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Key Points Summary
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That wraps up our look at clarity and maintenance issues, and here s a list of the key points. Cut it out and tape it to your wall next to all the other incredibly valuable pages you ve ripped from this book and taped to your wall. We re thinking of just offering wallpaper so you can leave your book intact.
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General Programming Considerations
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Avoid designing a class that has no methods. Use design patterns. Reduce the visibility of things as much as possible. Use overloading rather than logic. Avoid long argument lists.
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12: Clarity and Maintainability
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Don t invoke potentially overridable methods from a constructor. Code to interfaces. Use abstract classes when you need implementation functionality. Make objects you re finished with eligible for garbage collection. Don t make more objects than you need to. Avoid deeply nested and complex logic. Use getters and setters that follow the JavaBean naming convention. Don t be a procedural programmer in an OO world. Make variable and method names as self-explanatory as possible. Make your own Exception classes if you can t find one in the API to
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Don t return error codes. Make your exceptions with a String message.
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Follow Basic OO Design Principles
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Hide implementation details. Use appropriate class granularity. Use appropriate method granularity. Use encapsulation.
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Don t Reinvent the Wheel
Use core APIs. Use standard design patterns.
Handle Errors Appropriately
Don t return error codes. Don t send out excessive command-line messages. Use dialogs boxes where appropriate.
Write Clear and Maintainable Code
Throw checked exceptions appropriately. Create and throw your own exceptions when appropriate. Catch low-level implementation exceptions and throw a high-level business
exception instead.
Make your own custom exception classes have a String constructor (to take
a detail message).
Never, ever, eat an exception. Announce all your exceptions, not just their supertypes.
Designing the Graphical User Interface
CERTIFICATION OBJECTIVE
Creating a Usable and Extensible GUI
13: Designing the Graphical User Interface
CERTIFICATION OBJECTIVE
Creating a Usable and Extensible GUI
There are several key aspects of GUI design that you need to consider when designing and implementing the GUI for your project. At a high level, they can be broken down into two main areas of focus:
1. Designing the GUI to be usable and friendly from the end user s perspective. 2. Designing and implementing the GUI to be reliable, and maintainable from the programmer s perspective.
This chapter will focus almost entirely on the first point ease of use for the end user. We start with a very brief overview of the technical issues you probably want to address in implementing your GUI for this project. After that brief overview, we dive into the topic of usability.
An Overview of Technical Considerations for Your GUI
Most of your GUI work on the exam assignment will be focused on usability. But for the final review, you might be asked to justify not just the user-friendliness, but also the technical considerations you took into account when designing and building your GUI. This section gives you a brief overview of some of the technical issues you need to keep in mind.
Required Technologies
Your instruction packet will probably require you to use certain technologies to implement your GUI for this project. If, for instance, your instructions indicate that you are to use Java Swing components and specifically the JTable component, not only do you have to use them, but you also need to use them appropriately. Before jumping in to implementing your GUI, you need to understand the strengths and weaknesses of the technologies you are using. In addition, each of the required technologies is meant to be used in a certain fashion for instance, if you re going to use a JTable, you ll want to use the appropriate models and listeners. The bottom line is, don t use a widget until you really understand how Sun intended for you to use it.
Creating a Usable and Extensible GUI
Model View Controller
Your exam instructions will probably say that the GUI you build should be flexible and relatively easy to extend. If so, you ll probably end up considering the Model View Controller (MVC) design pattern. We recommend that you do consider the MVC approach. If you are familiar with it, so much the better. If you are not, this is a good opportunity to study it. The MVC pattern has plenty of benefits:
It s very popular, and you re bound to run into it sooner or later. It anticipates that end users will ask for iteration after iteration of changes to
the GUI design, and it reduces the development impact of those iterations. (You know how those end users are!)
It scales well to large teams. It anticipates Java s write once run anywhere philosophy, reducing the
effort required to port your GUI layer to additional environments such as browsers or mobile devices.
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