Quick question about savable read/write

Hi, I know it is a noob-question, but:



If I save a Spatial via [java]OutputCapsule[/java] I have to give a default value.

But if I want create a default Spatial, there are many methods that have to be implemented.

So my question is: does that matter?



[java]

capsule.write(spatials.get(i), "spatial" + i, new Spatial() {



@Override

public void updateModelBound()

{

throw new UnsupportedOperationException("Not supported yet.");

}



@Override

public void setModelBound(BoundingVolume bv)

{

throw new UnsupportedOperationException("Not supported yet.");

}



@Override

public int getVertexCount()

{

throw new UnsupportedOperationException("Not supported yet.");

}



@Override

public int getTriangleCount()

{

throw new UnsupportedOperationException("Not supported yet.");

}



@Override

public Spatial deepClone()

{

throw new UnsupportedOperationException("Not supported yet.");

}



@Override

public void depthFirstTraversal(SceneGraphVisitor sgv)

{

throw new UnsupportedOperationException("Not supported yet.");

}



@Override

protected void breadthFirstTraversal(SceneGraphVisitor sgv, Queue<Spatial> queue)

{

throw new UnsupportedOperationException("Not supported yet.");

}



public int collideWith(Collidable cldbl, CollisionResults cr) throws UnsupportedCollisionException

{

throw new UnsupportedOperationException("Not supported yet.");

}

});

[/java]

Or will I get an UnsupportedOperationException?

Why would you create an anonymous subclass of Spatial just to pass in a default value?



Note: JME is a Java-based engine and assumes that users know Java pretty well already. Someone brand new to Java will constantly struggle. Best to learn Java first then return to the more complicated task of learning to write 3D games with a game engine.