Design Document 1, CSC/CPE 203Design Document 1, CSC/CPE 203 Just as in the real world, characters (people and animals) have both state (i.e., data, e.g., where they are in the world and their...

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Design Document 1, CSC/CPE 203 Design Document 1, CSC/CPE 203 Just as in the real world, characters (people and animals) have both state (i.e., data, e.g., where they are in the world and their mood), and are capable of actions (e.g., walking, eating, etc.). We want our computational objects to encapsulate both data and functions (called methods when they are associated with an object). This first course project is split into two parts: a design document and an implementation refactoring. In doing this project, you will gain experience with methods to specify an object's behavior and with basic UML class diagrams. For this project you will be provided the code for a virtual world program and a UML diagram of the classes used to structure this program. The program, as given, is written in a non-object-oriented style like that seen in CPE 101. In particular, the vast majority of the functionality is defined as static methods in the Functions class (with a few methods defined in EventComparator, Point, and VirtualWorld). You should take some time to skim the provided code to get a basic sense of how it is organized. (You might question the quality of this design (which is great!), especially if you have some experience with object-oriented design; you should, however, note that this is a perfectly valid approach (though some parts are intentionally structured for later improvements) that might actually serve you well in a language that does not directly support object-oriented programming, such as C in CPE 357.) Task Overview You must become familiar with reading the code base, but for this first part of this assignment you will only be modifying the UML, so the below refers to making changes in the UML diagram. You must identify the behavior associated with each class (i.e., the behavior exhibited by instances of the class) and move that behavior from the standalone static methods in Functions.java to (static or non- static, as appropriate) methods defined within the class. For this assignment, you will not add new functionality (aside from some accessor/mutator methods, only as needed). You are encouraged to develop the UML design document first, however, you are also welcome to simultaneously work on the code refactoring. If you do start refactoring the code, you are encouraged to implement the refactoring incrementally so that your refactored program executes properly at each step. You will submit the design document before the final refactoring submission to allow for feedback on your design that can then be incorporated into your refactoring. Objectives • To be able to read and understand java code in terms of methods and class instances • To be able to identify where a static method should be moved to better associate computation with data • To be able to modify an existing UML diagram (moving methods from one class to another, and adding any necessary accessor methods) • Specifically, for this assignment, in the UML, move almost all static methods in the file Functions.java to the appropriate class UML of the source code as-is Start by getting a copy of the UML diagram of the project as-is. This is available on Polylearn for this course. The provided UML diagram was created using the freely available yEd Graph Editor. You may use this on the department workstations or install it on your own machine. This editor was selected for its simplicity in the number of features available for UML editing (our intentionally limited use of UML is sufficiently supported without a potentially overwhelming number of additional features). On the department workstations, you can execute yEd as follows: java -jar /home/akeen/public/yed/yed.jar Methods.graphml Selecting a class diagram, right-clicking, and then selecting the Properties option will open a dialog window to allow editing the class diagram. Selecting the UML tab will then allow editing the lists of attributes and methods. (This dialog window can be resized; I realized this too late. For those that like living dangerously, the .graphml file is a plain text format that can be edited directly.) Please take a moment to load the given diagram into yEd and take a look at the general structure of the project. We will be using this code base for the rest of the quarter so please take the time to make friends with it. The source code Your first task is to modify the UML such that the static methods in Functions.java are moved to be appropriate instance methods for the various classes. As you are working on this, you may want to refer to the actual code. And for the next part of this assignment you will in fact refactor the code based on your UML design. The provided source code is available in Polylearn: Details on building and executing the program are given in the description of Programming Assignment 2. Design Document - what you *need* to do In general, this assignment will take some careful thought and design, so take the time to read the provided code and to plan your actions before making modifications (some tips for identifying methods are given later in this document). Read, think, design, and then code. Note that good design is somewhat subjective. Even so, for the vast majority of the methods, there is a single "correct" class into which the method should be moved. For a small number of methods, one could reasonably argue in favor of a few different classes. For example, there are multiple classes with which one could reasonably associate the adjacent method. Do your best to make reasonable decisions based on the design discussion in lecture and document these decisions in your design document. https://www.yworks.com/products/yed Access Modifiers With the exception of some constant (static final) values, all data attributes should be private and, when possible, final. (Point is the exception to this since each value acts as a constant value akin to an integer.) Methods should also be private unless public access is necessary (i.e., it is used outside of the defining class). For this project, every method should be either private or public (it is often better to avoid the default of package-protected). Deliverables Your "design document" will consist of two parts: an updated UML diagram and a text document. First, copy the provided UML diagram to Methods.graphml. Then update this copy to reflect all method/data movements as well as any newly created accessor/mutator methods. Second, in a plain text file (named DESIGN) list each of the methods that was left in the Functions class and give a brief justification for why this method was not moved. You should also list each method that you feel could be reasonably placed in multiple classes and note 1) the class you selected and 2) the reason for that selection. Identifying Methods The provided source code uses objects to hold data; these objects have no methods (no behavior). Your task for this assignment is to identify the behavior associated with objects (instances) of a class and move this behavior from standalone functions to methods defined within the class. Reasonable steps for this assignment include (additional, programming-specific, tips are given in Programming Assignment 2): • Run the program. You can use -fast, -faster, -fastest on the command-line to increase the rate at which actions are executed. You can use the arrow keys to shift the view of the virtual world. • Read (skim) the source code. • View the provided UML diagram to see the name of each class and the data stored within instances of each class. • Identify methods that interact with the data stored within an object (and identify the object's class). • Match behavior to classes. When looking for good matches of functions with classes, consider the following hints: o If the attribute of an object is accessed directly via a dot (e.g., entity.name), then either the function in which this access appears should be defined in the object's class, or the access should be done via an accessor method. o If a method determines its behavior based on the "kind" (e.g., the the various values of ActionKind or EntityKind) of object it is manipulating, then this method should likely be moved into that object's corresponding class (do not introduce separate classes at this time). • There are some methods that may remain as static methods, but that are reasonably moved into another class (these are often considered "utility" methods derived from decomposing a problem into simpler methods). There are some methods that will reasonably remain as static methods in the Functions class because there are not yet appropriate classes for them. • Run the program to verify that it behaves as expected. Assignment Submission This assignment is due approximately one week from it being assigned. Your submission of your design document will consist of the following files. • Methods.graphml — the UML diagram • DESIGN — plain text document justifying methods not moved and placement of ambiguous methods Programming Assignment 1, CSC/CPE 203 This programming assignment is the complement of the Design Document 1 assignment. The general task was already explained; this assignment description provides additional details and tips for the programming aspects of the redesign. Task Overview At this point you should have looked at the UML for the project. You must identify the behavior associated with each class (i.e., the behavior exhibited by instances of the class) and move that behavior from the standalone static methods in Functions.java to (static or non- static, as appropriate) methods defined within the class. For this assignment, you will not add new functionality (aside from some accessor/mutator methods, only as needed). This is to be done in two forms: an UML design document (design document 1 assignment) and a refactoring of the provided source code that executes as before. You are encouraged to develop the UML design document first, however, you are also welcome to simultaneously work on the code refactoring. If you do start refactoring the code, you are encouraged to implement the refactoring incrementally so that your refactored program executes properly at each step. You will submit the design document before the final refactoring submission to allow for feedback on your design that can then be incorporated into your refactoring. Objectives • To be able to read and understand java code in terms of methods and class instances • To be able to identify and convert static methods into instance methods to better associate computation with data • To be able to translate your code design from UML into refactored Java code • Specifically, for this assignment, in the actual java code, move almost all static methods in the file Functions.java to the appropriate class • To be able to make design changes to a large code base and have the code still work Building and Executing After completion of the first few lab assignment(s) for this course, you should be comfortable with the basics of building and executing Java programs on both the command-line and in IntelliJ. The provided source code relies on the processing.org API for the graphical interface. To use this API external to the Processing environment, you will need the processing-core.jar file for both compilation and execution. https://processing.org/ Command-line Execution Without introducing a build tool, the most direct approach to building and executing the program is as follows. To compile all source files, execute the following in the directory holding the files. javac -cp ${CLASSPATH}:processing-core.jar *.java To execute the program, execute the following in the directory holding the files. This also assumes that the gaia.sav file, the imagelist, and the images directory are also in the same directory. java -cp ${CLASSPATH}:processing-core.jar VirtualWorld CLASSPATH When compiling and running Java programs, the Java compiler/run-time will search various locations for classes that your program uses. This allows, for instance, multiple Java programs to share libraries. The CLASSPATH environment variable is how one specifies the locations to search for such classes. You can simplify the above commands by setting the CLASSPATH in your shell configuration files (typically in .mybashrc on the CSL machines). IntelliJ The following steps will guide you through the creation of a new project to build and execute the given program. (We are going through the steps as part of learning the tool for your future use.) • Create a new Java project. You will not need to select any special libraries/features or to use any template. • Add the .java source files to the project. This
Answered 5 days AfterMar 08, 2023

Answer To: Design Document 1, CSC/CPE 203Design Document 1, CSC/CPE 203 Just as in the real world,...

Aditi answered on Mar 13 2023
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