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All of the classes that make up the Player and Game applications are organized into three packages:bingo.player
,bingo.game
, andbingo.shared
. This organization is straightforward and is seemingly an obvious choice: The code for the Player application goes in thebingo.player
package, the code for the Game application goes in thebingo.game
package, and all the classes that are used by both go inbingo.shared
. Seems reasonable enough.However, it's worth a few words to explain the benefits of this organization, why we didn't use more packages, and why certain classes were put in
bingo.shared
when they aren't actually shared.Organizing the classes into packages provides these main benefits:
- The first benefit is simply the benefit of having the classes organized into groups. The BINGO game is comprised of about 50 classes. This is a substantial enough number to justify grouping them by functionality. If all of the classes were in a single package, then they'd also be in a single directory. It would be difficult to find classes and keep them straight.
- By dividing the classes into packages, the classes can use Java's access levels to restrict or allow access to member variables and methods based on package membership. If all of the classes were in the same package, the classes wouldn't have the fine-grain control over access as they now enjoy. [PENDING: example of this?]
- [PENDING: more?]
The BINGO classes could have been further divided into more packages: The exceptions and error handling classes could have all been separated into their own package. The "listener" classes could have been separated into their own package, or the UI classes could have been in their own package. When deciding on the package structure, we decided that three packages would sufficiently divide the classes into appropriate functional groups and those packages would also be sufficiently populated. We decided to use three packages because we felt that a further divisioin would splinter the classes unnecessarily. We used class names to help group related classes within the three packages (for example, all of the exception classes have names that end in "Exception").
Like other areas of object-oriented design, many decisions like this are purely a judgment call. It's more of an art than a science and reflects personal style. You will find many programmers making different choices in areas such as this one.
Some classes and interfaces that are in
bingo.shared
are only used by the Game application (such asConstants
). And some classes and interfaces that are inbingo.shared
are only used by the Player application (such asUtilities
). So, why aren't these classes in the application specific packages?The packages represent a conceptual organization as well as a practical one. A class that is used by only one of the applications but lives in
bingo.shared
is one that might be useful to other applications but is not directly manipulated by the code in the application in which it's used.[PENDING: find out if there are other classes whose package is a bit unusual or interesting?]
[PENDING: anything else to say about packages?]
Where does the following belong:
It's interesting how we designed the UI elements that update themselves based on broadcast messages from the Game. Where does this go? Is this an OO thing or a UI thing?
A thought:
we should highlight somehow the intended function of some classes.
For example in shared there are collection of UI classes and listener
things that are grouped by functionality. Shared also contains miscellaneous
"helper" classes. Perhaps we should further divide things into more packages?
Even if we don't change the package structure, we have to find a way
to make these relationships and functions more obvious...class names?
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