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:
Anurag Agarwal
2020-01-04 22:06:08 +05:30
committed by Ilkka Seppälä
parent 310ae50248
commit cd2a2e7711
98 changed files with 718 additions and 855 deletions

View File

@ -23,8 +23,6 @@
package com.iluwatar.spatialpartition;
import java.util.ArrayList;
import java.util.Enumeration;
import java.util.Hashtable;
import java.util.Random;
import org.slf4j.Logger;
@ -62,58 +60,46 @@ import org.slf4j.LoggerFactory;
public class App {
private static final Logger LOGGER = LoggerFactory.getLogger(App.class);
static void noSpatialPartition(int height, int width,
int numOfMovements, Hashtable<Integer, Bubble> bubbles) {
ArrayList<Point> bubblesToCheck = new ArrayList<Point>();
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
}
static void noSpatialPartition(int numOfMovements, Hashtable<Integer, Bubble> bubbles) {
//all bubbles have to be checked for collision for all bubbles
var bubblesToCheck = bubbles.values();
//will run numOfMovement times or till all bubbles have popped
while (numOfMovements > 0 && !bubbles.isEmpty()) {
for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements(); ) {
Integer i = e.nextElement();
bubbles.forEach((i, bubble) -> {
// bubble moves, new position gets updated
// and collisions are checked with all bubbles in bubblesToCheck
bubbles.get(i).move();
bubbles.replace(i, bubbles.get(i));
bubbles.get(i).handleCollision(bubblesToCheck, bubbles);
}
bubble.move();
bubbles.replace(i, bubble);
bubble.handleCollision(bubblesToCheck, bubbles);
});
numOfMovements--;
}
for (Integer key : bubbles.keySet()) {
//bubbles not popped
LOGGER.info("Bubble " + key + " not popped");
}
//bubbles not popped
bubbles.keySet().stream().map(key -> "Bubble " + key + " not popped").forEach(LOGGER::info);
}
static void withSpatialPartition(
int height, int width, int numOfMovements, Hashtable<Integer, Bubble> bubbles) {
//creating quadtree
Rect rect = new Rect(width / 2, height / 2, width, height);
QuadTree quadTree = new QuadTree(rect, 4);
var rect = new Rect(width / 2, height / 2, width, height);
var quadTree = new QuadTree(rect, 4);
//will run numOfMovement times or till all bubbles have popped
while (numOfMovements > 0 && !bubbles.isEmpty()) {
//quadtree updated each time
for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements(); ) {
quadTree.insert(bubbles.get(e.nextElement()));
}
for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements(); ) {
Integer i = e.nextElement();
bubbles.values().forEach(quadTree::insert);
bubbles.forEach((i, bubble) -> {
//bubble moves, new position gets updated, quadtree used to reduce computations
bubbles.get(i).move();
bubbles.replace(i, bubbles.get(i));
SpatialPartitionBubbles sp = new SpatialPartitionBubbles(bubbles, quadTree);
sp.handleCollisionsUsingQt(bubbles.get(i));
}
bubble.move();
bubbles.replace(i, bubble);
var sp = new SpatialPartitionBubbles(bubbles, quadTree);
sp.handleCollisionsUsingQt(bubble);
});
numOfMovements--;
}
for (Integer key : bubbles.keySet()) {
//bubbles not popped
LOGGER.info("Bubble " + key + " not popped");
}
//bubbles not popped
bubbles.keySet().stream().map(key -> "Bubble " + key + " not popped").forEach(LOGGER::info);
}
/**
@ -123,23 +109,23 @@ public class App {
*/
public static void main(String[] args) {
Hashtable<Integer, Bubble> bubbles1 = new Hashtable<Integer, Bubble>();
Hashtable<Integer, Bubble> bubbles2 = new Hashtable<Integer, Bubble>();
Random rand = new Random();
var bubbles1 = new Hashtable<Integer, Bubble>();
var bubbles2 = new Hashtable<Integer, Bubble>();
var rand = new Random();
for (int i = 0; i < 10000; i++) {
Bubble b = new Bubble(rand.nextInt(300), rand.nextInt(300), i, rand.nextInt(2) + 1);
var b = new Bubble(rand.nextInt(300), rand.nextInt(300), i, rand.nextInt(2) + 1);
bubbles1.put(i, b);
bubbles2.put(i, b);
LOGGER.info("Bubble " + i + " with radius " + b.radius
+ " added at (" + b.coordinateX + "," + b.coordinateY + ")");
}
long start1 = System.currentTimeMillis();
App.noSpatialPartition(300, 300, 20, bubbles1);
long end1 = System.currentTimeMillis();
long start2 = System.currentTimeMillis();
var start1 = System.currentTimeMillis();
App.noSpatialPartition(20, bubbles1);
var end1 = System.currentTimeMillis();
var start2 = System.currentTimeMillis();
App.withSpatialPartition(300, 300, 20, bubbles2);
long end2 = System.currentTimeMillis();
var end2 = System.currentTimeMillis();
LOGGER.info("Without spatial partition takes " + (end1 - start1) + "ms");
LOGGER.info("With spatial partition takes " + (end2 - start2) + "ms");
}

View File

@ -23,7 +23,7 @@
package com.iluwatar.spatialpartition;
import java.util.ArrayList;
import java.util.Collection;
import java.util.Hashtable;
import java.util.Random;
import org.slf4j.Logger;
@ -64,10 +64,10 @@ public class Bubble extends Point<Bubble> {
allBubbles.remove(this.id);
}
void handleCollision(ArrayList<Point> bubblesToCheck, Hashtable<Integer, Bubble> allBubbles) {
boolean toBePopped = false; //if any other bubble collides with it, made true
for (int i = 0; i < bubblesToCheck.size(); i++) {
Integer otherId = bubblesToCheck.get(i).id;
void handleCollision(Collection<? extends Point> toCheck, Hashtable<Integer, Bubble> allBubbles) {
var toBePopped = false; //if any other bubble collides with it, made true
for (var point : toCheck) {
var otherId = point.id;
if (allBubbles.get(otherId) != null && //the bubble hasn't been popped yet
this.id != otherId && //the two bubbles are not the same
this.touches(allBubbles.get(otherId))) { //the bubbles touch

View File

@ -23,7 +23,7 @@
package com.iluwatar.spatialpartition;
import java.util.ArrayList;
import java.util.Collection;
import java.util.Hashtable;
/**
@ -61,8 +61,8 @@ public abstract class Point<T> {
/**
* handling interactions/collisions with other objects.
*
* @param pointsToCheck contains the objects which need to be checked
* @param allPoints contains hashtable of all points on field at this time
* @param toCheck contains the objects which need to be checked
* @param all contains hashtable of all points on field at this time
*/
abstract void handleCollision(ArrayList<Point> pointsToCheck, Hashtable<Integer, T> allPoints);
abstract void handleCollision(Collection<? extends Point> toCheck, Hashtable<Integer, T> all);
}

View File

@ -23,8 +23,7 @@
package com.iluwatar.spatialpartition;
import java.util.ArrayList;
import java.util.Enumeration;
import java.util.Collection;
import java.util.Hashtable;
/**
@ -47,7 +46,7 @@ public class QuadTree {
this.boundary = boundary;
this.capacity = capacity;
this.divided = false;
this.points = new Hashtable<Integer, Point>();
this.points = new Hashtable<>();
this.northwest = null;
this.northeast = null;
this.southwest = null;
@ -76,30 +75,29 @@ public class QuadTree {
}
void divide() {
double x = this.boundary.coordinateX;
double y = this.boundary.coordinateY;
double width = this.boundary.width;
double height = this.boundary.height;
Rect nw = new Rect(x - width / 4, y + height / 4, width / 2, height / 2);
var x = this.boundary.coordinateX;
var y = this.boundary.coordinateY;
var width = this.boundary.width;
var height = this.boundary.height;
var nw = new Rect(x - width / 4, y + height / 4, width / 2, height / 2);
this.northwest = new QuadTree(nw, this.capacity);
Rect ne = new Rect(x + width / 4, y + height / 4, width / 2, height / 2);
var ne = new Rect(x + width / 4, y + height / 4, width / 2, height / 2);
this.northeast = new QuadTree(ne, this.capacity);
Rect sw = new Rect(x - width / 4, y - height / 4, width / 2, height / 2);
var sw = new Rect(x - width / 4, y - height / 4, width / 2, height / 2);
this.southwest = new QuadTree(sw, this.capacity);
Rect se = new Rect(x + width / 4, y - height / 4, width / 2, height / 2);
var se = new Rect(x + width / 4, y - height / 4, width / 2, height / 2);
this.southeast = new QuadTree(se, this.capacity);
this.divided = true;
}
ArrayList<Point> query(Rect r, ArrayList<Point> relevantPoints) {
Collection<Point> query(Rect r, Collection<Point> relevantPoints) {
//could also be a circle instead of a rectangle
if (this.boundary.intersects(r)) {
for (Enumeration<Integer> e = this.points.keys(); e.hasMoreElements(); ) {
Integer i = e.nextElement();
if (r.contains(this.points.get(i))) {
relevantPoints.add(this.points.get(i));
}
}
this.points
.values()
.stream()
.filter(r::contains)
.forEach(relevantPoints::add);
if (this.divided) {
this.northwest.query(r, relevantPoints);
this.northeast.query(r, relevantPoints);

View File

@ -24,6 +24,7 @@
package com.iluwatar.spatialpartition;
import java.util.ArrayList;
import java.util.Collection;
import java.util.Hashtable;
/**
@ -44,8 +45,8 @@ public class SpatialPartitionBubbles extends SpatialPartitionGeneric<Bubble> {
void handleCollisionsUsingQt(Bubble b) {
// finding points within area of a square drawn with centre same as
// 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>();
var rect = new Rect(b.coordinateX, b.coordinateY, 2 * b.radius, 2 * b.radius);
var quadTreeQueryResult = new ArrayList<Point>();
this.quadTree.query(rect, quadTreeQueryResult);
//handling these collisions
b.handleCollision(quadTreeQueryResult, this.bubbles);