We have discussed a fighter example and introduced Strategy Pattern in set 1.
In this post, we apply Strategy Pattern to the Fighter Problem and discuss implementation.
The first step is to identify the behaviors that may vary across different classes in future and separate them from the rest. For our example let them be kick and jump behaviors. To separate these behaviors we will pull both methods out of Fighter class and create a new set of classes to represent each behavior.
The Fighter class will now delegate its kick and jump behavior instead of using kick and jump methods defined in the Fighter class or its subclass.
After reworking the final class diagram would be (Click on image for better view):
Comparing our design to the definition of strategy pattern encapsulated kick and jump behaviors are two families of algorithms. And these algorithms are interchangeable as evident in implementation.
Below is the Java implementation of the same.
Ken Default Punch Tornado Kick Short Jump Long Jump
Head First Design Patterns
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- Strategy Pattern | Set 1 (Introduction)
- Observer Pattern | Set 2 (Implementation)
- Singleton Design Pattern | Implementation
- Observer Pattern | Set 1 (Introduction)
- Decorator Pattern | Set 1 (Background)
- The Decorator Pattern | Set 2 (Introduction and Design)
- Decorator Pattern | Set 3 (Coding the Design)
- Command Pattern
- Adapter Pattern
- Iterator Pattern
- Curiously recurring template pattern (CRTP)
- Flyweight Design Pattern
- Implementing Iterator pattern of a single Linked List
- Singleton Design Pattern | Introduction
- Java Singleton Design Pattern Practices with Examples
- How to prevent Singleton Pattern from Reflection, Serialization and Cloning?
- Facade Design Pattern | Introduction
- Proxy Design Pattern
- Composite Design Pattern
- Prototype Design Pattern