the first thing to do when you start a programming task is deciding your goals. for undo, I had two goals of great importance
- it must be possible to divide big actions into several small ones. ideally, every action is so small that it only changes one value. in other words, an action should be simple enough that you can find almost all bugs
- it should be easy to use the system. magic has many cards, and if the majority of card code is related to the undo system, that can't be good. coding cards should be easy, ideally fun, so that many of them get implemented.
the second should be looking for help and reference material, but I just skipped over to the third one: error ;)
my first thought was a tree of actions with a controller actually executing of them. the controller checks that actions are executed in proper sequence. the work would be to create and append the action, and then let the controller execute it. the parent action is passed as a parameter to the modifying method so it knows where to plug the action into the tree:
//from laterna.magica.timestamp.Timestamp
private TimestampFactory f;
private int timestamp;
...
public void updateTimestamp(Move m) {
//the constructor plugs the move into the tree
//with m as its parent
Move parent = new CompoundMove(m, true);
//plugs in the move which creates the next timestamp
//for the factory
f.nextTimestamp(parent);
//plugs in the move which updates this Timestamp's value
new UpdateTimestampMove(parent);
}
...
private class UpdateTimestampMove extends Move {
private int before;
public UpdateTimestampMove(Move parent) {
//Move does the tree stuff
super(parent);
before = timestamp;
}
@Override
public void make() {
timestamp = f.getCurrentTimestamp();
}
@Override
public void undo() {
timestamp = before;
}
}
//from laterna.magica.timestamp.TimestampFactory
private int currentTimestamp;
...
public int getCurrentTimestamp() {
return currentTimestamp;
}
public void nextTimestamp(Move m) {
new NextTimestampMove(m);
}
...
private class NextTimestampMove extends Move {
private int currentTimestamp;
public NextTimestampMove(Move parent) {
super(parent);
currentTimestamp = TimestampFactory.this.currentTimestamp;
}
@Override
public void make() {
//Set the timestamp after that of this move as current
TimestampFactory.this.currentTimestamp = currentTimestamp + 1;
}
@Override
public void undo() {
//Resets to the current timestamp of this move
TimestampFactory.this.currentTimestamp = currentTimestamp;
}
}
You know what? a call to updateTimestamp() doesn't even really update the timestamp! and even better, it isn't correct just because of that. the line
currentTimestamp = TimestampFactory.this.currentTimestamp;
is executed when the move is constructed. so, if two such moves are constructed before any of them was executed, they bear the same value.
this is known as "lost update": you expect something to be executed in the order read-compute-write-read-compute-write, but really it's read-read-compute-compute-write-write, or something similar. both compute steps can't take into account the other computation, respectively, and the first write step is plainly overwritten.
this is exactly the problem with the code: what you expect (having the new timestamp stored after the call) ist not what the code does, and such misunderstandings are a major source of bugs. additionally, the second point is almost ignored. this layout requires an additional parameter in every method that does the slightest modification, and a manual "execute" in the controller to do the actual work.
impressing how lines fly if you really have something to talk about! i will continue with this story very soon, until then here's a quick lines-of-code count with cloc.pl:
http://cloc.sourceforge.net v 1.08 T=1.0 s (138.0 files/s, 8966.0 lines/s)
-------------------------------------------------------------------------------
Language files blank comment code scale 3rd gen. equiv
-------------------------------------------------------------------------------
Java 138 1497 3126 4343 x 1.36 = 5906.48
Impressing, there are alone 1.5k EMPTY lines in my program ;)
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