* Fix languages * Missed change for version number * Add language field for presentation * Revert change in README for double buffer Co-authored-by: Jackie Nim <=>
245 lines
8.6 KiB
Markdown
245 lines
8.6 KiB
Markdown
---
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layout: pattern
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title: Bytecode
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folder: bytecode
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permalink: /patterns/bytecode/
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categories: Behavioral
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language: en
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tags:
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- Game programming
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---
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## Intent
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Allows encoding behavior as instructions for a virtual machine.
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## Explanation
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Real world example
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> A team is working on a new game where wizards battle against each other. The wizard behavior
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> needs to be carefully adjusted and iterated hundreds of times through playtesting. It's not
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> optimal to ask the programmer to make changes each time the game designer wants to vary the
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> behavior, so the wizard behavior is implemented as a data-driven virtual machine.
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In plain words
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> Bytecode pattern enables behavior driven by data instead of code.
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[Gameprogrammingpatterns.com](https://gameprogrammingpatterns.com/bytecode.html) documentation
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states:
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> An instruction set defines the low-level operations that can be performed. A series of
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> instructions is encoded as a sequence of bytes. A virtual machine executes these instructions one
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> at a time, using a stack for intermediate values. By combining instructions, complex high-level
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> behavior can be defined.
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**Programmatic Example**
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One of the most important game objects is the `Wizard` class.
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```java
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@AllArgsConstructor
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@Setter
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@Getter
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@Slf4j
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public class Wizard {
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private int health;
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private int agility;
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private int wisdom;
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private int numberOfPlayedSounds;
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private int numberOfSpawnedParticles;
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public void playSound() {
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LOGGER.info("Playing sound");
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numberOfPlayedSounds++;
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}
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public void spawnParticles() {
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LOGGER.info("Spawning particles");
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numberOfSpawnedParticles++;
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}
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}
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```
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Next, we show the available instructions for our virtual machine. Each of the instructions has its
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own semantics on how it operates with the stack data. For example, the ADD instruction takes the top
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two items from the stack, adds them together and pushes the result to the stack.
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```java
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@AllArgsConstructor
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@Getter
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public enum Instruction {
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LITERAL(1), // e.g. "LITERAL 0", push 0 to stack
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SET_HEALTH(2), // e.g. "SET_HEALTH", pop health and wizard number, call set health
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SET_WISDOM(3), // e.g. "SET_WISDOM", pop wisdom and wizard number, call set wisdom
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SET_AGILITY(4), // e.g. "SET_AGILITY", pop agility and wizard number, call set agility
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PLAY_SOUND(5), // e.g. "PLAY_SOUND", pop value as wizard number, call play sound
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SPAWN_PARTICLES(6), // e.g. "SPAWN_PARTICLES", pop value as wizard number, call spawn particles
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GET_HEALTH(7), // e.g. "GET_HEALTH", pop value as wizard number, push wizard's health
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GET_AGILITY(8), // e.g. "GET_AGILITY", pop value as wizard number, push wizard's agility
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GET_WISDOM(9), // e.g. "GET_WISDOM", pop value as wizard number, push wizard's wisdom
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ADD(10), // e.g. "ADD", pop 2 values, push their sum
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DIVIDE(11); // e.g. "DIVIDE", pop 2 values, push their division
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// ...
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}
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```
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At the heart of our example is the `VirtualMachine` class. It takes instructions as input and
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executes them to provide the game object behavior.
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```java
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@Getter
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@Slf4j
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public class VirtualMachine {
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private final Stack<Integer> stack = new Stack<>();
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private final Wizard[] wizards = new Wizard[2];
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public VirtualMachine() {
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wizards[0] = new Wizard(randomInt(3, 32), randomInt(3, 32), randomInt(3, 32),
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0, 0);
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wizards[1] = new Wizard(randomInt(3, 32), randomInt(3, 32), randomInt(3, 32),
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0, 0);
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}
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public VirtualMachine(Wizard wizard1, Wizard wizard2) {
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wizards[0] = wizard1;
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wizards[1] = wizard2;
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}
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public void execute(int[] bytecode) {
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for (var i = 0; i < bytecode.length; i++) {
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Instruction instruction = Instruction.getInstruction(bytecode[i]);
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switch (instruction) {
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case LITERAL:
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// Read the next byte from the bytecode.
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int value = bytecode[++i];
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// Push the next value to stack
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stack.push(value);
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break;
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case SET_AGILITY:
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var amount = stack.pop();
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var wizard = stack.pop();
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setAgility(wizard, amount);
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break;
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case SET_WISDOM:
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amount = stack.pop();
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wizard = stack.pop();
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setWisdom(wizard, amount);
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break;
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case SET_HEALTH:
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amount = stack.pop();
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wizard = stack.pop();
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setHealth(wizard, amount);
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break;
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case GET_HEALTH:
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wizard = stack.pop();
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stack.push(getHealth(wizard));
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break;
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case GET_AGILITY:
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wizard = stack.pop();
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stack.push(getAgility(wizard));
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break;
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case GET_WISDOM:
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wizard = stack.pop();
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stack.push(getWisdom(wizard));
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break;
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case ADD:
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var a = stack.pop();
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var b = stack.pop();
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stack.push(a + b);
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break;
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case DIVIDE:
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a = stack.pop();
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b = stack.pop();
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stack.push(b / a);
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break;
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case PLAY_SOUND:
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wizard = stack.pop();
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getWizards()[wizard].playSound();
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break;
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case SPAWN_PARTICLES:
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wizard = stack.pop();
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getWizards()[wizard].spawnParticles();
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break;
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default:
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throw new IllegalArgumentException("Invalid instruction value");
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}
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LOGGER.info("Executed " + instruction.name() + ", Stack contains " + getStack());
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}
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}
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public void setHealth(int wizard, int amount) {
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wizards[wizard].setHealth(amount);
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}
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// other setters ->
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// ...
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}
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```
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Now we can show the full example utilizing the virtual machine.
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```java
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public static void main(String[] args) {
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var vm = new VirtualMachine(
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new Wizard(45, 7, 11, 0, 0),
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new Wizard(36, 18, 8, 0, 0));
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vm.execute(InstructionConverterUtil.convertToByteCode("LITERAL 0"));
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vm.execute(InstructionConverterUtil.convertToByteCode("LITERAL 0"));
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vm.execute(InstructionConverterUtil.convertToByteCode("GET_HEALTH"));
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vm.execute(InstructionConverterUtil.convertToByteCode("LITERAL 0"));
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vm.execute(InstructionConverterUtil.convertToByteCode("GET_AGILITY"));
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vm.execute(InstructionConverterUtil.convertToByteCode("LITERAL 0"));
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vm.execute(InstructionConverterUtil.convertToByteCode("GET_WISDOM"));
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vm.execute(InstructionConverterUtil.convertToByteCode("ADD"));
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vm.execute(InstructionConverterUtil.convertToByteCode("LITERAL 2"));
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vm.execute(InstructionConverterUtil.convertToByteCode("DIVIDE"));
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vm.execute(InstructionConverterUtil.convertToByteCode("ADD"));
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vm.execute(InstructionConverterUtil.convertToByteCode("SET_HEALTH"));
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}
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```
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Here is the console output.
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```
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16:20:10.193 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed LITERAL, Stack contains [0]
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16:20:10.196 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed LITERAL, Stack contains [0, 0]
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16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed GET_HEALTH, Stack contains [0, 45]
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16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed LITERAL, Stack contains [0, 45, 0]
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16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed GET_AGILITY, Stack contains [0, 45, 7]
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16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed LITERAL, Stack contains [0, 45, 7, 0]
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16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed GET_WISDOM, Stack contains [0, 45, 7, 11]
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16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed ADD, Stack contains [0, 45, 18]
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16:20:10.197 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed LITERAL, Stack contains [0, 45, 18, 2]
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16:20:10.198 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed DIVIDE, Stack contains [0, 45, 9]
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16:20:10.198 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed ADD, Stack contains [0, 54]
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16:20:10.198 [main] INFO com.iluwatar.bytecode.VirtualMachine - Executed SET_HEALTH, Stack contains []
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```
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## Class diagram
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## Applicability
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Use the Bytecode pattern when you have a lot of behavior you need to define and your
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game’s implementation language isn’t a good fit because:
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* It’s too low-level, making it tedious or error-prone to program in.
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* Iterating on it takes too long due to slow compile times or other tooling issues.
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* It has too much trust. If you want to ensure the behavior being defined can’t break the game, you need to sandbox it from the rest of the codebase.
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## Related patterns
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* [Interpreter](https://java-design-patterns.com/patterns/interpreter/)
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## Credits
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* [Game programming patterns](http://gameprogrammingpatterns.com/bytecode.html)
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