Composition, I don't quite get this? - oop

Referring to the below link:
http://www.javaworld.com/javaworld/jw-11-1998/jw-11-techniques.html?page=2
The composition approach to code reuse provides stronger encapsulation
than inheritance, because a change to a back-end class needn't break
any code that relies only on the front-end class. For example,
changing the return type of Fruit's peel() method from the previous
example doesn't force a change in Apple's interface and therefore
needn't break Example2's code.
Surely if you change the return type of peel() (see code below) this means getPeelCount() wouldn't be able to return an int any more? Wouldn't you have to change the interface, or get a compiler error otherwise?
class Fruit {
// Return int number of pieces of peel that
// resulted from the peeling activity.
public int peel() {
System.out.println("Peeling is appealing.");
return 1;
}
}
class Apple {
private Fruit fruit = new Fruit();
public int peel() {
return fruit.peel();
}
}
class Example2 {
public static void main(String[] args) {
Apple apple = new Apple();
int pieces = apple.peel();
}
}

With a composition, changing the class Fruit doesn't necessary require you to change Apple, for example, let's change peel to return a double instead :
class Fruit {
// Return String number of pieces of peel that
// resulted from the peeling activity.
public double peel() {
System.out.println("Peeling is appealing.");
return 1.0;
}
}
Now, the class Apple will warn about a lost of precision, but your Example2 class will be just fine, because a composition is more "loose" and a change in a composed element does not break the composing class API. In our case example, just change Apple like so :
class Apple {
private Fruit fruit = new Fruit();
public int peel() {
return (int) fruit.peel();
}
}
Whereas if Apple inherited from Fruit (class Apple extends Fruit), you would not only get an error about an incompatible return type method, but you'd also get a compilation error in Example2.
** Edit **
Lets start this over and give a "real world" example of composition vs inheritance. Note that a composition is not limited to this example and there are more use case where you can use the pattern.
Example 1 : inheritance
An application draw shapes into a canvas. The application does not need to know which shapes it has to draw and the implementation lies in the concrete class inheriting the abstract class or interface. However, the application knows what and how many different concrete shapes it can create, thus adding or removing concrete shapes requires some refactoring in the application.
interface Shape {
public void draw(Graphics g);
}
class Box implement Shape {
...
public void draw(Graphics g) { ... }
}
class Ellipse implements Shape {
...
public void draw(Graphics g) { ... }
}
class ShapeCanvas extends JPanel {
private List<Shape> shapes;
...
protected void paintComponent(Graphics g) {
for (Shape s : shapes) { s.draw(g); }
}
}
Example 2 : Composition
An application is using a native library to process some data. The actual library implementation may or may not be known, and may or may not change in the future. A public interface is thus created and the actual implementation is determined at run-time. For example :
interface DataProcessorAdapter {
...
public Result process(Data data);
}
class DataProcessor {
private DataProcessorAdapter adapter;
public DataProcessor() {
try {
adapter = DataProcessorManager.createAdapter();
} catch (Exception e) {
throw new RuntimeException("Could not load processor adapter");
}
}
public Object process(Object data) {
return adapter.process(data);
}
}
static class DataProcessorManager {
static public DataProcessorAdapter createAdapter() throws ClassNotFoundException, InstantiationException, IllegalAccessException {
String adapterClassName = /* load class name from resource bundle */;
Class<?> adapterClass = Class.forName(adapterClassName);
DataProcessorAdapter adapter = (DataProcessorAdapter) adapterClass.newInstance();
//...
return adapter;
}
}
So, as you can see, the composition may offer some advantage over inheritance in the sense that it allows more flexibility in the code. It allows the application to have a solid API while the underlaying implementation may still change during it's life cycle. Composition can significantly reduce the cost of maintenance if properly used.
For example, when implementing test cases with JUnit for Exemple 2, you may want to use a dummy processor and would setup the DataProcessorManager to return such adapter, while using a "real" adapter (perhaps OS dependent) in production without changing the application source code. Using inheritance, you would most likely hack something up, or perhaps write a lot more initialization test code.
As you can see, compisition and inheritance differ in many aspects and are not preferred over another; each depend on the problem at hand. You could even mix inheritance and composition, for example :
static interface IShape {
public void draw(Graphics g);
}
static class Shape implements IShape {
private IShape shape;
public Shape(Class<? extends IShape> shape) throws InstantiationException, IllegalAccessException {
this.shape = (IShape) shape.newInstance();
}
public void draw(Graphics g) {
System.out.print("Drawing shape : ");
shape.draw(g);
}
}
static class Box implements IShape {
#Override
public void draw(Graphics g) {
System.out.println("Box");
}
}
static class Ellipse implements IShape {
#Override
public void draw(Graphics g) {
System.out.println("Ellipse");
}
}
static public void main(String...args) throws InstantiationException, IllegalAccessException {
IShape box = new Shape(Box.class);
IShape ellipse = new Shape(Ellipse.class);
box.draw(null);
ellipse.draw(null);
}
Granted, this last example is not clean (meaning, avoid it), but it shows how composition can be used.
Bottom line is that both examples, DataProcessor and Shape are "solid" classes, and their API should not change. However, the adapter classes may change and if they do, these changes should only affect their composing container, thus limit the maintenance to only these classes and not the entire application, as opposed to Example 1 where any change require more changes throughout the application. It all depends how flexible your application needs to be.

If you would change Fruit.peel()'s return type, you would have to modify Apple.peel() as well. But you don't have to change Apple's interface.
Remember: The interface are only the method names and their signatures, NOT the implementation.
Say you'd change Fruit.peel() to return a boolean instead of a int. Then, you could still let Apple.peel() return an int. So: The interface of Apple stays the same but Fruit's changed.
If you would have use inheritance, that would not be possible: Since Fruit.peel() now returns a boolean, Apple.peel() has to return an boolean, too. So: All code that uses Apple.peel() has to be changed, too. In the composition example, ONLY Apple.peel()'s code has to be changed.

The key word in the sentence is "interface".
You'll almost always need to change the Apple class in some way to accomodate the new return type of Fruit.peel, but you don't need to change its public interface if you use composition rather than inheritance.
If Apple is a Fruit (ie, inheritance) then any change to the public interface of Fruit necessitates a change to the public interface of Apple too. If Apple has a Fruit (ie, composition) then you get to decide how to accomodate any changes to the Fruit class; you're not forced to change your public interface if you don't want to.

Return type of Fruit.peel() is being changed from int to Peel. This doesn't meant that the return type of Apple.peel() is being forced to change to Peel as well. In case of inheritance, it is forced and any client using Apple has to be changed. In case of composition, Apple.peel() still returns an integer, by calling the Peel.getPeelCount() getter and hence the client need not be changed and hence Apple's interface is not changed ( or being forced to be changed)

Well, in the composition case, Apple.peel()'s implementation needs to be updated, but its method signature can stay the same. And that means the client code (which uses Apple) does not have to be modified, retested, and redeployed.
This is in contrast to inheritance, where a change in Fruit.peel()'s method signature would require changes all way into the client code.

Related

How to simply introduce a new method on a large subset of classes implementing an interface?

I have an interface, say IVehicle, which is implemented in 100s of classes, some of them are variety of 4 wheeler and some are two wheeler dervied types.
I need to introduce a new method for all the 4 wheeler classes, lets say there are 50 of them. My challenge is to reduce the effort as much as I can.
I suggested, to introduce a new interface / abstract class with a method definition. But this require to change every 4 wheeler class declaration and extend with an extra parent.
Is there any possible way?
If you really want to avoid changing all those classes and want a solution that can be considered to be OO, one thing you can do is decorate those classes where they are used and need this extra behaviour.
I'll use C# for example code as you mentioned you're looking for C#/Java solution.
interface IVehicle
{
void DoThisNormalThing();
// ...
}
interface IBetterVehicle : IVehicle
{
void DoThisNeatThing();
}
class FourWheelVehicle : IVehicle
{
public void DoThisNormalThing()
{
// ...
}
// ...
}
class BetterFourWheelVehicle : IBetterVehicle
{
private readonly _vehicle;
public BetterFourWheelVehicle(IVehicle vehicle)
{
_vehicle = vehicle;
}
public void DoThisNormalThing()
{
_vehicle.DoThisNormalThing();
}
public void DoThisNeatThing()
{
// ...
}
// ...
}
Then usage:
var vehicle = new FourWheelVehicle();
var betterVehicle = new BetterFourWheelVehicle(vehicle);
betterVehicle.DoThisNeatThing();
This can be done using extension methods as well (and would result in a little less code and fewer allocated objects), but as this question is tagged with [oop] I wouldn't say extension methods are an OO construct. They're much more aligned with procedural style as they turn your objects into bags of procedures.

Avoid adding/extending methods to interface

I have a scenario , where my current interface looks like
public interface IMathematicalOperation
{
void AddInt();
}
After an year i expect the interface to be extended with AddFloat method and also expect 100 users already consuming this interface. When i extend the interface with a new method after an year i don't want these 100 classes to get changed.
So how can i tackle this situation ? Is there any design pattern available already to take care of this situation ?
Note: i understand that i can have a abstract class which implement this interface and make all the methods virtual , so that clients can inherit from this class rather than the interface and override the methods . When i add a new method only the abstract class will be changed and the clients who are interested in the method will override the behavior (minimize the change) .
Is there any other way of achieving the same result (like having a method named Add and based on certain condition it will do Float addition or Integer addition) ?
Edit 1:
The new method gets added to the interface also needs to be called automatically along with the existing methods(like chain of responsibility pattern).
There are at least two possible solution I can think of:
Derive your new interface from your old interface
public interface IMathematicalOperation
{
void AddInt();
}
public interface IFloatingPointMathematicalOperation : IMathematicalOperation
{
void AddFloat();
}
Have simply a parallel interface which contains the new method and have all classes which need the new interface derive from it
I'd suggest the second solution, since I don't understand why you would want an established interface to change.
I encountered a similar issue some time ago and found the best way was not to try and extend an existing interface, but to provide different versions of the interface with each new interface providing extra functionality. Over time I found that was not adding functionality on a regular basis, may once a year, so adding extra interfaces was never really an issue.
So, for example this is your first version of the interface:
public interface IMathematicalOperation
{
void AddInt();
}
This interface would then be implemented on a class like this:
public class MathematicalOperationImpl : IMathematicalOperation
{
public void AddInt()
{
}
}
Then when you need to add new functionality, i.e. create a version 2, you would create another interface with the same name, but with a "2" on the end:
public interface IMathematicalOperation2 : IMathematicalOperation
{
void AddFloat();
}
And the MathematicalOperationImpl would be extended to implement this new interface:
public class MathematicalOperationImpl : IMathematicalOperation, IMathematicalOperation2
{
public void AddInt()
{
}
public void AddFloat()
{
}
}
All of your new/future clients could start using the version 2 interface, but your existing clients would continue to work because they will only know about the first version of the interface.
The options provided are syntactically viable but then, as is obvious, they won't apply to any previous users.
A better option would be to use the Visitor pattern
The pattern is best understood when you think about the details of OO code
this.foo(); // is identical to
foo(this);
Remember that there is always a hidden 'this' parameter passed with every instance call.
What the visitor pattern attempts to do is generalize this behavior using Double dispatch
Let's take this a hair further
public interface MathematicalOperation
{
void addInt();
void accept(MathVisitor v);
}
public interface MathVisitor {
void visit(MathematicalOperation operation);
}
public class SquareVistor implements MathVisitor {
void visit(MathematicalOperation operation) {
operation.setValue(operation.getValue() * 2);
}
}
public abstract class AbstractMathematicalOperation implements MathematicalOperation {
public void accept(MathVisitor f) {
f.visit(this); // we are going to do 'f' on 'this'. Or think this.f();
}
}
public class MyMathOperation extends AbstractMathematicalOperation {
}
someMathOperation.visit(new SquareVisitor()); // is now functionally equivalent to
someMathOperation.square();
The best bet would be for you to roll-out your initial interface with a visitor requirements, then immediately roll-out an abstract subclass that gives this default implementation so it's cooked right in (As the above class is). Then everyone can just extend it. I think you will find this gives you the flexibility you need and leaves you will the ability to work with legacy classes.

When is an "interface" useful?

OOP interfaces.
In my own experience I find interfaces very useful when it comes to design and implement multiple inter-operating modules with multiple developers. For example, if there are two developers, one working on backend and other on frontend (UI) then they can start working in parallel once they have interfaces finalized. Thus, if everyone follows the defined contract then the integration later becomes painless. And thats what interfaces precisely do - define the contract!
Basically it avoids this situation :
Interfaces are very useful when you need a class to operate on generic methods implemented by subclasses.
public class Person
{
public void Eat(IFruit fruit)
{
Console.WriteLine("The {0} is delicious!",fruit.Name);
}
}
public interface IFruit
{
string Name { get; }
}
public class Apple : IFruit
{
public string Name
{
get { return "Apple"; }
}
}
public class Strawberry : IFruit
{
public string Name
{
get { return "Strawberry"; }
}
}
Interfaces are very useful, in case of multiple inheritance.
An Interface totally abstracts away the implementation knowledge from the client.
It allows us to change their behavior dynamically. This means how it will act depends on dynamic specialization (or substitution).
It prevents the client from being broken if the developer made some changes
to implementation or added new specialization/implementation.
It gives an open way to extend an implementation.
Programming language (C#, java )
These languages do not support multiple inheritance from classes, however, they do support multiple inheritance from interfaces; this is yet another advantage of an interface.
Basically Interfaces allow a Program to change the Implementation without having to tell all clients that they now need a "Bar" Object instead of a "Foo" Object. It tells the users of this class what it does, not what it is.
Example:
A Method you wrote wants to loop through the values given to it. Now there are several things you can iterate over, like Lists, Arrays and Collections.
Without Interfaces you would have to write:
public class Foo<T>
{
public void DoSomething(T items[])
{
}
public void DoSomething(List<T> items)
{
}
public void DoSomething(SomeCollectionType<T> items)
{
}
}
And for every new iteratable type you'd have to add another method or the user of your class would have to cast his data. For example with this solution if he has a Collection of FooCollectionType he has to cast it to an Array, List or SomeOtherCollectionType.
With interfaces you only need:
public class Foo<T>
{
public void DoSomething(IEnumerable<T> items)
{
}
}
This means your class only has to know that, whatever the user passes to it can be iterated over. If the user changes his SomeCollectionType to AnotherCollectionType he neither has to cast nor change your class.
Take note that abstract base classes allow for the same sort of abstraction but have some slight differences in usage.

What is the real significance(use) of polymorphism

I am new to OOP. Though I understand what polymorphism is, but I can't get the real use of it. I can have functions with different name. Why should I try to implement polymorphism in my application.
Classic answer: Imagine a base class Shape. It exposes a GetArea method. Imagine a Square class and a Rectangle class, and a Circle class. Instead of creating separate GetSquareArea, GetRectangleArea and GetCircleArea methods, you get to implement just one method in each of the derived classes. You don't have to know which exact subclass of Shape you use, you just call GetArea and you get your result, independent of which concrete type is it.
Have a look at this code:
#include <iostream>
using namespace std;
class Shape
{
public:
virtual float GetArea() = 0;
};
class Rectangle : public Shape
{
public:
Rectangle(float a) { this->a = a; }
float GetArea() { return a * a; }
private:
float a;
};
class Circle : public Shape
{
public:
Circle(float r) { this->r = r; }
float GetArea() { return 3.14f * r * r; }
private:
float r;
};
int main()
{
Shape *a = new Circle(1.0f);
Shape *b = new Rectangle(1.0f);
cout << a->GetArea() << endl;
cout << b->GetArea() << endl;
}
An important thing to notice here is - you don't have to know the exact type of the class you're using, just the base type, and you will get the right result. This is very useful in more complex systems as well.
Have fun learning!
Have you ever added two integers with +, and then later added an integer to a floating-point number with +?
Have you ever logged x.toString() to help you debug something?
I think you probably already appreciate polymorphism, just without knowing the name.
In a strictly typed language, polymorphism is important in order to have a list/collection/array of objects of different types. This is because lists/arrays are themselves typed to contain only objects of the correct type.
Imagine for example we have the following:
// the following is pseudocode M'kay:
class apple;
class banana;
class kitchenKnife;
apple foo;
banana bar;
kitchenKnife bat;
apple *shoppingList = [foo, bar, bat]; // this is illegal because bar and bat is
// not of type apple.
To solve this:
class groceries;
class apple inherits groceries;
class banana inherits groceries;
class kitchenKnife inherits groceries;
apple foo;
banana bar;
kitchenKnife bat;
groceries *shoppingList = [foo, bar, bat]; // this is OK
Also it makes processing the list of items more straightforward. Say for example all groceries implements the method price(), processing this is easy:
int total = 0;
foreach (item in shoppingList) {
total += item.price();
}
These two features are the core of what polymorphism does.
Advantage of polymorphism is client code doesn't need to care about the actual implementation of a method.
Take look at the following example.
Here CarBuilder doesn't know anything about ProduceCar().Once it is given a list of cars (CarsToProduceList) it will produce all the necessary cars accordingly.
class CarBase
{
public virtual void ProduceCar()
{
Console.WriteLine("don't know how to produce");
}
}
class CarToyota : CarBase
{
public override void ProduceCar()
{
Console.WriteLine("Producing Toyota Car ");
}
}
class CarBmw : CarBase
{
public override void ProduceCar()
{
Console.WriteLine("Producing Bmw Car");
}
}
class CarUnknown : CarBase { }
class CarBuilder
{
public List<CarBase> CarsToProduceList { get; set; }
public void ProduceCars()
{
if (null != CarsToProduceList)
{
foreach (CarBase car in CarsToProduceList)
{
car.ProduceCar();// doesn't know how to produce
}
}
}
}
class Program
{
static void Main(string[] args)
{
CarBuilder carbuilder = new CarBuilder();
carbuilder.CarsToProduceList = new List<CarBase>() { new CarBmw(), new CarToyota(), new CarUnknown() };
carbuilder.ProduceCars();
}
}
Polymorphism is the foundation of Object Oriented Programming. It means that one object can be have as another project. So how does on object can become other, its possible through following
Inheritance
Overriding/Implementing parent Class behavior
Runtime Object binding
One of the main advantage of it is switch implementations. Lets say you are coding an application which needs to talk to a database. And you happen to define a class which does this database operation for you and its expected to do certain operations such as Add, Delete, Modify. You know that database can be implemented in many ways, it could be talking to file system or a RDBM server such as MySQL etc. So you as programmer, would define an interface that you could use, such as...
public interface DBOperation {
public void addEmployee(Employee newEmployee);
public void modifyEmployee(int id, Employee newInfo);
public void deleteEmployee(int id);
}
Now you may have multiple implementations, lets say we have one for RDBMS and other for direct file-system
public class DBOperation_RDBMS implements DBOperation
// implements DBOperation above stating that you intend to implement all
// methods in DBOperation
public void addEmployee(Employee newEmployee) {
// here I would get JDBC (Java's Interface to RDBMS) handle
// add an entry into database table.
}
public void modifyEmployee(int id, Employee newInfo) {
// here I use JDBC handle to modify employee, and id to index to employee
}
public void deleteEmployee(int id) {
// here I would use JDBC handle to delete an entry
}
}
Lets have File System database implementation
public class DBOperation_FileSystem implements DBOperation
public void addEmployee(Employee newEmployee) {
// here I would Create a file and add a Employee record in to it
}
public void modifyEmployee(int id, Employee newInfo) {
// here I would open file, search for record and change values
}
public void deleteEmployee(int id) {
// here I search entry by id, and delete the record
}
}
Lets see how main can switch between the two
public class Main {
public static void main(String[] args) throws Exception {
Employee emp = new Employee();
... set employee information
DBOperation dboper = null;
// declare your db operation object, not there is no instance
// associated with it
if(args[0].equals("use_rdbms")) {
dboper = new DBOperation_RDBMS();
// here conditionally, i.e when first argument to program is
// use_rdbms, we instantiate RDBM implementation and associate
// with variable dboper, which delcared as DBOperation.
// this is where runtime binding of polymorphism kicks in
// JVM is allowing this assignment because DBOperation_RDBMS
// has a "is a" relationship with DBOperation.
} else if(args[0].equals("use_fs")) {
dboper = new DBOperation_FileSystem();
// similarly here conditionally we assign a different instance.
} else {
throw new RuntimeException("Dont know which implemnation to use");
}
dboper.addEmployee(emp);
// now dboper is refering to one of the implementation
// based on the if conditions above
// by this point JVM knows dboper variable is associated with
// 'a' implemenation, and it will call appropriate method
}
}
You can use polymorphism concept in many places, one praticle example would be: lets you are writing image decorer, and you need to support the whole bunch of images such as jpg, tif, png etc. So your application will define an interface and work on it directly. And you would have some runtime binding of various implementations for each of jpg, tif, pgn etc.
One other important use is, if you are using java, most of the time you would work on List interface, so that you can use ArrayList today or some other interface as your application grows or its needs change.
Polymorphism allows you to write code that uses objects. You can then later create new classes that your existing code can use with no modification.
For example, suppose you have a function Lib2Groc(vehicle) that directs a vehicle from the library to the grocery store. It needs to tell vehicles to turn left, so it can call TurnLeft() on the vehicle object among other things. Then if someone later invents a new vehicle, like a hovercraft, it can be used by Lib2Groc with no modification.
I guess sometimes objects are dynamically called. You are not sure whether the object would be a triangle, square etc in a classic shape poly. example.
So, to leave all such things behind, we just call the function of derived class and assume the one of the dynamic class will be called.
You wouldn't care if its a sqaure, triangle or rectangle. You just care about the area. Hence the getArea method will be called depending upon the dynamic object passed.
One of the most significant benefit that you get from polymorphic operations is ability to expand.
You can use same operations and not changing existing interfaces and implementations only because you faced necessity for some new stuff.
All that we want from polymorphism - is simplify our design decision and make our design more extensible and elegant.
You should also draw attention to Open-Closed Principle (http://en.wikipedia.org/wiki/Open/closed_principle) and for SOLID (http://en.wikipedia.org/wiki/Solid_%28Object_Oriented_Design%29) that can help you to understand key OO principles.
P.S. I think you are talking about "Dynamic polymorphism" (http://en.wikipedia.org/wiki/Dynamic_polymorphism), because there are such thing like "Static polymorphism" (http://en.wikipedia.org/wiki/Template_metaprogramming#Static_polymorphism).
You don't need polymorphism.
Until you do.
Then its friggen awesome.
Simple answer that you'll deal with lots of times:
Somebody needs to go through a collection of stuff. Let's say they ask for a collection of type MySpecializedCollectionOfAwesome. But you've been dealing with your instances of Awesome as List. So, now, you're going to have to create an instance of MSCOA and fill it with every instance of Awesome you have in your List<T>. Big pain in the butt, right?
Well, if they asked for an IEnumerable<Awesome>, you could hand them one of MANY collections of Awesome. You could hand them an array (Awesome[]) or a List (List<Awesome>) or an observable collection of Awesome or ANYTHING ELSE you keep your Awesome in that implements IEnumerable<T>.
The power of polymorphism lets you be type safe, yet be flexible enough that you can use an instance many many different ways without creating tons of code that specifically handles this type or that type.
Tabbed Applications
A good application to me is generic buttons (for all tabs) within a tabbed-application - even the browser we are using it is implementing Polymorphism as it doesn't know the tab we are using at the compile-time (within the code in other words). Its always determined at the Run-time (right now! when we are using the browser.)

Managing inter-object relationships

How do you code special cases for objects?
For example, let's say I'm coding an rpg - there are N = 5 classes. There are N^2 relationships in a matrix that would determine if character A could attack (or use ability M on) character B (ignoring other factors for now).
How would I code this up in OOP without putting special cases all over the place?
Another way to put it is, I have something maybe
ClassA CharacterA;
ClassB CharacterB;
if ( CharacterA can do things to CharacterB )
I'm not sure what goes inside that if statement, rather it be
if ( CharacterA.CanDo( CharacterB ) )
or a metaclass
if ( Board.CanDo( CharacterA, CharacterB ) )
when the CanDo function should depend on ClassA and ClassB, or attributes/modifiers with ClassA/ClassB?
i would start with a canSee(Monster monster) or canBeSeenBy(Monster monster) method and see what happens. you may end up with a Visibilility class or end up using the http://en.wikipedia.org/wiki/Visitor_pattern. an extreme example is uncle bobs triple dispatch:
// visitor with triple dispatch. from a post to comp.object by robert martin http://www.oma.com
/*
In this case, we are actually using a triple dispatch, because we have two
types to resolve. The first dispatch is the virtual Collides function which
resolves the type of the object upon which Collides is called. The second
dispatch is the virtual Accept function which resolves the type of the
object passed into Collides. Now that we know the type of both objects, we
can call the appropriate global function to calculate the collision. This
is done by the third and final dispatch to the Visit function.
*/
interface AbstractShape
{
boolean Collides(final AbstractShape shape);
void Accept(ShapeVisitor visitor);
}
interface ShapeVisitor
{
abstract public void Visit(Rectangle rectangle);
abstract public void Visit(Triangle triangle);
}
class Rectangle implements AbstractShape
{
public boolean Collides(final AbstractShape shape)
{
RectangleVisitor visitor=new RectangleVisitor(this);
shape.Accept(visitor);
return visitor.result();
}
public void Accept(ShapeVisitor visitor)
{ visitor.Visit(this); } // visit Rectangle
}
class Triangle implements AbstractShape
{
public boolean Collides(final AbstractShape shape)
{
TriangleVisitor visitor=new TriangleVisitor(this);
shape.Accept(visitor);
return visitor.result();
}
public void Accept(ShapeVisitor visitor)
{ visitor.Visit(this); } // visit Triangle
}
class collision
{ // first dispatch
static boolean Collides(final Triangle t,final Triangle t2) { return true; }
static boolean Collides(final Rectangle r,final Triangle t) { return true; }
static boolean Collides(final Rectangle r,final Rectangle r2) { return true; }
}
// visitors.
class TriangleVisitor implements ShapeVisitor
{
TriangleVisitor(final Triangle triangle)
{ this.triangle=triangle; }
public void Visit(Rectangle rectangle)
{ result=collision.Collides(rectangle,triangle); }
public void Visit(Triangle triangle)
{ result=collision.Collides(triangle,this.triangle); }
boolean result() {return result; }
private boolean result=false;
private final Triangle triangle;
}
class RectangleVisitor implements ShapeVisitor
{
RectangleVisitor(final Rectangle rectangle)
{ this.rectangle=rectangle; }
public void Visit(Rectangle rectangle)
{ result=collision.Collides(rectangle,this.rectangle); }
public void Visit(Triangle triangle)
{ result=collision.Collides(rectangle,triangle); }
boolean result() {return result; }
private boolean result=false;
private final Rectangle rectangle;
}
public class MartinsVisitor
{
public static void main (String[] args)
{
Rectangle rectangle=new Rectangle();
ShapeVisitor visitor=new RectangleVisitor(rectangle);
AbstractShape shape=new Triangle();
shape.Accept(visitor);
}
}
Steve Yegge has an awesome blog post about the Properties pattern that you could use handle this. In fact, he wrote an RPG using it!
http://steve-yegge.blogspot.com/2008/10/universal-design-pattern.html
You might say player1 is a type1 and type1s can attack type2s and player2 is a type2, so unless there is some "override" on the specific player1, player1 can attack player2.
This enables very robust and extensible behavior.
What is the definition of "see"? If they occupy the same square? If so, this will be answered in how you implement collision detection (or whatever in this case) rather then OOP relationships between characters. Without knowing more information, I would approach the problem in this manner (in C++/pseudo code for illustration):
class Character {
private:
matrixSquare placement;
public:
Character() {};
~Character {};
matrixSquare getLocation() { return placement;};
};
class GameBoard {
private:
//your 5 x 5 matrix here
public:
GameBoard() {};
~GameBoard() {};
boolean isOccupied(matrixSquare)
{
if (occupied)
{
//do something
return true;
}
else
{
return false;
}
}
};
The trick here is to define the relationship between your character pieces and your implementation of the playing field. After that is established you could then clarify how you determine if two characters are in the same square, adjoining squares, etc... Hope that helps.
I would say use design patterns, generally I think Observer, Mediator and Visitor patterns are quite good for managing complex inter-object relationships.
I would (assuming C++) give each class a std::string identifier, returned by a getter method on the class's instance, and use a std::map< std::pair<std::string, std::string>, ... > to encode the special cases of relationship between classes, all nice and ordered in one place. I'd also access that map exclusively through a getter function so that changing the strategy for encoding some or all of the special cases is made easy as pie. E.g.: if only a few pairs of classes out of the 25 have the "invisibility" property, the map in that case might contain only the few exceptions that do have that property (for a boolean property like this a std::set might actually be a preferable implementation, in C+_).
Some OO languages have multi-dispatch (Common Lisp and Dylan are the two that come to mind at the moment), but for all the (vast majority) of languages that lack it, this is a good approach (in some cases you'll find that a centralized map / dict is restrictive and refactor to a Dynamic Visitor design pattern or the like, but thanks to the "getter function" such refactorings will be pretty transparent to all the rest of your code).
In response to your edit of your question, you'll want to look into polymorphism. I personally would have the cando() function be a part of the Board, then, depending on the two classes passed in, the Board would call the appropriate function and return the result (of battle, of seeing, so on and so forth).
If you're doing this in java an enum/interface to go along with your Game Board would be a very clean way of approaching this problem.
I suggest you look at double dispatch pattern.
http://c2.com/cgi/wiki?DoubleDispatchExample
The above example explains how a group of printers can print a group of shapes.
http://en.wikipedia.org/wiki/Double_dispatch
The wikipedia example specifically mentions solving adaptive collision problems with this pattern.