In this assignment, you will complete the project you began in Assignment 6. Modify your initial design as necessary, based on technical problems you may have run into and on your own experience testing and using your new system.
Describe how you arrived at your final design and implementation and what modifications or iterations you needed to make. Also document any unusual technical features or issues.
Provide user instructions so that we can run your program and try it out.
Also give a brief presentation/demo of your project in class.
As you finalize your system, it's time to step back and polish your overall user interface, beyond the individual features that each assignment added. Designing and testing a good user interface, as opposed to implementing it, is a separate topic (and a separate course), but here are a few guidelines to get you started:
Also follow the
same team submission procedures
(The rest of this still applies from previous assignments -- to the extent that it makes sense in your chosen language or system)
Your program design should exploit the features of object-oriented programming (encapsulation of code and data, support for abstract data types, polymorphism/overloading, inheritance). In particular, object-oriented programming provides us a good way to handle the various data needed in callback routines. You should use objects to encapsulate each interactive widget with the routines and data you need to use it.
You should provide an object for each interactive widget or small group of widgets you create. That object should hold anything you need to remember about the widget from one callback to another, all the data pertinent only to the command for that widget or that you need to operate this control, (including, in most cases, a pointer to the map or other outside object to perform the actual action the user requested), and the widget's own listener callback routines.
If you have several widgets that share some behavior or properties, you should organize your objects into an appropriate inheritance hierarchy.
You will have other data that must be accessed by several widgets, particularly shared information about the state of the program or global information about the state of the user interface. Provide additional classes and objects for holding this kind of information.
Remember to trigger your drawing to repaint itself explicitly whenever one of your commands causes a change that should be reflected on the screen. And remember that the way to change the screen is first to change the data stored your classes and then to trigger the repaint.
You should follow these general Java programming practices:
And, finally, on your Java programs, for uniformity, please name your Java class that has your main program in it Main, in file Main.java