Adjust checkstyle rules. Make checkstyle fail the build when violations are found. Correct all current checkstyle violations.

This commit is contained in:
Ilkka Seppala
2015-12-25 23:49:28 +02:00
parent 9fbb085985
commit cec9a99410
167 changed files with 1242 additions and 969 deletions

View File

@ -5,22 +5,20 @@ 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.
* 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.
* 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).
* 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.
* 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 {
@ -28,7 +26,8 @@ public class App {
/**
* Program entry point
*
* @param args command line args
* @param args
* command line args
*/
public static void main(String[] args) {
// initialize game objects and print their status
@ -42,8 +41,9 @@ public class App {
// collision check
objects.stream().forEach(o1 -> objects.stream().forEach(o2 -> {
if (o1 != o2 && o1.intersectsWith(o2))
if (o1 != o2 && o1.intersectsWith(o2)) {
o1.collision(o2);
}
}));
System.out.println("");

View File

@ -12,6 +12,9 @@ public class Rectangle {
private int right;
private int bottom;
/**
* Constructor
*/
public Rectangle(int left, int top, int right, int bottom) {
this.left = left;
this.top = top;