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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:
committed by
Ilkka Seppälä
parent
2628cc0dfc
commit
c954a436ad
@@ -23,54 +23,60 @@
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package com.iluwatar.spatialpartition;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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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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import org.slf4j.LoggerFactory;
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/**
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* <p>The idea behind the <b>Spatial Partition</b> design pattern is to enable efficient location of objects
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* by storing them in a data structure that is organised by their positions. This is especially useful in the
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* gaming world, where one may need to look up all the objects within a certain boundary, or near a certain
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* other object, repeatedly. The data structure can be used to store moving and static objects, though in order
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* to keep track of the moving objects, their positions will have to be reset each time they move. This would
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* mean having to create a new instance of the data structure each frame, which would use up additional memory,
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* and so this pattern should only be used if one does not mind trading memory for speed and the number of
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* <p>The idea behind the <b>Spatial Partition</b> design pattern is to enable efficient location
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* of objects by storing them in a data structure that is organised by their positions. This is
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* especially useful in the gaming world, where one may need to look up all the objects within a
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* certain boundary, or near a certain other object, repeatedly. The data structure can be used to
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* store moving and static objects, though in order to keep track of the moving objects, their
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* positions will have to be reset each time they move. This would mean having to create a new
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* instance of the data structure each frame, which would use up additional memory, and so this
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* pattern should only be used if one does not mind trading memory for speed and the number of
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* objects to keep track of is large to justify the use of the extra space.</p>
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* <p>In our example, we use <b>{@link QuadTree} data structure</b> which divides into 4 (quad) sub-sections when
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* the number of objects added to it exceeds a certain number (int field capacity). There is also a
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* <b>{@link Rect}</b> class to define the boundary of the quadtree. We use an abstract class <b>{@link Point}</b>
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* with x and y coordinate fields and also an id field so that it can easily be put and looked up in the hashtable.
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* This class has abstract methods to define how the object moves (move()), when to check for collision with any
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* object (touches(obj)) and how to handle collision (handleCollision(obj)), and will be extended by any object
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* whose position has to be kept track of in the quadtree. The <b>{@link SpatialPartitionGeneric}</b> abstract class
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* has 2 fields - a hashtable containing all objects (we use hashtable for faster lookups, insertion and deletion)
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* and a quadtree, and contains an abstract method which defines how to handle interactions between objects using
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* the quadtree.</p>
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* <p>Using the quadtree data structure will reduce the time complexity of finding the objects within a
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* certain range from <b>O(n^2) to O(nlogn)</b>, increasing the speed of computations immensely in case of
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* large number of objects, which will have a positive effect on the rendering speed of the game.</p>
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* <p>In our example, we use <b>{@link QuadTree} data structure</b> which divides into 4 (quad)
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* sub-sections when the number of objects added to it exceeds a certain number (int field
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* capacity). There is also a
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* <b>{@link Rect}</b> class to define the boundary of the quadtree. We use an abstract class
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* <b>{@link Point}</b>
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* with x and y coordinate fields and also an id field so that it can easily be put and looked up in
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* the hashtable. This class has abstract methods to define how the object moves (move()), when to
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* check for collision with any object (touches(obj)) and how to handle collision
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* (handleCollision(obj)), and will be extended by any object whose position has to be kept track of
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* in the quadtree. The <b>{@link SpatialPartitionGeneric}</b> abstract class has 2 fields - a
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* hashtable containing all objects (we use hashtable for faster lookups, insertion and deletion)
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* and a quadtree, and contains an abstract method which defines how to handle interactions between
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* objects using the quadtree.</p>
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* <p>Using the quadtree data structure will reduce the time complexity of finding the objects
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* within a certain range from <b>O(n^2) to O(nlogn)</b>, increasing the speed of computations
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* immensely in case of large number of objects, which will have a positive effect on the rendering
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* speed of the game.</p>
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*/
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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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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.get(e.nextElement())); //all bubbles have to be checked for collision for all bubbles
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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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//will run numOfMovement times or till all bubbles have popped
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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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for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements(); ) {
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Integer i = e.nextElement();
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//bubble moves, new position gets updated, collisions checked with all bubbles in bubblesToCheck
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bubbles.get(i).move();
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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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@@ -82,24 +88,24 @@ public class App {
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}
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}
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static void withSpatialPartition(int height, int width,
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int numOfMovements, Hashtable<Integer, Bubble> bubbles) {
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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 qTree = new QuadTree(rect, 4);
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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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//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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qTree.insert(bubbles.get(e.nextElement()));
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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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for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements(); ) {
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Integer i = e.nextElement();
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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.get(i).move();
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bubbles.replace(i, bubbles.get(i));
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SpatialPartitionBubbles sp = new SpatialPartitionBubbles(bubbles, qTree);
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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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numOfMovements--;
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@@ -109,7 +115,7 @@ public class App {
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LOGGER.info("Bubble " + key + " not popped");
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}
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}
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/**
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* Program entry point.
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*
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@@ -124,14 +130,15 @@ public class App {
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Bubble 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 + " added at (" + b.x + "," + b.y + ")");
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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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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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App.withSpatialPartition(300,300,20,bubbles2);
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App.withSpatialPartition(300, 300, 20, bubbles2);
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long 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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