Timeline for How to avoid Singleton/Statics/Injection in my puzzle game
Current License: CC BY-SA 4.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| S Jan 15, 2020 at 3:12 | history | suggested | Boneco Sinforoso | CC BY-SA 4.0 | edit title/escope |
| Jan 13, 2020 at 22:21 | review | Suggested edits | |||
| S Jan 15, 2020 at 3:12 | |||||
| Jan 10, 2020 at 8:24 | answer | added | Martin Frank | timeline score: 1 | |
| Jan 9, 2020 at 15:34 | review | Suggested edits | |||
| Jan 11, 2020 at 15:32 | |||||
| Jan 9, 2020 at 14:40 | comment | added | disc_code22 | Is the ActionListener receiving communication from the buttons via direct reference eg: button1.actionListenerReference.addPair(this)? And you are trying to decrease this tight coupling without using singletons or statics? If I am understanding correctly I think the architectural approach I would recommend is using a pub/sub event driven system. You will be able to communicate via events between the button and action listener without tight coupling. Let me know if I'm understanding correctly or if I have made some misinterpretations/wrong assumptions. | |
| Jan 9, 2020 at 12:35 | review | First posts | |||
| Jan 13, 2020 at 22:21 | |||||
| Jan 9, 2020 at 12:33 | history | asked | GioZio | CC BY-SA 4.0 |