package com.iluwatar.doubledispatch; 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. *

* 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. *

* 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). *

* 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 { /** * Program entry point * @param args command line args */ public static void main( String[] args ) { // initialize game objects and print their status List 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 -> System.out.println(o)); System.out.println(""); // collision check objects.stream().forEach(o1 -> objects.stream().forEach(o2 -> { if (o1 != o2 && o1.intersectsWith(o2)) o1.collision(o2); } )); System.out.println(""); // output eventual object statuses objects.stream().forEach(o -> System.out.println(o)); System.out.println(""); } }