OO Design Point

I'm simulating a "University Registration System" webapp based on the Java Servlet Technology. There're main entities like Course, Student, CourseSection, Registration.
CourseSection has a ( it's teacher ) Professor and a ( it's content ) Course reference.
Registration has a List of CourseSections available for current term, ...
My problem is here:
Student has a List of CourseSections that has registered in. that' ok! but somewhere, i need to have a List of course objects that any student has registered in.
One way is when i want this information, iterate through registered CourseSections List and collect a List of Courses. ( "anySectionObj.getCourse()" ) and in this case bad point is a "For Loop" ( lookup ) everytime you want this information. ( performance )
Another is to also have a List of registered Courses in Student Class, but it means that any update ( Add, Remove, ... ) to CourseSections List needs a update to Courses List, but i think there'd be somehow a "Coupling" between these two, however they are naturaly "Coupled." { registered Courses depend on registered CourseSections. } ( OO best practices )
as now i've choosen the second. and in my "addCourseSection" method i add the courseSection to CourseSections List then it's Course to CoursesList ( cuncurrent update ). but it dosen't sound me a good approach, also having two list's that totally mean the same.
How can i OO-ly ;) solve this kind of problems ? ( any patterns? )
I hope, i've clarified my point. any help of OO issues would be appriciated.

One word ... Managers
Ok to explain
Entities
Courses
Sections
Students
Schedules
Relationships
A Course knows what it is, but may or may not know what sections of it exist.
A Section knows what course it belongs to but not what other sections may exist.
Students know who they are, and know what their schedule is but they have to look at the schedule to get any specific information
A schedule knows what student they belong to and what sections of what courses they "own".
Problem, if you want to know (a) what students are in a section, (b) what courses does a student have ... there are others but you get the idea.
By adding managers the core system, or an external system doesn't need to know where the references to the students are, it asks the manager. Basically a call that semantically says, "Student Manager could I have a reference to the student with the id=123456?"
The student might or might not hold a reference to their schedule. For our purposes we'll say that they don't, so you might want to have a schedule manager sitting in the student center to direct the hapless freshmen who inevitably get lost. Student says essentially, "Schedule manager, I'm student (id=123456) and could I have a reference to my schedule please.
Do you see where I'm going with this ???

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    map Im not quite sure about yet.
    so basically, Im trying to figure out how I should go about this. Im not quite ready to hack code yet, I need to get a good plan together and make sure I go about this correctly.
    can I open this for discussion and get some help on designing this. Im trying to stay really very simple, so as not to undertake too much.
    this is my outline right now:
    login: a screen with name and pass fields, an ok button. when the button is clicked, the program checks the db for the name, and verifies the password, if everything is in order, goto the account screen, possibly a cookie or session of some sort is set.
    account screen: show the username, items owned and number of each, any tools or special items owned. button to logout, button to goto map. radio buttons on the tools to determine which one, if any, is equipped. there should also be a special area near the top that shows what item was found on the previous day.
    map screen: this is a small image of a map. the user clicks and shows a pin placed, as well as any other pins currently on the map for the day. a search button that when clicked, locks in the location untill the end of the day.
    the user can search one location per 24 hour period, server time.once a location is picked, its locked in till server is rolled to new day. based on the location, and the tool selected, the player gains an item, these will be used for creating items and such in a later game that is tied to the IP.
    pretty simple, login, pick a tool, pick a location, complain in the forum that you can't find good items, and that the main game isnt done, move on till tomorrow :)
    I need to go over each part in detail and do this right. I should mostly be SQL with a graphic frontend, which as of now Im choosing Java for, so this can run in a web browser. Im also considering PHP, but I fear it wont be dynamic enough. Flash is my other choice. I would like to get a good idea of what I need to do for each aspect before I make it. The screens I will make in netBeans, probably using Swing, and all of my actual logic will be in click events.
    Help me out guys, I need to talk about this step by step with someone.

    lord_midnight wrote:
    ]morgair: I have done some small projects here n there, mostly just demos, I am almost finished with a retro styled platformer, just placing tiles and entities, finishing up the art, code is done except for a few custom routines for a boss. this project is actually pretty small, other than being online, its a good choice for a first game type of project. Im confident it is within my skillset.Thank you for the reply, I was unsure what level of help you needed, many on here come in and have never done any programming before, let alone, an actual game on-line or otherwise. It's nice to hear where you're at.
    ]mrw: yeah, its not so much that I have a problem, I just want to make sure I think everything through before I start. Im trying to get a good grasp of what Im doing, so I don't have very many problems, Im sure I'll have a few though, somehow no matter how much I plan, something goes awry.
    ]soultech2012: Im actually in college, I took java this spring, and Im taking advanced java as soon as its offered online. still, its not so much instruction I want, as discussion.
    maybe I was not being so clear, Im not looking for anyone to write code, or tell me what to do, I want to talk with people, Im sure I will have direct questions at some point, but right now, I want to think it through. If anything, another set of eyes looking at the design, pointing out possible snags or logic problems. its pretty simple as far as games go, I did some prototyping in flash last night, I think this will be pretty easy. does anyone see any serious problems in the design ?
    I think it will make a nice little game, its not meant to take much time out of the players day, just a 2-5 minute jaunt into my website. login, pick a spot on the map, select a tool to use to help gather items, and slowly over several weeks, have accumulated a collection of goods for a game Im doing at a later date.
    getting the x,y will be easy, I have done a couple of very simple apps that interact with SQL,
    the only real logic parts of this are some ifs or a switch, and adding to a field in SQL.
    getting pixel color might be tricky, it was easy in flash, and Im pretty sure I saw a similar function last time I browsed the javadocs, so Im not too concerned.I like to use getRGB and setRGB from a BufferedImage.
    honestly, I looked around and I can all but make this in javascript and PHP/SQL, java might be overkill.
    anyone see any obvious ways to cheat the game ?If you store any logic on the client side they can easliy find and modify it, that way they can have a super character or all of the items. Runescape is perfect example of this, they run client server and there are groups that have made their own client to cheat with.
    am I underestimating the complexity of the task ? I have plenty of time to work on it, no hurry, but Im hoping to have something on the site within the next month or so.That is doable, If you are careful in your implementation, you can build a basic game engine and then work on map and support making for facilitate different levels.
    I need to make a list of terrains, the colors Im using for them, and items found, and I need to draw out a table that Im using to plot out the sql.
    Im taking PHP/SQL this fall, Im starting to get the hang of it, and I have a pretty good grasp of basic programming concepts. this should be well within reach, honestly, its glorified tic-tac-toe, or match-findingThe big things that seem to pop up for people are:
    Picking up items
    putting down an item
    weilding an item
    using an item
    combat
    breaking off combat
    automatic path plotting (least cost algo from map)
    frequency of random events
    regeneration of items
    regeneration of health
    real language interaction with characters (pattern matching for content)
    Just remember: choose what you want and don't let the scope of your game creap or you'll have a bunch of code that has no implementation end in sight. Keep your compiles short and changes departmentalize so you can have running code that works from one feature to another. I see a lot of people--experirenced too--that literally throw hundreds of lines of code out and then try to debug it after they make changes thorughout the stable code base to allow integration of the new feature; this can be very daunting, keep it as simple as possible to integrate new features--small steps are good.
    thanks for the input, and comments are welcome, best I can offer is thanks and bonus tools in the game once its done, so thank you.

  • Design Pattern: Is the Universe Object a Singleton or Static or either way.

    Hi All,
    1. I've read this thread: static versus singleton
    http://forum.java.sun.com/thread.jsp?forum=425&thread=401035&tstart=105&trange=15
    2. Now, specifically if you were to model the Universe Object, what would you choose? a Singleton
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    <dubwai>
    What's 'the Universe Object'?
    </dubwai>
    Sorry, for not being clear. My assumption is that every body would undertand the word 'Universe' immediately. So with this clarification. I hope you will have more input. Thanks.
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           return instance;
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         public static void do() 
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    <os>
    Personally, I'd make the universe a singleton.
    The universe is an 'object', not a class, and if alternate universes are proved to exist you can create new instances,
    and not treat it as a singleton any more, without much rewriting (a static implementation would need a total rewrite).
    </0s>
    1. Keywords: Personally and alternate universes are proved to exist.
    Yes, this is the kind of reasoning I'm looking for. By that I mean when we design a class, our reasonning should not depends
    on the 'pure' technical concepts of what Singleton class or Static class can do but rather depending on the reality
    of the world. And then from that understanding we would choose a Singleton or Static class. This is what I meant by 'Either way, it doesn't matter' which depend on one's view about of existence of the universe whether it's unique or not. In your case (Os), you prefer Singleton because of the possibility of alternate universes.
    2. Now, let's admit, there is only one Universe, would you still prefer Singleton class over Static class? for all the techincal reasons that you said
    "As a singleton,..."
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    OR just because a Singleton would be 'safer' to cover the possibility of design extension in that can cover all cases (alternate as well)

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