好的设计产生灵活的软件-上(good design = flexible software part 1)
------------没有什么是一成不变的nothing ever stays the same
引言 |
变化是不可避免的。无论现在你多么喜欢你的软件,明天还是可能会改变。你把软件开发的越难以改变,相应用户的需求变更就越困难。在本篇中我们将会视图改进一个已有的系统,看看多么小的一个改变能导致大问题。
正文 |
先来看一个已有系统的类关系图。就是一个guitar销售商店,可以查询guitar,添加guitar。
客户说最近他想卖mandolins曼陀林(一种琵琶类乐器),想要我们在系统中实现这个功能,并且可以针对这种乐器进行搜索。
我们需要在原有系统中支持曼陀林这种新的乐器。既然是乐器,肯定和guitar有共同的地方,我们可以抽象出来。加入一个乐器类,表示曼陀林和guitar的抽象。
其实在上图中,我们会发现,乐器的细节类和guitar的细节类,以及mandolin的细节类都很相似,还应该有个抽象的乐器细节类。把共同的细节信息都移到抽象类中。
就会变成下面的结果
在UML图中
如上图所示,第一条是关系,也就是通常我们说的类之间的关系,1:1,1:n,n:1,之类的。第二条就是继承。第三条是集成,还不太理解,在后面理解了我们再来讨论他。
由上面最后的两张类图,我们可以写出下面的代码。

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace BeautyCode.Common.ConApp.Head.First.OO.Design
{
public abstract class InstrumentSpec
{
private Builder _builder;
private InstrumentType _type;
private Wood _backwood;
private Wood _topwood;
public InstrumentSpec(Builder builder, InstrumentType type, Wood backwood, Wood topwood)
{
_builder = builder;
_topwood = topwood;
_type = type;
_backwood = backwood;
}
public virtual bool Matches(InstrumentSpec instance)
{
if (instance._builder != _builder)
return false;
if (instance._backwood != _backwood)
return false;
if (instance._topwood != _topwood)
return false;
if (instance._type != _type)
return false;
return true;
}
}
public abstract class Instrument
{
private string _serialNumber;
public string SerialNumber
{
get { return _serialNumber; }
}
private double _price;
public double Price
{
get { return _price; }
}
private InstrumentSpec _spec;
public InstrumentSpec Spec
{
get { return _spec; }
}
public Instrument(string serialNumber, double price, InstrumentSpec spec)
{
_serialNumber = serialNumber;
_price = price;
_spec = spec;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace BeautyCode.Common.ConApp.Head.First.OO.Design
{
public class GuitarSpec : InstrumentSpec
{
private int _numString;
public int NumString
{
get { return _numString; }
}
public GuitarSpec(Builder builder, InstrumentType type, Wood backwood, Wood topwood, int numString)
: base(builder,
type, backwood, topwood)
{
this._numString = numString;
}
public override bool Matches(InstrumentSpec instance)
{
if (!base.Matches(instance))
return false;
if (!(instance is GuitarSpec))
return false;
GuitarSpec spec = instance as GuitarSpec;
if (spec._numString != _numString)
return false;
return true;
}
}
public class Guitar : Instrument
{
public Guitar(string serialNumber, double price, GuitarSpec spec)
: base(serialNumber, price, spec)
{
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace BeautyCode.Common.ConApp.Head.First.OO.Design
{
public class MandolinSpec : InstrumentSpec
{
private Style _style;
public Style Style
{
get { return _style; }
}
public MandolinSpec(Builder builder, InstrumentType type, Wood backwood, Wood topwood, Style style)
: base(builder,
type, backwood, topwood)
{
this._style = style;
}
public override bool Matches(InstrumentSpec instance)
{
if (!base.Matches(instance))
return false;
if (!(instance is GuitarSpec))
return false;
MandolinSpec spec = instance as MandolinSpec ;
if (spec._style != _style )
return false;
return true;
}
}
public class Mandolin : Instrument
{
public Mandolin(string serialNumber, double price, MandolinSpec spec)
: base(serialNumber, price, spec)
{
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace BeautyCode.Common.ConApp.Head.First.OO.Design
{
public class Inventory
{
private List<Instrument> _inventory;
public Inventory()
{
_inventory = new List<Instrument>();
}
public void AddInstrument(string serialNumber,double price,InstrumentSpec spec)
{
Instrument instance = null;
if (spec is GuitarSpec)
{
instance = new Guitar(serialNumber, price,(GuitarSpec ) spec);
}
else if (spec is MandolinSpec)
{
instance = new Mandolin(serialNumber, price, (MandolinSpec)spec);
}
_inventory.Add(instance);
}
public Instrument Get(string serialNumber)
{
return _inventory.Find(i => i.SerialNumber == serialNumber);
}
public List<Instrument> Search(MandolinSpec searchSpec)
{
List<Instrument> instances = _inventory .FindAll(i => i.Spec.Equals(searchSpec));
return instances;
}
}
}
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace BeautyCode.Common.ConApp.Head.First.OO.Design
{
public abstract class InstrumentSpec
{
private Builder _builder;
private InstrumentType _type;
private Wood _backwood;
private Wood _topwood;
public InstrumentSpec(Builder builder, InstrumentType type, Wood backwood, Wood topwood)
{
_builder = builder;
_topwood = topwood;
_type = type;
_backwood = backwood;
}
public virtual bool Matches(InstrumentSpec instance)
{
if (instance._builder != _builder)
return false;
if (instance._backwood != _backwood)
return false;
if (instance._topwood != _topwood)
return false;
if (instance._type != _type)
return false;
return true;
}
}
public abstract class Instrument
{
private string _serialNumber;
public string SerialNumber
{
get { return _serialNumber; }
}
private double _price;
public double Price
{
get { return _price; }
}
private InstrumentSpec _spec;
public InstrumentSpec Spec
{
get { return _spec; }
}
public Instrument(string serialNumber, double price, InstrumentSpec spec)
{
_serialNumber = serialNumber;
_price = price;
_spec = spec;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace BeautyCode.Common.ConApp.Head.First.OO.Design
{
public class GuitarSpec : InstrumentSpec
{
private int _numString;
public int NumString
{
get { return _numString; }
}
public GuitarSpec(Builder builder, InstrumentType type, Wood backwood, Wood topwood, int numString)
: base(builder,
type, backwood, topwood)
{
this._numString = numString;
}
public override bool Matches(InstrumentSpec instance)
{
if (!base.Matches(instance))
return false;
if (!(instance is GuitarSpec))
return false;
GuitarSpec spec = instance as GuitarSpec;
if (spec._numString != _numString)
return false;
return true;
}
}
public class Guitar : Instrument
{
public Guitar(string serialNumber, double price, GuitarSpec spec)
: base(serialNumber, price, spec)
{
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace BeautyCode.Common.ConApp.Head.First.OO.Design
{
public class MandolinSpec : InstrumentSpec
{
private Style _style;
public Style Style
{
get { return _style; }
}
public MandolinSpec(Builder builder, InstrumentType type, Wood backwood, Wood topwood, Style style)
: base(builder,
type, backwood, topwood)
{
this._style = style;
}
public override bool Matches(InstrumentSpec instance)
{
if (!base.Matches(instance))
return false;
if (!(instance is GuitarSpec))
return false;
MandolinSpec spec = instance as MandolinSpec ;
if (spec._style != _style )
return false;
return true;
}
}
public class Mandolin : Instrument
{
public Mandolin(string serialNumber, double price, MandolinSpec spec)
: base(serialNumber, price, spec)
{
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace BeautyCode.Common.ConApp.Head.First.OO.Design
{
public class Inventory
{
private List<Instrument> _inventory;
public Inventory()
{
_inventory = new List<Instrument>();
}
public void AddInstrument(string serialNumber,double price,InstrumentSpec spec)
{
Instrument instance = null;
if (spec is GuitarSpec)
{
instance = new Guitar(serialNumber, price,(GuitarSpec ) spec);
}
else if (spec is MandolinSpec)
{
instance = new Mandolin(serialNumber, price, (MandolinSpec)spec);
}
_inventory.Add(instance);
}
public Instrument Get(string serialNumber)
{
return _inventory.Find(i => i.SerialNumber == serialNumber);
}
public List<Instrument> Search(MandolinSpec searchSpec)
{
List<Instrument> instances = _inventory .FindAll(i => i.Spec.Equals(searchSpec));
return instances;
}
}
}
结论 |