/** * The MIT License * Copyright (c) 2014-2016 Ilkka Seppälä * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package com.iluwatar.doubledispatch; import org.slf4j.Logger; import org.slf4j.LoggerFactory; import java.util.ArrayList; import java.util.List; /** * * When a message with a parameter is sent to an object, the resultant behaviour is defined by the implementation of * that method in the receiver. Sometimes the behaviour must also be determined by the type of the parameter. * <p> * One way to implement this would be to create multiple instanceof-checks for the methods parameter. However, this * creates a maintenance issue. When new types are added we would also need to change the method's implementation and * add a new instanceof-check. This violates the single responsibility principle - a class should have only one reason * to change. * <p> * Instead of the instanceof-checks a better way is to make another virtual call on the parameter object. This way new * functionality can be easily added without the need to modify existing implementation (open-closed principle). * <p> * In this example we have hierarchy of objects ({@link GameObject}) that can collide to each other. Each object has its * own coordinates which are checked against the other objects' coordinates. If there is an overlap, then the objects * collide utilizing the Double Dispatch pattern. * */ public class App { private static final Logger LOGGER = LoggerFactory.getLogger(App.class); /** * Program entry point * * @param args * command line args */ public static void main(String[] args) { // initialize game objects and print their status List<GameObject> objects = new ArrayList<>(); objects.add(new FlamingAsteroid(0, 0, 5, 5)); objects.add(new SpaceStationMir(1, 1, 2, 2)); objects.add(new Meteoroid(10, 10, 15, 15)); objects.add(new SpaceStationIss(12, 12, 14, 14)); objects.stream().forEach(o -> LOGGER.info(o.toString())); LOGGER.info(""); // collision check objects.stream().forEach(o1 -> objects.stream().forEach(o2 -> { if (o1 != o2 && o1.intersectsWith(o2)) { o1.collision(o2); } })); LOGGER.info(""); // output eventual object statuses objects.stream().forEach(o -> LOGGER.info(o.toString())); LOGGER.info(""); } }