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  • Architectural and Design Challenges with SOA

    With all of the hype about service oriented architecture (SOA) primarily through the use of web services, not much has been said about potential issues of using SOA in the design of an application. I am personally a fan of SOA, but it is not the solution for every application. Proper evaluation should be done on all requirements and use cases prior to deciding to go down the SOA road. It is important to consider how your application/service will handle the following perils as it executes. Example Challenges of SOA Network Connectivity Issues Handling Connectivity Issues Longer Processing/Transaction Times How many of us have had issues visiting our favorite web sites from time to time? The same issue will occur when using service based architecture especially if it is implemented using web services. Forcing applications to access services via a network connection introduces a lot of new failure points to the application. Potential failure points include: DNS issues, network hardware issues, remote server issues, and the lack of physical network connections. When network connectivity issues do occur, how are the service clients are implemented is very important. Should the client wait and poll the service until it is accessible again? If so what is the maximum wait time or number of attempts it should retry. Due to the fact of services being distributed across a network automatically increase the responsiveness of client applications due to the fact that processing time must now also include time to send and receive messages from called services. This could add nanoseconds to minutes per each request based on network load and server usage of the service provider. If speed highly desirable quality attribute then I would consider creating components that are hosted where the client application is located. References: Rader, Dave. (2002). Overcoming Web Services Challenges with Smart Design: http://soa.sys-con.com/node/39458

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  • Software Design Idea for multi tier architecture

    - by Preyash
    I am currently investigating multi tier architecture design for a web based application in MVC3. I already have an architecture but not sure if its the best I can do in terms of extendability and performance. The current architecure has following components DataTier (Contains EF POCO objects) DomainModel (Contains Domain related objects) Global (Among other common things it contains Repository objects for CRUD to DB) Business Layer (Business Logic and Interaction between Data and Client and CRUD using repository) Web(Client) (which talks to DomainModel and Business but also have its own ViewModels for Create and Edit Views for e.g.) Note: I am using ValueInjector for convering one type of entity to another. (which is proving an overhead in this desing. I really dont like over doing this.) My question is am I having too many tiers in the above architecure? Do I really need domain model? (I think I do when I exposes my Business Logic via WCF to external clients). What is happening is that for a simple database insert it (1) create ViewModel (2) Convert ViewModel to DomainModel for Business to understand (3) Business Convert it to DataModel for Repository and then data comes back in the same order. Few things to consider, I am not looking for a perfect architecure solution as it does not exits. I am looking for something that is scalable. It should resuable (for e.g. using design patterns ,interfaces, inheritance etc.) Each Layers should be easily testable. Any suggestions or comments is much appriciated. Thanks,

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  • Android Card Game Database for Deck Building

    - by Singularity222
    I am making a card game for Android where a player can choose from a selection of cards to build a deck that would contain around 60 cards. Currently, I have the entire database of cards created that the user can browse. The next step is allowing the user to select cards and create a deck with whatever cards they would like. I have a form where the user can search for specific cards based off a few different attributes. The search results are displayed in a List Activity. My thought about deck creation is to add the primary key of each card the user selects to a SQLite Database table with the amount they would like in the deck. This way as the user performs searches for cards they can see the state of the deck. Once the user decides to save the deck. I'll export the card list to XML and wipe the contents of the table. If the user wanted to make changes to the deck, they would load it, it would be parsed back into the table so they could make the changes. A similar situation would occur when the eventually load the deck to play a game. I'm just curious what the rest of you may think of this method. Currently, this is a personal project and I am the only one working on it. If I can figure out the best implementation before I even begin coding I'm hoping to save myself some time and trouble.

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  • Which book should I pick to improve my program designs/design patterns?

    - by zxcvbnm
    I want to learn about design patterns and from what I've seen the most recommended ones are the Gang of Four's Design Patterns and Head First Design Patterns. There are also language specific books, but I never see them recommended. I suppose it ties you to whatever strengths/weaknesses are inherent to each language, so not a good idea to learn design patterns in general. The Gang of Four's book is kinda old, so I'm wondering if there isn't a better alternative out today? I've heard the Heard First one isn't quite as good. But I'm not sure why, so it's really hard to pick either one. I've see some answers on this very site recommending both, but if I can only read one, which should I pick? I've been coding for 3+ years, though I've never had a good class on this subject. Also, would a book like Code Complete help me with this? One more thing: how often are these techniques supposed to be useful? For example, this question has me wondering if this stuff is worth the trouble. And please, tell me more than just "read x". I'd like to know why you're suggesting x.

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  • Experienced programmer, beginner at web design, tools for effective maintainable web design? [closed]

    - by Clinton
    I do quite a bit of programming in my work, which I'm comfortable with, but recently I've being trying to do some web-design for non-work related reasons. I've got a Drupal site up and running, and added some content. But they all look fairly basic. Header with some content. It doesn't look particularly polished. Anyway, as an example, what I wanted to do was make some "bubbles", each with some text in them. From a programmers point of view, say: bubble(question_text, answer_text) might expand to a box with some border, with "Question: " + question_text then "Answer: " + answer_text. Of course I'd have lots of these bubbles, but I'd like to change their look and feel in one place, so simple HTML would be a maintainable nightmare. I also want to lay them out on the screen in some fashion. I was thinking a mixture of javascript and CSS, or possibly use PHP which Drupal uses. On the other hand, I fear I might be taking a 1990s approach to this, and that there's actually tools available now that make this process a lot easier. I'm just wondering what the best approach to this sort of task is? Should I be using offline web design software and copying the code to Drupal, and if so, any recommendations? I'm sorry if my question is a bit vague, because I'm not really sure what question I should be asking. I'd appreciate if you answer and comment, and I'll try my best to be more specific as I understand more.

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  • What is the best Design/Way to keep user connected ?

    - by Fasih Hansmukh
    Am working on a POC for self learning in which I want to keep my user connected in LIVE pattern. For example, A game in which 4 user can play at a time , here I need to keep this user connected to my game . M not good at Socket type of programming and love to do that in Services way.What i wana know is 'What is the best way of doing this'. According to my initial Brain Storming, I have decided that I will use SilverLight(In Browser Or Out of Browser) as Front end [I have no issue in that]. I m more concern in back end. Either I make an handler or make a WCF service or use full duplex service and use pooling mechanism for that. As a random thought I come up with a Timer type logic that will fire every after 10 seconds at clients end and get status like Is it now Its turn to roll a dice Home many user left (in case if some of them left) What are connected user status in game like there score/points ect and update game view according to this at his end Kindly place your best answers here that will help me to learn this. Regards and thanks in Advance EDIT: Starting Bounty as i need more feedback. FH

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  • Design practice for securing data inside Azure SQL

    - by Sid
    Update: I'm looking for a specific design practice as we try to build-our-own database encryption. Azure SQL doesn't support many of the encryption features found in SQL Server (Table and Column encryption). We need to store some sensitive information that needs to be encrypted and we've rolled our own using AesCryptoServiceProvider to encrypt/decrypt data to/from the database. This solves the immediate issue (no cleartext in db) but poses other problems like Key rotation (we have to roll our own code for this, walking through the db converting old cipher text into new cipher text) metadata mapping of which tables and which columns are encrypted. This is simple when it's just couple of columns (send an email to all devs/document) but that quickly gets out of hand ... So, what is the best practice for doing application level encryption into a database that doesn't support encryption? In particular, what is a good design to solve the above two bullet points? If you had specific schema additions would love it if you could give details ("Have a NVARCHAR(max) column to store the cipher metadata as JSON" or a SQL script/commands). If someone would like to recommend a library, I'd be happy to stay away from "DIY" too. Before going too deep - I assume there isn't any way I can add encryption support to Azure by creating a stored procedure, right?

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  • MVC design patterns

    - by insane-36
    I have an application and it does not use a very good structure. However it seems to me that I have tried to stick to mvc design pattern but a senior engineer claims that I have no design patterns and code are mesh. How I have structured the code : I have couple of nsmanagedobject model classes which represents model in my case and a reskit library which encapsulates the nsurlconnection and url request. I fetch the request from the view controller itself and then when the request get completed I create predicate and then populate it in tableview. Wherever I need custom view either I create it in nib or create in a custom subclass of UIView. I have use delegation pattern and notification to communication to view controller, views and block callback with restkit. But, the senior engineer is very new to ios. He has been doing it for 2 months now but he is a good java programmer. So, what is mvc pattern ? Is core data model not working as a model objects, view controller as controller and views. I dont seem to find any other places or any other cases to create my own model object since the most of the models are used as NSManagedObject subclass.

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  • How would I handle input with a Game Component?

    - by Aufziehvogel
    I am currently having problems from finding my way into the component-oriented XNA design. I read an overview over the general design pattern and googled a lot of XNA examples. However, they seem to be right on the opposite site. In the general design pattern, an object (my current player) is passed to InputComponent::update(Player). This means the class will know what to do and how this will affect the game (e.g. move person vs. scroll text in a menu). Yet, in XNA GameComponent::update(GameTime) is called automatically without a reference to the current player. The only XNA examples I found built some sort of higher-level Keyboard engine into the game component like this: class InputComponent: GameComponent { public void keyReleased(Keys); public void keyPressed(Keys); public bool keyDown(Keys); public void override update(GameTime gameTime) { // compare previous state with current state and // determine if released, pressed, down or nothing } } Some others went a bit further making it possible to use a Service Locator by a design like this: interface IInputComponent { public void downwardsMovement(Keys); public void upwardsMovement(Keys); public bool pausedGame(Keys); // determine which keys pressed and what that means // can be done for different inputs in different implementations public void override update(GameTime); } Yet, then I am wondering if it is possible to design an input class to resolve all possible situations. Like in a menu a mouse click can mean "click that button", but in game play it can mean "shoot that weapon". So if I am using such a modular design with game components for input, how much logic is to be put into the InputComponent / KeyboardComponent / GamepadComponent and where is the rest handled? What I had in mind, when I heard about Game Components and Service Locator in XNA was something like this: use Game Components to run the InputHandler automatically in the loop use Service Locator to be able to switch input at runtime (i.e. let player choose if he wants to use a gamepad or a keyboard; or which shall be player 1 and which player 2). However, now I cannot see how this can be done. First code example does not seem flexible enough, as on a game pad you could require some combination of buttons for something that is possible on keyboard with only one button or with the mouse) The second code example seems really hard to implement, because the InputComponent has to know in which context we are currently. Moreover, you could imagine your application to be multi-layered and let the key-stroke go through all layers to the bottom-layer which requires a different behaviour than the InputComponent would have guessed from the top-layer. The general design pattern with passing the Player to update() does not have a representation in XNA and I also cannot see how and where to decide which class should be passed to update(). At most time of course the player, but sometimes there could be menu items you have to or can click I see that the question in general is already dealt with here, but probably from a more elobate point-of-view. At least, I am not smart enough in game development to understand it. I am searching for a rather code-based example directly for XNA. And the answer there leaves (a noob like) me still alone in how the object that should receive the detected event is chosen. Like if I have a key-up event, should it go to the text box or to the player?

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  • Examples of temporal database designs? [closed]

    - by miku
    I'm researching various database design for historical record keeping - because I would like to implement a prototypical web application that (excessively) tracks changes made by users and let them undo things, see revisions, etc. I'd love use mercurial or git as backend (with files as records) - since they already implement the kind of append-only changes I imagine. I tried git and dulwich (python git API) - and it went ok - but I was concerned about performance; Bi-temporal database design lets you store a row along with time periods, when this record was valid. This sure sound more performant than to operate on files on disk (as in 1.) - but I had little luck finding real-world examples (e.g. from open source projects), that use this kind of design and are approachable enough to learn from them. Revisions à la MediaWiki revisions or an extra table for versions, as in Redmine. The problem here is, that DELETE would take the whole history with it. I looked at NoSQL solutions, too. With a document oriented approach, it would be simple to just store the whole history of an entity within the document itself - which would reduce design plus implementation time in contrast to a RDBMS approach. However, in this case I'm a bit concerned about ACID-properties, which would be important in the application. I'd like ask about experiences about real-world and pragmatic designs for temporal data.

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  • How to improve designer and developer work flow?

    - by mbdev
    I work in a small startup with two front end developers and one designer. Currently the process starts with the designer sending a png file with the whole page design and assets if needed. My task as front end developer is to convert it to a HTML/CSS page. My work flow currently looks like this: Lay out the distinct parts using html elements. Style each element very roughly (floats, minimal fonts and padding) so I can modify it using inspection. Using Chrome Developer Tools (inspect) add/change css attributes while updating the css file. Refresh the page after X amount of changes Use Pixel Perfect to refine the design more. Sit with the designer to make last adjustments. Inferring the paddings, margins, font sizes using trial and error takes a lot of time and I feel the process could become more efficient but not sure how to improve it. Using PSD files is not an option since buying Photoshop for each developer is currently not considered. Design guide is also not available since design is still evolving and new features are introduced. Ideas for improving the process above and sharing how the process looks like in your company will be great.

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  • Name for Osherove's modified singleton pattern?

    - by Kazark
    I'm pretty well sold on the "singletons are evil" line of thought. Nevertheless, there are limited occurrences when you want to limit the creation of an object. Roy Osherove advises, If you're planning to use a singleton in your design, separate the logic of the singleton class and the logic that makes it a singleton (the part that initializes a static variables, for example) into two separate classes. That way, you can keep the single responsibility principle (SRP) and also have a way to override singleton logic. (The Art of Unit Testing 261-262) This pattern still perpetuates the global state. However, it does result in a testable design, so it seems to me to be a good pattern for mitigating the damage of a singleton. However, Osherove does not give a name to this pattern; but naming a pattern, according to the Gang of Four, is important: Naming a pattern immediately increases our design vocabulary. It lets us design at a higher level of abstraction. (3) Is there a standard name for this pattern? It seems different enough from a standard singleton to deserve a separate name. Decoupled Singleton, perhaps?

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  • Best practice for combining a Java Applet/ Android interface?

    - by Pearsonartphoto
    I'm working on an online game, which I am seriously considering writing a Java Applet for it. The game is not overly complex on the features. I'm considering at some point having at least 3 versions of the game, which include a Java stand alone, applet, and Android game. I know from Design Patterns that the best way to use differing things like buttons and the like is to use a Bridge interface, where I have a common template for the common buttons. However, I'm having a bit of difficulty understanding what to do about the following. I know that Android programs use an Activity structure, which I am well familiar with, and that Applets extend the Applet interface, which I am not as familiar with. I also know that a stand alone java program uses basically a main() function, which doesn't have much structure. I'm convinced that there should be a way to design a common design pattern between the two, but somehow I'm missing what that is exactly. What can I do to make the different frameworks work with as much common code as possible?

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  • Advice on choosing a book to read

    - by Kioshiki
    I would like to ask for some recommendations on useful books to read. Initially I had intended on posting quite a long description of my current issue and asking for advice. But I realised that I didn’t have a clear idea of what I wanted to ask. One thing that is clear to me is that my knowledge in various areas needs improving and reading is one method of doing that. Though choosing the right book to read seems like a task in itself when there are so many books out there. I am a programmer but I also deal with analysis, design & testing. So I am not sure what type of book to read. One option might be to work through two books at the same time. I had thought maybe one about design or practices and another of a more technical focus. Recently I came across one book that I thought might be useful to read: http://xunitpatterns.com/index.html It seems like an interesting book, but the comments I read on amazon.co.uk show that the book is probably longer than it needs to be. Has anyone read it and can comment on this? Another book that I already own and would probably be a good one to finish reading is this: http://www.amazon.co.uk/Code-Complete-Practical-Handbook-Construction/dp/0735619670/ref=sr_1_1?ie=UTF8&qid=1309438553&sr=8-1 Has anyone else read this who can comment on its usefulness? Beyond these two I currently have no clear idea of what to read. I have thought about reading a book related to OO design or the GOF design patterns. But I wonder if I am worrying too much about the process and practices and not focusing on the actual work. I would be very grateful for any suggestions or comments. Many Thanks, Kioshiki

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  • Relationship between SOA and OOA

    - by TheSilverBullet
    Thomas Erl defines SOA as follows in his site: Service-oriented computing represents a new generation distributed computing platform. As such, it encompasses many things, including its own design paradigm and design principles, design pattern catalogs, pattern languages, a distinct architectural model, and related concepts, technologies, and frameworks. This definitely sounds like a whole new category which is parallel to object orientation. Almost one in which you would expect an entirely new language to exist for. Like procedural C and object oriented C#. Here is my understanding: In real life, we don't have entirely new language for SOA. And most application which have SOA architecture have an object oriented design underneath it. SOA is a "strategy" to make the entire application/service distributed and reliable. SOA needs OOPS working underneath it. Is this correct? Where does SOA (if at all it does) fit in with object oriented programming practices? Edit: I have learnt through answers that OOA and SOA work with each other and cannot be compared (in a "which is better" way). I have changed the title to "Relationship between SOA and OOA" rather than "comparison".

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  • How to learn to deliver quality software designs when working on a tight deadline?

    - by chester89
    I read many books about how to design great software, but I kind of struggle to come up with a good design decisions when it comes to business apps, especially when the timeframe is tough. In the company I currently work for, the following situation happen all the time: my teamlead tells me that there's a task to do, I call some guy or a girl from business who tells me exactly what is it they want, and then I start coding. The task always fits in some existing application (we do only web apps or web services), usually it's purpose is to pull data from one datasource and put into the other one, with some business logic attached in the process. I start coding and then, after spending some time on a problem, my code didn't work as expected - either because of technical mistake or my lack of knowledge of the domain. The business is ringing me 2-3 times a day to hurry me up. I ask my team lead to help, he comes up, sees my code and goes like 'What's this?'. Then he throws away about half of my code, including all the design decisions I made, writes 2-3 methods that does the job (each of them usually 200-300 lines long or more, by the way), and task is complete, code works as it should have. The guy is smarter than me, obviously, and I'm aware of that. My goal is to be better software developer, that means write better code, not finish the job quicker with some crappy code. And the thing is, when I have enough time to tackle a problem, I can come up with a design that is good (in my opinion, of course), but I fall short to do so when I'm on a tight deadline. What should I do? I am fully aware that it's rather vague explanation, but please bear with me

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  • Good websites and/or books to learn game algorithms?

    - by Moshe
    I'm interested in learning video game algorithms. (For iPhone particularly, but generally as well. I assume certain concepts are the same.) I am best off (personally) learning from a book but websites are useful too. What has helped you learn game programming algorithms and concepts? EDIT: As per request, I'll clarify the types of algorithms... I was looking for any algorithms really, but I guess I was interested in (top-down view) platformer algorithms, but, now that you mention it, Seth, I do wonder about chess...

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  • Looking for design/architecture suggestions for a simple HTML game.

    - by z-boss
    Imagine that HTML page is a game surface (see picture). User can have n number of boards (blue divs) on his page. Each board can be moved, re-sized, relabeled, created new and removed. Inside each board there are m number of figures (purple divs). Each of these user can move inside the board or to another board, re-size, change color and label, delete, add new. The goal of the game is not important, but let's say it is to rearrange figures in a certain way so that they disappear. But the goal of the programmer is to save the whole game surface in the database for every user of the site, and to load it later when he returns. So, how do I go about data exchange between client and the database? I'll give my idea in one of the answers.

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  • How to implement "circular side-scrolling" in my game?

    - by Mr.Gando
    I'm developing a game, a big part of this game, is about scrolling a "circular" background ( the right end of the Background Image can connect with the left start of the Background image ). Should be something like this: ( Entity moving and arrow to show where the background should start to repeat ) This happens in order to allow to have an Entity walking, and the background repeating itself over and over again. I'm not working with tile-maps, the background is a simple Texture (400x300 px). Could anyone point me to a link , or tell me the best way I could accomplish this ? Thanks a lot.

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  • Worths to spend $100 to create a browser based game ?

    - by coolboycsaba
    I'm creating a browser based games and I've calculated that it will cost me something like $100 for the domain name and the host. The game uses almost no resources (bandwidth, space, memory). The problem is that I don't know how to find the players, and how many players I need to get a profit. I`m planning to use BuySellAds and Google Adsense. I think the game is pretty good, but I think I will have just a little amount of unique visitors, because each player is counted as unique only once. So what do you think, it will worth ?

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  • Is there a graphics/game engine that supports PC & Mac?

    - by Chris Masterton
    Is their a graphics that runs on both Mac & PC? I've seen Unity and thats a possibility, I'm wondering if there are any other choices. Ideally I want to port the same C++ game code to both PC & Mac platforms, but let the underlying game/graphics engine take advantage of the appropriate hardware. edit: I'm looking on the level of Torque, Gamebryo & Unreal. A commercial solution is perfectly acceptable. Thanks, Chris

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  • Ladder word-like game GUI problems

    - by sasquatch90
    Ok so I've written my own version of game which should look like this : http://img199.imageshack.us/img199/6859/lab9a.jpg but mine looks like that : http://img444.imageshack.us/img444/7671/98921674.jpg How can I fix this ? Is there a way to do the layout completely differently ? Here's the code : Main.java : import java.util.Scanner; import javax.swing.*; import java.awt.*; public class Main { public static void main(String[] args){ final JFrame f = new JFrame("Ladder Game"); Scanner sc = new Scanner(System.in); System.out.println("Creating game data..."); System.out.println("Height: "); while (!sc.hasNextInt()) { System.out.println("int, please!"); sc.next(); } final int height = sc.nextInt(); Grid[]game = new Grid[height]; for(int L = 0; L < height; L++){ Grid row = null; int i = L+1; String s; do { System.out.println("Length "+i+", please!"); s = sc.next(); } while (s.length() != i); Element[] line = new Element[s.length()]; Element single = null; String[] temp = null; String[] temp2 = new String[s.length()]; temp = s.split(""); for( int j = temp2.length; j>0; j--){ temp2[j-1] = temp[j]; } for (int k = 0 ; k < temp2.length ; k++) { if( k == 0 ){ single = new Element(temp2[k], 2); } else{ single = new Element(temp2[k], 1); } line[k] = single; } row = new Grid(line); game[L] = row; } //############################################ //THE GAME STARTS HERE //############################################ JPanel panel = new JPanel(); panel.setLayout(new BoxLayout(panel, BoxLayout.X_AXIS)); panel.setBackground(Color.ORANGE); panel.setBorder(BorderFactory.createEmptyBorder(10, 10, 10, 10)); for(int i = 0; i < game.length; i++){ panel.add(game[i].create()); } f.setContentPane(panel); f.pack(); f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); f.setVisible(true); boolean end = false; boolean word = false; String tekst; while( !end ){ while( !word ){ tekst = JOptionPane.showInputDialog("Input word: "); for(int i = 0; i< game.length; i++){ if(game[i].equalLength(tekst)){ if(game[i].equalValue(tekst)){ word = true; for(int j = 0; j< game.length; j++){ game[i].repaint(); } } } } } word = false; for(int i = 0; i < game.length; i++){ if(game[i].solved()){ end = true; } else { end = false; } } } } } Grid.java import javax.swing.*; import java.awt.*; public class Grid extends JPanel{ private Element[]e; private Grid[]g; public Grid(){} public Grid( Element[]elements ){ e = new Element[elements.length]; for(int i=0; i< e.length; i++){ e[i] = elements[i]; } } public Grid(Grid[]grid){ g = new Grid[grid.length]; for(int i=0; i<g.length; i++){ g[i] = grid[i]; } Dimension d = new Dimension(600, 600); setMinimumSize(d); setPreferredSize(new Dimension(d)); setMaximumSize(d); } public JPanel create(){ JPanel panel = new JPanel(); panel.setLayout(new BoxLayout(panel, BoxLayout.PAGE_AXIS)); panel.setBorder(BorderFactory.createEmptyBorder(2, 2, 2, 2)); for(int j = 0; j < e.length; j++){ panel.add(e[j].paint()); } return panel; } @Override public void repaint(){ } public boolean equalLength(String s){ int len = s.length(); boolean equal = false; for(int j = 0; j < e.length; j++){ if(e.length == len){ equal = true; } } return equal; } public boolean equalValue(String s){ int len = s.length(); boolean equal = false; String[] temp = null; String[] temp2 = new String[len]; temp = s.split(""); for( int j = len; j>0; j--){ temp2[j-1] = temp[j]; } for(int j = 0; j < e.length; j++){ if( e[j].letter().equals(temp2[j]) ){ equal = true; } else { equal = false; } } if(equal){ for(int i = 0; i < e.length; i++){ e[i].changeState(3); } } return equal; } public boolean solved(){ boolean solved = false; for(int j = 0; j < e.length; j++){ if(e[j].getState() == 3){ solved = true; } else { solved = false; } } return solved; } @Override public String toString(){ return ""; } } Element.java import javax.swing.*; import java.awt.*; public class Element { final int INVISIBLE = 0; final int EMPTY = 1; final int FIRST_LETTER = 2; final int OTHER_LETTER = 3; private int state; private String letter; public Element(){ } //empty block public Element(int state){ this("", 0); } //filled block public Element(String s, int state){ this.state = state; this.letter = s; } public JButton paint(){ JButton button = null; if( state == EMPTY ){ button = new JButton(""); button.setBackground(Color.WHITE); } else if ( state == FIRST_LETTER ){ button = new JButton(letter); button.setBackground(Color.red); } else { button = new JButton(letter); button.setBackground(Color.yellow); } button.setSize(20,20); return button; } public void changeState(int s){ state = s; } public String letter(){ return letter; } public int getState(){ return state; } @Override public String toString(){ return "["+letter+"]"; } }

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