Changing states when entities intersect - entity

I am making a maze that the player has to navigate with the mouse, but they lose when the hit a wall. I want to make sure the player has the mouse in the right place to start, so I am trying to switch to the game state once the mouse intersects with a square indicator on screen.
In the tutorial I was learning from, they did this:
public static class Point extends AbstractEntity {
public Point(double x, double y, double width, double height) {
super(x, y, width, height);
}
#Override
public void draw() {
glBegin(GL_POINTS);
glVertex2d(x, y);
}
#Override
public void update(int delta) {
// Blank
}
}
Point.setLocation(Mouse.getX(), 480 - Mouse.getY() - 1);
if(Maze1.intersects(Point)){
System.out.println("You would have lost");
}
I tried to do this:
case MAZE:
if(Maze1.intersects (Point) ){
state = State.GAMEOVER;
}
break;
I get the error, "Point cannot be resolved to a variable". Please help.

It looks like when you call Maze1.intersects you are passing the actual Point class rather than an instance of that class. This is why you get the "Point cannot be resolved to a variable" error. You need to create an instance of Point, call setLocation on that instance and then pass that into Maze1.intersects.
For your example to work I would either remove the argument on Maze1.intersects and have it access the Point class directly or change Point to it's no longer static, declare an instance of Point and pass that instance into Maze1.intersect.
Declaring the Point class as static does not mean you can pass the class into method, etc, like a regular variable as it's simply a way of sharing data and behaviour. Also, keep in mind that by declaring Point as static you are saying that there will only ever be one Point.
I would maybe consider dropping the static keyword and creating an instance of Point classed "startingPoint". You can then pass this into Maze1.intersects. Then if you need to determine if the player intersects with other "points" in the maze, then you can create other instances to represent those points.

Related

What pattern do I use for interdependent class

I have read from other sources that it isn't a good idea for objects to know about each other especially the ones on same level. It should be more like hierarchy.
My problem is quite unique as I haven't figured out a way around it. Also I have been unlucky to come across any topic that addresses my issue specifically.
The problem
I am building a chess app and I am constructing the model of the app. Right now I have an abstract objects like for example Piece which other pieces like Queen, Knight and the rest would inherit from.
I also have a Board class which handles all board model and state of a game. Now each of my piece has a generateMove() method to calculate possible moves from their position and to do this they need to know the state of the board. Also the Pieces are been instantiated by Board at startup.
Question
Do I go ahead and instantiate Pieces by e.g
public class ChessBoard{
Boardbit = 64bit
Knight = new Knight(start_position, this)
//calculate
}
and then in Knight class method
public long generateMove(ChessBoard);
If no, what other ways can I go about it?
Making Chessboard to know the Knight and vise versa is not elegant. I agree with you in this point. Kind of sticking with the 'Tell don't ask' rule forces the 'higher level' element, in this case the chessboard, to tell the piece to move while providing all the required information. The Chessboard itself doesn't know which piece is moving (in this case of predicting possible moves for all pieces), but for sure never knows any details about how a piece can move or is allowed to move. This is just one possible solution using sort of Strategy Pattern. (The Visitor or some similar pattern could also be used here):
Main() {
chessboard = new Chessboard()
PiecesCollection = new PiecesCollection(new Knight(KnightStrategy, Color.Black))
chessboard.AddPieces(PiecesCollection)
CollectionOfAllPossibleMoveCollections = chessBoard.CallculateAllPossibleMoves()
Move selectedMove = ShowOrSelectMove(CollectionOfAllPossibleMoveCollections)
chessboard.ExecuteMove(selectedMove)
}
public class Chessboard{
// fields
PiecesCollectionWhite
// where 'PiecesCollectionWhite' is a collection of `Piece`
PiecesCollectionBlack
// where 'PiecesCollectionBlack' is a collection of `Piece`
CurrentlyVisitedPositionsCollection
// where 'CurrentlyVisitedPositionsCollection' is a collection of `Position`
// methods
AddPieces(PiecesCollection, Color)
CallculateAllPossibleMoves(Color) {
CollectionOfPossibleMoveCollections =
FOREACH Piece IN PiecesCollection OF Color
DO Piece.CalculateMoves(this.CurrentlyVisitedPositionsCollection)
return CollectionOfAllPossibleMoveCollections // where 'CollectionOfAllPossibleMoveCollections ' is a collection that holds a collection of `Move` of which each nested collection represents the possible moves of a chess piece.
}
ExecuteMove(Move) {
RemovePieceFromBoardIfNecessary(Move.ToPosition)
}
}
public class Piece
{
// fields
Strategy
Position
Color
// methods
CallculateMoves(CurrentlyVisitedPositionsCollection) {
PossibleMovesCollection = this.Strategy.Execute(CurrentlyVisitedPositionsCollection, this.Position)
return PossibleMovesCollection where `PossibleMovesCollection` is a collection of `Move`
}
}
public class Knight extends Piece
{
ctor(Strategy, Color)
}
public class Stragtegy
{
abstract Execute(currentPosition, allPiecesPositions) : PossibleMovesCollection
}
public class KnightStrategy extends Strategy
{
Execute(currentPosition, allPiecesPositions) {
PossibleMovesCollection = ApplyKnightMoveAlgorithm()
return PossibleMovesCollection
}
private ApplyKnightMoveAlgorithm() : PossibleMovesCollection
}
public class Move
{
Position fromPosition
Position toPosition
}
public class Color
{
Black
White
}
public class Position
{
Color
xCoordinate
yCoordinate
}
This is just a sketch and not a complete example. There is some state information or operations missing. E.g. maybe you would have to store the Color that was moved last on the chessboard.
Since the Chessboard returns all possible moves (information about all currently visited coordinates) you can easily enhance the algorithm by implementing some intelligence to predict the best possible moves from this information. So before the controller or in this case the Main() will call Chessboard.ExecuteMove(Move) it could make a call to PredictionEngine.PredictBestMove(CollectionOfAllPossibleMoveCollections).
Much better is to have method generateMove(boardState), so your Board should call whatever piece you have and pass them the necessary information for such task. It can be used even for some optimization as board can pregenerate some good-to-use structure each round only once and then pass it to all the pieces (like some 2d array).

Can't understand the second benefit of "Single Responsibility Principle"

In the book "Agile Software Development: Principles, Patterns, and Practices", the "Single Responsibility Principle" section has an example about a class Rectangle which has more than one responsibility:
class Rectangle {
public void draw() { ... }
public double area() { ... }
}
And different classes may use only one of its methods:
class ComputationalGeometryApplication {
Rectangle rectangle;
public void someMethod() {
double area = rectangle.area();
}
}
class GraphicalApplication {
Rectangle rectangle;
public void someMethod() {
rectangle.draw();
}
}
(Note: The book takes c++ for example, and I use Java code here since I'm not familiar with c++)
I'm not clear about this sentence:
Second, if a change to the GraphicalApplication causes the Rectangle to change for some reason, that change may force us to rebuild, retest, and redeploy the ComputationalGeometryApplication.
Say if GraphicalApplication causes the draw() method to become draw(boolean), why will it force us to rebuild, retest, and redeploy the ComputationalGeometryApplication?
I mean,
ComputationalGeometryApplication can choose to use the old version of compiled file of Rectangle if we know the changes causes by GraphicalApplication is not related with itself
If ComputationalGeometryApplication wants to use the new version of Rectangle, yes, we should rebuild/retest/redeploy. But even if the draw() method is not in Rectangle, but in another class of same codebase, we still need to rebuild/retest/redeploy the ComputationalGeometryApplication if we want to use the new version of the library which contains Rectangle
I can't really understand the benefit, what am I missing?
Update: The referenced question did help me a lot, since there is a slight difference with the two questions, I want to add my understanding here.
The key is this sentence in the accepted answer of that question:
"If the GraphicalApplication requires a new method or change in semantics in the Rectangle class, then that affects the ComputationalGeometryApplication since they both "link" to the Rectangle library"
The keyword link reminds me the Rectangle is in a shared library. When it's changed by GraphicalApplication, the ComputationalGeometryApplication will automatically uses the new version of the Rectangle class. If the change to the Rectangle is not compatible with previous one, say, it adds some references of extra class in the constructor of Rectangle:
class Rectangle {
Rectangle() {
SomeExtraClass cls = new SomeExtraClass()
}
}
For ComputationalGeometryApplication, it will fail if we didn't rebuild it since it may not find the class SomeExtraClass when initialise the Rectangle class

Does this solve the Liskov Substitution square-rectangle violation?

I'm very new to the SOLID design principles. One thing I had problem with understanding is the "Square-rectangle" example of a Liskov Substition Principle violation. Why should the Height/Width setter of a Square override the ones of a Rectangle? Isn't this exactly what's causing the problem when there's Polymorphism?
Doesn't removing this solve the problem?
class Rectangle
{
public /*virtual*/ double Height { get; set; }
public /*virtual*/ double Width { get; set; }
public double Area() { return Height * Width; }
}
class Square : Rectangle
{
double _width;
double _height;
public /*override*/ double Height
{
get
{
return _height;
}
set
{
_height = _width = value;
}
}
public /*override*/ double Width
{
get
{
return _width;
}
set
{
_width = _height = value;
}
}
}
class Program
{
static void Main(string[] args)
{
Rectangle r = new Square();
r.Height = 5;
r.Width = 6;
Console.WriteLine(r.Area());
Console.ReadLine();
}
}
Output is 30 as expected.
Imagine the user is implementing a bounding box in a GUI application, similar to this:
They want to represent this blue box by a Rectangle class, so that if the user clicks & drags down its height will increase; if the user drags right, its width will increase.
LSP states that a client should be able to use a derived class (Square) wherever you would use its superclass (Rectangle) without breaking the business logic of Rectangle — i.e. a user should be able to sub in one for the other & the rest of their code shouldn't break.
But the following are incompatible with each other:
It's an assumed post-condition of Rectangle that it's setter methods won't cause side effects (i.e. setWidth shouldn't affect the height)
It's inherent to the logic of a Square that its width will always equal its height.
If the programmer used Square instead of Rectangle, their assumption above wouldn't work, as if the user dragged down, the box would get bigger horizontally & vertically at the same time.
The trouble with the Square/Rectangle example is that we're assuming too much about Rectangle to begin with. A rectangle can have a different length to its height, but this is a property of a specific type of rectangle (an oblong rectangle).
A square is a rectangle, but a square is not an oblong rectangle. If we want to assume the behaviour of an oblong about our Rectangle class (that it's width & height can differ), it's then doesn't make sense for our Square class to extend from that.
The LSP states that substituting an object of a subclass should not change the behaviour, or the correctness, of the program. The classes you specify do change the correctness. With a rectangle, the client of the class expects that the height and width are independently settable. When you subclass with Square, this is no longer the case.
A client setting a width of 5 and a height of 10, whilst reference an object that happens to be a Square but is held in a Rectangle variable, will get different results according to the order in which they set the height and width properties. They might get a 5x5 rectangle or a 10x10 one. Either case will be unexpected.
There's Barbara's original complex description of LSP but Uncle Bob's makes it easier - "Functions that use pointers or references to base classes must be able to use objects of derived classes without knowing it". This is broken with the Square/Rectangle problem.
I wrote an article about this at http://www.blackwasp.co.uk/SquareRectangle.aspx.

I have a query about the variable and properties

I am the new to the programming and now I have a query regarding the variable and properties which is "what is the difference between declaring public variable and public properties?". Could anyone explain me with some instances?
Alot of people have different views on what is the "right" way, just different coding standards. Personally i think public properties give you a little more control as in you can have some simple logic in the get or set methods. Where as public properties are fine if you just want some quick global variable.
There are some instances in .net when you have to have properties rather than public variables e.g. usually when binding to datasources etc.
for more info check this link:
codinghorror.com
To clarify a little of what John said, properties allow you to add limitations and logic to what you are doing.
For instance if I have a rectangle class
class Rectangle
{
private float mWidth;
private float mHeight;
private float mArea;
public float width
{
get
{
return mWidth;
}
set
{
mWidth = value;
mArea = mHeight*mWidth;
}
}
public float height
{
get
{
return mHeight;
}
set
{
mHeight = value;
mArea = mHeight*mWidth;
}
}
public float area()
{
return mArea;
}
}
So rect.width += 20;
will update both the width and area;
Obviously this is a dumb example, but you could have done this without the properties for width and height, using public variables instead and instead just used
public float area
{
get
{
return width*height;
}
}
This will give you the correct area if you say float x = rect.area, but will not let you say something like rect.area = 40.
There are many more in depth things that you can do with properties, like databinding, for instance, but if you are just starting to program, you will get to this later.
For right now, you can treat a property as a convenient method that does not require () and that can take or give a variable.
If it is doing nothing but getting and setting, its probably better off as a variable.
If it is doing alot of internal work, and affect a considerable portion of your class, it should probably be a method.
If it is a quick function
to validate input (float rotation{set{mRotation = value%360;}})
or a multiple check output ( bool isInMotion{get{return (!isTurning && ! isMoving)}}
propertys work well.
No rules are final of course.
I hope this gives you a basic understanding of properties vs variables, though as always there is plenty more to learn.
Good Luck!

What is the real significance(use) of polymorphism

I am new to OOP. Though I understand what polymorphism is, but I can't get the real use of it. I can have functions with different name. Why should I try to implement polymorphism in my application.
Classic answer: Imagine a base class Shape. It exposes a GetArea method. Imagine a Square class and a Rectangle class, and a Circle class. Instead of creating separate GetSquareArea, GetRectangleArea and GetCircleArea methods, you get to implement just one method in each of the derived classes. You don't have to know which exact subclass of Shape you use, you just call GetArea and you get your result, independent of which concrete type is it.
Have a look at this code:
#include <iostream>
using namespace std;
class Shape
{
public:
virtual float GetArea() = 0;
};
class Rectangle : public Shape
{
public:
Rectangle(float a) { this->a = a; }
float GetArea() { return a * a; }
private:
float a;
};
class Circle : public Shape
{
public:
Circle(float r) { this->r = r; }
float GetArea() { return 3.14f * r * r; }
private:
float r;
};
int main()
{
Shape *a = new Circle(1.0f);
Shape *b = new Rectangle(1.0f);
cout << a->GetArea() << endl;
cout << b->GetArea() << endl;
}
An important thing to notice here is - you don't have to know the exact type of the class you're using, just the base type, and you will get the right result. This is very useful in more complex systems as well.
Have fun learning!
Have you ever added two integers with +, and then later added an integer to a floating-point number with +?
Have you ever logged x.toString() to help you debug something?
I think you probably already appreciate polymorphism, just without knowing the name.
In a strictly typed language, polymorphism is important in order to have a list/collection/array of objects of different types. This is because lists/arrays are themselves typed to contain only objects of the correct type.
Imagine for example we have the following:
// the following is pseudocode M'kay:
class apple;
class banana;
class kitchenKnife;
apple foo;
banana bar;
kitchenKnife bat;
apple *shoppingList = [foo, bar, bat]; // this is illegal because bar and bat is
// not of type apple.
To solve this:
class groceries;
class apple inherits groceries;
class banana inherits groceries;
class kitchenKnife inherits groceries;
apple foo;
banana bar;
kitchenKnife bat;
groceries *shoppingList = [foo, bar, bat]; // this is OK
Also it makes processing the list of items more straightforward. Say for example all groceries implements the method price(), processing this is easy:
int total = 0;
foreach (item in shoppingList) {
total += item.price();
}
These two features are the core of what polymorphism does.
Advantage of polymorphism is client code doesn't need to care about the actual implementation of a method.
Take look at the following example.
Here CarBuilder doesn't know anything about ProduceCar().Once it is given a list of cars (CarsToProduceList) it will produce all the necessary cars accordingly.
class CarBase
{
public virtual void ProduceCar()
{
Console.WriteLine("don't know how to produce");
}
}
class CarToyota : CarBase
{
public override void ProduceCar()
{
Console.WriteLine("Producing Toyota Car ");
}
}
class CarBmw : CarBase
{
public override void ProduceCar()
{
Console.WriteLine("Producing Bmw Car");
}
}
class CarUnknown : CarBase { }
class CarBuilder
{
public List<CarBase> CarsToProduceList { get; set; }
public void ProduceCars()
{
if (null != CarsToProduceList)
{
foreach (CarBase car in CarsToProduceList)
{
car.ProduceCar();// doesn't know how to produce
}
}
}
}
class Program
{
static void Main(string[] args)
{
CarBuilder carbuilder = new CarBuilder();
carbuilder.CarsToProduceList = new List<CarBase>() { new CarBmw(), new CarToyota(), new CarUnknown() };
carbuilder.ProduceCars();
}
}
Polymorphism is the foundation of Object Oriented Programming. It means that one object can be have as another project. So how does on object can become other, its possible through following
Inheritance
Overriding/Implementing parent Class behavior
Runtime Object binding
One of the main advantage of it is switch implementations. Lets say you are coding an application which needs to talk to a database. And you happen to define a class which does this database operation for you and its expected to do certain operations such as Add, Delete, Modify. You know that database can be implemented in many ways, it could be talking to file system or a RDBM server such as MySQL etc. So you as programmer, would define an interface that you could use, such as...
public interface DBOperation {
public void addEmployee(Employee newEmployee);
public void modifyEmployee(int id, Employee newInfo);
public void deleteEmployee(int id);
}
Now you may have multiple implementations, lets say we have one for RDBMS and other for direct file-system
public class DBOperation_RDBMS implements DBOperation
// implements DBOperation above stating that you intend to implement all
// methods in DBOperation
public void addEmployee(Employee newEmployee) {
// here I would get JDBC (Java's Interface to RDBMS) handle
// add an entry into database table.
}
public void modifyEmployee(int id, Employee newInfo) {
// here I use JDBC handle to modify employee, and id to index to employee
}
public void deleteEmployee(int id) {
// here I would use JDBC handle to delete an entry
}
}
Lets have File System database implementation
public class DBOperation_FileSystem implements DBOperation
public void addEmployee(Employee newEmployee) {
// here I would Create a file and add a Employee record in to it
}
public void modifyEmployee(int id, Employee newInfo) {
// here I would open file, search for record and change values
}
public void deleteEmployee(int id) {
// here I search entry by id, and delete the record
}
}
Lets see how main can switch between the two
public class Main {
public static void main(String[] args) throws Exception {
Employee emp = new Employee();
... set employee information
DBOperation dboper = null;
// declare your db operation object, not there is no instance
// associated with it
if(args[0].equals("use_rdbms")) {
dboper = new DBOperation_RDBMS();
// here conditionally, i.e when first argument to program is
// use_rdbms, we instantiate RDBM implementation and associate
// with variable dboper, which delcared as DBOperation.
// this is where runtime binding of polymorphism kicks in
// JVM is allowing this assignment because DBOperation_RDBMS
// has a "is a" relationship with DBOperation.
} else if(args[0].equals("use_fs")) {
dboper = new DBOperation_FileSystem();
// similarly here conditionally we assign a different instance.
} else {
throw new RuntimeException("Dont know which implemnation to use");
}
dboper.addEmployee(emp);
// now dboper is refering to one of the implementation
// based on the if conditions above
// by this point JVM knows dboper variable is associated with
// 'a' implemenation, and it will call appropriate method
}
}
You can use polymorphism concept in many places, one praticle example would be: lets you are writing image decorer, and you need to support the whole bunch of images such as jpg, tif, png etc. So your application will define an interface and work on it directly. And you would have some runtime binding of various implementations for each of jpg, tif, pgn etc.
One other important use is, if you are using java, most of the time you would work on List interface, so that you can use ArrayList today or some other interface as your application grows or its needs change.
Polymorphism allows you to write code that uses objects. You can then later create new classes that your existing code can use with no modification.
For example, suppose you have a function Lib2Groc(vehicle) that directs a vehicle from the library to the grocery store. It needs to tell vehicles to turn left, so it can call TurnLeft() on the vehicle object among other things. Then if someone later invents a new vehicle, like a hovercraft, it can be used by Lib2Groc with no modification.
I guess sometimes objects are dynamically called. You are not sure whether the object would be a triangle, square etc in a classic shape poly. example.
So, to leave all such things behind, we just call the function of derived class and assume the one of the dynamic class will be called.
You wouldn't care if its a sqaure, triangle or rectangle. You just care about the area. Hence the getArea method will be called depending upon the dynamic object passed.
One of the most significant benefit that you get from polymorphic operations is ability to expand.
You can use same operations and not changing existing interfaces and implementations only because you faced necessity for some new stuff.
All that we want from polymorphism - is simplify our design decision and make our design more extensible and elegant.
You should also draw attention to Open-Closed Principle (http://en.wikipedia.org/wiki/Open/closed_principle) and for SOLID (http://en.wikipedia.org/wiki/Solid_%28Object_Oriented_Design%29) that can help you to understand key OO principles.
P.S. I think you are talking about "Dynamic polymorphism" (http://en.wikipedia.org/wiki/Dynamic_polymorphism), because there are such thing like "Static polymorphism" (http://en.wikipedia.org/wiki/Template_metaprogramming#Static_polymorphism).
You don't need polymorphism.
Until you do.
Then its friggen awesome.
Simple answer that you'll deal with lots of times:
Somebody needs to go through a collection of stuff. Let's say they ask for a collection of type MySpecializedCollectionOfAwesome. But you've been dealing with your instances of Awesome as List. So, now, you're going to have to create an instance of MSCOA and fill it with every instance of Awesome you have in your List<T>. Big pain in the butt, right?
Well, if they asked for an IEnumerable<Awesome>, you could hand them one of MANY collections of Awesome. You could hand them an array (Awesome[]) or a List (List<Awesome>) or an observable collection of Awesome or ANYTHING ELSE you keep your Awesome in that implements IEnumerable<T>.
The power of polymorphism lets you be type safe, yet be flexible enough that you can use an instance many many different ways without creating tons of code that specifically handles this type or that type.
Tabbed Applications
A good application to me is generic buttons (for all tabs) within a tabbed-application - even the browser we are using it is implementing Polymorphism as it doesn't know the tab we are using at the compile-time (within the code in other words). Its always determined at the Run-time (right now! when we are using the browser.)