Java 11 migrate all remaining s (#1120)
* Moves saga to Java 11 * Moves semaphore to Java 11 * Moves servant to Java 11 * Moves serverless to Java 11 * Moves service-layer to Java 11 * Moves service-locator to Java 11 * Moves sharding to Java 11 * Moves singleton to Java 11 * Moves spatial-partition to Java 11 * Moves specification to Java 11 * Moves state to Java 11 * Moves step-builder to Java 11 * Moves strategy to Java 11 * Moves subclass-sandbox to Java 11 * Fixes checkstyle issues
This commit is contained in:
committed by
Ilkka Seppälä
parent
310ae50248
commit
cd2a2e7711
@ -23,8 +23,6 @@
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package com.iluwatar.spatialpartition;
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import java.util.ArrayList;
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import java.util.Enumeration;
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import java.util.Hashtable;
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import java.util.Random;
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import org.slf4j.Logger;
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@ -62,58 +60,46 @@ import org.slf4j.LoggerFactory;
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public class App {
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private static final Logger LOGGER = LoggerFactory.getLogger(App.class);
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static void noSpatialPartition(int height, int width,
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int numOfMovements, Hashtable<Integer, Bubble> bubbles) {
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ArrayList<Point> bubblesToCheck = new ArrayList<Point>();
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for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements(); ) {
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bubblesToCheck.add(bubbles
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.get(e.nextElement())); //all bubbles have to be checked for collision for all bubbles
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}
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static void noSpatialPartition(int numOfMovements, Hashtable<Integer, Bubble> bubbles) {
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//all bubbles have to be checked for collision for all bubbles
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var bubblesToCheck = bubbles.values();
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//will run numOfMovement times or till all bubbles have popped
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while (numOfMovements > 0 && !bubbles.isEmpty()) {
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for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements(); ) {
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Integer i = e.nextElement();
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bubbles.forEach((i, bubble) -> {
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// bubble moves, new position gets updated
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// and collisions are checked with all bubbles in bubblesToCheck
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bubbles.get(i).move();
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bubbles.replace(i, bubbles.get(i));
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bubbles.get(i).handleCollision(bubblesToCheck, bubbles);
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}
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bubble.move();
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bubbles.replace(i, bubble);
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bubble.handleCollision(bubblesToCheck, bubbles);
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});
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numOfMovements--;
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}
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for (Integer key : bubbles.keySet()) {
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//bubbles not popped
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LOGGER.info("Bubble " + key + " not popped");
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}
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//bubbles not popped
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bubbles.keySet().stream().map(key -> "Bubble " + key + " not popped").forEach(LOGGER::info);
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}
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static void withSpatialPartition(
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int height, int width, int numOfMovements, Hashtable<Integer, Bubble> bubbles) {
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//creating quadtree
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Rect rect = new Rect(width / 2, height / 2, width, height);
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QuadTree quadTree = new QuadTree(rect, 4);
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var rect = new Rect(width / 2, height / 2, width, height);
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var quadTree = new QuadTree(rect, 4);
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//will run numOfMovement times or till all bubbles have popped
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while (numOfMovements > 0 && !bubbles.isEmpty()) {
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//quadtree updated each time
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for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements(); ) {
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quadTree.insert(bubbles.get(e.nextElement()));
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}
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for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements(); ) {
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Integer i = e.nextElement();
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bubbles.values().forEach(quadTree::insert);
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bubbles.forEach((i, bubble) -> {
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//bubble moves, new position gets updated, quadtree used to reduce computations
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bubbles.get(i).move();
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bubbles.replace(i, bubbles.get(i));
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SpatialPartitionBubbles sp = new SpatialPartitionBubbles(bubbles, quadTree);
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sp.handleCollisionsUsingQt(bubbles.get(i));
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}
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bubble.move();
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bubbles.replace(i, bubble);
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var sp = new SpatialPartitionBubbles(bubbles, quadTree);
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sp.handleCollisionsUsingQt(bubble);
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});
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numOfMovements--;
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}
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for (Integer key : bubbles.keySet()) {
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//bubbles not popped
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LOGGER.info("Bubble " + key + " not popped");
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}
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//bubbles not popped
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bubbles.keySet().stream().map(key -> "Bubble " + key + " not popped").forEach(LOGGER::info);
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}
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/**
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@ -123,23 +109,23 @@ public class App {
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*/
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public static void main(String[] args) {
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Hashtable<Integer, Bubble> bubbles1 = new Hashtable<Integer, Bubble>();
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Hashtable<Integer, Bubble> bubbles2 = new Hashtable<Integer, Bubble>();
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Random rand = new Random();
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var bubbles1 = new Hashtable<Integer, Bubble>();
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var bubbles2 = new Hashtable<Integer, Bubble>();
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var rand = new Random();
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for (int i = 0; i < 10000; i++) {
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Bubble b = new Bubble(rand.nextInt(300), rand.nextInt(300), i, rand.nextInt(2) + 1);
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var b = new Bubble(rand.nextInt(300), rand.nextInt(300), i, rand.nextInt(2) + 1);
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bubbles1.put(i, b);
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bubbles2.put(i, b);
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LOGGER.info("Bubble " + i + " with radius " + b.radius
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+ " added at (" + b.coordinateX + "," + b.coordinateY + ")");
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}
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long start1 = System.currentTimeMillis();
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App.noSpatialPartition(300, 300, 20, bubbles1);
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long end1 = System.currentTimeMillis();
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long start2 = System.currentTimeMillis();
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var start1 = System.currentTimeMillis();
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App.noSpatialPartition(20, bubbles1);
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var end1 = System.currentTimeMillis();
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var start2 = System.currentTimeMillis();
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App.withSpatialPartition(300, 300, 20, bubbles2);
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long end2 = System.currentTimeMillis();
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var end2 = System.currentTimeMillis();
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LOGGER.info("Without spatial partition takes " + (end1 - start1) + "ms");
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LOGGER.info("With spatial partition takes " + (end2 - start2) + "ms");
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}
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@ -23,7 +23,7 @@
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package com.iluwatar.spatialpartition;
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import java.util.ArrayList;
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import java.util.Collection;
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import java.util.Hashtable;
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import java.util.Random;
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import org.slf4j.Logger;
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@ -64,10 +64,10 @@ public class Bubble extends Point<Bubble> {
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allBubbles.remove(this.id);
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}
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void handleCollision(ArrayList<Point> bubblesToCheck, Hashtable<Integer, Bubble> allBubbles) {
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boolean toBePopped = false; //if any other bubble collides with it, made true
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for (int i = 0; i < bubblesToCheck.size(); i++) {
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Integer otherId = bubblesToCheck.get(i).id;
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void handleCollision(Collection<? extends Point> toCheck, Hashtable<Integer, Bubble> allBubbles) {
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var toBePopped = false; //if any other bubble collides with it, made true
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for (var point : toCheck) {
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var otherId = point.id;
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if (allBubbles.get(otherId) != null && //the bubble hasn't been popped yet
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this.id != otherId && //the two bubbles are not the same
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this.touches(allBubbles.get(otherId))) { //the bubbles touch
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@ -23,7 +23,7 @@
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package com.iluwatar.spatialpartition;
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import java.util.ArrayList;
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import java.util.Collection;
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import java.util.Hashtable;
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/**
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@ -61,8 +61,8 @@ public abstract class Point<T> {
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/**
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* handling interactions/collisions with other objects.
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*
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* @param pointsToCheck contains the objects which need to be checked
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* @param allPoints contains hashtable of all points on field at this time
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* @param toCheck contains the objects which need to be checked
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* @param all contains hashtable of all points on field at this time
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*/
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abstract void handleCollision(ArrayList<Point> pointsToCheck, Hashtable<Integer, T> allPoints);
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abstract void handleCollision(Collection<? extends Point> toCheck, Hashtable<Integer, T> all);
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}
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@ -23,8 +23,7 @@
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package com.iluwatar.spatialpartition;
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import java.util.ArrayList;
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import java.util.Enumeration;
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import java.util.Collection;
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import java.util.Hashtable;
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/**
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@ -47,7 +46,7 @@ public class QuadTree {
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this.boundary = boundary;
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this.capacity = capacity;
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this.divided = false;
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this.points = new Hashtable<Integer, Point>();
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this.points = new Hashtable<>();
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this.northwest = null;
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this.northeast = null;
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this.southwest = null;
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@ -76,30 +75,29 @@ public class QuadTree {
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}
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void divide() {
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double x = this.boundary.coordinateX;
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double y = this.boundary.coordinateY;
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double width = this.boundary.width;
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double height = this.boundary.height;
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Rect nw = new Rect(x - width / 4, y + height / 4, width / 2, height / 2);
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var x = this.boundary.coordinateX;
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var y = this.boundary.coordinateY;
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var width = this.boundary.width;
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var height = this.boundary.height;
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var nw = new Rect(x - width / 4, y + height / 4, width / 2, height / 2);
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this.northwest = new QuadTree(nw, this.capacity);
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Rect ne = new Rect(x + width / 4, y + height / 4, width / 2, height / 2);
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var ne = new Rect(x + width / 4, y + height / 4, width / 2, height / 2);
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this.northeast = new QuadTree(ne, this.capacity);
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Rect sw = new Rect(x - width / 4, y - height / 4, width / 2, height / 2);
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var sw = new Rect(x - width / 4, y - height / 4, width / 2, height / 2);
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this.southwest = new QuadTree(sw, this.capacity);
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Rect se = new Rect(x + width / 4, y - height / 4, width / 2, height / 2);
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var se = new Rect(x + width / 4, y - height / 4, width / 2, height / 2);
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this.southeast = new QuadTree(se, this.capacity);
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this.divided = true;
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}
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ArrayList<Point> query(Rect r, ArrayList<Point> relevantPoints) {
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Collection<Point> query(Rect r, Collection<Point> relevantPoints) {
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//could also be a circle instead of a rectangle
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if (this.boundary.intersects(r)) {
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for (Enumeration<Integer> e = this.points.keys(); e.hasMoreElements(); ) {
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Integer i = e.nextElement();
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if (r.contains(this.points.get(i))) {
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relevantPoints.add(this.points.get(i));
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}
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}
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this.points
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.values()
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.stream()
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.filter(r::contains)
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.forEach(relevantPoints::add);
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if (this.divided) {
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this.northwest.query(r, relevantPoints);
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this.northeast.query(r, relevantPoints);
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package com.iluwatar.spatialpartition;
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import java.util.ArrayList;
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import java.util.Collection;
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import java.util.Hashtable;
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/**
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@ -44,8 +45,8 @@ public class SpatialPartitionBubbles extends SpatialPartitionGeneric<Bubble> {
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void handleCollisionsUsingQt(Bubble b) {
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// finding points within area of a square drawn with centre same as
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// centre of bubble and length = radius of bubble
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Rect rect = new Rect(b.coordinateX, b.coordinateY, 2 * b.radius, 2 * b.radius);
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ArrayList<Point> quadTreeQueryResult = new ArrayList<Point>();
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var rect = new Rect(b.coordinateX, b.coordinateY, 2 * b.radius, 2 * b.radius);
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var quadTreeQueryResult = new ArrayList<Point>();
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this.quadTree.query(rect, quadTreeQueryResult);
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//handling these collisions
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b.handleCollision(quadTreeQueryResult, this.bubbles);
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