Classes Of Object - Implement Two Out Of Three Interfaces

May 8, 2014

I have three classes of object, most of which must implement two out of three interfaces. The interfaces look like this:

public interface Source {
public void startSending();
} public interface Sender {
public void setReceiver();

[Code] .....

That works fine, but I am wondering if pairing the interfaces into subinterfaces is a defensible methodology. For example, all classes that act like Producer must implement both the Source and Sender interfaces. And all classes that act like Relayer must implement the Sender and BlackHole interfaces. I could define two subinterfaces like this:

public interface Factory extends Source, Sender {
}
public interface Modifier extends BlackHole, Sender {
}

I could then define my classes like this:

public class Producer implements Factory {
}
public class Relayer implements Modifier {
}
public class Consumer implements BlackHole {
}

Within the class definitions, it makes no difference, as I will have to implement the same methods either way. But it seems more self-documentary to create the subinterfaces from their parent interfaces and name them in ways that reflect what the classes that implement them must actually do.

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I did research again....

interface:
methods - abstract, default, static ONLY(abstract methods have no body, while static and defaults do, right?)
fields - public, static, final ONLY
abstract class: a normal class, but has at least one abstract method
methods - all
i.e., static, non-static, abstract (can it have a default method?)
fields - all
i.e., public, protected, private / final, non-final / static, non-static

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Apr 6, 2014

I am trying to figure out how I can most easily make it easier to make new types of units in my game. I have buildings and ships, and would like to know how I could make it easy to add new units. I have been recently told about interfaces, and have worked with inheritance a little bit.

What I would like to able to do is have it so that all of the variables and methods common to all ships could be stored in a superclass or interface, and same with the buildings. I would also like to be able to assign behaviours to the buildings and ships, maybe as interfaces, which could contain all of the methods and variables required for the functions of that ship or building.

For example, creating a new type of building that can shoot, build ships, and can regenerate nearby ships. So it would possible inherit all of the variables and methods common to all buildings, such as health, image, x, y, getX(), getY() etc. But it would then also gain the variables and methods essential for its functionality, such as shootRange, shoot(), regenRate, etc.

How could this best be achieved?

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Oct 25, 2014

I am reading about interface and i see that classes are allowed inside interfaces which are implicitly static. Here is sample of code i created and i am able to access the static method and fields as well. Here is the code snippet.

public class TestInnerClass {
public static void main(String[] args){
Test.NestedClass.printMe();
}
}
interface Test{
static class NestedClass{
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}
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Q2) i read some site -

List l = new ArrayList(); Why it is GOOD line?
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[Code] ...

I have trying to get this down to the bar minimum. I am trying to cast the desired object array to a array of comparable. This is all required by the assignment.

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Jan 8, 2014

I am writing a game in Java for Android (although my question isn't Android or Game Dev specific).

I have a SceneManager class and a Scene interface and then various other classes that implement the Scene interface (Code at the end of this post).

Basically, in my MainGame class (which also implements the Scene Interface for Touch Event capturing purposes) I hold the bulk of my game code. Methods in this class are then called from my Level classes. (most of these are needed in all levels so it makes sense to hold them here and call them from the levels to eliminate unnecessary code duplication)

So, I have Level1, Level2......... Level20 classes which all implement Scene.

Now, the problem comes because in only 2 of my Levels something can happen (that can't in the other 18) and I need to run a response method in these 2 levels (the method isn't exactly the same, the response to this event happening is different for both levels).

To run common methods from my classes, I use my Scene Manager like this:

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Scene is changed like so:

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So from my mainGame class, I am doing something like : (pseudo code)

public void checkIfSomethingHappened(){
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[Code]....

The above would be called from my 2 level classes. So something like:

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I don't really want to have this (second) 'if' statement here in the middle of my performance critical game loop.

What I'm after is something like this:

if (something happens){
SceneManager.getInstance().getCurrentScene().response();
}

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I'm thinking there must be a way to do this as the SceneManager already knows the current scene so it seems a waste checking it again via an if (or switch) statement. What is the best way to do this without having to put stubs into classes that don't require this method?

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[Code] .....

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interface TestA { String toString(); }
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public static void main(String[] args) {
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public String toString() { return "test"; }});
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[Code] ....

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