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CSCI 1302 - Arcade App v2019.sp

This document contains the description for the cs1302-arcade project assigned to the students in the Spring 2019 CSCI 1302 classes at the University of Georgia.

Please read the entirety of this file before beginning your project.

Due Dates

  • Team Application due by FRI 2019-04-12 @ 11:55 PM.
  • Partial Submission 1 due by TUE 2019-04-16 @ 11:55 PM.
  • Partial Submission 2 due by TUE 2019-04-23 @ 11:55 PM.
  • Partial Submission 3 due by TUE 2018-04-30 @ 11:55 PM.
  • Final Submission due by TUE 2019-05-07 @ 3:30 PM.

Important Final Project Policies

  • Please note the Final Submission date/time. For this project, no late submissions will be accepted after 11:55PM on TUE 2019-05-07. Late submissions will be accepted between 03:30:01 PM -- 11:55:00 PM on TUE 2019-05-07, which will incur the standard penalty for one day late.

  • Submissions from teams who do not submit a completed team application on time will not be accepted for grading. Exceptions will only be made under extenuating circumstances, such as family or medical emergencies, and must be approved by the instructor.

  • Teams are required to add the following users as collaborators to the private GitHub-hosted Git repository that they setup for their project:

    Your instructors will have access to your private repository's history. This means that they can see who did what and when based on the log.

Table of Contents

Academic Honesty

You agree to the Academic Honesty policy as outlined in the course syllabus, course website, and your team application. Furthermore, you must adhere to the copyright notice and licensing information at the bottom of this document.

Additionally, we recognize that free and open-source software implementations of the games described in this project are available. You are expected to write your games from scratch. The only exception to this is the use of existing art / visual assets, provided that you include proper attribution to the author(s) of any creative works you incorporate into your submission.

Updates

Updates will be posted here. If there has been an update and you have already cloned the project to Nike, then you can update your copy of the project using the $ git pull skeleton master command while inside of your project directory.

Project Description

Your pair programming team's goal is to implement, from scratch, a single GUI application in Java 8 using JavaFX 8 that provides an arcade with your own Java + JavaFX implementations of at least two playable games.

Your team must choose one game from each of the following groups:

You have a lot of flexibility with regard to the visuals of your games. As long as the functional requirements are met and the game mechanics are easily recognizable, you are free to make each game look and feel however you want (please keep it appropriate). The general functional requirements for each game group are provided later in this document.

Part of software development is being given a goal but not necessarily being given instruction on all of the details needed to accomplish that goal. For example, even though working with things like keyboard and mouse-related events haven't been explicitly covered in class, you are going to need to look up how to do these things in order to complete this project. Starter code and a generously helpful FAQ are provided.

This project is also designed to help you better understand the usefulness of good class design. While you can technically write your entire JavaFX-based GUI application entirely in the start method, this will make your code messy, hard to read, possibly redundant, and likely more prone to errors. Before you write any code, you should plan out your application's scene graph (i.e., the containment hierarchy), and design custom components as needed. If you find that you are writing a lot of code related to a specific component (e.g., setting styling, adding event handlers, etc.), then it's probably a good idea to make a custom version of that component in order to reduce clutter. You are strongly encouraged to consider swapping out multiple scenes for this project.

Learning Outcomes

  • Plan, design, implement, test, debug, and deploy a complete object-oriented software solution in Linux/Unix environment (1302-LO1)
  • Utilize inheritance and polymorphism in a software project (1302-LO3-LO4).
  • Develop a GUI for a software project (1302-LO7).
  • Implement exception-handling in a software project (1302-LO8).
  • Understand and apply language basics using an OOP language (1302-LO11).

Functional Requirements

  • Main Application Requirements (10 points): The main part of your application needs to fulfill the following functional requirements:

    • Game List (5 points): Your application should present the user with a visual / graphical list of available games. Starting a game should either swap the scene in the current stage or create a new application modal stage on which to display the game's scene graph.

    • Multiple Games per Execution (5 points): Your application should allow users to exit one game (without exiting the entire application) and start the same game again (with its state reset) or start the other game.

  • Group 1 Game Requirements (45 points): Your Group 1 game implementation needs to fulfill the following functional requirements:

    • UI, Mechanics, and Scoring (40 points): The user interface and game mechanics must be easily recognizable and consistent with traditional implementations of the game you chose (see the Wikipedia links for more information). Your game must provide a consistent scoring mechanism and display the score(s) to the user somewhere in the user interface. Additionally, games in this group must provide a leveling mechanism by which the game's level of difficulty increases over time as the "level" increases. A minimum of three levels is required, however, there is no maximum level requirement. The first level should be easy enough for most players familiar with the game to complete.

    • Controls (5 points): You are required to provide keyboard controls for a game in this group. If anything is not intuitive, then you need to let the user know before the game starts.

  • Group 2 Game Requirements (45 points): Your Group 2 game implementation needs to fulfill the following functional requirements:

    • UI, Mechanics, and Scoring (40 points): The user interface and game mechanics must be easily recognizable and consistent with traditional implementations of the game you chose (see the Wikipedia link for more information). Your game must provide a consistent scoring mechanism and display the score or scores to the users somewhere in the user interface.

    • Controls (5 points): You are required to provide intuitive mouse or keyboard controls for a game in this group. If anything is not intuitive, then you need to let the user know before the game starts.

    • Note: You are only required to provide a human player vs. human player mode for for a multiplayer game in this category. Feel free to add support for computer players, however, such support will not contribute to your grade.

  • Extra Credit 1 (5 points): Add some kind of animated intro to your application. One potential way to accomplish this is by using a separate scene for your intro. This intro should include, in addition to some kind of animated element, the application title (i.e., cs1302-arcade), your team name, and the name of each team member. An animated GIF, by itself, does not meet this requirement. We want one or more nodes in the scene to move around. If you want the grader to check for this requirement, then you must make sure it is included in your last update to REFLECTION.md.

  • Extra Credit 2 (5 points): Add a high score table to your application, accessible via your application's menu (menu bar or otherwise). The table needs to actually keep track of the high scores for each game and include player initials. This may involve modifications in other areas of your application to accommodate this. In order to receive full credit for this extra credit functional requirement, the high score table must persist over time and over separate executions of your application. This will involve reading and writing to a file. If you want the grader to check for this requirement, then you must make sure it is included in your last update to REFLECTION.md.

Non-Functional Requirements

A non-functional requirement is subtracted from your point total if not satisfied. In order to emphasize the importance of these requirements, non-compliance results in the full point amount being subtracted from your point total. That is, they are all or nothing.

  • User-Friendly Experience (10 points): Except for reasonable delays resulting from X forwarding, your application should not hang/freeze or crash during execution.

  • Local Assets / Resources (10 points): All assets (e.g., images) need to be pre-downloaded and placed under src/main/resources. You are not allowed to load assets directly from the web. This will help make your app faster.

    If you place your assets under src/main/resources, then you can refer to them in your code directly using a relative path that is assumed to be relative to src/main/resources itself. For example, you might have the following two images:

    • src/main/resources/brad.jpg
    • src/main/resources/frogger/supa.png

    You can create Image objects from these as follows:

    Image brad = new Image("brad.jpg");
    Image brad = new Image("frogger/supa.png");
  • Code Style Guidelines (10 points): You should be consistent with the style aspect of your code in order to promote readability. All of the individual code style guidelines listed below are part of a single non-functional requirement that, like the others, is all or nothing. Besides consistency, the following conventions will be enforced:

    • Reference type names are written in UpperCamelCase. Class names are typically nouns or noun phrases. For example, Character or ImmutableList. Interface names may also be nouns or noun phrases (for example, List), but may sometimes be adjectives or adjective phrases instead (for example, Readable).

    • Method names are written in lowerCamelCase. Method names are also typically verbs or verb phrases. For example, sendMessage or stop.

    • Braces are always used where optional. Braces should be used with if, else, for, do, and while statements, even when the body is empty or contains only a single statement.

    • Block Indentation: 4 spaces. Each time a new block or block-like construct is opened, the indent increases by four spaces. When the block ends, the indent returns to the previous indent level. The indent level applies to both code and comments throughout the block.

      If you use Emacs, you can add the following lines to your ~/.emacs file to make tabs for new files comply with this requirement:

      (setq-default indent-tabs-mode nil)
      (setq-default
       c-default-style "linux"
       c-basic-offset 4)
      (setq-default tab-width 4)
      (setq indent-line-function 'insert-tab)
      

      If you use Emacs and are unsure if you still have tab characters in your code, then you can use M-x whitespace-mode to toggle on / off markers for special whitespace characters (e.g., \t will show as », \n will show as $, etc.). If you identify an tab characters, then you can select the affected region and use M-x untabify to convert all of the tabs to spaces.

      Undoubtedly, many of you will encounter block indentation issues with lambda expressions. Our recommendation is that any multi-line lambda be assigned to a variable of its corresponding interface type instead of being used directly in a method call. Here is an example of a before and after:

      // incorrect block indentation with lambda
      button.setOnAction(event -> {
              foo();
              bar();
          });
      // correct block indentation with lambda
      EventHandler<ActionEvent> handler = event -> {
          foo();
          bar();
      };
      button.setOnAction(handler);
    • Column limit: 100. You should limit the number of characters, including whitespace, on any given line to 100 characters. Except as noted below, any line that would exceed this limit must be manually line-wrapped in a consistent manner. Exceptions to the column limit include:

      • Lines where obeying the column limit is not possible (for example, a long URL in Javadoc, or a long JSNI method reference).
      • In package and import statements.
      • Command line input examples in a comment that may be cut-and-pasted into a shell.

      If you use Emacs, then you can add the following lines to your ~/.emacs file to highlight characters that exceed the column limit:

      ;; check for lines that exceed some column limit
      (setq-default
       whitespace-line-column 100
       whitespace-style '(face lines-tail))
      (add-hook 'prog-mode-hook #'whitespace-mode)
      

      If you would rather have Emacs highlight entire lines that exceed the column limit, then use the following instead (not in addition to):

      ;; check for lines that exceed some column limit
      (setq-default
       whitespace-line-column 100
       whitespace-style '(face lines))
      (add-hook 'prog-mode-hook #'whitespace-mode)
      

      You can create the ~/.emacs file if it does not exist. If you have an ~/.emacs.el or ~/.emacs.d/init.el file, then you can place the lines in that file instead of ~/.emacs.

      If, after adding the configuration lines above, you still have trouble finding lines that exceed the column limit, then you can ask Emacs to mark newlines with a $ by typing M-x whitespace-newline-mode then RET (return).

    • Method height <= window height. You should limit the number of lines for a method so that the entire method can be seen on the screen at once. This includes the line(s) with the method's signature and opening curly brace, all lines in the body of the method (including blank lines), and the line with the method's ending curly brace. The method height does not include a method's Javadoc comment, however, it does include any comments contained within the body of the method.

      Of all the style guidelines, this is the probably the most subjective and hardest to grade because everyone might have a different window size due to different terminal emulator and physical screen size configurations. Therefore, graders will be checking for compliance with the spirit of this guideline, which is: methods that are too big and/or repetitive should be refactored to include proper looping constructs and/or broken up into smaller methods to improve readability.

      If you use Emacs, you can add the following lines to your ~/.emacs file to enable line numbers:

      ;; add line numbers
      (global-linum-mode 1)
      
      ;; display line numbers and column numbers
      (setq line-number-mode t)
      (setq column-number-mode t)
      
      ;; make sure the line numbers don't touch the text
      (setq linum-format "%d ")
      

      You can create the ~/.emacs file if it does not exist. If you have an ~/.emacs.el or ~/.emacs.d/init.el file, then you can place the lines in that file instead of ~/.emacs.

  • Javadoc Documentation (10 points): All methods and classes needs to be fully documented using Javadoc comments and appropriate Javadoc tags. Each comment should provide a description of the method's functionality in the first sentence of the comment. This sentence needs to be a grammatically correct English sentence with proper punctuation. Further description can be provided in subsequent sentence.

    Even if documentation is inherited from an interface, you must explicitly include a Javadoc comment with either a new description (if that makes sense) or make proper use of the {@inheritDoc} tag.

    It should be noted that we do expect you to provide a Javadoc comment for each class in addition to a comment for each method within a class. The Javadoc comment for a class is placed directly above the class declaration as seen in the examples provided in the link referenced earlier.

  • In-line Documentation (10 points): Code blocks should be adequately documented using in-line comments. This is especially necessary when a block of code is not immediately understood by a reader (e.g., yourself or the grader).

  • No Static Variables (10 points): Use of static variables is not allowed for this assignment. However, static constants and methods are permitted.

  • Attribution (10 points): Proper attribution should be given for all assets (e.g., art, sound, music, etc.) that is not authored by members of your project team. You should make an ATTRIBUTION.md file that contains this information. For each asset, please provide the following information:

    • Asset Name
    • Path within your project
    • Author citation
    • URL
    • License

    Here is an example of an entry in an ATTRIBUTION.md file:

    ## Alien
    * `src/main/resources/alien.png`
    * Carlos Alface. "Alien" November 15, 2014
    * https://opengameart.org/content/alien-1
    * Creative Commons Attribution 3.0 Unported (CC BY 3.0)
    
  • (40 points; 10 points each) Reflection Updates: Before each submission deadline mentioned towards the beginning of this document, you will need to update your project's REFLECTION.md file to include a new section describing:

    1. That work that has been done since the last update (you may summarize your Git log);
    2. The work you plan to complete before the next deadline (except for the last submission); and
    3. What problems, if any, you have encountered related to this project.

    These changes, including your work in progress, must be committed to your repository. The commit should also be tagged using Git. For example:

    $ git tag -am "Partial Submission 1" deadline1
    $ git push origin --tags
    

    For each reflection update, you will be graded on the existence of the related Git tag and the germaneness of the content included in your REFLECTION.md file.

Absolute Requirements

An absolute requirement is similar to a non-functional requirement, except that violating it will result in an immediate zero for the assignment. In many cases, a violation will prevent the graders from evaluating your functional requirements. No attempts will be made to modify your submission to evaluate other requirements.

  • Project Structure: The location of the default package for the source code should be a direct subdirectory called src/main/java. When the project is compiled using Maven, the the default package for compiled code should be target/classes.

    If you follow this structure, then you might type the following to clean, compile, and run your code using Maven, assuming you are in the top-level project directory:

    $ mvn clean
    
    $ mvn -e compile
    
    $ export MAVEN_OPTS=-Dprism.order=sw;
    $ mvn -e exec:java -Dexec.mainClass="cs1302.arcade.ArcadeDriver"
    

    If you get a mvn: command not found error when attempting to execute the mvn command, then please see the first question in the FAQ.

    Additionally, a Makefile is provided so that you can type the following to easily clean, compile, and run your code using the Make utility:

    $ make clean
    
    $ make compile
    
    $ make run
    

    Using make run will automatically add the -Dprism.order=sw when running mvn -e exec:java.

    Your main application class should be cs1302.arcade.ArcadeApp. The driver class should be cs1302.arcade.ArcadeDriver. Any additional .java files in your project are expected to fulfill all non-functional and absolute requirements, even if the main parts of the project do not use them. You may assume graders will compile your source code in an order that satisfies compilation dependencies. You should remove any .java files that you do not need before submission.

  • Team Membership: Formalized team membership via a team application submission made before the team application deadline is required. Furthermore, you must adhere to the policies outlined in the syllabus and the team application. Deviations will likely result in zero on the assignment for both team members. Except for extenuating circumstances, such as family or medical emergencies, that are approved by the instructor, team issues such as scheduling and coordination are the responsibility of each team member. If you identify a team issue early on (first week), then we encourage you to contact your instructor by sending a private post to "Instructors" via the course Piazza as soon as possible.

  • GitHub Collaborators: Teams are required to add the following users as collaborators to the private GitHub-hosted Git repository that they setup for their project:

    Your instructors will have access to your private repository's history. This means that they can see who did what and when based on the log.

  • Development Environment: This project must be implemented in Java 8, and it must compile and run correctly on Nike using the specific version of Java 8 that is setup according to the instructions provided by your instructor. For Spring 2019, these instructions were posted on Piazza @29.

  • No FXML or use of Scene Builder: FXML and SceneBuilder are advanced tools that are not currently covered in this course. Use of either for this project is prohibited. Please note that the project is not easier with these tools. In most cases, they actually make the project harder, especially since those topics have not been covered.

Grading

The graders will compile and run your code on Nike using Maven (likely via the provided Makefile). They will test each of the requirements and total up the points earned. This project is worth 100 points. Students have an opportunity to earn an additional 10 points via extra credit.

How to Download the Project

These instructions assume that both team members have setup their SSH keys on Nike and GitHub.

  1. If you have not done so already, you or your partner should create a free GitHub-hosted private Git repository for your project under one of your GitHub accounts called cs1302-arcade and add mepcotterell, bjb211, and the second team member as collaborators to that private repository. In the remaining instructions, TEAM_REPO_SSH will refer to the SSH URL for that repository as provided by GitHub.

  2. One team member should clone their empty team repository to their Nike account and setup a link to the remote skeleton repository provided by your instructor. A sequence of commands is provided below. You should make every effort to understand what each command is doing before you execute the command.

    $ git clone TEAM_REPO_SSH cs1302-arcade
    $ cd cs1302-arcade
    $ git remote add skeleton https://github.com/cs1302uga/cs1302-arcade.git
    $ git pull skeleton master
    $ git push origin master
    

    This team member should now be good to go. A pair programming workflow is provided in the Appendix - Workflow section, which provides an overview of one way to send / receive changes from team member to team member while minimizing basic merge conflicts.

  3. The other team member should now be able to perform the same sequence of steps, omitting the last two steps:

    $ git clone TEAM_REPO_SSH cs1302-arcade
    $ cd cs1302-arcade
    $ git remote add skeleton https://github.com/cs1302uga/cs1302-arcade.git
    

    This team member should now be good to go. A pair programming workflow is provided in the Appendix - Workflow section, which provides an overview of one way to send / receive changes from team member to team member while minimizing basic merge conflicts.

If you followed these instructions correctly, then the steps above should have created a directory called cs1302-arcade in your present working directory that contains the project files as well as a local copy of the repository. If you have any problems with any of these procedures, then please ask about them on Piazza.

Submission Instructions

You will be submitting your project via Nike before the final deadline. Both team members are required to submit according to these instructions.

  1. CRITICAL: Make sure that all tracked files are staged and committed with a good log message and that the master branch is checked out. Take special care to ensure that your fully-committed master branch reflects the project you wish to submit. Compare your log to the log on GitHub. If you do not have the most recent version of your team's project, then you may need to do a git pull. Finally, Using git status should not indicate any untracked files.

  2. Change into the parent directory of your local copy of the repository and submit it using the submit command:

    $ submit cs1302-arcade cs1302a
    

If you have any problems submitting your project, then please contact the CSCI 1302 Support Team by sending a private post to "Instructors" via the course Piazza as soon as possible.

Appendix - Useful Links

JavaFX 8

Resources

Appendix - Workflow

NOTE: We recommend that you read Pro Git Ch. 3.4 before reading our suggested pair programming workflow below.

For this group-based project, you and your partner are required to do pair programming. According to Williams & Kessler:

Pair programming is a practice in which two programmers work side-by-side at one computer, continuously collaborating on the same design, algorithm, code, or test. [...] one person drives (has control of the keyboard or is recording design ideas) while the other is continuously reviewing the work.

If you've followed the instructions included earlier in this project description, then you and your partner already have a GitHub-hosted private Git repository as well as local working copies of that repository on your respective Nike accounts. The challenge now is how to effectively collaborate using these three distributed copies of the repository. That is where the workflow below comes into play. In this context, a workflow describes a sequence of steps that you and your partner can take to effectively collaborate on the project and avoid simple merge conflicts.

The steps we provide in this workflow are suggested, however, they are not required. If you and your partner decide on a better workflow, then feel free to use that instead. If it works really well, then I encourage you to describe it in a Piazza post to the rest of the class.

  1. Decide whose turn it is to drive. That person should login to their Nike account and change into the local working copy of their project's repository. The rest of these steps assume this person is executing the commands. When it comes time to change who is driving, that person should follow these steps from the beginning.

  2. Use git status to see the state of the current branch.

    1. Regardless of what branch you are on, stage and commit all tracked files. If you manually added any new files, then you should add them and commit them.

      $ git status
      
    2. If the branch that you are currently on is not master, then checkout master and repeat the previous sub-step to make sure everything is committed in master.

      $ git checkout master
      

      If you want / need to, merge the changes from the other branch into master, then delete the other branch.

      $ git merge branch_name
      $ git branch -d branch_name
      

      MERGE CONFLICT? If you merge, then you may encounter a merge conflict. In this scenario, Git's output will tell you what files are affected. You must then edit those files using your text editor of choice to manually resolve the conflict. Git will mark lines in the affected files with a special diff syntax so that you can easily identify them, then make edits to either pick one version or combine them in a desired way. The source code should be clean and free of special diff syntax before you save. Once an affected file is saved, you should stage and commit it. The merge conflict is not technically resolved until all affected files are fixed, staged, and committed -- these can be individual commits or one single commit with all affected files on the stage.

  3. Now that your local working copy is cleaned up, you should pull changes from your team repository into your local working copy.

    $ git pull origin master
    

    If you encounter a merge conflict, then see the "MERGE CONFLICT?" note provided earlier in this workflow.

  4. Instead of working on your project directly in the master branch, create a branch for this programming session based on the most recent commit:

    $ git branch driver
    $ git checkout driver
    

    Alternatively, you can use:

    $ git checkout -b driver
    
  5. Work on the project. As often as is reasonable, you should stage and commit tracked files in this branch. If you add new source code files or visual assets (e.g., images in src/main/resources), then be sure to add and commit them. Liberal use of git status is highly recommended.

  6. Once you are done with this programming session, perhaps for the day or because you want to switch who is driving, you should do the following:

    1. Stage and commit tracked files. Also ensure that new files that you added recently are staged and committed. Remember, you can use git status to see what's going on.

    2. Checkout the master branch, merge driver into master, resolve conflicts if necessary, then delete the driver branch.

      $ git checkout master
      $ git merge driver
      $ git branch -f driver
      

      If you encounter a merge conflict, then see the "MERGE CONFLICT?" note provided earlier in this workflow.

    3. Finally, push your changes up to your team's GitHub repository.

      $ git push origin master
      

      If your partner worked on the project while you were also working on the project, then it's possible that you don't have the most recent changes. In this scenario, return to the first step and quickly repeat -- much of the work is usually minimal in this scenario, assuming you both espouse the same workflow.

Appendix - FAQ

Below are some frequently asked questions related to this project.

  1. Maven doesn't work!?

    You need to add the executable for Maven to your PATH environmental variable. Add the following lines to the end of your ~/.bash_profile file on Nike, then logout and login:

    export MAVEN_HOME=/home/grads/mec/maven
    export PATH=$MAVEN_HOME/bin:$PATH
    

    If done correctly, these changes should take effect every time you login to Nike.

  2. What does "local variables referenced from a lambda expression must be final or effectively final" and how do I fix it?

    Like local and anonymous classes, a lambda expression can only access local variables of the enclosing block that are final or effectively final. That is, a variable local to method can only be involved in the body of a lambda expression if it is either explicitly declared as final or if its value does not change after initialization over the entire body of the method. A variable is local to a method (i.e., it's a local variable) if it's declared inside of the method or if it's a parameter to the method. Please note that this restriction applies to the variables themselves and presents an interesting scenario in the case of local reference variables. A local reference variable may remain effectively final even if the internal state of the object being referenced is changed so long as the variable itself (i.e., the reference value) does not change.

    This problem can be usually be fixed by effectively making use of instance variables and/or writing methods that return an instance of the interface being implemented via the lambda. For example, consider the following scenario that results in the compile-time error message "local variables referenced from a lambda expression must be final or effectively final":

    void someMethod() {
        for (int i = 0; i < 10; ++i) {
            EventHandler<ActionEvent> handler = e -> {
                // something involving i
                System.out.println(i);
            };
        } // for
    } // someMethod

    The variable i is local to someMethod and neither final nor effectively final because its value changes after each iteration of the for-loop. In this scenario, an instance variable is unlikely to be appropriate as the value of i itself does not need to be accessible to the rest of the methods in the class. A suggested way to fix this is to create a method that returns an object of the interface being implemented by the lambda expression, ensuring that i is effectively final in that method. Then, we can call that method in someMethod instead of creating the lambda there directly. For example:

    EventHandler<ActionEvent> createHandler(int i) {
        EventHandler<ActionEvent> handler = e -> {
            // something involving i
            System.out.println(i);
        };
        return handler;
    } // createHandler
    void someMethod() {
        for (int i = 0; i < 10; ++i) {
            EventHandler<ActionEvent> handler = createHandler(i);
        } // for
    } // someMethod

    In this new scenario, the variable i is an effectively final local variable in the block enclosing the lambda in createHandler, thus avoiding the problem described by the compiler.

    Why is this an issue? Well, the big reason is that the language does not support it. Why doesn't the language support it? I speculate that the reason has to do with how local variables are managed internally in memory. As methods get called and return they occupy and free up a region of memory called the program stack. It is very likely that the region of memory used by the method that created the lambda is freed up before the object created by the lambda is used. If the body of the lambda expression attempts to change the value of the variable, then what does that mean if the variable is not longer there!?

  3. How do I make my application not freeze/hang when executing long running event handlers?

    For the most part, your GUI application is just like any other Java application you have ever written. If a line of code takes a long time to execute, then there is a delay before the next line of code is executed. This can be problematic in GUI applications since the underlying GUI framework, essentially, pauses what it is doing in order to do what you ask it to do. This can cause your GUI to hang/freeze (i.e., become unresponsive) when you have code blocks that take more than a few milliseconds.

    The way to solve this problem is through a basic use of threads. The term thread refers to a single thread of execution, in which code is executed in sequential order. When you start a Java program, you usually start with one thread that starts executing the main method. This thread is usually called the "main" thread. When you launch your JavaFX application using the Application.launch method, part of the application life-cycle is the creation of a thread for your GUI called the "JavaFX Event Dispatch" thread. By default, any code executed by or in response to your GUI components (e.g., the code for an event handler) takes place in the JavaFX Event Dispatch Thread. If you do not want your program to hang, then you will need to create a separate thread for your problematic code snippets. This works because a Java program can have multiple threads executing concurrently.

    Although we have been using "problematic code" to describe the code snippet causing the problem, such a code snippet really represents some "task" that you want your application to perform without hanging. Therefore, I will try to use "task" throughout the remainder of this response.

    To create a new thread, you need to instantiate a Thread object with a Runnable implementation for your task. Since Runnable is a functional interface, this process is simplified using a lambda expression or method reference. Here is an example idiom of how to create and start a new thread for a task:

    Runnable r = () -> {
        /* task code here */
    };
    Thread t = new Thread(r);
    t.setDaemon(true);
    t.start();

    The call to t.setDaemon(true) prevents this newly created thread from delaying program termination in the case where either the main thread or the JavaFX Event Dispatch thread terminate first. After the call to t.start(), both the JavaFX Event Dispatch Thread and the newly created thread are executing concurrently. You cannot assume that statements in either thread execute in any predetermined order. When writing an event handler that executes a task, you might do something like the following:

    EventHandler<ActionEvent> handler = event -> {
        Runnable r = () -> {
            /* task code here */
        };
        Thread t = new Thread(r);
        t.setDaemon(true);
        t.start();
    };
    button.setOnAction(handler);

    If you understand the code snippet above, then you might instead write it more concisely as follows:

    button.setOnAction(event -> {
        Thread t = new Thread(() -> {
            /* task code here */
        });
        t.setDaemon(true);
        t.start();
    });

    Advanced: The solution presented above is probably the simplest. Alternatively, you can make use of some of the classes in the javafx.concurrent package, which provide, among other things, the ability to control the execution and track the progress of code that is deferred to another thread. For more information, please see the Concurrency in JavaFX tutorial.

  4. What does "Not on FX application thread" mean and how do I fix it?

    Usually an IllegalStateException with the message "Not on FX application thread" means that you are trying to access or modify some node (i.e., a component or container) in the scene graph from a code snippet that is not executing in the JavaFX Event Dispatch thread (see Q4 in this FAQ). If you want to fix this, then the code snippet that interacts with the scene graph needs to be wrapped in a Runnable implementation and passed to the static runLater method in Platform. Since Runnable is a functional interface, this process is simplified using a lambda expression or method reference. Here is a basic example:

    Runnable r = () -> {
        /* place code interacting with scene graph here */
    };
    Platform.runLater(r);

    The runLater method ensures that the code in your Runnable implementation executes in the JavaFX Event Dispatch thread. Here is a more complete example that combines this scenario with the one described in Q4 of this FAQ:

    EventHandler<ActionEvent> handler = event -> {
        Runnable r = () -> {
            /* some task code here */
            Platform.runLater(() -> { /* interact with scene graph */ });
            /* perhaps more task code here */
            Platform.runLater(() -> { /* interact with scene graph again */ });
            /* perhaps even more task code here */
        };
        Thread t = new Thread(r);
        t.setDaemon(true);
        t.start();
    };
    button.setOnAction(handler);

    If you understand the code snippet above, then you might instead write it more concisely as follows:

    button.setOnAction(event -> {
        Thread t = new Thread(() -> {
            /* some task code here */
            Platform.runLater(() -> { /* interact with scene graph */ });
            /* perhaps more task code here */
            Platform.runLater(() -> { /* interact with scene graph again */ });
            /* perhaps even more task code here */
        });
        t.setDaemon(true);
        t.start();
    });

    While it might be tempting to place all of your task code in the Runnable implementation provided to runLater, that is not a good idea because it will be executed on the JavaFX Event Dispatch thread. If you already writing code for another thread, it was likely to avoid having it run on the JavaFX Event Dispatch Thread. Multiple calls to the runLater method can be used, as needed, to ensure only the code that interacts with the scene graph is executed in the JavaFX Event Dispatch thread.

  5. How do I make a code snippet execute repeatedly with a delay between executions?

    The easiest way to accomplish this in a JavaFX application is using the Timeline and KeyFrame classes. Here is an example that prints the current time (using LocalTime) to standard output every two (2) seconds (specified using Duration), indefinitely:

    EventHandler<ActionEvent> handler = event -> System.out.println(LocalTime.now());
    KeyFrame keyFrame = new KeyFrame(Duration.seconds(2), handler);
    Timeline timeline = new Timeline();
    timeline.setCycleCount(Timeline.INDEFINITE);
    timeline.getKeyFrames().add(keyFrame);
    timeline.play();

    The Timeline object also has a pause method to pause the execution of the timeline.

  6. How do I pass around objects effectively?

    From time to time, you may need to access one part of your app from another part of your app. You used a good design (e.g., classes and inheritance), but you find that you're passing a lot of reference variables around, perhaps through constructors. If it were one or two variables, then it would not be a big deal. However, you are likely reading this question because you are passing a lot of variables around. Your first thought might be to make those variables static, but that is not good for a couple different reasons--recall what it means for a variable to be static as well as the non-functional requirements for this project. Using static variables as a "go to" solution is an example of an anti-pattern, i.e., a common response to a recurring problem that is usually ineffective and risks being highly counterproductive.

    The recommended strategy is to add all those variables to your Application subclass as instance variables, then create getters / setters and higher level methods that interact with groups of variables in a controlled way. This will make the application object easier to work with, promote encapsulation, and help enforce self-governance of the object. When employing this strategy, you can then pass a reference to your application object around as needed. This way, you are only passing around one variable instead of many! In the other parts of your app (e.g., in custom components), simply call on the application object's methods to access and change the things you were previously passing around.

    Remember, if you are currently in your application class's start method, then you can pass a reference to the current application object into a method using the this reference variable.

  7. How do I make my game run at x frames per second (e.g., 60 FPS)?

    If you are using a single Timeline object for your main game loop, then duration of all key frames in the main game loop should sum to exactly 1000 / x ms (e.g., Duration.ofMillis(1000 / 60)). The easiest way to ensure this is to have only one key frame with that duration.

  8. What is a good GUI container for games?

    You already know that you can setup your scene graph however you want by using and nesting different types of layout panes. If you need explicit control over the x and y positions of some nodes, then I recommend using the Group class. Since Group is a sub-class of Node, you should be able to add a Group object anywhere in your scene graph just like any other node.

  9. How do I setup event handlers related to mouse and keyboard events?

    Look at the Javadoc documentation for the Node class, specifically the methods that start with setOnMouse and setOnKey, to see the different types of mouse and keyboard events you can handle. Here is a simple example that prints the current time (using LocalTime) to standard output when a user clicks on an ImageView object (referenced by iv) that is assumed to be visible within the current scene graph:

    iv.setOnMouseClicked(event -> System.out.println(LocalTime.now()));

    Remember, you can setup these event handlers for any node in the scene graph, including the containers.

  10. How can I detect if two nodes in my scene collide?

    Look at the "Bounding Rectangles" section in the Javadoc documentation for the Node class. The getter methods described in that section return references to Bounds objects, which likely contain useful information regarding the whereabouts of node. I would recommend taking a very close look at the methods in that class.

  11. How do I add sound?

    While JavaFX does support audio playback of various formats, this feature is not currently available over X11 forwarding from Nike. If you incorporate audio into your application, then take measures to properly deal with the unchecked exceptions that might get thrown if audio playback is not available.

  12. How do I make basic shapes appear?

    Look at the classes in the javafx.scene.shape package.

  13. Git won't let me git pull my team's repository!?

    When you tried to git push, you likely received some output similar to following

    To [email protected]:username/cs1302-arcade.git
    ! [rejected]        master -> master (non-fast-forward)
    error: failed to push some refs to '[email protected]:username/cs1302-arcade.git'
    To prevent you from losing history, non-fast-forward updates were rejected
    Merge the remote changes before pushing again.  See the 'Note about
    fast-forwards' section of 'git push --help' for details.
    

    Obviously, you already read the "Note about fast-forwards", as suggested by the program output, by referring to:

    $ git push --help
    

    To summarize, this error is likely happening because your team partner has recently pushed some commits to your team repository on GitHub. The solution is contained right there in the "Note about fast-forwards":

    If you do not want to lose your work [..] nor the work by the other person [..], you would need to first fetch the history from the repository, create a history that contains changes done by both parties, and push the result back.

    The easiest way to do that is to pull changes from the team repository, resolve merge conflicts if necessary, then push.

Have a question? Please post it on the course Piazza.


License: CC BY-NC-ND 4.0

Copyright © Michael E. Cotterell and the University of Georgia. This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License to students and the public. The content and opinions expressed on this Web page do not necessarily reflect the views of nor are they endorsed by the University of Georgia or the University System of Georgia.

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