/* * The MIT License * Copyright © 2014-2019 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 java.util.List; import org.slf4j.Logger; import org.slf4j.LoggerFactory; /** * 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 { 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 var objects = List.of( new FlamingAsteroid(0, 0, 5, 5), new SpaceStationMir(1, 1, 2, 2), new Meteoroid(10, 10, 15, 15), new SpaceStationIss(12, 12, 14, 14) ); objects.forEach(o -> LOGGER.info(o.toString())); LOGGER.info(""); // collision check objects.forEach(o1 -> objects.forEach(o2 -> { if (o1 != o2 && o1.intersectsWith(o2)) { o1.collision(o2); } })); LOGGER.info(""); // output eventual object statuses objects.forEach(o -> LOGGER.info(o.toString())); LOGGER.info(""); } }