this.capacity); this.southeast = new QuadTree(se, this.capacity);
this.divided = true; this.divided = true;
} }
ArrayList<Point> query(Rect r, ArrayList<Point> relevantPoints) { ArrayList<Point> query(Rect r, ArrayList<Point> relevantPoints) {
//could also be a circle instead of a rectangle //could also be a circle instead of a rectangle
if (this.boundary.intersects(r)) { if (this.boundary.intersects(r)) {
for (Enumeration<Integer> e = this.points.keys(); e.hasMoreElements();) { for (Enumeration<Integer> e = this.points.keys(); e.hasMoreElements(); ) {
Integer i = e.nextElement(); Integer i = e.nextElement();
if (r.contains(this.points.get(i))) { if (r.contains(this.points.get(i))) {
relevantPoints.add(this.points.get(i)); relevantPoints.add(this.points.get(i));

View File

@ -24,35 +24,37 @@
package com.iluwatar.spatialpartition; package com.iluwatar.spatialpartition;
/** /**
* The Rect class helps in defining the boundary of the quadtree and is also used to * The Rect class helps in defining the boundary of the quadtree and is also used to define the
* define the range within which objects need to be found in our example. * range within which objects need to be found in our example.
*/ */
public class Rect { public class Rect {
double x; double coordinateX;
double y; double coordinateY;
double width; double width;
double height; double height;
//(x,y) - centre of rectangle //(x,y) - centre of rectangle
Rect(double x, double y, double width, double height) { Rect(double x, double y, double width, double height) {
this.x = x; this.coordinateX = x;
this.y = y; this.coordinateY = y;
this.width = width; this.width = width;
this.height = height; this.height = height;
} }
boolean contains(Point p) { boolean contains(Point p) {
return p.x >= this.x - this.width / 2 && p.x <= this.x + this.width / 2 return p.coordinateX >= this.coordinateX - this.width / 2
&& p.y >= this.y - this.height / 2 && p.y <= this.y + this.height / 2; && p.coordinateX <= this.coordinateX + this.width / 2
&& p.coordinateY >= this.coordinateY - this.height / 2
&& p.coordinateY <= this.coordinateY + this.height / 2;
} }
boolean intersects(Rect other) { boolean intersects(Rect other) {
return !(this.x + this.width / 2 <= other.x - other.width / 2 return !(this.coordinateX + this.width / 2 <= other.coordinateX - other.width / 2
|| this.x - this.width / 2 >= other.x + other.width / 2 || this.coordinateX - this.width / 2 >= other.coordinateX + other.width / 2
|| this.y + this.height / 2 <= other.y - other.height / 2 || this.coordinateY + this.height / 2 <= other.coordinateY - other.height / 2
|| this.y - this.height / 2 >= other.y + other.height / 2); || this.coordinateY - this.height / 2 >= other.coordinateY + other.height / 2);
} }
} }

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@ -27,25 +27,26 @@ import java.util.ArrayList;
import java.util.Hashtable; import java.util.Hashtable;
/** /**
* This class extends the generic SpatialPartition abstract class and is used in * This class extends the generic SpatialPartition abstract class and is used in our example to keep
* our example to keep track of all the bubbles that collide, pop and stay un-popped. * track of all the bubbles that collide, pop and stay un-popped.
*/ */
public class SpatialPartitionBubbles extends SpatialPartitionGeneric<Bubble> { public class SpatialPartitionBubbles extends SpatialPartitionGeneric<Bubble> {
Hashtable<Integer, Bubble> bubbles; final Hashtable<Integer, Bubble> bubbles;
QuadTree qTree; final QuadTree quadTree;
SpatialPartitionBubbles(Hashtable<Integer, Bubble> bubbles, QuadTree qTree) { SpatialPartitionBubbles(Hashtable<Integer, Bubble> bubbles, QuadTree quadTree) {
this.bubbles = bubbles; this.bubbles = bubbles;
this.qTree = qTree; this.quadTree = quadTree;
} }
void handleCollisionsUsingQt(Bubble b) { void handleCollisionsUsingQt(Bubble b) {
//finding points within area of a square drawn with centre same as centre of bubble and length = radius of bubble // finding points within area of a square drawn with centre same as
Rect rect = new Rect(b.x, b.y, 2 * b.radius, 2 * b.radius); // centre of bubble and length = radius of bubble
Rect rect = new Rect(b.coordinateX, b.coordinateY, 2 * b.radius, 2 * b.radius);
ArrayList<Point> quadTreeQueryResult = new ArrayList<Point>(); ArrayList<Point> quadTreeQueryResult = new ArrayList<Point>();
this.qTree.query(rect, quadTreeQueryResult); this.quadTree.query(rect, quadTreeQueryResult);
//handling these collisions //handling these collisions
b.handleCollision(quadTreeQueryResult, this.bubbles); b.handleCollision(quadTreeQueryResult, this.bubbles);
} }

View File

@ -26,18 +26,20 @@ package com.iluwatar.spatialpartition;
import java.util.Hashtable; import java.util.Hashtable;
/** /**
* This abstract class has 2 fields, one of which is a hashtable containing all objects * This abstract class has 2 fields, one of which is a hashtable containing all objects that
* that currently exist on the field and a quadtree which keeps track of locations. * currently exist on the field and a quadtree which keeps track of locations.
*
* @param <T> T will be type of object (that extends Point) * @param <T> T will be type of object (that extends Point)
*/ */
public abstract class SpatialPartitionGeneric<T> { public abstract class SpatialPartitionGeneric<T> {
Hashtable<Integer, T> playerPositions; Hashtable<Integer, T> playerPositions;
QuadTree qTree; QuadTree quadTree;
/** /**
* handles collisions for object obj using quadtree * handles collisions for object obj using quadtree.
*
* @param obj is the object for which collisions need to be checked * @param obj is the object for which collisions need to be checked
*/ */
abstract void handleCollisionsUsingQt(T obj); abstract void handleCollisionsUsingQt(T obj);

View File

@ -37,11 +37,11 @@ class BubbleTest {
@Test @Test
void moveTest() { void moveTest() {
Bubble b = new Bubble(10,10,1,2); Bubble b = new Bubble(10,10,1,2);
int initialX = b.x; int initialX = b.coordinateX;
int initialY = b.y; int initialY = b.coordinateY;
b.move(); b.move();
//change in x and y < |2| //change in x and y < |2|
assertTrue((b.x - initialX < 2 && b.x - initialX > -2) && (b.y - initialY < 2 && b.y - initialY > -2)); assertTrue((b.coordinateX - initialX < 2 && b.coordinateX - initialX > -2) && (b.coordinateY - initialY < 2 && b.coordinateY - initialY > -2));
} }
@Test @Test

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@ -27,9 +27,7 @@ import org.slf4j.Logger;
import org.slf4j.LoggerFactory; import org.slf4j.LoggerFactory;
/** /**
*
* Angry state. * Angry state.
*
*/ */
public class AngryState implements State { public class AngryState implements State {

View File

@ -24,20 +24,18 @@
package com.iluwatar.state; package com.iluwatar.state;
/** /**
*
* In State pattern the container object has an internal state object that defines the current * In State pattern the container object has an internal state object that defines the current
* behavior. The state object can be changed to alter the behavior. * behavior. The state object can be changed to alter the behavior.
* <p> *
* This can be a cleaner way for an object to change its behavior at runtime without resorting to * <p>This can be a cleaner way for an object to change its behavior at runtime without resorting
* large monolithic conditional statements and thus improves maintainability. * to large monolithic conditional statements and thus improves maintainability.
* <p> *
* In this example the {@link Mammoth} changes its behavior as time passes by. * <p>In this example the {@link Mammoth} changes its behavior as time passes by.
*
*/ */
public class App { public class App {
/** /**
* Program entry point * Program entry point.
*/ */
public static void main(String[] args) { public static void main(String[] args) {

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@ -24,9 +24,7 @@
package com.iluwatar.state; package com.iluwatar.state;
/** /**
*
* Mammoth has internal state that defines its behavior. * Mammoth has internal state that defines its behavior.
*
*/ */
public class Mammoth { public class Mammoth {
@ -37,7 +35,7 @@ public class Mammoth {
} }
/** /**
* Makes time pass for the mammoth * Makes time pass for the mammoth.
*/ */
public void timePasses() { public void timePasses() {
if (state.getClass().equals(PeacefulState.class)) { if (state.getClass().equals(PeacefulState.class)) {

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@ -27,9 +27,7 @@ import org.slf4j.Logger;
import org.slf4j.LoggerFactory; import org.slf4j.LoggerFactory;
/** /**
*
* Peaceful state. * Peaceful state.
*
*/ */
public class PeacefulState implements State { public class PeacefulState implements State {

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@ -24,9 +24,7 @@
package com.iluwatar.state; package com.iluwatar.state;
/** /**
*
* State interface. * State interface.
*
*/ */
public interface State { public interface State {

View File

@ -29,15 +29,13 @@ import org.slf4j.LoggerFactory;
/** /**
* Step Builder Pattern * Step Builder Pattern
* *
* <p> * <p><b>Intent</b> <br>
* <b>Intent</b> <br>
* An extension of the Builder pattern that fully guides the user through the creation of the object * An extension of the Builder pattern that fully guides the user through the creation of the object
* with no chances of confusion. <br> * with no chances of confusion. <br> The user experience will be much more improved by the fact
* The user experience will be much more improved by the fact that he will only see the next step * that he will only see the next step methods available, NO build method until is the right time to
* methods available, NO build method until is the right time to build the object. * build the object.
* *
* <p> * <p><b>Implementation</b> <br>
* <b>Implementation</b> <br>
* The concept is simple: * The concept is simple:
* <ul> * <ul>
* *
@ -49,13 +47,13 @@ import org.slf4j.LoggerFactory;
* <li>Last step is the BuildStep, in charge of creating the object you need to build.</li> * <li>Last step is the BuildStep, in charge of creating the object you need to build.</li>
* </ul> * </ul>
* *
* <p> * <p><b>Applicability</b> <br>
* <b>Applicability</b> <br>
* Use the Step Builder pattern when the algorithm for creating a complex object should be * Use the Step Builder pattern when the algorithm for creating a complex object should be
* independent of the parts that make up the object and how they're assembled the construction * independent of the parts that make up the object and how they're assembled the construction
* process must allow different representations for the object that's constructed when in the * process must allow different representations for the object that's constructed when in the
* process of constructing the order is important. * process of constructing the order is important.
* <p> * <br>
*
* @see <a href="http://rdafbn.blogspot.co.uk/2012/07/step-builder-pattern_28.html">http://rdafbn.blogspot.co.uk/2012/07/step-builder-pattern_28.html</a> * @see <a href="http://rdafbn.blogspot.co.uk/2012/07/step-builder-pattern_28.html">http://rdafbn.blogspot.co.uk/2012/07/step-builder-pattern_28.html</a>
*/ */
public class App { public class App {
@ -63,8 +61,8 @@ public class App {
private static final Logger LOGGER = LoggerFactory.getLogger(App.class); private static final Logger LOGGER = LoggerFactory.getLogger(App.class);
/** /**
* Program entry point * Program entry point.
* *
* @param args command line args * @param args command line args
*/ */
public static void main(String[] args) { public static void main(String[] args) {

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@ -93,13 +93,13 @@ public class Character {
public String toString() { public String toString() {
var sb = new StringBuilder(); var sb = new StringBuilder();
sb.append("This is a ") sb.append("This is a ")
.append(fighterClass != null ? fighterClass : wizardClass) .append(fighterClass != null ? fighterClass : wizardClass)
.append(" named ") .append(" named ")
.append(name) .append(name)
.append(" armed with a ") .append(" armed with a ")
.append(weapon != null ? weapon : spell != null ? spell : "with nothing") .append(weapon != null ? weapon : spell != null ? spell : "with nothing")
.append(abilities != null ? " and wielding " + abilities + " abilities" : "") .append(abilities != null ? " and wielding " + abilities + " abilities" : "")
.append('.'); .append('.');
return sb.toString(); return sb.toString();
} }
} }

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@ -31,7 +31,8 @@ import java.util.List;
*/ */
public final class CharacterStepBuilder { public final class CharacterStepBuilder {
private CharacterStepBuilder() {} private CharacterStepBuilder() {
}
public static NameStep newBuilder() { public static NameStep newBuilder() {
return new CharacterSteps(); return new CharacterSteps();