因此,我想设计这样的团队/球员关系:每个球员都属于一个团队,但是由于我想通过界面进行练习,所以我创建了ITeam和IAthlete,然后创建了BasketballTeam和BasketballPlayer。
然后我写了这段代码:
public interface IAthlete
{
string GetName();
string GetSport();
}
public interface ITeam
{
void AddPlayer(IAthlete player);
IAthlete[] GetAthletes();
string GetName();
int GetNumberOfPlayers();
}
public class BasketballPlayer:IAthlete
{
private string name;
public string GetName()
{
return this.name;
}
public string GetSport()
{
return "Basketball";
}
public BasketballPlayer(string name)
{
this.name = name;
}
public void Run(int distance)
{
Console.WriteLine(this.name + " just ran " + distance.ToString() + " meters.");
}
public bool Shoot()
{
Console.WriteLine("Successful shot for " + this.name);
return true;
}
}
public class BasketballTeam: ITeam
{
BasketballPlayer[] players;
int numberOfPlayers;
private string name;
public void AddPlayer(BasketballPlayer player)
{
this.players[this.numberOfPlayers] = player;
this.numberOfPlayers++;
}
public IAthlete[] GetAthletes()
{
return this.players;
}
public string GetName()
{
return this.name;
}
public int GetNumberOfPlayers()
{
return this.numberOfPlayers;
}
public BasketballTeam(string name)
{
this.numberOfPlayers = 0;
this.name = name;
this.players = new BasketballPlayer[10];
}
}
class Program
{
static void Main(string[] args)
{
BasketballTeam bt = new BasketballTeam("MyTeam");
BasketballPlayer bp = new BasketballPlayer("Bob");
bt.AddPlayer(bp);
foreach (BasketballPlayer player in bt.GetAthletes())
{
Console.WriteLine(player.GetName());
}
foreach (IAthlete a in bt.GetAthletes())
{
Console.WriteLine(a.GetName());
}
}
}
但这不会编译,因为我正在使用以下代码:
public void AddPlayer(BasketballPlayer player)
在BasketballPlayer中而不是这个
public void AddPlayer(IAthlete player)
我认为这应该起作用,因为BasketballPlayer是IAthlete。
如果我将其更改为IAthlete,则可以进行如下这样的另一个类:
public class HockeyPlayer : IAthlete
{
private string name;
public string GetName()
{
return this.name;
}
public string GetSport()
{
return "Hockey";
}
public HockeyPlayer(string name)
{
this.name = name;
}
public void Run(int distance)
{
Console.WriteLine(this.name + " just ran " + distance.ToString() + " meters.");
}
}
然后在我的主体中执行此操作:
HockeyPlayer hp = new HockeyPlayer("Henry");
bt.AddPlayer(hp);
这在逻辑上是错误的,因为我正在将HockeyPlayer添加到BasketballTeam。是否应该是这样,我应该小心不要这样做?我究竟做错了什么?如何使用类图显示此内容?这会导致耦合松散吗?
最佳答案
这是您对代码的一些想法。首先,在C#中,可以使用属性代替Get和Set方法。
public interface IAthlete
{
string Name { get; }
string Sport { get; }
}
使用自动属性,您可以要求编译器为属性生成后台存储。还可以考虑创建基类Player,该类将保留Name和Sport属性的实现。
public class Player : IAthlete
{
public Player(string name, string sport)
{
Name = name;
Sport = sport;
}
public string Name { get; private set; }
public string Sport { get; private set; }
}
现在,当实现某个播放器时,您只需将值传递给基类构造函数即可。而且您的自定义播放器将仅保留特定于它们的功能(没有代码重复)。另外,建议使用字符串格式,而不是连接字符串:
public class BasketballPlayer : Player
{
public BasketballPlayer(string name)
: base(name, "Basketball")
{
}
public void Run(int distance)
{
Console.WriteLine("{0} just ran {1} meters.", Name, distance);
}
public bool Shoot()
{
Console.WriteLine("Successful shot for " + Name);
return true;
}
}
现在关于团队。如果您不想在BasketballTeam中加入Football Player,那么您应该创建参数化的团队。还可以考虑使用IEnumerable:
public interface ITeam<TPlayer>
where TPlayer : IAthlete
{
void AddPlayer(TPlayer player);
IEnumerable<TPlayer> Players { get; }
string Name { get; }
int NumberOfPlayers { get; }
}
同样,对于通用功能,您可以创建基类。请记住,在添加新玩家之前,您应该检查团队中有多少玩家。
public class Team<TPlayer> : ITeam<TPlayer>
where TPlayer : IAthlete
{
private readonly List<TPlayer> _players = new List<TPlayer>();
public Team(string name, int teamSize)
{
Name = name;
TeamSize = teamSize;
}
public void AddPlayer(TPlayer player)
{
if (_players.Count == TeamSize)
throw new Exception("Players number exceeded");
_players.Add(player);
}
public string Name { get; private set; }
public int TeamSize { get; private set; }
public IEnumerable<TPlayer> Players
{
get { return _players; }
}
public int NumberOfPlayers
{
get { return _players.Count; }
}
}
定制团队的实施变得非常容易。您只需说出它将拥有的球员类型,然后传递给基本团队实施团队名称和团队规模。
public class BasketballTeam : Team<BasketballPlayer>
{
public BasketballTeam(string name)
: base(name, 10)
{
}
}
现在,您的程序就像一个魅力一样工作:
class Program
{
static void Main(string[] args)
{
BasketballTeam bt = new BasketballTeam("MyTeam");
BasketballPlayer bp = new BasketballPlayer("Bob");
bt.AddPlayer(bp);
foreach (BasketballPlayer player in bt.Players)
{
Console.WriteLine(player.Name);
}
foreach (IAthlete a in bt.Players)
{
Console.WriteLine(a.Name);
}
}
}