所以我想设计一个像这样的团队/球员关系:每个球员都属于一个球队,但是因为我想练习接口,我做了ITeam和IAthlete,然后成为了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());
}
}
}
但它不会编译,因为我正在使用它:
public void AddPlayer(BasketballPlayer player)
在BasketballPlayer中而不是
public void AddPlayer(IAthlete player)
我认为它应该有效,因为BasketballPlayer是IAthlete。 如果我将其更改为IAthlete,那么我可以创建另一个类:
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.");
}
}
然后在我的主要内容中执行此操作:
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。它应该是这样的,我应该小心不要那样做吗?我究竟做错了什么?如何使用类图显示这个?这会导致松耦合吗?
答案 0 :(得分:3)
您试图违反Liskov Substitution Principle。
使用超类型可以完成的任何事情 - 例如添加HockeyPlayer
- 也可以使用子类型完成 - 包括BasketballTeam
。
相反,你应该使用泛型:
class Team<TPlayer> where TPlayer : IAthlete {
public ReadOnlyCollection<TPlayer> Players { get; }
public string Name { get; }
public void AddPlayer(TPlayer player);
}
答案 1 :(得分:2)
以下是您的代码的一些想法。首先,在C#中,您可以使用属性,而不是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备存储。还要考虑创建基类Player,它将保存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,在实现某个播放器时,您只需将值传递给基类构造函数即可。并且您的自定义播放器将仅保留特定于它们的功能(无代码重复)。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中使用FootballPlayers,那么您应该创建参数化团队。还要考虑使用IEnumerable:
public interface ITeam<TPlayer>
where TPlayer : IAthlete
{
void AddPlayer(TPlayer player);
IEnumerable<TPlayer> Players { get; }
string Name { get; }
int NumberOfPlayers { get; }
}
同样,对于常见功能,您可以创建基类。请注意,在添加新播放器之前,您应该检查您团队中当前有多少玩家。
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; }
}
}
自定义团队实施变得非常简单。您只需告诉它将拥有哪种类型的玩家,并传递给基础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)
{
}
}
现在你的程序就像一个魅力:
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);
}
}
}
答案 2 :(得分:1)
逻辑上,
这些应该是你的基类:Team,Player
这些应该是你的派生类:BasketballTeam,BasketballPalyer
这些应该是Player上的接口:IPlay(),IRun,IGetName等..适用于哪个
依旧......
指南:动词在界面上更适合,Noun适合上课。名称中的名词最适合代码中的Class。
答案 3 :(得分:0)
如果您的界面适合各种游戏使用,您似乎错过了这里的游戏,也许需要使用泛型:
public interface IGame
{
string Name {get;}
...
}
public class Bastketball : IGame
{
...
}
public interface ITeam<TGame> where TGame: class, IGame
{
void AddPlayer(IPlayr<TGame> player);
...
}
public interface IPlayer<TGame> where TGame: class, IGame
{
...
}
这将阻止曲棍球运动员加入篮球队。
答案 4 :(得分:0)
SLaks是正确的。您可以为ITeam
添加一个通用约束,使其不接受所有玩家,只接受一种类型的玩家:
public interface ITeam<T> where T : IAthlete
{
void AddPlayer(T player);
IAthlete[] GetAthletes();
// or: T[] GetAthletes();
string GetName();
int GetNumberOfPlayers();
}
BasketballTeam
实施可能如下所示:
public class BasketballTeam : ITeam<BasketballPlayer>
{
BasketballPlayer[] players;
// […]
public void AddPlayer(BasketballPlayer player)
{
this.players[this.numberOfPlayers] = player;
this.numberOfPlayers++;
}
public IAthlete[] GetAthletes()
{
return this.players;
}
// or:
// public BasketballPlayer[] GetAthletes()
// {
// return this.players;
// }
// […]
}