Adjust checkstyle rules. Make checkstyle fail the build when violations are found. Correct all current checkstyle violations.
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@ -5,22 +5,20 @@ import java.util.List;
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/**
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*
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* When a message with a parameter is sent to an object, the resultant behaviour is defined by the
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* implementation of that method in the receiver. Sometimes the behaviour must also be determined by
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* the type of the parameter.
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* When a message with a parameter is sent to an object, the resultant behaviour is defined by the implementation of
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* that method in the receiver. Sometimes the behaviour must also be determined by the type of the parameter.
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* <p>
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* One way to implement this would be to create multiple instanceof-checks for the methods
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* parameter. However, this creates a maintenance issue. When new types are added we would also need
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* to change the method's implementation and add a new instanceof-check. This violates the single
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* responsibility principle - a class should have only one reason to change.
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* One way to implement this would be to create multiple instanceof-checks for the methods parameter. However, this
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* creates a maintenance issue. When new types are added we would also need to change the method's implementation and
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* add a new instanceof-check. This violates the single responsibility principle - a class should have only one reason
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* to change.
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* <p>
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* Instead of the instanceof-checks a better way is to make another virtual call on the parameter
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* object. This way new functionality can be easily added without the need to modify existing
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* implementation (open-closed principle).
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* Instead of the instanceof-checks a better way is to make another virtual call on the parameter object. This way new
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* functionality can be easily added without the need to modify existing implementation (open-closed principle).
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* <p>
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* In this example we have hierarchy of objects ({@link GameObject}) that can collide to each other.
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* Each object has its own coordinates which are checked against the other objects' coordinates. If
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* there is an overlap, then the objects collide utilizing the Double Dispatch pattern.
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* In this example we have hierarchy of objects ({@link GameObject}) that can collide to each other. Each object has its
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* own coordinates which are checked against the other objects' coordinates. If there is an overlap, then the objects
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* collide utilizing the Double Dispatch pattern.
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*
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*/
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public class App {
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@ -28,7 +26,8 @@ public class App {
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/**
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* Program entry point
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*
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* @param args command line args
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* @param args
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* command line args
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*/
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public static void main(String[] args) {
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// initialize game objects and print their status
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@ -42,8 +41,9 @@ public class App {
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// collision check
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objects.stream().forEach(o1 -> objects.stream().forEach(o2 -> {
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if (o1 != o2 && o1.intersectsWith(o2))
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if (o1 != o2 && o1.intersectsWith(o2)) {
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o1.collision(o2);
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}
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}));
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System.out.println("");
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@ -12,6 +12,9 @@ public class Rectangle {
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private int right;
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private int bottom;
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/**
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* Constructor
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*/
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public Rectangle(int left, int top, int right, int bottom) {
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this.left = left;
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this.top = top;
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