Subhrodip Mohanta 3f09fb70bb
Clear Sonar Blockers (#1643)
* remove debt from CachingTest

https://sonarcloud.io/project/issues?fileUuids=AW3G0SevwB6UiZzQNqXR&id=iluwatar_java-design-patterns&open=AXK0Ozo--CiGJS70dLl0&resolved=false
 
Signed-off-by: Subhrodip Mohanta <subhrodipmohanta@gmail.com>

* fixed few debts for Spatial Partition module

Mainly convertig Hashtable to HashMaps

Signed-off-by: Subhrodip Mohanta <subhrodipmohanta@gmail.com>

* fixed some logger norms

Signed-off-by: Subhrodip Mohanta <subhrodipmohanta@gmail.com>

* fixed few errors as it got mixed with the stash

Signed-off-by: Subhrodip Mohanta <subhrodipmohanta@gmail.com>
2021-01-30 13:37:52 +02:00

135 lines
6.2 KiB
Java

/*
* The MIT License
* Copyright © 2014-2019 Ilkka Seppälä
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package com.iluwatar.spatialpartition;
import java.util.HashMap;
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 by storing them in a data structure that is organised by their positions. This is
* especially useful in the gaming world, where one may need to look up all the objects within a
* certain boundary, or near a certain other object, repeatedly. The data structure can be used to
* store moving and static objects, though in order to keep track of the moving objects, their
* positions will have to be reset each time they move. This would mean having to create a new
* 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>
* <p>In our example, we use <b>{@link QuadTree} data structure</b> which divides into 4 (quad)
* sub-sections when the number of objects added to it exceeds a certain number (int field
* capacity). There is also a
* <b>{@link Rect}</b> class to define the boundary of the quadtree. We use an abstract class
* <b>{@link Point}</b>
* with x and y coordinate fields and also an id field so that it can easily be put and looked up in
* the hashmap. This class has abstract methods to define how the object moves (move()), when to
* check for collision with any object (touches(obj)) and how to handle collision
* (handleCollision(obj)), and will be extended by any object whose position has to be kept track of
* in the quadtree. The <b>{@link SpatialPartitionGeneric}</b> abstract class has 2 fields - a
* hashmap containing all objects (we use hashmap for faster lookups, insertion and deletion)
* and a quadtree, and contains an abstract method which defines how to handle interactions between
* 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 {
private static final Logger LOGGER = LoggerFactory.getLogger(App.class);
private static final String BUBBLE = "Bubble ";
static void noSpatialPartition(int numOfMovements, HashMap<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()) {
bubbles.forEach((i, bubble) -> {
// bubble moves, new position gets updated
// and collisions are checked with all bubbles in bubblesToCheck
bubble.move();
bubbles.replace(i, bubble);
bubble.handleCollision(bubblesToCheck, bubbles);
});
numOfMovements--;
}
//bubbles not popped
bubbles.keySet().stream().map(key -> BUBBLE + key + " not popped").forEach(LOGGER::info);
}
static void withSpatialPartition(
int height, int width, int numOfMovements, HashMap<Integer, Bubble> bubbles) {
//creating quadtree
var rect = new Rect(width / 2D, height / 2D, 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
bubbles.values().forEach(quadTree::insert);
bubbles.forEach((i, bubble) -> {
//bubble moves, new position gets updated, quadtree used to reduce computations
bubble.move();
bubbles.replace(i, bubble);
var sp = new SpatialPartitionBubbles(bubbles, quadTree);
sp.handleCollisionsUsingQt(bubble);
});
numOfMovements--;
}
//bubbles not popped
bubbles.keySet().stream().map(key -> BUBBLE + key + " not popped").forEach(LOGGER::info);
}
/**
* Program entry point.
*
* @param args command line args
*/
public static void main(String[] args) {
var bubbles1 = new HashMap<Integer, Bubble>();
var bubbles2 = new HashMap<Integer, Bubble>();
var rand = new Random();
for (int i = 0; i < 10000; i++) {
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 + ")");
}
var start1 = System.currentTimeMillis();
App.noSpatialPartition(20, bubbles1);
var end1 = System.currentTimeMillis();
var start2 = System.currentTimeMillis();
App.withSpatialPartition(300, 300, 20, bubbles2);
var end2 = System.currentTimeMillis();
LOGGER.info("Without spatial partition takes ", (end1 - start1), "ms");
LOGGER.info("With spatial partition takes ", (end2 - start2), "ms");
}
}