GWT code OR GWT Designer? [closed] - java

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I am new to GWT. I have a question. Which way is better to learn/use GWT programming. Either to learn using GWT by writing code for creating user interface OR through GWT Designer? I am also aking this question in the context of good programming practices & industry requirements.

I agree that code is much better. Plus later on when you want to do more fine tuning of your UI, exact position up to the pixel level for example, I have found that the Designer is not very easy for aligning widgets. You will need to get down to the code level anyway to do so.
Another benefit like it was already mentioned is you will get a better understanding of what is going on.

In my opinion it's better to learn to code it from scratch. That way you get a much better understanding of what the underlying code does. Because you'll also have to consider supporting the GUI you develop as well. And if you use a designer, while it's a lot quicker, it'll add it's own code to it, and it may not be pure GWT code.
So in my opinion, code it by hand, sure it'll take longer, but you'll understand it better, and be able to support it. And it'll be another great skill to your bow.

I use a mixed solution. Designer for main blocks and code for details...

I would suggest to start with coding rather than the designer. From a learning point of view, coding gives more information regarding how you can use and extend functionality.
Client side scripting involves good styling, alignment which you will understand once you work via the code and scripts.

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Using windowbuilder to learn swing. A bad idea? [closed]

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I started to play arround with windowbuilder and I have already built a few basic GUI programs. However, I was wondering if I'm doing myself a disservice by learning swing this way instead of building everything myself, without using any plugins? I do have a good understanding of what goes into building the whole GUI, but still, what's your opinion on the matter?
I usually give the same example. You can't teach someone to use a calculator before teaching him how to sum. I think it's important for you to get familiarized with most of the swing components and try to grasp the basics about them so you can code them easily.
WindowBuilder is very helpful for complex designs and components, but I think you should first know the fundamentals before switching to WindowBuilder. Many people would disagree with me because that extension makes life a lot easier but it's really important to know the basics in case someday you want to work somewhere without WindowBuilder or NetBeans, or even if you want to understand the code that the program is making for you.
So, to sum up: You can install WindowBuilder and use it to learn but keep in mind you may not get some VERY useful knowledge with this method. Also, analyze the code thoroughly to understand it and try not to over-use the tool.
I would recommend writing initially with your hands. After all, WindowBuilder and similar tools are designed to speed up development, use them if you understand what is inside. All the best!

Identifying the architecture and libraries of an open source app [closed]

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so here I got an open-source Android app which I must analyze and identify the structure of, things like its libraries, high-level architecture, configuration management, and testing facilities.
Now I understand where and how to look for the last two, but I still rather confused on how can I identify the libraries and architecture.
So what I'm asking is, how do I identify the architecture of an app and the libraries it uses? where do I look for it? what part of the source code? are there any tips to do this?
If there is any other info that I should provide, please do tell me.
Edit1: this is what I meant by high-level architecture, using Firefox as an example, but it doesn't have to be this technical, something more simple is also okay >>>
There are 1000s (maybe even millions) of questions on stack-overflow regarding Android development. The android documentation is itself highly exhaustive. And a simple query like "add library android project" can lead someone to answers like this.
What I am really trying to say is, a lot is already there. You just need to use it.
As for the original question :
Libraries
The dependencies can be found here. These are the external libraries that are used by this app.
-
Architecture
About that, you will mostly have to go through the code. Using Android-studio for that can be really helpful. You can use tools like this, but mostly, you will have to go through the code and understand it.
Furthermore, since its opensource project, there should be good documentation about it.

Java GUI programming beginner tips [closed]

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Im quite good with writing text based programs using Java and ill like to proceed to writing GUI programs and animations ive checked several youtube playlists and they dont seem do helpful so i would appreciate any tips on where to start.
For desktop applications, You should start with Java Swing.
Swing API is a set of extensible GUI Components to ease the
developer's life to create JAVA based Front End/GUI Applications.
There are some good tutorials, I would suggest the following:
JavaTPoint and TutorialsPoint
After completing swing, you can move on to JavaFX.
JavaFX is a set of graphics and media packages that enables developers
to design, create, test, debug, and deploy rich client applications
that operate consistently across diverse platforms.
For that, you may follow to begin with
code.makery
Sounds as a great question, but not self explanatory. Before making assumptions just ask your self -
Do I feel myself as Web developer or a Desktop(Core) developer?
From a prospective of Desktop developer - take a look at Swing - it allows to make GUI forms and etc. If you decide to learn web, then take a look at Vaadin (which is made on top of GWT, and easier to dive in)..
Both of them have simlar syntax, so it would be always easier re-qualify...
UPDATE: While you still decide where to go, see this humble example of Vaadin Application

Android game development - Should I use a framework like AndEngine? [closed]

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I am going to develop a (relatively) simple game for the Android platform.
It's gonna be 2D-Game (no heavy stuff, maybe simple animations)
I am considering using a framework (like AndEngine)
What are the advantages/disadvantages of using a framework? (rather than developing from scratch)
Thanks!
Well this can be a broad subject, nonetheless I'll toss in my 2 cents.
There are plenty of advantages using a framework and this applies to many other scenarios. Just think of a framework as a bridge to shorten the path and not have to reinvent the wheel.
A framework will pretty much handle the boring plumbing you would have to do otherwise.
Using a framework will, in most cases, make you code faster and some will probably «force» you to code in a cleaner and more organized fashion. Although this has much more to do with the programmer itself...but there are opinionated frameworks out there that will at least lead you the way.
The biggest disadvantage is not using a framework in itself, but picking the right framework. I think you have to make a few questions before deciding to pick Framework A, B or C such as : Is it sufficientlly mature for my needs? Does it have a good community or vendor support? Is it here to stay? What happens if the framework loses pace or support? Will I be in trouble?
There are other disadvantages of course. You may be putting yourself open to the risk of learning the Framework and neglecting the language behind it. For example, you may know jQuery but it's not liquid that you know javascript. See where I'm going?
Also, you can find yourself shackled by the framework limits. You may not be able to have full control of the code you write or at least not be able to express your code better because the framework it self has tight bounds. In other words, you are forced to respect its limits and work the way it is required. Again, pick the right framework for your needs.
I hope this helped.

Automated UAT/functional tests on Swing applications without source code [closed]

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Our team is now working on a big Swing application. Our job basically focuses on writing extensions to the existing framework. A typical job would be adding a new panel/ or adding a new tab with some extra functionalities that suit our need.
It seems FEST can help a lot in terms of unit-test our code. I am going to try it out this week. But the question here is if there is a way to do automated functional testing on the whole application. In another word, we do not only need to test our code but also the framework. After all, UAT is the most important part.
I am currently considering decompiling the jar files we got into source code then we can identify the components and then use FEST.
So, before I get started to give this approach a shot, I think I just ask for ideas and inspirations here. There must be people who have done similar things before. Would be nice if I could learn from the veterans who fought against this before .
Thanks,
In my view, Functional tests and unit tests are not well serviced by the same framework. For functional testing, I would recommend you look at QFTest, which understands Swing components, so you get a more stable test than a traditional click-and-keyboard playback mechanism, while still being at the functional level.
You could consider ReTest, which is a functional Swing test tool that comes with an interesting approach to regression testing and is packed with AI-based monkey testing.
It is going to be partly open source as well.
Disclaimer: I am the founder of the company creating ReTest.

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