Book Image

Learning Java Functional Programming

By : Richard M Reese, Richard M. Reese
Book Image

Learning Java Functional Programming

By: Richard M Reese, Richard M. Reese

Overview of this book

Functional programming is an increasingly popular technology that allows you to simplify many tasks that are often cumbersome and awkward using an object-oriented approach. It is important to understand this approach and know how and when to apply it. Functional programming requires a different mindset, but once mastered it can be very rewarding. This book simplifies the learning process as a problem is described followed by its implementation using an object-oriented approach and then a solution is provided using appropriate functional programming techniques. Writing succinct and maintainable code is facilitated by many functional programming techniques including lambda expressions and streams. In this book, you will see numerous examples of how these techniques can be applied starting with an introduction to lambda expressions. Next, you will see how they can replace older approaches and be combined to achieve surprisingly elegant solutions to problems. This is followed by the investigation of related concepts such as the Optional class and monads, which offer an additional approach to handle problems. Design patterns have been instrumental in solving common problems. You will learn how these are enhanced with functional techniques. To transition from an object-oriented approach to a functional one, it is useful to have IDE support. IDE tools to refactor, debug, and test functional programs are demonstrated through the chapters. The end of the book brings together many of these functional programming techniques to create a more comprehensive application. You will find this book a very useful resource to learn and apply functional programming techniques in Java.
Table of Contents (16 chapters)
Learning Java Functional Programming
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Functional Zork


In this game, there is a single character that moves around in a world. In this world, the player is able to examine the current location, move between locations, pickup objects, and drop objects. The list of commands are as follows:

  • Walk: This moves from one location to another

  • Look: This views the current location

  • Pickup: This picks up an object

  • Drop: This drops an object

  • Inventory: This sees what the player is holding

  • Directions: This determines the possible directions from the current location

Most commands have synonyms to make it easy to enter commands. These will be detailed as they occur and are quite easy to add or remove. A variation of the command pattern as developed in Chapter 7, Supporting Design Patterns Using Functional Programming is incorporated. As we will see, a Map class and lambda expressions are used to eliminate the need for individual command classes.

The world is made up of a series of locations. Each location has a name, a description, can hold items...