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An educational personal project aiming to create an inventory management system mock-up similar to a video game inventory. This project attempts to simulate various real-world storage concepts that can be swapped in place.

Java 99.75% CSS 0.25%
homestuck inventory inventory-management sylladex java-8 javafx ims java learning-by-doing

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interactive_sylladex's Issues

review codebase and generate documentation and commentary

  • review listeners flow of data
  • review dependency tree
  • review SOLID alignment
  • review the concerns that each class solves
  • generate documentation for all interfaces
  • generate documentation for all public methods
  • generate documentation for high dependency methods
  • generate documentation for vague/lengthy methods

Generate application responses for when the user clicks on the display window

!!! this concept should be fleshed out with more specific feature requirements before being implemented !!!

  • ideally should provide context specific details about a card/item if clicked on, e.g. status of the card, known details, modus-context specific statuses.
  • this should be implemented in a way that allows behavior to be consistent across all Modus subclasses, but allows the modus to dictate what information may be given

autocomplete the input console when a command label is clicked

commands are currently displayed in the UI as simple labels within a tab. A recommended feature addition is to have the commands be automatically added or completed when clicked on, allowing the user to finish within the console.

requirements:

  • the console should reflect the command after being clicked
  • this should not append the command if a different command or arguments have been already typed out
  • the implementation must have consideration for how this may interact within a button-based GUI and not just a console-based GUI (keep it open ended)

(enhancement) design an alternative GUI

The current GUI is a text-console based design that requires commands to be typed in, followed by any flags or arguments. This syntax reliant approach was originally chosen to honor the source inspiration of the project. However, with the foundation created by the componentized UI, a button based design can be created that is interoperable with the text-console design and allows for these two GUIs to be swapped on the fly during runtime.

This enhancement would be very much in-line with the modular nature the application is meant to demonstrate.

Initial requirements for this to be achieved

  • buttons would have to serve the commands as input.
  • forms may be in place for input control
  • external classes that may control UI must be either adapted or interfaced to ensure consistent behavior that doesn't require external classes to differentiate.
  • potentially, the current command framework and item framework may need to be further refined to allow more abstract metadata of currently stored cards, command functionality, and argument requirements in order to have more reactive presentation expression within the UI.

update the readme to reflect new changes

  • the current sections need to reflect the current updated state of the code and architecture
  • a section about test case health needs to be added
  • a Requirements Document should be established, formatted, and either added as a section or added as a link
  • a section for After Action Review should be added

restructure the sylladex class

  • rename Sylladex to SylladexSystem
  • extract independent UI controller classes from Sylladex
  • extract ViewDirector class from Sylladex, which can pass a list of view properties to the SylladexSystem when made
  • restructure SylladexSystem as a Singleton with API methods
  • flow data from controllers to SylladexSystem using API
  • flow data to controllers using Properties/Listeners

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