问题描述
扩展海军模拟项目,我想添加复合模式,所以我可以有对象组。这是当前层次结构的样子:
class Sim_object {
};
class Ship:public Sim_object {
};
class Island:public Sim_object {
};
到目前为止,我想出了:
class Sim_object {
//保存通用sim函数
get_name()
};
// COMPONENT
class Ship_object:public Sim_object {
//保存船舶函数
add()
remove()
攻击)
move()
};
// COMPOSITE
class Group:public Ship_object {
//保存组船舶函数列表
add()
remove()
attack()
move()
};
// LEAF
class Ship:public Ship_object {
//保存船舶函数
attack()
move()
};
class Island:public Sim_object {
//保存岛函数
};
我有它的工作,但它只适用于船舶和船组。我想重新使用Group代码(添加,删除,显示等),所以一个具体的Group类(如Island_group)只能继承这个并使用它。我尝试改变设计,Ship_group类继承自一个共同的基类,称为Group,但我面临一个钻石程序。
有什么办法我可以去重复使用我的组控制代码基于类型?
复合,为了使用多种类型 Sim_object
,应继承并撰写 Sim_objects
:
code> class Sim_object {};
class Ship:public Sim_object {};
class Island:public Sim_object {};
class Group:public Sim_object {
add()
remove()
};
要将其定制为特定类型,您可以对其进行模板化, :
模板< class T&
class Group:public Sim_object {
add()
remove()
};
类Ship_Group:public Group< Ship> {
attack()
move()
};
class Island_Group:public Group< Island> {} //可能不必要
现在,让 Ship_Group
代替运输
,您可以为运输
创建一个接口(纯虚拟类)继承 Ship_Group
。您也可以使用新界面,而不是客户端代码中的具体 Ship
:
class Ship_Like {// interface
/ pre>
attack()= 0
move()= 0
};
class Ship:public Sim_object,public Ship_Like {}; // concrete
class Ship_Group:public Group< Ship> public Ship_Like {
attack()
move()
}
不用担心钻石问题...
Extending a naval simulation project, I'm looking to add the Composite Pattern so I can have groups of objects. This is what the current hierarchy looks like:
class Sim_object { }; class Ship : public Sim_object { }; class Island : public Sim_object { };
And so far I've come up with:
class Sim_object { // holds general sim functions get_name() }; // COMPONENT class Ship_object : public Sim_object { // holds ship functions add() remove() attack() move() }; // COMPOSITE class Group : public Ship_object { // holds list of group ship functions add() remove() attack() move() }; // LEAF class Ship : public Ship_object { // holds ship functions attack() move() }; class Island : public Sim_object { // holds island functions };
I have it working, but it only works for Ships and groups of Ship. I'd like to reuse the Group code (add, remove, display, etc.) so then a concrete Group class (like Island_group) can just inherit from this and use it. I tried changing the design where Ship_group class inherits from a common base class called Group, but I was faced with a diamond program.
Is there any way I can go about reusing my Group control code based on the type?
解决方案The composite, in order to work with more than one type of
Sim_object
, should inherit and composeSim_objects
:class Sim_object { }; class Ship : public Sim_object { }; class Island : public Sim_object { }; class Group : public Sim_object { add() remove() };
To tailor it to specific types, you could templatize it, and (possibly) derive other groups from it:
template <class T> class Group : public Sim_object { add() remove() }; class Ship_Group : public Group<Ship> { attack() move() }; class Island_Group : public Group<Island> { } // possibly unnecessary
Now, to have your
Ship_Group
substituteShip
s, you could create an "interface" (pure-virtual class) forShip
and inheritShip_Group
from it as well. You'd also use your new interface instead of the concreteShip
in client code:class Ship_Like { // interface attack() = 0 move() = 0 }; class Ship : public Sim_object, public Ship_Like { }; // concrete class Ship_Group : public Group<Ship>, public Ship_Like { attack() move() }
No worries about diamond-problems there...
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