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Acquizition - Developer Guide

1. Setting up

1.1. Prerequisites

  1. JDK 9 or later

    ⚠️
    JDK 10 on Windows will fail to run tests in headless mode due to a JavaFX bug. Windows developers are highly recommended to use JDK 9.
  2. IntelliJ IDE

    ℹ️
    IntelliJ by default has Gradle and JavaFx plugins installed.
    Do not disable them. If you have disabled them, go to File > Settings > Plugins to re-enable them.

1.2. Setting up the project in your computer

  1. Fork this repo, and clone the fork to your computer

  2. Open IntelliJ (if you are not in the welcome screen, click File > Close Project to close the existing project dialog first)

  3. Set up the correct JDK version for Gradle

    1. Click Configure > Project Defaults > Project Structure

    2. Click New…​ and find the directory of the JDK

  4. Click Import Project

  5. Locate the build.gradle file and select it. Click OK

  6. Click Open as Project

  7. Click OK to accept the default settings

  8. Open a console and run the command gradlew processResources (Mac/Linux: ./gradlew processResources). It should finish with the BUILD SUCCESSFUL message.
    This will generate all resources required by the application and tests.

  9. Open MainWindow.java and check for any code errors

    1. Due to an ongoing issue with some of the newer versions of IntelliJ, code errors may be detected even if the project can be built and run successfully

    2. To resolve this, place your cursor over any of the code section highlighted in red. Press ALT+ENTER, and select Add '--add-modules=…​' to module compiler options for each error

  10. Repeat this for the test folder as well (e.g. check HelpWindowTest.java for code errors, and if so, resolve it the same way)

1.3. Verifying the setup

  1. Run the seedu.address.MainApp and try a few commands

  2. Run the tests to ensure they all pass.

1.4. Configurations to do before writing code

1.4.1. Configuring the coding style

This project follows oss-generic coding standards. IntelliJ’s default style is mostly compliant with ours but it uses a different import order from ours. To rectify,

  1. Go to File > Settings…​ (Windows/Linux), or IntelliJ IDEA > Preferences…​ (macOS)

  2. Select Editor > Code Style > Java

  3. Click on the Imports tab to set the order

    • For Class count to use import with '*' and Names count to use static import with '*': Set to 999 to prevent IntelliJ from contracting the import statements

    • For Import Layout: The order is import static all other imports, import java.*, import javax.*, import org.*, import com.*, import all other imports. Add a <blank line> between each import

Optionally, you can follow the UsingCheckstyle.adoc document to configure Intellij to check style-compliance as you write code.

1.4.2. Setting up CI

Set up Travis to perform Continuous Integration (CI) for your fork. See UsingTravis.adoc to learn how to set it up.

After setting up Travis, you can optionally set up coverage reporting for your team fork (see UsingCoveralls.adoc).

ℹ️
Coverage reporting could be useful for a team repository that hosts the final version but it is not that useful for your personal fork.

Optionally, you can set up AppVeyor as a second CI (see UsingAppVeyor.adoc).

ℹ️
Having both Travis and AppVeyor ensures your App works on both Unix-based platforms and Windows-based platforms (Travis is Unix-based and AppVeyor is Windows-based)

1.4.3. Getting started with coding

When you are ready to start coding,

  1. Get some sense of the overall design by reading Section 2.1, “Architecture”.

  2. Take a look at Appendix A, Suggested Programming Tasks to Get Started.

2. Design

2.1. Architecture

Architecture
Figure 1. Architecture Diagram

The Architecture Diagram given above explains the high-level design of the App. Given below is a quick overview of each component.

Main has only one class called MainApp. It is responsible for,

  • At app launch: Initializes the components in the correct sequence, and connects them up with each other.

  • At shut down: Shuts down the components and invokes cleanup method where necessary.

Commons represents a collection of classes used by multiple other components. The following class plays an important role at the architecture level:

  • LogsCenter : Used by many classes to write log messages to the App’s log file.

The rest of the App consists of 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.

Each of the four components

  • Defines its API in an interface with the same name as the Component.

  • Exposes its functionality using a {Component Name}Manager class.

For example, the Logic component (see the class diagram given below) defines it’s API in the Logic.java interface and exposes its functionality using the LogicManager.java class.

LogicClassDiagram
Figure 2. Class Diagram of the Logic Component

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.

SDforDeleteCard
Figure 3. Component interactions for delete 1 command

The sections below give more details of each component.

2.2. UI component

UiClassDiagram
Figure 4. Structure of the UI Component

API : Ui.java

The UI consists of a MainWindow that is made up of parts e.g.CommandBox, ResultDisplay, FlashcardListPanel, StatusBarFooter, CardViewPanel etc. All these, including the MainWindow, inherit from the abstract UiPart class.

The UI component uses 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,

  • Executes user commands using the Logic component.

  • Listens for changes to Model data so that the UI can be updated with the modified data.

  • Listens for changes to the quiz mode status, and updates the UI accordingly.

2.3. Logic component

LogicClassDiagram
Figure 5. Structure of the Logic Component

API : Logic.java

  1. Logic uses the CardCollectionParser class to parse the user command.

  2. This results in a Command object which is executed by the LogicManager.

  3. The command execution can affect the Model (e.g. adding a flashcard).

  4. The result of the command execution is encapsulated as a CommandResult object which is passed back to the Ui.

  5. In addition, the CommandResult object can also instruct the Ui to perform certain actions, such as displaying help to the user.

Given below is the Sequence Diagram for interactions within the Logic component for the execute("delete 1") API call.

DeleteFlashcardSdForLogic
Figure 6. Interactions Inside the Logic Component for the delete 1 Command

2.4. Model component

ModelClassDiagram
Figure 7. Structure of the Model Component

API : Model.java

The Model,

  • stores a UserPref object that represents the user’s preferences.

  • stores the Card Collection data.

  • exposes an unmodifiable ObservableList<Flashcard> 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.

  • does not depend on any of the other three components.

ℹ️
As a more OOP model, we can store a Tag list in Card Collection, which Flashcard can reference. This would allow Card Collection to only require one Tag object per unique Tag, instead of each Flashcard needing their own Tag object. An example of how such a model may look like is given below.

ModelClassBetterOopDiagram

2.5. Storage component

StorageClassDiagram
Figure 8. Structure of the Storage Component

API : Storage.java

The Storage component,

  • can save UserPref objects in json format and read it back.

  • can save the Card Collection data in json format and read it back.

2.6. Common classes

Classes used by multiple components are in the seedu.address.commons package.

3. Implementation

This section describes some noteworthy details on how certain features are implemented.

3.1. Undo/Redo feature

3.1.1. Current Implementation

The undo/redo mechanism is facilitated by VersionedCardCollection. It extends CardCollection with an undo/redo history, stored internally as a cardCollectionStateList, commandHistory and currentStatePointer. Additionally, it implements the following operations:

  • VersionedCardCollection#commit(String commandText)` — Saves the current card collection state in its history, with commandText be the command that change the state.

  • VersionedCardCollection#undo() — Restores the previous card collection state from its history and return the string represent the command that is undone.

  • VersionedCardCollection#redo() — Restores a previously undone card collection state from its history and return the string represent the command that is redid.

These operations are exposed in the Model interface as Model#commitCardCollection(), Model#undoCardCollection() and Model#redoCardCollection() 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 VersionedCardCollection will be initialized with the initial card collection state, the initial command history, and the currentStatePointer pointing to that single card collection state.

UndoRedoStartingStateListDiagram

Step 2. The user executes delete 5 command to delete the 5th flashcard in the card collection. The delete command calls Model#commitCardCollection(), causing the modified state of the card collection after the delete 5 command executes to be saved in the cardCollectionStateList, String delete is added to the commandHistory and the currentStatePointer is shifted to the newly inserted card collection state.

UndoRedoNewCommand1StateListDiagram

Step 3. The user executes add f/Hello …​ to add a new flashcard. The add command also calls Model#commitCardCollection(), causing another modified card collection state to be saved into the cardCollectionStateList and string add is added to commandHistory.

UndoRedoNewCommand2StateListDiagram
ℹ️
If a command fails its execution, it will not call Model#commitCardCollection(), so the card collection state will not be saved into the cardCollectionStateList.

Step 4. The user now decides that adding the flashcard was a mistake, and decides to undo that action by executing the undo command. The undo command will call Model#undoCardCollection(), which will shift the currentStatePointer once to the left, pointing it to the previous card collection state, and restores the card collection to that state. Then, Model#undoCardCollection() returns the command that is undone.

UndoRedoExecuteUndoStateListDiagram
ℹ️
If the currentStatePointer is at index 0, pointing to the initial card collection state, then there are no previous card collection states to restore. The undo command uses Model#canUndoCardCollection() 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 the undo operation works:

UndoRedoSequenceDiagram

The redo command does the opposite — it calls Model#redoCardCollection(), which shifts the currentStatePointer once to the right, pointing to the previously undone state, restores the card collection to that state, and returns the redid command from command history.

ℹ️
If the currentStatePointer is at index cardCollectionStateList.size() - 1, pointing to the latest card collection state, then there are no undone card collection states to restore. The redo command uses Model#canRedoCardCollection() 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 card collection, such as list, will usually not call Model#commitCardCollection(), Model#undoCardCollection() or Model#redoCardCollection(). Thus, the cardCollectionStateList and commandHistory remains unchanged.

UndoRedoNewCommand3StateListDiagram

Step 6. The user executes clear, which calls Model#commitCardCollection(). Since the currentStatePointer is not pointing at the end of the cardCollectionStateList, all card collection states and all command histories after the currentStatePointer will be purged. We designed it this way because it no longer makes sense to redo the add f/Hello …​ command. This is the behavior that most modern desktop applications follow.

UndoRedoNewCommand4StateListDiagram

The following activity diagram summarizes what happens when a user executes a new command:

UndoRedoActivityDiagram

3.1.2. Design Considerations

Aspect: How undo & redo executes
  • Alternative 1 (current choice): Saves the entire card collection.

    • Pros: Easy to implement.

    • Cons: May have performance issues in terms of memory usage.

  • Alternative 2: Individual command knows how to undo/redo by itself.

    • Pros: Will use less memory (e.g. for delete, just save the flashcard being deleted).

    • Cons: We must ensure that the implementation of each individual command are correct.

Aspect: Data structure to support the undo/redo commands
  • Alternative 1 (current choice): Use a list to store the history of card collection states.

    • Pros: Easy for new Computer Science student undergraduates to understand, who are likely to be the new incoming developers of our project.

    • Cons: Logic is duplicated twice. For example, when a new command is executed, we must remember to update both HistoryManager and VersionedCardCollection.

  • Alternative 2: Use HistoryManager for undo/redo

    • Pros: We do not need to maintain a separate list, and just reuse what is already in the codebase.

    • Cons: Requires dealing with commands that have already been undone: We must remember to skip these commands. Violates Single Responsibility Principle and Separation of Concerns as HistoryManager now needs to do two different things.

3.2. Quiz feature

3.2.1. Current Implementation

Quiz

The current quiz mechanism is controlled by the QuizCommand class. When executed, QuizCommand will create a list of flashcards to be quizzed, which is a sorted list of the current filtered flashcards. QuizCommand will then pass the sorted flashcards to Model, in which they will be stored.

  • When quiz first starts, QuizCommand will change the quiz state inside Model.

  • MainWindow will detect this change, and replace the card collection panel on the left with a quiz panel.

  • To show a card to the user, the quiz mode modifies the selected flashcard on the card collection model, just like how the SelectCommand works. The UI will then detect the change in the selected flashcard and will view the selected flashcard on the card view panel.

  • The quiz command will quiz flashcards based on the current filtered list.

  • The review mode of quiz sorts the cards based on a non-decreasing success rate of the flashcards, utilizing the Statistics class.

  • If any two flashcards have the same success rate, they will be randomly shuffled.

  • Meanwhile, the SRS mode only chooses flashcards that is already time to show to the user.

The following sequence diagram shows how the quiz operation works:

QuizSequenceDiagram
  • As illustrated in the diagram above, MainWindow detects the change by listening on the observable quiz state mode inside Model.

  • The MainWindow swaps the card collection list panel with the quiz panel by replacing the left panel placeholder with a new UiPart through MainWindow#setLeftPanel.

Show

The ShowCommand is handled similarly with the QuizCommand.

  • Instead of MainWindow, CardViewPanel listens to the change in quiz state mode inside Model.

  • The CardViewPanel creates a new FlashcardCardView with the correct state (with back face shown).

  • Then, the displayed flashcard will be replaced.

Below is the sequence diagram of how the show operation works:

ShowSequenceDiagram
Good/Bad

The feedback on the quiz from the user is handled by a separate command (GoodCommand and BadCommand), which then updates the card’s statistics based on how well the user does.

  • It does not commit the changes of the flashcards until the quiz mode has ended.

  • After storing the changes, the command will then show the next card to be quizzed, if there are any, or execute an ExitCommand otherwise.

  • After ExitCommand is executed, the changes will be committed and saved to storage.

The following sequence diagram shows how the GoodCommand works. The BadCommand is identical.

GoodSequenceDiagram
Exit

When exiting inside quiz mode, the ExitCommand will try to exit the quiz mode. Otherwise it will just exit the app normally.

  • ExitCommand will set the quiz mode to QuizState#NOT_QUIZ_MODE.

  • MainWindow will listen to this and update the left panel back to card collection list panel.

  • Since the GoodCommand and BadCommand does not directly update the flashcards, ExitCommand needs to commit the changes.

  • It will call Model#commit(), and this will set cardCollectionModified to true.

  • After the command execution is finished, the LogicManager will call Storage#saveCardCollection to store the changes to file.

Below is the sequence diagram when exiting from a quiz mode:

ExitQuizSequenceDiagram

3.2.2. Design Considerations

Aspect: The quiz GUI
  • Alternative 1 (current choice): Use the same window as the MainWindow.

    • Pros:

      • Easy to implement and can use the original command box for quiz feedback.

      • Can reuse the card view panel from the main window to use for quiz mode.

    • Cons:

      • Need to be able to swap the MainWindow 's components when the quiz starts in order to replace the card collection list view with the quiz panel.

  • Alternative 2: Use a separate window for quiz mode.

    • Pros:

      • Quiz logic separate from MainWindow.

      • Easily customizable and more flexible.

      • Much easier to handle GUI, since we only need to spawn a new window and close it afterwards.

    • Cons:

      • Requires a separate command box for the quiz mode window.

      • May need to be able to hide the main window so that users cannot see the card collection list.

3.3. Spaced Repetition System (SRS) Feature

SRS is an extension for quiz mode. The idea of SRS is for the app to keep track of when each flashcard can be tested. It allows the user to learn the flashcards effectively by showing more "hard to remember" flashcards more often. SRS is facilitated by Proficiency class. In this section, you will read the API from Proficiency class and the current implementation of SRS feature.

3.3.1. Proficiency Class API

Proficiency is an immutable attribute of Flashcard class. It keeps track the time a particular flashcard can be reviewed and the proficiency level to indicate how well user remember the flashcard. It stores two main data:

  • timeUntilReview — a Calendar object to indicate the time a flashcard can be reviewed.

  • proficiencyLevel-- a non-negative integer to indicate the proficiency level of the user. Higher proficiency level means the user is more proficient.

Additionally, Proficiency implements the following APIs:

  • Proficiency#isIncludedInCurrentQuiz() — a method to check whether the current flashcard can be included in the current Quiz with SRS mode.

  • Proficiency#quizAttempt(boolean isSuccess) — Returns a new Proficiency object that has the updated proficiency level and the next time a flashcard can be reviewed.

  • Proficiency#getQuizSrsStatus() — Returns a string indicating when the flashcard can be reviewed.

These operations are exposed in the higher level Flashcard API:

  • Flashcard#isIncludedInCurrentQuiz()

  • Flashcard#quizAttempt(boolean isSuccess, boolean isQuizSrs)

  • Flashcard#getQuizSrsStatus()

The way Proficiency updates is inspired by the Leitner System. Whenever a user successfully guesses a flashcard, the proficiencyLevel of that card is incremented by one and the current flashcard can only be reviewed after proficiencyLevel days in the future. For example, if the current flashcard’s proficiency level is 3, and the user is successfully guessing this flashcard, the proficiency level will be updated to 4 and the card can only be reviewed after 4 days from now. If a user fails to guess the flashcard, the proficiency level will be dropped to zero and the card can be reviewed immediately.

3.3.2. Current Implementation

The notable difference between SRS and the vanilla quiz is how the app chooses the flashcards for the quiz and how the app updates the data of each flashcards.

  • when SRS mode is started, QuizCommand creates a list of flashcards to be quizzed; it consists of the current filtered flashcards that is filtered based on the card that can be included in the current quiz.

  • Next, QuizCommand will then pass the filtered list to Model, in which they will be stored. It also change the quiz state in the model and tells the model that the current quiz mode is SRS mode.

  • After the quiz session is done, ExitCommand is executed and it will check whether the quiz mode is SRS mode via Model#getIsQuizSrs(). If the mode is SRS, both proficiency and statistics of the flashcards will be updated, otherwise only the statistics of the flashcards are updated.

The following is the sequence diagram illustrating when the quiz srs starts and ends.

QuizStartSRSSequenceDiagram

3.4. Image Support

3.4.1. Current Implementation

All images must first be imported into Acquizition through the use of the image command. This command makes a copy of an image into Acquizition's local image/ directory, and works as the following sequence diagram shows:

ImageSequenceDiagram

Note that image does not go through VersionedCardCollection, as it does not affect any of the flashcards. It affects only a different file directory made specifically for the purpose of storing images. As a consequence, image is not an undoable command.

Once an image has been imported, it can then be directly referenced in the add or edit commands by using the original file name. (For example, if one imported the image C:\Users\Robin\Desktop\everest.jpg, then it should be referred to in the future as everest.jpg.) Acquizition will simply check to see whether that image really exists in the images/ folder.

Each flashcard has an ImagePath, which is essentially a wrapper for an Optional<String>, but for convenience' sake also contains many file-related functions. This allows us to abstract away details of file handling and properly use SLAP.

Altogether, the following shows the activity diagram for an end-user who wants to add a flashcard, considering all possible fields that could be added:

AddFlashcardActivityDiagram

3.4.2. Design Considerations

Aspect: Image Storage
  • Alternative 1 (current choice): Make a copy of the image from the user’s directory to Acquizition's working directory when adding images.

    • Pros: Works even when the images in the user’s directory are later deleted or moved.

    • Cons: Requires more memory and can result in a lot of redundant images, and requires manually ensuring that no naming conflicts occurs on the working directory.

  • Alternative 2: Link to the absolute path in the user’s directory when adding images.

    • Pros: Simpler to implement.

    • Cons: Breaks when the images in the user’s directory are later deleted or moved.

Aspect: Image Storage Version Control
  • Alternative 1 (current choice): Simply do not allow undo and redo of inserted images.

    • Pros: Simpler to implement.

    • Cons: May be slightly unintuitive.

  • Alternative 2: Make a version-controlled version of the images, similar to VersionedCardCollection, in order to make undo and redo possible.

    • Pros: More intuitive behavior.

    • Cons: Very complicated to implement, and may not be worth the effort. In the end, users can always remove flashcards directly by deleting images from the images/ folder.

3.5. Find Feature

3.5.1. Current Implementation

The find command allows users to find and list a specific set of flashcards. It is implemented under the Logic component which in turn calls upon the Model component to retrieve the flashcards a user wishes to find.

Users can filter the results based on several attributes of a flashcard including front face text, back face text, tags and success rate. Similar to the Add command, the input is expected to have predefined prefixes (f/, b/, t/, s/) to specify the filter categories; followed by keywords on which a match is expected. The implementation as well as class interactions can be further explained with the following sequence diagram:

FindCommandSequenceDiagram1

The FindCommandParser class takes the input string specified by the user and tokenizes it based on the prefixes to create a list of keywords associated with each of prefix. Unlike other prefixes, the s/ prefix (which specifies the success rate range which cards should be within), will not take a keyword as input. Instead, the range takes two doubles: lower bound and upper bound.

After being parsed, these keyword lists, as well as the success rate range, are passed to construct a new FlashcardPredicate object which is then used to define the FindCommand. The execution of the FindCommand calls upon the Model object to update the filtered flashcard list based on the predicate defined. This is done through the use of the test method in the predicate classes which evaluate matches between the keywords and a specific attribute of the flashcard. A flashcard will be selected if it is within the success rate range and has matching keyword(s) in at least one of the three categories: front face text, back face text and tags. The logic of evaluation can be seen from the following code snippet:

return ((frontFacePredicate.test(flashcard)
        || backFacePredicate.test(flashcard)
        || tagPredicate.test(flashcard))
        && (flashcard.getStatistics().getSuccessRate() * 100 >= lowerBound
        && flashcard.getStatistics().getSuccessRate() * 100 <= upperBound));

3.5.2. Design Considerations

Aspect: The evaluation of keyword matches
  • Alternative 1 (current choice): has matching keyword(s) in at least one of the three categories: front face text, back face text and tags.

    • Pros: Able to show cards in multiple categories when the input has multiple tags. Users will get the set of cards as long as they correctly remember a keyword in either the front face text, back face text or the tags of flashcards.

    • Cons: Cannot narrow down to choose the intersection of all filters.

  • Alternative 2: has matching keyword(s) in all specified categories.

    • Pros: Able to show a very specific set of flashcards

    • Cons: May not be able to find the wanted set of flashcards when some keywords are remembered wrongly.

3.6. Statistics feature

The statistics command allows the user to filter his / her flashcards and calculate the success rate of the filtered flashcards based on the past attempts in quiz mode. In this section, you will read about Statistics class API followed by the current implementation of the StatsCommand.

3.6.1. Statistics Class

Statistics acts as an immutable container to store the data for calculating the success percentages from quiz mode. Each Flashcard object has exactly one Statistics attribute. Statistics stores two main data:

  • successAttempt — the number of success attempt in quiz mode.

  • attemptNumber  — the total number of attempt in quiz mode.

Additionally, Statistics implements the following APIs:

  • Statistics#getSuccessRate() — Return the success rate which is successAttempt divided by attemptNumber.

  • Statistics#quizAttempt(bool isSuccess) — Returns a new statistics object that has the updated statistics based on the attempt from the quiz mode.

  • Statistics#merge(Statistics other) — Return merged statistics of two given statistics, generally to be used to calculate the success rate from a bunch of flashcards.

These operations (except the merge operation) are exposed in the higher level Flashcard API:

  • Flashcard#isIncludedInCurrentQuiz()

  • Flashcard#quizAttempt(boolean isSuccess, boolean isQuizSrs)

3.6.2. Current Implementation

Stats command is implemented under the Logic component which will calls the Model component to retrieve the flashcards the user wishes, followed by the calculation of the statistics by aggregating the statistics from the retrieved flashcards.

Users can filter the results based on several attributes of a flashcard including front face text, back face text, tags and success rate. Similar to the Add command, the input is expected to have predefined prefixes (f/, b/, t/, s/) to specify the filter categories; followed by keywords on which a match is expected.

The implementation can be further explained with the aid of the following sequence diagram:

StatsCommandSequenceDiagram

The StatsCommandParser parses the input arguments in the same manner as FindCommandParser. StatsCommandParser passes the input string to ParserUtil#filterByKeyword, tokenize it and returns FlashcardPredicate for constructing StatsCommand object.

During the execution, StatsCommand updates the filtered flashcard list based on the predicate defined earlier. Then, all statistics from the filtered flashcards are fetched and aggregated by using the Statistics#merge API. Lastly, the success rate of the cumulative statistics is returned and is printed for the user.

When a user queries for statistics by using command stats, StatsCommand is the one to calculate the statistics.
Currently, StatsCommand only supports an overall success rate from all user’s flashcards. It will ask Model to
return all of the flashcards and then merge each Statistics from each flashcard to return an overall cumulative
Statistics.

3.6.3. Design Considerations

Aspect: How statistics executes
  • Alternative 1 (current choice): Each individual Flashcard has exactly one Statistics attribute.

    • Pros: Easy to implement.

    • Cons: May have performance issues in terms of memory usage.

  • Alternative 2: Flashcards are grouped by Tag, each of these groups store one overall Statistics attribute.

    • Pros: Will use less memory.

    • Cons: User has less flexibility in term of querying the statistics (User cannot know the statistics of a certain flashcard)

3.7. Share & Import feature

3.7.1. Current Implementation: Share

the share command is implemented under the Logic component and allows users to share the collection of flashcards currently being displayed. This is done by saving information of the cards to a text file; thereafter allowing users to manually distribute the file to others.

The information which is saved by this command includes: front face text, back face text and tags of each flashcard.

The share command takes DIRECTORY_PATH as the only argument, which specifies where the file should be saved. The user’s input is parsed by the ShareCommandParser class to make sure that the path specified exists and that it is indeed a directory. The current implementation of the share command does not allow users to specify what the file should be named. Instead, all files created by the command will be saved as flashcards.txt.

Since the share command only shares flashcards currently being displayed, it will often be used in conjunction with the find command to update the model component before the share command is invoked by the user. For example, if a user wants to share only chinese cards, the user will first enter find t/chinese followed by share DIRECTORY_PATH.

The structure of the text file created by the command can be explained with the aid of the following screenshot:

ShareCommandTextFile

As shown form the screenshot, each line holds information for a single flashcard. The information is stored in the form of add command arguments to ultimately simplify the import process (see import feature).

It is important to note that the current implementation of the share command does not support the sharing of images. This means that a flashcard containing an image will lose its image once shared as only the front face text, back face text and tags are saved to the text file. However, sharing a card containing an image will not result in any error or exception being thrown. Furthermore, the statistics of each flashcard are not shared as this would not make practical sense.

3.7.2. Current Implementation: Import

The import command is implemented under the logic component and allows users to add a collection of flashcards from a text file to their existing collection.

The command takes FILE_PATH as the only argument which specifies the location of the file containing the cards to be imported. The user’s input is parsed by the ImportCommandParser class to make sure that the file specified exists and that it is a text file.

The file used by the import command should be strictly limited to the file generated by the share command and should not be altered. Altering the file in any way may effect the ability of the import command to read in the cards correctly.

The implementation of the import command can be better visualised with the aid of the following sequence diagram:

ImportCommandSequenceDiagram

As shown from the sequence diagram, the ImportCommand class will read each line of the text file and call the AddCommandParser class to verify the validity of the flashcard to be added. Once verified, the execute method of the AddCommand class will be invoked to add the flashcard to the existing collection.

The import command will also keep track of how many flashcards were successfully added in order to provide feedback to the user once the execution of the command terminates.

3.7.3. Design Considerations

Aspect: How to validate flashcards
  • Alternative 1 (current choice): Validate flashcards at the Logic level using the addCommandParser class.

    • Pros: Keeps the command contained at the Logic level of the project and is easier to implement.

    • Cons: Increases dependency between the import command classes and the add command classes.

  • Alternative 2: Validate flashcards at file level and append new flashcard data directly to the storage file

    • Pros: Reduce dependency between classes, meaning that the import command is able to function without the add command.

    • Cons: Harder to implement and bypasses several project components to directly interact with the storage component. This does not follow the overall architectural design of the project.

3.8. [Proposed] Data Encryption

{Explain here how the data encryption feature will be implemented}

3.9. Logging

We are using java.util.logging package for logging. The LogsCenter class is used to manage the logging levels and logging destinations.

  • The logging level can be controlled using the logLevel setting in the configuration file (See Section 3.10, “Configuration”)

  • The Logger for a class can be obtained using LogsCenter.getLogger(Class) which will log messages according to the specified logging level

  • Currently log messages are output through: Console and to a .log file.

Logging Levels

  • SEVERE : Critical problem detected which may possibly cause the termination of the application

  • WARNING : Can continue, but with caution

  • INFO : Information showing the noteworthy actions by the App

  • FINE : Details that is not usually noteworthy but may be useful in debugging e.g. print the actual list instead of just its size

3.10. Configuration

Certain properties of the application can be controlled (e.g user prefs file location, logging level) through the configuration file (default: config.json).

4. Documentation

We use asciidoc for writing documentation.

ℹ️
We chose asciidoc over Markdown because asciidoc, although a bit more complex than Markdown, provides more flexibility in formatting.

4.1. Editing Documentation

See UsingGradle.adoc to learn how to render .adoc files locally to preview the end result of your edits. Alternatively, you can download the AsciiDoc plugin for IntelliJ, which allows you to preview the changes you have made to your .adoc files in real-time.

4.2. Publishing Documentation

See UsingTravis.adoc to learn how to deploy GitHub Pages using Travis.

4.3. Converting Documentation to PDF format

We use Google Chrome for converting documentation to PDF format, as Chrome’s PDF engine preserves hyperlinks used in webpages.

Here are the steps to convert the project documentation files to PDF format.

  1. Follow the instructions in UsingGradle.adoc to convert the AsciiDoc files in the docs/ directory to HTML format.

  2. Go to your generated HTML files in the build/docs folder, right click on them and select Open withGoogle Chrome.

  3. Within Chrome, click on the Print option in Chrome’s menu.

  4. Set the destination to Save as PDF, then click Save to save a copy of the file in PDF format. For best results, use the settings indicated in the screenshot below.

chrome save as pdf
Figure 9. Saving documentation as PDF files in Chrome

4.4. Site-wide Documentation Settings

The build.gradle file specifies some project-specific asciidoc attributes which affects how all documentation files within this project are rendered.

💡
Attributes left unset in the build.gradle file will use their default value, if any.
Table 1. List of site-wide attributes
Attribute name Description Default value

site-name

The name of the website. If set, the name will be displayed near the top of the page.

not set

site-githuburl

URL to the site’s repository on GitHub. Setting this will add a "View on GitHub" link in the navigation bar.

not set

site-seedu

Define this attribute if the project is an official SE-EDU project. This will render the SE-EDU navigation bar at the top of the page, and add some SE-EDU-specific navigation items.

not set

4.5. Per-file Documentation Settings

Each .adoc file may also specify some file-specific asciidoc attributes which affects how the file is rendered.

Asciidoctor’s built-in attributes may be specified and used as well.

💡
Attributes left unset in .adoc files will use their default value, if any.
Table 2. List of per-file attributes, excluding Asciidoctor’s built-in attributes
Attribute name Description Default value

site-section

Site section that the document belongs to. This will cause the associated item in the navigation bar to be highlighted. One of: UserGuide, DeveloperGuide, LearningOutcomes*, AboutUs, ContactUs

* Official SE-EDU projects only

not set

no-site-header

Set this attribute to remove the site navigation bar.

not set

4.6. Site Template

The files in docs/stylesheets are the CSS stylesheets of the site. You can modify them to change some properties of the site’s design.

The files in docs/templates controls the rendering of .adoc files into HTML5. These template files are written in a mixture of Ruby and Slim.

⚠️

Modifying the template files in docs/templates requires some knowledge and experience with Ruby and Asciidoctor’s API. You should only modify them if you need greater control over the site’s layout than what stylesheets can provide. The SE-EDU team does not provide support for modified template files.

5. Testing

5.1. Running Tests

There are three ways to run tests.

💡
The most reliable way to run tests is the 3rd one. The first two methods might fail some GUI tests due to platform/resolution-specific idiosyncrasies.

Method 1: Using IntelliJ JUnit test runner

  • To run all tests, right-click on the src/test/java folder and choose Run 'All Tests'

  • To run a subset of tests, you can right-click on a test package, test class, or a test and choose Run 'ABC'

Method 2: Using Gradle

  • Open a console and run the command gradlew clean allTests (Mac/Linux: ./gradlew clean allTests)

ℹ️
See UsingGradle.adoc for more info on how to run tests using Gradle.

Method 3: Using Gradle (headless)

Thanks to the TestFX library we use, our GUI tests can be run in the headless mode. In the headless mode, GUI tests do not show up on the screen. That means the developer can do other things on the Computer while the tests are running.

To run tests in headless mode, open a console and run the command gradlew clean headless allTests (Mac/Linux: ./gradlew clean headless allTests)

5.2. Types of tests

We have two types of tests:

  1. GUI Tests - These are tests involving the GUI. They include,

    1. System Tests that test the entire App by simulating user actions on the GUI. These are in the systemtests package.

    2. Unit tests that test the individual components. These are in seedu.address.ui package.

  2. Non-GUI Tests - These are tests not involving the GUI. They include,

    1. Unit tests targeting the lowest level methods/classes.
      e.g. seedu.address.commons.StringUtilTest

    2. Integration tests that are checking the integration of multiple code units (those code units are assumed to be working).
      e.g. seedu.address.storage.StorageManagerTest

    3. Hybrids of unit and integration tests. These test are checking multiple code units as well as how the are connected together.
      e.g. seedu.address.logic.LogicManagerTest

5.3. Troubleshooting Testing

Problem: HelpWindowTest fails with a NullPointerException.

  • Reason: One of its dependencies, HelpWindow.html in src/main/resources/docs is missing.

  • Solution: Execute Gradle task processResources.

6. Dev Ops

6.1. Build Automation

See UsingGradle.adoc to learn how to use Gradle for build automation.

6.2. Continuous Integration

We use Travis CI and AppVeyor to perform Continuous Integration on our projects. See UsingTravis.adoc and UsingAppVeyor.adoc for more details.

6.3. Coverage Reporting

We use Coveralls to track the code coverage of our projects. See UsingCoveralls.adoc for more details.

6.4. Documentation Previews

When a pull request has changes to asciidoc files, you can use Netlify to see a preview of how the HTML version of those asciidoc files will look like when the pull request is merged. See UsingNetlify.adoc for more details.

6.5. Making a Release

Here are the steps to create a new release.

  1. Update the version number in MainApp.java.

  2. Generate a JAR file using Gradle.

  3. Tag the repo with the version number. e.g. v0.1

  4. Create a new release using GitHub and upload the JAR file you created.

6.6. Managing Dependencies

A project often depends on third-party libraries. For example, Card Collection depends on the Jackson library for JSON parsing. Managing these dependencies can be automated using Gradle. For example, Gradle can download the dependencies automatically, which is better than these alternatives:

  1. Include those libraries in the repo (this bloats the repo size)

  2. Require developers to download those libraries manually (this creates extra work for developers)

Appendix A: Suggested Programming Tasks to Get Started

Suggested path for new programmers:

  1. First, add small local-impact (i.e. the impact of the change does not go beyond the component) enhancements to one component at a time. Some suggestions are given in Section A.1, “Improving each component”.

  2. Next, add a feature that touches multiple components to learn how to implement an end-to-end feature across all components. Section A.2, “Creating a new command: remark explains how to go about adding such a feature.

A.1. Improving each component

Each individual exercise in this section is component-based (i.e. you would not need to modify the other components to get it to work).

Logic component

Scenario: You are in charge of logic. During dog-fooding, your team realize that it is troublesome for the user to type the whole command in order to execute a command. Your team devise some strategies to help cut down the amount of typing necessary, and one of the suggestions was to implement aliases for the command words. Your job is to implement such aliases.

💡
Do take a look at Section 2.3, “Logic component” before attempting to modify the Logic component.
  1. Add a shorthand equivalent alias for each of the individual commands. For example, besides typing clear, the user can also type c to remove all flashcards in the list.

    • Hints

    • Solution

      • Modify the switch statement in CardCollectionParser#parseCommand(String) such that both the proper command word and alias can be used to execute the same intended command.

      • Add new tests for each of the aliases that you have added.

      • Update the user guide to document the new aliases.

      • See this PR for the full solution.

Model component

Scenario: You are in charge of model. One day, the logic-in-charge approaches you for help. He wants to implement a command such that the user is able to remove a particular tag from everyone in the card collection, but the model API does not support such a functionality at the moment. Your job is to implement an API method, so that your teammate can use your API to implement his command.

💡
Do take a look at Section 2.4, “Model component” before attempting to modify the Model component.
  1. Add a removeTag(Tag) method. The specified tag will be removed from everyone in the card collection.

    • Hints

      • The Model and the CardCollection API need to be updated.

      • Think about how you can use SLAP to design the method. Where should we place the main logic of deleting tags?

      • Find out which of the existing API methods in CardCollection and Flashcard classes can be used to implement the tag removal logic. CardCollection allows you to update a flashcard, and Flashcard allows you to update the tags.

    • Solution

      • Implement a removeTag(Tag) method in CardCollection. Loop through each flashcard, and remove the tag from each flashcard.

      • Add a new API method deleteTag(Tag) in ModelManager. Your ModelManager should call CardCollection#removeTag(Tag).

      • Add new tests for each of the new public methods that you have added.

      • See this PR for the full solution.

Ui component

Scenario: You are in charge of ui. During a beta testing session, your team is observing how the users use your card collection application. You realize that one of the users occasionally tries to delete non-existent tags from a flashcard, because the tags all look the same visually, and the user got confused. Another user made a typing mistake in his command, but did not realize he had done so because the error message wasn’t prominent enough. A third user keeps scrolling down the list, because he keeps forgetting the index of the last flashcard in the list. Your job is to implement improvements to the UI to solve all these problems.

💡
Do take a look at Section 2.2, “UI component” before attempting to modify the UI component.
  1. Use different colors for different tags inside flashcard cards. For example, friends tags can be all in brown, and colleagues tags can be all in yellow.

    Before

    getting started ui tag before

    After

    getting started ui tag after
    • Hints

      • The tag labels are created inside the FlashcardCard constructor (new Label(tag.tagName)). JavaFX’s Label class allows you to modify the style of each Label, such as changing its color.

      • Use the .css attribute -fx-background-color to add a color.

      • You may wish to modify DarkTheme.css to include some pre-defined colors using css, especially if you have experience with web-based css.

    • Solution

      • You can modify the existing test methods for FlashcardCard 's to include testing the tag’s color as well.

      • See this PR for the full solution.

        • The PR uses the hash code of the tag names to generate a color. This is deliberately designed to ensure consistent colors each time the application runs. You may wish to expand on this design to include additional features, such as allowing users to set their own tag colors, and directly saving the colors to storage, so that tags retain their colors even if the hash code algorithm changes.

  2. Modify NewResultAvailableEvent such that ResultDisplay can show a different style on error (currently it shows the same regardless of errors).

    Before

    getting started ui result before

    After

    getting started ui result after
  3. Modify the StatusBarFooter to show the total number of flashcards in the card collection.

    Before

    getting started ui status before

    After

    getting started ui status after
    • Hints

      • StatusBarFooter.fxml will need a new StatusBar. Be sure to set the GridPane.columnIndex properly for each StatusBar to avoid misalignment!

      • StatusBarFooter needs to initialize the status bar on application start, and to update it accordingly whenever the card collection is updated.

    • Solution

Storage component

Scenario: You are in charge of storage. For your next project milestone, your team plans to implement a new feature of saving the card collection to the cloud. However, the current implementation of the application constantly saves the card collection after the execution of each command, which is not ideal if the user is working on limited internet connection. Your team decided that the application should instead save the changes to a temporary local backup file first, and only upload to the cloud after the user closes the application. Your job is to implement a backup API for the card collection storage.

💡
Do take a look at Section 2.5, “Storage component” before attempting to modify the Storage component.
  1. Add a new method backupCardCollection(ReadOnlyCardCollection), so that the card collection can be saved in a fixed temporary location.

A.2. Creating a new command: remark

By creating this command, you will get a chance to learn how to implement a feature end-to-end, touching all major components of the app.

Scenario: You are a software maintainer for cardcollection, as the former developer team has moved on to new projects. The current users of your application have a list of new feature requests that they hope the software will eventually have. The most popular request is to allow adding additional comments/notes about a particular flashcard, by providing a flexible remark field for each flashcard, rather than relying on tags alone. After designing the specification for the remark command, you are convinced that this feature is worth implementing. Your job is to implement the remark command.

A.2.1. Description

Edits the remark for a flashcard specified in the INDEX.
Format: remark INDEX r/[REMARK]

Examples:

  • remark 1 r/Likes to drink coffee.
    Edits the remark for the first flashcard to Likes to drink coffee.

  • remark 1 r/
    Removes the remark for the first flashcard.

A.2.2. Step-by-step Instructions

[Step 1] Logic: Teach the app to accept 'remark' which does nothing

Let’s start by teaching the application how to parse a remark command. We will add the logic of remark later.

Main:

  1. Add a RemarkCommand that extends Command. Upon execution, it should just throw an Exception.

  2. Modify CardCollectionParser to accept a RemarkCommand.

Tests:

  1. Add RemarkCommandTest that tests that execute() throws an Exception.

  2. Add new test method to CardCollectionParserTest, which tests that typing "remark" returns an instance of RemarkCommand.

[Step 2] Logic: Teach the app to accept 'remark' arguments

Let’s teach the application to parse arguments that our remark command will accept. E.g. 1 r/Likes to drink coffee.

Main:

  1. Modify RemarkCommand to take in an Index and String and print those two parameters as the error message.

  2. Add RemarkCommandParser that knows how to parse two arguments, one index and one with prefix 'r/'.

  3. Modify CardCollectionParser to use the newly implemented RemarkCommandParser.

Tests:

  1. Modify RemarkCommandTest to test the RemarkCommand#equals() method.

  2. Add RemarkCommandParserTest that tests different boundary values for RemarkCommandParser.

  3. Modify CardCollectionParserTest to test that the correct command is generated according to the user input.

[Step 3] Ui: Add a placeholder for remark in FlashcardCard

Let’s add a placeholder on all our FlashcardCard s to display a remark for each flashcard later.

Main:

  1. Add a Label with any random text inside FlashcardListCard.fxml.

  2. Add FXML annotation in FlashcardCard to tie the variable to the actual label.

Tests:

  1. Modify FlashcardCardHandle so that future tests can read the contents of the remark label.

[Step 4] Model: Add Remark class

We have to properly encapsulate the remark in our Flashcard class. Instead of just using a String, let’s follow the conventional class structure that the codebase already uses by adding a Remark class.

Main:

  1. Add Remark to model component (you can copy from Face, remove the regex and change the names accordingly).

  2. Modify RemarkCommand to now take in a Remark instead of a String.

Tests:

  1. Add test for Remark, to test the Remark#equals() method.

[Step 5] Model: Modify Flashcard to support a Remark field

Now we have the Remark class, we need to actually use it inside Flashcard.

Main:

  1. Add getRemark() in Flashcard.

  2. You may assume that the user will not be able to use the add and edit commands to modify the remarks field (i.e. the flashcard will be created without a remark).

  3. Modify SampleDataUtil to add remarks for the sample data (delete your data/cardcollection.json so that the application will load the sample data when you launch it.)

[Step 6] Storage: Add Remark field to JsonAdaptedFlashcard class

We now have Remark s for Flashcard s, but they will be gone when we exit the application. Let’s modify JsonAdaptedFlashcard to include a Remark field so that it will be saved.

Main:

  1. Add a new JSON field for Remark.

Tests:

  1. Fix invalidAndValidFlashcardCardCollection.json, typicalFlashcardsCardCollection.json, validCardCollection.json etc., such that the JSON tests will not fail due to a missing remark field.

[Step 6b] Test: Add withRemark() for FlashcardBuilder

Since Flashcard can now have a Remark, we should add a helper method to FlashcardBuilder, so that users are able to create remarks when building a Flashcard.

Tests:

  1. Add a new method withRemark() for FlashcardBuilder. This method will create a new Remark for the flashcard that it is currently building.

  2. Try and use the method on any sample Flashcard in TypicalFlashcards.

[Step 7] Ui: Connect Remark field to FlashcardCard

Our remark label in FlashcardCard is still a placeholder. Let’s bring it to life by binding it with the actual remark field.

Main:

  1. Modify FlashcardCard's constructor to bind the Remark field to the Flashcard 's remark.

Tests:

  1. Modify GuiTestAssert#assertCardDisplaysFlashcard(…​) so that it will compare the now-functioning remark label.

[Step 8] Logic: Implement RemarkCommand#execute() logic

We now have everything set up…​ but we still can’t modify the remarks. Let’s finish it up by adding in actual logic for our remark command.

Main:

  1. Replace the logic in RemarkCommand#execute() (that currently just throws an Exception), with the actual logic to modify the remarks of a flashcard.

Tests:

  1. Update RemarkCommandTest to test that the execute() logic works.

A.2.3. Full Solution

See this PR for the step-by-step solution.

Appendix B: Product Scope

Target user profile:

  • has a need to manage a significant number of flashcards

  • prefer desktop apps over other types

  • can type fast

  • prefers typing over mouse input

  • is reasonably comfortable using CLI apps

Value proposition: manage flashcards faster than a typical mouse/GUI driven app

Appendix C: User Stories

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

* * *

user

add a new flashcard

* * *

user

add an image to a flashcard

remember concepts better

* * *

user

delete a flashcard

remove cards that I no longer need

* * *

user

edit a flashcard

update the information of a card without needing to delete and add a new one

* * *

user

find a flashcard by keyword

locate flashcards without having to go through the entire list

* * *

user

enter quiz mode

test my knowledge on a collection of flashcards

* * *

user

view my statistics

analyse my understanding of specific flashcards

* * *

sociable user

share a collection of flashcards

help other users

* * *

sociable user

upload flashcards shared with me

view, edit and be quizzed on these cards locally

Appendix D: Use Cases

(For all use cases below, the System is the Acquizition and the Actor is the user, unless specified otherwise)

Use case: Delete card

MSS

  1. User requests to list cards

  2. Acquizition shows a list of cards

  3. User requests to delete a specific card in the list

  4. Acquizition deletes the card

    Use case ends.

Extensions

  • 2a. The list is empty.

    Use case ends.

  • 3a. The given index is invalid.

    • 3a1. Acquizition shows an error message.

      Use case resumes at step 2.

Use case: Add card

MSS

  1. User requests to add a card.

  2. User specifies the content the front side of the card.

  3. User specifies the content the back side of the card.

  4. User specifies the tag of the card.

  5. Acquizition add the card to the list.

    Use case ends.

Extensions

  • 4a. User requests to add an image to a card.

    • 4a1. User specifies the path to an image through the import command.

    • 4a2. Acquizition makes a copy of the image to its working directory.

    • 4a3. User edits the flashcard and uses the name of the imported image.

    • 4a4. The image is added to the flashcard.

  • 4a1a. The given path is invalid.

    • 4a1a1. Acquizition shows an error message.

      Use case returns to step 4a1.

Use case: Edit card

MSS

  1. User requests to list cards

  2. Acquizition shows a list of cards

  3. User requests to edit a specific card in the list

  4. Acquizition edits the card

    Use case ends.

Extensions

  • 2a. The list is empty.

    Use case ends.

  • 3a. The given index is invalid.

    • 3a1. Acquizition shows an error message.

      Use case resumes at step 2.

Use case: Enter quiz mode

MSS

  1. User requests to enter quiz mode with some tags specified

  2. Acquizition shows a random card based on user’s past performance

  3. User try to guess the content of the other side of the card

  4. User provide a feedback to Acquizition

  5. Acquizition updates the user’s performance

    Use case ends.

Extensions

  • 2a. There is no card with the tags specified

    • 2a1. Acquizition shows an error message.

      Use case ends.

Use case: Find cards

MSS

  1. User requests to find a set of cards containing some keywords and within a specified success rate range

  2. Acquizition shows a list of cards that contain any of the keywords and which also have a success rate within the specified range

    Use case ends.

Use case: Share a collection of cards

MSS

  1. User requests to find a set of cards

  2. Acquizition lists the cards

  3. User requests to share the currently listed cards

  4. User specifies the directory to save the cards

  5. Acquizition creates a text file containing the information about the cards

    Use case ends.

Extensions

  • 3a. There are no cards currently listed

    • 3a1. Acquizition shows an error message.

      Use case ends.

  • 4a. The directory does not exist

    • 4a1. Acquizition shows an error message.

      Use case ends.

  • 5a. Acquizition has no permission to add the file

    • 5a1. Acquizition shows an error message.

      Use case ends.

Use case: Import a collection of cards

MSS

  1. User requests to import a set of flashcards

  2. User specifies the path of the text file

  3. Acquizition adds the cards from the given file

    Use case ends.

Extensions

  • 3a. Acquizition cannot read the file

    • 3a1. Acquizition shows an error message.

      Use case ends.

  • 3b. Acquizition doesn’t recognize the file format

    • 3b1. Acquizition shows an error message.

      Use case ends.

  • 3c. Some of the cards are corrupted or already exist locally

    • 3c1. Acquizition adds cards which do not already exist and which are not corrupted.

    • 3c2. Acquizition shows how many cards were successfully imported

      Use case ends.

Appendix E: Non Functional Requirements

  1. Should work on any mainstream OS as long as it has Java 9 or higher installed.

  2. Should be able to hold up to 1000 flashcards without a noticeable sluggishness in performance for typical usage.

  3. A user with above average typing speed for regular English text (i.e. not code, not system admin commands) should be able to accomplish most of the tasks faster using commands than using the mouse.

{More to be added}

Appendix F: Glossary

Mainstream OS

Windows, Linux, Unix, OS-X

Private flashcard detail

A flashcard detail that is not meant to be shared with others

Appendix G: Instructions for Manual Testing

Given below are instructions to test the app manually.

ℹ️
These instructions only provide a starting point for testers to work on; testers are expected to do more exploratory testing.

G.1. Launch and Shutdown

  1. Initial launch

    1. Download the jar file and copy into an empty folder

    2. Double-click the jar file
      Expected: Shows the GUI with a set of sample flashcards. The window size may not be optimum.

  2. Saving window preferences

    1. Resize the window to an optimum size. Move the window to a different location. Close the window.

    2. Re-launch the app by double-clicking the jar file.
      Expected: The most recent window size and location is retained.

{ more test cases …​ }

G.2. Deleting a flashcard

  1. Deleting a flashcard while all flashcards are listed

    1. Prerequisites: List all flashcards using the list command. Multiple flashcards in the list.

    2. Test case: delete 1
      Expected: First flashcard is deleted from the list. Details of the deleted flashcard shown in the status message. Timestamp in the status bar is updated.

    3. Test case: delete 0
      Expected: No flashcard is deleted. Error details shown in the status message. Status bar remains the same.

    4. Other incorrect delete commands to try: delete, delete x (where x is larger than the list size) {give more}
      Expected: Similar to previous.

{ more test cases …​ }

G.3. Saving data

  1. Dealing with missing/corrupted data files

    1. {explain how to simulate a missing/corrupted file and the expected behavior}

{ more test cases …​ }