{ list here sources of all reused/adapted ideas, code, documentation, and third-party libraries -- include links to the original source as well }
Refer to the guide Setting up and getting started.
The Architecture Diagram given above explains the high-level design of the App.
Given below is a quick overview of main components and how they interact with each other.
Main components of the architecture
Main
(consisting of classes Main
and MainApp
) is in charge of the app launch and shut down.
The bulk of the app's work is done by the following four components:
UI
: The UI of the App.Logic
: The command executor.Model
: Holds the data of the App in memory.Storage
: Reads data from, and writes data to, the hard disk.Commons
represents a collection of classes used by multiple other components.
How the architecture components interact with each other
The Sequence Diagram below shows how the components interact with each other for the scenario where the user issues the command delete 1
.
Each of the four main components (also shown in the diagram above),
interface
with the same name as the Component.{Component Name}Manager
class (which follows the corresponding API interface
mentioned in the previous point.For example, the Logic
component defines its API in the Logic.java
interface and implements its functionality using the LogicManager.java
class which follows the Logic
interface. Other components interact with a given component through its interface rather than the concrete class (reason: to prevent outside component's being coupled to the implementation of a component), as illustrated in the (partial) class diagram below.
The sections below give more details of each component.
The API of this component is specified in Ui.java
The UI consists of a MainWindow
that is made up of parts e.g.CommandBox
, ResultDisplay
, PersonListPanel
, StatusBarFooter
etc. All these, including the MainWindow
, inherit from the abstract UiPart
class which captures the commonalities between classes that represent parts of the visible GUI.
The UI
component uses the JavaFx UI framework. The layout of these UI parts are defined in matching .fxml
files that are in the src/main/resources/view
folder. For example, the layout of the MainWindow
is specified in MainWindow.fxml
The UI
component,
Logic
component.Model
data so that the UI can be updated with the modified data.Logic
component, because the UI
relies on the Logic
to execute commands.Model
component, as it displays Person
object residing in the Model
.API : Logic.java
Here's a (partial) class diagram of the Logic
component:
The sequence diagram below illustrates the interactions within the Logic
component, taking execute("delete 1")
API call as an example.
Note: The lifeline for DeleteCommandParser
should end at the destroy marker (X) but due to a limitation of PlantUML, the lifeline continues till the end of diagram.
How the Logic
component works:
Logic
is called upon to execute a command, it is passed to an AddressBookParser
object which in turn creates a parser that matches the command (e.g., DeleteCommandParser
) and uses it to parse the command.Command
object (more precisely, an object of one of its subclasses e.g., DeleteCommand
) which is executed by the LogicManager
.Model
when it is executed (e.g. to delete a person).Model
) to achieve.CommandResult
object which is returned back from Logic
.Here are the other classes in Logic
(omitted from the class diagram above) that are used for parsing a user command:
How the parsing works:
AddressBookParser
class creates an XYZCommandParser
(XYZ
is a placeholder for the specific command name e.g., AddCommandParser
) which uses the other classes shown above to parse the user command and create a XYZCommand
object (e.g., AddCommand
) which the AddressBookParser
returns back as a Command
object.XYZCommandParser
classes (e.g., AddCommandParser
, DeleteCommandParser
, ...) inherit from the Parser
interface so that they can be treated similarly where possible e.g, during testing.API : Model.java
The Model
component,
Person
objects (which are contained in a UniquePersonList
object).Person
objects (e.g., results of a search query) as a separate filtered list which is exposed to outsiders as an unmodifiable ObservableList<Person>
that can be 'observed' e.g. the UI can be bound to this list so that the UI automatically updates when the data in the list change.UserPref
object that represents the user’s preferences. This is exposed to the outside as a ReadOnlyUserPref
objects.Model
represents data entities of the domain, they should make sense on their own without depending on other components)Note: An alternative (arguably, a more OOP) model is given below. It has a Tag
list in the AddressBook
, which Person
references. This allows AddressBook
to only require one Tag
object per unique tag, instead of each Person
needing their own Tag
objects.
API : Storage.java
The Storage
component,
AddressBookStorage
and UserPrefStorage
, which means it can be treated as either one (if only the functionality of only one is needed).Model
component (because the Storage
component's job is to save/retrieve objects that belong to the Model
)Classes used by multiple components are in the seedu.address.commons
package.
This section describes some noteworthy details on how certain features are implemented.
The proposed undo/redo mechanism is facilitated by VersionedAddressBook
. It extends AddressBook
with an undo/redo history, stored internally as an addressBookStateList
and currentStatePointer
. Additionally, it implements the following operations:
VersionedAddressBook#commit()
— Saves the current address book state in its history.VersionedAddressBook#undo()
— Restores the previous address book state from its history.VersionedAddressBook#redo()
— Restores a previously undone address book state from its history.These operations are exposed in the Model
interface as Model#commitAddressBook()
, Model#undoAddressBook()
and Model#redoAddressBook()
respectively.
Given below is an example usage scenario and how the undo/redo mechanism behaves at each step.
Step 1. The user launches the application for the first time. The VersionedAddressBook
will be initialized with the initial address book state, and the currentStatePointer
pointing to that single address book state.
Step 2. The user executes delete 5
command to delete the 5th person in the address book. The delete
command calls Model#commitAddressBook()
, causing the modified state of the address book after the delete 5
command executes to be saved in the addressBookStateList
, and the currentStatePointer
is shifted to the newly inserted address book state.
Step 3. The user executes add n/David …
to add a new person. The add
command also calls Model#commitAddressBook()
, causing another modified address book state to be saved into the addressBookStateList
.
Note: If a command fails its execution, it will not call Model#commitAddressBook()
, so the address book state will not be saved into the addressBookStateList
.
Step 4. The user now decides that adding the person was a mistake, and decides to undo that action by executing the undo
command. The undo
command will call Model#undoAddressBook()
, which will shift the currentStatePointer
once to the left, pointing it to the previous address book state, and restores the address book to that state.
Note: If the currentStatePointer
is at index 0, pointing to the initial AddressBook state, then there are no previous AddressBook states to restore. The undo
command uses Model#canUndoAddressBook()
to check if this is the case. If so, it will return an error to the user rather
than attempting to perform the undo.
The following sequence diagram shows how an undo operation goes through the Logic
component:
Note: The lifeline for UndoCommand
should end at the destroy marker (X) but due to a limitation of PlantUML, the lifeline reaches the end of diagram.
Similarly, how an undo operation goes through the Model
component is shown below:
The redo
command does the opposite — it calls Model#redoAddressBook()
, which shifts the currentStatePointer
once to the right, pointing to the previously undone state, and restores the address book to that state.
Note: If the currentStatePointer
is at index addressBookStateList.size() - 1
, pointing to the latest address book state, then there are no undone AddressBook states to restore. The redo
command uses Model#canRedoAddressBook()
to check if this is the case. If so, it will return an error to the user rather than attempting to perform the redo.
Step 5. The user then decides to execute the command list
. Commands that do not modify the address book, such as list
, will usually not call Model#commitAddressBook()
, Model#undoAddressBook()
or Model#redoAddressBook()
. Thus, the addressBookStateList
remains unchanged.
Step 6. The user executes clear
, which calls Model#commitAddressBook()
. Since the currentStatePointer
is not pointing at the end of the addressBookStateList
, all address book states after the currentStatePointer
will be purged. Reason: It no longer makes sense to redo the add n/David …
command. This is the behavior that most modern desktop applications follow.
The following activity diagram summarizes what happens when a user executes a new command:
Aspect: How undo & redo executes:
Alternative 1 (current choice): Saves the entire address book.
Alternative 2: Individual command knows how to undo/redo by itself.
delete
, just save the person being deleted).{more aspects and alternatives to be added}
{Explain here how the data archiving feature will be implemented}
Target user profile:
Value proposition:
Priorities: High (must have) - * * *
, Medium (nice to have) - * *
, Low (unlikely to have) - *
Priority | As a … | I want to … | So that I can… |
---|---|---|---|
* * * | new user | see usage instructions | refer to instructions when I forget how to use the App |
* * * | coach | add a new player | keep a record of their personal information |
* * * | coach | add a new team | organize players by teams |
* * * | coach | add a player to a team | maintain accurate team list for training and match selection |
* * * | coach | remove a player from a team | maintain accurate team list when player leaves team |
* * * | coach | delete a player | clean up records of players I no longer coach |
* * * | coach | delete a team | clean up records of teams I no longer coach |
* * * | coach | create a position | assign a position to a player |
* * * | coach | delete a position | delete a position that I created |
* * * | coach | assign a player a position | keep track of a player's position |
* * * | coach | create a named injury status with a timeframe | standardize how injuries are tracked and managed |
* * * | coach | assign an existing injury status to a player | view and track their availability and rehab timeline |
* * * | coach | list all the players | view all player information |
* * * | coach | search for a player by name | retrieve details of a specific player easily |
* * * | coach | save a player's emails | have players email to send them documents |
* * * | coach | save a player's dietary restriction | save players dietary restrictions |
* * * | coach | save a player's jersey number | easily know what jersey number each player is wearing |
* * * | coach | save a player as captain | see who my team captains are |
* * | coach | filter players by team | focus only on players from a given team |
* * | coach | filter player by injury | quickly check which players are unavailable |
* * | coach | filter players by position | see all players who can play a certain role |
* * | coach | remove an assigned injury status from a player | identify and select players who are fully fit |
* * | coach | save players' past injury details | identify higher-risk players and manage their workload appropriately |
* | coach | create a shortlist of transfer targets | consolidate potential signings for evaluation and outreach |
{More to be added}
(For all use cases below, the System is the AddressBook
and the Actor is the user
, unless specified otherwise)
Use case: UC01 - Add a player
MSS
User requests to add a player with all relevant details
AddressBook adds the player
Use case ends.
Extensions
1a. The given player details are invalid.
1a1. AddressBook shows an error message.
Use case ends.
1b. The player to be added already exists in the list.
1b1. AddressBook shows an error message.
Use case ends.
Use case: UC02 - Delete a player
MSS
User requests to list players
AddressBook shows a list of players
User requests to delete a specific player in the list
AddressBook deletes the player
Use case ends.
Extensions
2a. The list is empty.
Use case ends.
3a. The given index is invalid.
3a1. AddressBook shows an error message.
Use case resumes at step 2.
Use case: UC03 - Add a team
MSS
Extensions
1a. The given team name is invalid.
1a1. AddressBook shows an error message.
Use case ends.
1b. The team to be added already exists.
Use case ends.
Use case: UC04 - Delete a team
MSS
User requests to list teams
AddressBook shows a list of teams
User requests to delete a specific team in the list
AddressBook deletes the team
Use case ends.
Extensions
2a. The list is empty.
Use case ends.
3a. The given team name does not exist.
3a1. AddressBook shows an error message.
Use case resumes at step 2.
Use case: UC05 - Add a player to a team
MSS
User requests to list players
AddressBook shows a list of players
User requests to list teams
AddressBook shows a list of teams
User requests to add a specific player to a specific team
AddressBook adds the player to the team
Use case ends.
Extensions
2a. The player list is empty.
Use case ends.
4a. The team list is empty.
Use case ends.
5a. The given player or team selection is invalid.
5a1. AddressBook shows an error message.
Use case resumes at step 2.
Use case: UC06 - Assign an injury status to a player
Guarantees: Player's injury status and rehab timeline are updated and persisted
MSS
User requests to list players
AddressBook shows a list of players
User requests to assign an existing injury status to a player by specifying the injury name and timeframe
AddressBook updates the player's availability and rehab timeline
Use case ends.
Extensions
2a. The list is empty.
Use case ends.
3a. The given player selection is invalid.
3a1. AddressBook shows an error message.
Use case resumes at step 2.
3b. The specified injury status does not exist.
3b1. AddressBook shows an error message and prompts User to create a new injury status.
3b2. User creates the new injury status.
Use case resumes at step 3.
3c. The specified timeframe is invalid.
3c1. AddressBook shows an error message.
Use case resumes at step 3.
3d. The specified injury status has already been assigned to the selected player.
3d1. AddressBook shows an error message.
Use case ends.
======= Use case: UC07 - List all players
MSS
User requests to list all players.
PlayBook shows a list of players
Use case ends.
Extensions
2a. The list is empty.
2a1. PlayBook shows an error message.
Use case ends.
Use case: UC08 - Search for a player
MSS
User requests to search for a player by name.
PlayBook shows the player's details.
Use case ends.
Extensions
1a. The player name is missing.
1a1. PlayBook shows an error message.
Use case ends.
1b. The player name is invalid.
1b1. PlayBook shows an message.
Use case ends.
2a. No player matches the given name.
2a1. PlayBook shows an error message.
Use case ends.
Use case: UC09 - Filter players by team
MSS
User requests to filter players by a team name.
PlayBook shows the list of players in that team.
Use case ends.
Extensions
1a. The team name is missing.
1a1. PlayBook shows an error message.
Use case ends.
1b. The team name is invalid.
1b1. PlayBook shows an error message.
Use case ends.
2a. The team does not exist.
2a1. PlayBook shows an error message.
Use case ends.
2b. The team exists but has no players.
2b1. PlayBook shows an error message.
Use case ends.
Use case: UC10 - Filter players by injury
MSS
User requests to filter players by an injury status.
PlayBook shows the list of players with that injury status.
Extensions
1a. The injury status is missing.
1a1. PlayBook shows an message.
Use case ends.
1b. The injury status is invalid.
1b1. PlayBook shows an error message.
Use case ends.
2a. No players match the given injury status.
2a1. PlayBook shows an error message.
Use case ends.
Use case: UC11 - Filter players by position
MSS
User requests to filter players by a position.
PlayBook shows the list of players in that position.
Use case ends.
Extensions
1a. The position is missing.
1a1. PlayBook shows an error message.
Use case ends.
1b. The position is invalid.
1b1. PlayBook shows an error message.
Use case ends.
2a. No players are in that position.
2a1. PlayBook shows an error message.
Use case ends.
Use case: UC12 - Create a position
MSS
User requests to create a position with specific details
AddressBook adds a position with given details
Use case ends.
Extensions
1a. Position detail is invalid
1a1. AddressBook shows an error message
Use case ends.
2a. Position already exists
2a1. AddressBook shows an error message
Use case ends.
Use case: UC13 - Delete a position
MSS
User requests to delete a position with specific details
AddressBook deletes a position with given details
Extensions
1a. Position detail is invalid
1a1. AddressBook shows an error message
Use case ends.
2a. Position does not exist
2a1. AddressBook shows an error message
Use case ends.
Use case: UC14 - Assign position to a player
MSS
User requests to assign a position to a player with specific details
AddressBook assigns a position to a player with given details
Use case ends.
Extensions
1a. Position detail is invalid
1a1. AddressBook shows an error message
Use case ends.
2a. Player detail is invalid
2a1. AddressBook shows an error message
Use case ends.
3a. Position does not exist
3a1. AddressBook shows an error message
Use case ends.
4a. Player does not exist
4a1. AddressBook shows an error message
Use case ends.
Use case: UC15 - Save player's email
MSS
User requests to save a player's email under player's details
AddressBook updates email under player's detail
Use case ends.
Extensions
1a. The given player is invalid.
1a1. AddressBook shows an error message.
Use case ends.
Use case: UC16 - Save player's dietary restriction
MSS
User requests to save a player's dietary restriction under player's details
AddressBook updates dietary restriction under player's detail
Use case ends.
Extensions
1a. The given player is invalid.
1a1. AddressBook shows an error message.
Use case ends.
Use case: UC17 - Save player's jersey number
MSS
User requests to save a player's jersey number under player's details
AddressBook updates jersey number under player's detail
Use case ends.
Extensions
1a. The given player is invalid.
1a1. AddressBook shows an error message.
Use case ends.
1b. The jersey number had already been taken
1b1. AddressBook ask for confirmation to give number to this player despite another player having this number.
1b2. User confirms decision
1b3. AddressBook removes old player's number
1b4. AddressBook updates jersey number of player
Use case ends.
Use case: UC18 - Save a player as captain
MSS
User requests to save a player as captain under player's details
AddressBook updates if player is captain under player's detail
Use case ends.
Extensions
1a. The given player is invalid.
1a1. AddressBook shows an error message.
Use case ends.
{More to be added}
17
or above installed.{More to be added}
Given below are instructions to test the app manually.
Note: These instructions only provide a starting point for testers to work on; testers are expected to do more exploratory testing.
Initial launch
Download the jar file and copy into an empty folder
Double-click the jar file Expected: Shows the GUI with a set of sample contacts. The window size may not be optimum.
Saving window preferences
Resize the window to an optimum size. Move the window to a different location. Close the window.
Re-launch the app by double-clicking the jar file.
Expected: The most recent window size and location is retained.
{ more test cases … }
Deleting a person while all persons are being shown
Prerequisites: List all persons using the list
command. Multiple persons in the list.
Test case: delete 1
Expected: First contact is deleted from the list. Details of the deleted contact shown in the status message. Timestamp in the status bar is updated.
Test case: delete 0
Expected: No person is deleted. Error details shown in the status message. Status bar remains the same.
Other incorrect delete commands to try: delete
, delete x
, ...
(where x is larger than the list size)
Expected: Similar to previous.
{ more test cases … }
Dealing with missing/corrupted data files
{ more test cases … }