我最近对(重新)学习编程产生了兴趣,所以我选择了C++,因为它是一种常用的语言。然而,我遇到了一个障碍,我怀疑我的解决方案是否是绕过它的最佳方式。我有一个相对复杂的类(无论如何对我来说),大约有20个变量,为了简化,这些变量被分成了4组。它还有一个在对象初始化期间调用的父类。
但是,我不需要在所有对象中将它们设置为默认值以外的值,因此我设置了各种不同的构造函数重载,以考虑所有可能的组合(总共8个构造函数)。因此,为了防止编写重复的代码,我编写了一些仅在构造函数期间调用的私有函数,这些函数将变量设置为我在创建新对象时分配的值。
这是解决这个问题的最佳方法吗?我也考虑过将这些变量分组到类或结构中,但感觉这是不必要的复杂,当在各种构造函数重载期间调用相关函数时应该可以做到这一点。如果这不是最优的,那么解决这个问题的最佳方法是什么?为什么?
我可以提供我的问题的更详细的描述,但这将是一个相当大的文字墙(我最初写了一个,但它的方式太失控)。提前感谢您的意见。
按照要求,这里是类定义(武器)。父类(Item)已经定义好了,并且可以正常工作,所以我不会粘贴它,这样人们就不必阅读大量的文本。
武器类定义:
class Weapon: public Item {
public:
// Default constructor
Weapon();
// Full constructor
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short CooldownType, double CooldownDuration, unsigned short CooldownShot, double CooldownPeriod, unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime, unsigned short MaxMagazine, unsigned short MaxAmmunition, unsigned short StartEnergy, unsigned short MaxEnergy);
// Constructor for Weapons without Cooldown System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime, unsigned short MaxMagazine, unsigned short MaxAmmunition, unsigned short CurrentEnergy, unsigned short MaxEnergy);
// Constructor for Weapons without Reload System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short CooldownType, double CooldownDuration, unsigned short CooldownShot, double CooldownPeriod, unsigned short MaxMagazine, unsigned short MaxAmmunition, unsigned short CurrentEnergy, unsigned short MaxEnergy);
// Constuctor for Weapons without Energy System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short CooldownType, double CooldownDuration, unsigned short CooldownShot, double CooldownPeriod, unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime, unsigned short MaxMagazine, unsigned short MaxAmmunition);
// Constructor for Weapons without Cooldown nor Reload System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short MaxMagazine, unsigned short MaxAmmunition, unsigned short CurrentEnergy, unsigned short MaxEnergy);
// Constructor for Weapons without Cooldown nor Energy System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime, unsigned short MaxMagazine, unsigned short MaxAmmunition);
// Constructor for Weapons without Reload nor Energy System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short CooldownType, double CooldownDuration, unsigned short CooldownShot, double CooldownPeriod, unsigned short MaxMagazine, unsigned short MaxAmmunition);
// Constructor for Weapons without Cooldown, Reload nor Energy System
Weapon(unsigned GenericID, bool NameFlag, double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short maxMagazine, unsigned short MaxAmmunition);
~Weapon();
void m_print();
/*Edited public get and set functions for each variable as they are not relevant*/
private:
// Ubiquitous variables
unsigned short WepGenericID = 0;
unsigned short WepVariantID = 0;
unsigned short WepSkinID = 0;
double EquipLoad = 0;
double EquipLoadperAmmo = 0;
unsigned short ModesNo = 1;
Mode* pModes = NULL;
unsigned short MaxAmmunition = 0;
unsigned short CurrentAmmunition = 0;
unsigned short MaxMagazine = 0;
unsigned short CurrentMagazine = 0;
// Cooldown System variables
bool WeaponCooldown = false;
unsigned short CooldownType = 0;
double CooldownDuration = 0;
unsigned short CooldownAction = 0;
double CooldownPeriod = 0;
// Reload System variables
unsigned short ReloadType = 0;
unsigned short ReloadStyle = 0;
double ReloadTime = 0;
// Energy System variables
unsigned short CurrentEnergy = 0;
unsigned short MaxEnergy = 0;
//Constructor Auxiliary Functions
void m_setGeneralWeapon(double EquipLoad, double EquipLoadperAmmo, unsigned short ModesNo, Mode* pModes, unsigned short MaxMagazine, unsigned short MaxAmmunition);
void m_setCooldownSystem(unsigned short CooldownType, double CooldownDuration, unsigned short CooldownAction, double CooldownPeriod);
void m_setReloadSystem(unsigned short ReloadType, unsigned short ReloadStyle, double ReloadTime);
void m_setEnergySystem(unsigned short StartEnergy, unsigned short MaxEnergy);
void m_setWeaponIDs();
void m_WepNameDecisionTree();
string m_searchName();
};
项目父类定义
class Item {
public:
Item();
Item(unsigned GenericID);
Item(unsigned GenericID, bool NameFlag);
~Item();
void m_setCustomName();
private:
unsigned GenericID = 0;
unsigned short GenCategoryID = 0;
unsigned short GenSubCategoryID = 0;
bool NameFlag = false;
string ItemName = "Missingno";
unsigned long InstanceID = 0;
};
发布于 2018-05-28 03:27:11
为您的子系统创建单独的类。
使用生成器/工厂模式创建您的武器:
你也可以分离弹药,只剩下很少的实际成员。通过这种方式,您可以使用更加模块化的方法构建一切,从而可以更轻松地扩展或修改您的功能
发布于 2018-05-29 10:47:49
我所看到的Weapon
应用程序接口的一个问题是,构造函数接受大量松散类型的参数,这使得使用它们的代码很难理解和验证。例如,假设您(或您的开发伙伴)使用构造函数API将以下代码行添加到代码库中:
Weapon bfg(id, true, 3.0, 5.0, 6, modesPtr, COOLDOWN_QUICK, 5.0, 3, 4, RELOAD_SLOW, RELOAD_ANYTIME, 3.8, 12, 14);
读了这行,很难看出大多数数字是什么意思。如果意外省略了一个参数,或者颠倒了两个参数的顺序,那么(无论是您还是编译器)很可能看不出其中存在错误;相反,您可能直到某个play测试人员(或客户?)才能发现错误。提交错误报告,这是一种昂贵且耗时的发现错误的方法。
因此,我建议将必须传递给构造函数的参数数量减少到尽可能少。例如,编写上述代码的另一种方法可能是:
Weapon bfg(id, true);
bfg.SetEquipLoad(3.0);
bfg.SetEquipLoadPerAmmo(5.0);
bfg.SetModes(6, modesPtr);
bfg.SetCooldownType(COOLDOWN_QUICK);
[...]
诚然,这要冗长得多(而且它确实可能会忘记设置您应该设置的内容),但至少当您查看它时,很明显3.0
适用于EquipLoad
设置,5.0
适用于EquipLoadPerAmmo
设置,而不是相反。也就是说,您不必不断地在.h文件和代码之间来回查看,以试图找出每个值所引用的内容。
请注意,每个set-method都应该包含产生有用结果所需的所有参数;因此,如果不同时指定EquipLoadPerAmmo
而指定一个EquipLoad
没有任何意义,那么您不妨通过一个调用同时设置这两个参数:
bfg.SetEquipLoadAndEquipLoadPerAmmo(3.0, 5.0);
..。因此对于编码器来说,不可能(即编译时错误)犯下设置一个而忽略设置另一个的错误。
至于处理冗长以最小化冗余代码,下一步将是将上面的代码包装在一个函数中,以便对于任何给定的武器类型,只有一个地方可以创建它,例如:
Weapon MakeBFG(unsigned id)
{
Weapon bfg(id, true);
bfg.SetEquipLoad(3.0);
bfg.SetEquipLoadPerAmmo(5.0);
bfg.SetModes(6, modesPtr);
bfg.SetCooldownType(COOLDOWN_QUICK);
[...]
return bfg;
}
现在,只要Weapon bfg = MakeBFG(idCounter++);
想要创建一个新的BFG枪,剩下的代码就可以调用它。
除此之外,我同意另一种观点--你的类似乎在处理许多不同的事情,如果你能找到一种方法将它分解成多个更小的类(并不是所有的类都需要通过公共API公开;私有类很好),这可能会帮助你管理代码的整体复杂性;如果您认为将来会继续添加新的功能/行为,那么这样做尤其有用,因为如果您将所有内容都放在一个类中,那么当您试图使其支持越来越多不同的行为/用例时,该类的复杂性将很快失控。
https://stackoverflow.com/questions/50555223
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