
“每一个模式描述了一个在我们周围不断重复发生的问题, 以及该问题的解决方案的核心。这样,你就能一次又一次 地使用该方案而不必做重复劳动”。
1.2 软件复杂性 1.2.1 复杂性原因 1.2.2 解决方法1) 分而治之 大问题分解成小问题,复杂问题分解为简单问题
2) 抽象 更高层次来讲,人们处理复杂性有一个通用的技术,即抽象。 由于不能掌握全部的复杂对象,我们选择忽视它的非本质细节, 而去处理泛化和理想化了的对象模型。
1.2.3 软件设计的最终目标 1.3 代码区例子:设计一个鼠标事件
1.3.1 分而治之shape1.h
class Point{
public:
int x;
int y;
};
class Line{
public:
Point start;
Point end;
Line(const Point& start, const Point& end){
this->start = start;
this->end = end;
}
};
class Rect{
public:
Point leftUp;
int width;
int height;
Rect(const Point& leftUp, int width, int height){
this->leftUp = leftUp;
this->width = width;
this->height = height;
}
};
//增加
class Circle{
};
mainform.h
class MainForm : public Form {
private:
Point p1;
Point p2;
vector lineVector;
vector rectVector;
//改变
vector circleVector;
public:
MainForm(){
//...
}
protected:
virtual void onMouseDown(const MouseEventArgs& e);
virtual void onMouseUp(const MouseEventArgs& e);
virtual void onPaint(const PaintEventArgs& e);
};
void MainForm::onMouseDown(const MouseEventArgs& e){
p1.x = e.X;
p1.y = e.Y;
//...
Form::onMouseDown(e);
}
void MainForm::onMouseUp(const MouseEventArgs& e){
p2.x = e.X;
p2.y = e.Y;
if (rdoLine.Checked){
Line line(p1, p2);
lineVector.push_back(line);
}
else if (rdoRect.Checked){
int width = abs(p2.x - p1.x);
int height = abs(p2.y - p1.y);
Rect rect(p1, width, height);
rectVector.push_back(rect);
}
//改变
else if (...){
//...
circleVector.push_back(circle);
}
//...
this->Refresh();
Form::onMouseUp(e);
}
void MainForm::onPaint(const PaintEventArgs& e){
//针对直线
for (int i = 0; i < lineVector.size(); i++){
e.Graphics.DrawLine(Pens.Red,
lineVector[i].start.x,
lineVector[i].start.y,
lineVector[i].end.x,
lineVector[i].end.y);
}
//针对矩形
for (int i = 0; i < rectVector.size(); i++){
e.Graphics.DrawRectangle(Pens.Red,
rectVector[i].leftUp,
rectVector[i].width,
rectVector[i].height);
}
//改变
//针对圆形
for (int i = 0; i < circleVector.size(); i++){
e.Graphics.DrawCircle(Pens.Red,
circleVector[i]);
}
//...
Form::onPaint(e);
}
1.3.2 抽象
shape2.h
class Shape{
public:
virtual void Draw(const Graphics& g)=0;
virtual ~Shape() { }
};
class Point{
public:
int x;
int y;
};
class Line: public Shape{
public:
Point start;
Point end;
Line(const Point& start, const Point& end){
this->start = start;
this->end = end;
}
//实现自己的Draw,负责画自己
virtual void Draw(const Graphics& g){
g.DrawLine(Pens.Red,
start.x, start.y,end.x, end.y);
}
};
class Rect: public Shape{
public:
Point leftUp;
int width;
int height;
Rect(const Point& leftUp, int width, int height){
this->leftUp = leftUp;
this->width = width;
this->height = height;
}
//实现自己的Draw,负责画自己
virtual void Draw(const Graphics& g){
g.DrawRectangle(Pens.Red,
leftUp,width,height);
}
};
//增加
class Circle : public Shape{
public:
//实现自己的Draw,负责画自己
virtual void Draw(const Graphics& g){
g.DrawCircle(Pens.Red,
...);
}
};
mainform2.h
class MainForm : public Form {
private:
Point p1;
Point p2;
//针对所有形状
vector shapeVector;
public:
MainForm(){
//...
}
protected:
virtual void onMouseDown(const MouseEventArgs& e);
virtual void onMouseUp(const MouseEventArgs& e);
virtual void onPaint(const PaintEventArgs& e);
};
void MainForm::onMouseDown(const MouseEventArgs& e){
p1.x = e.X;
p1.y = e.Y;
//...
Form::onMouseDown(e);
}
void MainForm::onMouseUp(const MouseEventArgs& e){
p2.x = e.X;
p2.y = e.Y;
if (rdoLine.Checked){
shapeVector.push_back(new Line(p1,p2));
}
else if (rdoRect.Checked){
int width = abs(p2.x - p1.x);
int height = abs(p2.y - p1.y);
shapeVector.push_back(new Rect(p1, width, height));
}
//改变
else if (...){
//...
shapeVector.push_back(circle);
}
//...
this->Refresh();
Form::onMouseUp(e);
}
void MainForm::onPaint(const PaintEventArgs& e){
//针对所有形状
for (int i = 0; i < shapeVector.size(); i++){
shapeVector[i]->Draw(e.Graphics); //多态调用,各负其责
}
//...
Form::onPaint(e);
}
两个设计的区别:
从动态角度来看,当需要增加新的功能(新增画圆功能)。在分而治之的设计模式中,需要更改程序中很多地方,复用性非常差;在抽象的设计模式中,需要改变的地方极少,复用性得到了很高的提升。
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