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These are the user uploaded subtitles that are being translated: 1 00:00:04,950 --> 00:00:10,860 Now, suppose we wanted to take the complexity of our special abilities to the next level, and we want 2 00:00:10,860 --> 00:00:15,510 to have something like a power attack, which is a sort of sequence type. 3 00:00:15,870 --> 00:00:24,150 So this power tank would be composed of other things, such as a particle effect ability, such as a 4 00:00:24,150 --> 00:00:27,330 do damage over time, parallel ability. 5 00:00:27,630 --> 00:00:33,270 And that parallel ability itself would be composed of an instant damage, which might be of a damage 6 00:00:33,270 --> 00:00:38,160 ability type and a delayed damage, which is of the delay decorator type. 7 00:00:38,160 --> 00:00:42,990 And then that delay decorator itself references the instant damage object. 8 00:00:42,990 --> 00:00:50,220 So you end up with these complicated object hierarchies, which reuse a lot of code and allow you or 9 00:00:50,220 --> 00:00:56,460 your designers to easily put together a new special abilities out of component parts a little bit like 10 00:00:56,460 --> 00:00:57,210 Lego bricks. 11 00:00:57,570 --> 00:01:03,150 So if you wanted to be able to do something like this, then you would need the composite pattern, 12 00:01:03,360 --> 00:01:09,540 which looks very similar to the strategy pattern and decorator pattern we've already seen. 13 00:01:09,570 --> 00:01:16,440 So instead of having a decorator say if I want to have a sequence ability instead of having one thing 14 00:01:16,440 --> 00:01:21,870 that we wrap up in the sequence, which would be the decorator pattern, the composite pattern says 15 00:01:21,870 --> 00:01:24,840 instead of having one thing, let's have an array of things. 16 00:01:24,840 --> 00:01:31,470 So the sequence would be an array of children which are all members of the ability interface. 17 00:01:31,740 --> 00:01:35,580 Then my sequence would dictate how do those children get run? 18 00:01:35,580 --> 00:01:41,240 So it makes sense that in a sequence, they would get run one after another, the first one would complete 19 00:01:41,250 --> 00:01:47,160 and the second one, etc., etc. However, if you had a parallel ability for whatever reason and your 20 00:01:47,160 --> 00:01:53,160 use was more asynchronous, maybe it started a co routine, for example, then it would run all the 21 00:01:53,350 --> 00:01:57,300 routines all at once and said the sequence would probably wait for one car routine to finish before 22 00:01:57,300 --> 00:01:58,230 going on to the next. 23 00:01:58,560 --> 00:02:04,450 So you can see how you could come up with different ways of composing arrays of abilities. 24 00:02:04,650 --> 00:02:06,260 And that is the composite pattern. 25 00:02:06,270 --> 00:02:10,949 Obviously, the formulation is typically more generic than relating to abilities. 26 00:02:10,949 --> 00:02:15,440 You'd have these components again, very much the same as the decorator pattern. 27 00:02:15,450 --> 00:02:20,100 You would have a leaf, which is kind of referring to the fact that the thing we had before looked a 28 00:02:20,100 --> 00:02:21,900 little bit like a tree upside-down. 29 00:02:22,110 --> 00:02:25,230 So a leaf would be an operation that actually does something. 30 00:02:25,230 --> 00:02:30,210 The composite would be the branches of the tree because it's the branching out points. 31 00:02:30,210 --> 00:02:33,390 It so says, let's sequence these, let's do these in parallel, etc.. 32 00:02:33,690 --> 00:02:38,490 By the way, if you've come across behavior trees, this is the way you would implement behavior trees, 33 00:02:38,700 --> 00:02:41,460 essentially by using the composite pattern. 34 00:02:42,120 --> 00:02:47,640 So how do we go ahead and implement the composite pattern in our ability code base? 35 00:02:47,970 --> 00:02:53,610 So let's jump over to it now and give ourselves a little bit more room because here I before and decorate, 36 00:02:53,610 --> 00:02:59,640 I want to create a new public class, which is going to be the sequence composite. 37 00:02:59,910 --> 00:03:06,320 And it's going to inherit from my ability, and it's going to implement the interface of my ability, 38 00:03:06,330 --> 00:03:11,670 basically the use and well, we're going to have to have some sort of children in here. 39 00:03:11,670 --> 00:03:13,590 But you've done this before with the decorator. 40 00:03:13,830 --> 00:03:15,270 So I'm not going to hold your hand here. 41 00:03:15,280 --> 00:03:21,390 I'm going to challenge you to implement the composite pattern in the same vein as the decorator remembering 42 00:03:21,390 --> 00:03:25,290 that instead of single liability, we might want to use an array or a list. 43 00:03:25,560 --> 00:03:27,540 So pause the video and have a go. 44 00:03:30,290 --> 00:03:30,620 OK. 45 00:03:30,650 --> 00:03:32,870 Welcome back, so I'm going to make it a private variable. 46 00:03:32,990 --> 00:03:36,380 I'm going to make it for simplicity's sake. 47 00:03:36,380 --> 00:03:39,980 I'm going to use an array that you'd probably want to use a list or something. 48 00:03:40,250 --> 00:03:44,150 So it's an array of liability and we're going to call this the children. 49 00:03:44,510 --> 00:03:49,020 And we're going to create a constructor which takes in that children array. 50 00:03:49,040 --> 00:03:55,970 So when you create a new sequence, you're going to pass in an array of children and that is going to 51 00:03:55,970 --> 00:03:56,690 be set here. 52 00:03:56,720 --> 00:03:59,600 And the use method would do something very, very simple. 53 00:03:59,990 --> 00:04:08,720 For example, it would do a for each loop over the child in children, and it would call the child's 54 00:04:08,720 --> 00:04:14,510 child dot use method passing in the current game object like so. 55 00:04:15,000 --> 00:04:18,230 So that's a very simple way of creating a sequence composite. 56 00:04:18,230 --> 00:04:21,740 Obviously, you can have all sorts of composites, as I've just explained ones. 57 00:04:21,980 --> 00:04:27,380 You could have a random composite one that basically selects a random option from this list instead 58 00:04:27,380 --> 00:04:29,180 of create calling them all in sequence. 59 00:04:29,390 --> 00:04:31,850 You can have one that calls them in reverse sequence. 60 00:04:32,240 --> 00:04:39,380 The abilities are endless, and you can really split these down into tiny, little reusable chunks so 61 00:04:39,380 --> 00:04:44,180 that you can easily program all sorts of abilities into the system. 62 00:04:44,660 --> 00:04:47,490 So how do we go ahead and construct it again? 63 00:04:47,510 --> 00:04:49,190 That could be a challenge for you. 64 00:04:49,400 --> 00:04:51,020 I'm going to go ahead and do it. 65 00:04:51,080 --> 00:04:53,990 So new sequence composite like. 66 00:04:53,990 --> 00:05:01,220 So now in here, we need to pass in a new eye ability array, which we're going to construct within 67 00:05:01,220 --> 00:05:02,390 here and in here. 68 00:05:02,390 --> 00:05:04,490 You could put something like a first. 69 00:05:04,490 --> 00:05:12,050 We'll start off with a new heel ability as the first child and then after that we might run the new 70 00:05:12,320 --> 00:05:21,080 rage ability and then in there just to show how flexible the system is, we could run a delayed decorator, 71 00:05:21,080 --> 00:05:27,650 which itself couldn't contains another range ability, something along these sorts of lines. 72 00:05:27,890 --> 00:05:30,620 It's entirely possible using our composite pattern. 73 00:05:30,620 --> 00:05:36,560 Obviously, you can have composites of composites and the trees go on endlessly because of this self 74 00:05:36,560 --> 00:05:42,650 referring pattern, because of the fact that the sequence composite is an eye ability and has liabilities 75 00:05:42,650 --> 00:05:46,640 within it because the delay decorator is a liability and has liability within it. 76 00:05:46,820 --> 00:05:52,190 That's really the genius of these decorator and composite patterns is that it allows you to wrap them 77 00:05:52,190 --> 00:05:56,480 indefinitely into these tree structures that are very, very powerful. 78 00:05:56,600 --> 00:06:02,570 So that's it for this little trio of patterns, the strategy, the decorator and composite the next 79 00:06:02,570 --> 00:06:02,810 video. 80 00:06:02,810 --> 00:06:08,030 We're going to be moving on to a completely new paradigm of pattern, the model view controller. 81 00:06:08,060 --> 00:06:08,750 I'll see you there. 8927

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