Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Kotlin Design Patterns and Best Practices

You're reading from   Kotlin Design Patterns and Best Practices Build scalable applications using traditional, reactive, and concurrent design patterns in Kotlin

Arrow left icon
Product type Paperback
Published in Jan 2022
Publisher Packt
ISBN-13 9781801815727
Length 356 pages
Edition 2nd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Alexey Soshin Alexey Soshin
Author Profile Icon Alexey Soshin
Alexey Soshin
Arrow right icon
View More author details
Toc

Table of Contents (17) Chapters Close

Preface 1. Section 1: Classical Patterns
2. Chapter 1: Getting Started with Kotlin FREE CHAPTER 3. Chapter 2: Working with Creational Patterns 4. Chapter 3: Understanding Structural Patterns 5. Chapter 4: Getting Familiar with Behavioral Patterns 6. Section 2: Reactive and Concurrent Patterns
7. Chapter 5: Introducing Functional Programming 8. Chapter 6: Threads and Coroutines 9. Chapter 7: Controlling the Data Flow 10. Chapter 8: Designing for Concurrency 11. Section 3: Practical Application of Design Patterns
12. Chapter 9: Idioms and Anti-Patterns 13. Chapter 10: Concurrent Microservices with Ktor 14. Chapter 11: Reactive Microservices with Vert.x 15. Assessments 16. Other Books You May Enjoy

Strategy

The goal of the Strategy design pattern is to allow an object to alter its behavior at runtime.

Let's recall the platformer game we were designing in Chapter 3, Understanding Structural Patterns, while discussing the Facade design pattern.

Canary Michael, who acts as a game designer in our small indie game development company, came up with a great idea. What if we were to give our hero an arsenal of weapons to protect us from those horrible carnivorous snails?

Weapons all shoot projectiles (you don't want to get too close to those dangerous snails) in the direction our hero is facing:

enum class Direction { 
    LEFT, RIGHT 
}

All projectiles should have a pair of coordinates (our game is 2D, remember?) and a direction:

data class Projectile(private var x: Int, 
                      private var y: Int, 
  ...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at AU $24.99/month. Cancel anytime