我目前有以下代码(不工作):
#include <iostream>
#include <vector>
class Circle;
class Rectangle;
class Shape {
private:
Shape() {};
public:
virtual ~Shape() {};
friend class Circle;
friend class Rectangle;
};
class Creator {
public:
virtual ~Creator() {};
virtual Shape* create() = 0;
virtual bool equals(Shape& s) { return false; };
};
class Circle : public Shape {
private:
Circle() : Shape() {};
public:
class CircleCreator : public Creator {
public:
virtual Shape* create() { return new Circle(); };
virtual bool equals(Shape& other_shape) { return false; };
};
};
class Rectangle : public Shape {
private:
Rectangle() : Shape() {};
public:
class RectangleCreator : public Creator {
public:
virtual Shape* create() { return new Rectangle(); };
virtual bool equals(Shape& other_shape) { return false; };
};
};
int main() {
/* First step, build the list */
std::vector<Shape*> shapeList;
std::vector<Shape*>::iterator it;
Rectangle::RectangleCreator rc;
Circle::CircleCreator cc;
Shape* s = cc.create();
Shape* s1 = rc.create();
shapeList.push_back(s);
shapeList.push_back(s1);
/* Second step: check if we've got a shape starting from a creator */
for (it = shapeList.begin(); it != shapeList.end(); ++it) {
if (rc.equals(**it)) {
std::cout << "same shape" << std::endl;
}
}
return 0;
}
我的目标是使用工厂模式,如果在列表中我已经拥有该对象,则避免创建新对象。我试图使用双重调度模式,但在这种情况下它并不容易应用。我该怎么办?
编辑:由于代码用于&#34;关键&#34;路径,我想避免使用像dynamic_cast这样的RTTI。
答案 0 :(得分:1)
也许这样的事情可以使用成员变量来实现
#include <iostream>
#include <vector>
enum
{
CIRCLE,
RECTANGLE
};
class Circle;
class Rectangle;
class Shape {
private:
Shape() {};
public:
unsigned shapeType;
virtual ~Shape() {};
friend class Circle;
friend class Rectangle;
};
class Creator {
public:
unsigned shapeType;
virtual ~Creator() {};
virtual Shape* create() = 0;
bool equals(Shape& s) { return (this->shapeType == s.shapeType); };
};
class Circle : public Shape {
private:
Circle() : Shape() {shapeType=CIRCLE;};
public:
class CircleCreator : public Creator {
public:
CircleCreator() {shapeType=CIRCLE;};
virtual Shape* create() { return new Circle(); };
};
};
class Rectangle : public Shape {
private:
Rectangle() : Shape() {shapeType=RECTANGLE;};
public:
class RectangleCreator : public Creator {
public:
RectangleCreator() {shapeType=RECTANGLE;};
virtual Shape* create() { return new Rectangle(); };
};
};
int main() {
/* First step, build the list */
std::vector<Shape*> shapeList;
std::vector<Shape*>::iterator it;
Rectangle::RectangleCreator rc;
Circle::CircleCreator cc;
Shape* s = cc.create();
Shape* s1 = rc.create();
shapeList.push_back(s);
shapeList.push_back(s1);
/* Second step: check if we've got a shape starting from a creator */
for (it = shapeList.begin(); it != shapeList.end(); ++it) {
if (rc.equals(**it)) {
std::cout << "same shape" << std::endl;
}
}
return 0;
}
或者 - 使用虚函数返回类型
#include <iostream>
#include <vector>
enum
{
CIRCLE,
RECTANGLE,
UNKNOWN
};
class Circle;
class Rectangle;
class Shape {
private:
Shape() {};
public:
virtual ~Shape() {};
friend class Circle;
friend class Rectangle;
virtual unsigned iAmA(){return UNKNOWN;};
};
class Creator {
public:
virtual ~Creator() {};
virtual Shape* create() = 0;
virtual bool equals(Shape& s) { return false; };
};
class Circle : public Shape {
private:
Circle() : Shape() {};
virtual unsigned iAmA(){return CIRCLE;};
public:
class CircleCreator : public Creator {
public:
CircleCreator() {};
virtual Shape* create() { return new Circle(); };
virtual bool equals(Shape& other_shape) { return (CIRCLE == other_shape.iAmA()); };
};
};
class Rectangle : public Shape {
private:
Rectangle() : Shape() {};
virtual unsigned iAmA(){return RECTANGLE;};
public:
class RectangleCreator : public Creator {
public:
RectangleCreator() {};
virtual Shape* create() { return new Rectangle(); };
virtual bool equals(Shape& other_shape) { return (RECTANGLE == other_shape.iAmA()); };
};
};
int main() {
/* First step, build the list */
std::vector<Shape*> shapeList;
std::vector<Shape*>::iterator it;
Rectangle::RectangleCreator rc;
Circle::CircleCreator cc;
Shape* s = cc.create();
Shape* s1 = rc.create();
shapeList.push_back(s);
shapeList.push_back(s1);
/* Second step: check if we've got a shape starting from a creator */
for (it = shapeList.begin(); it != shapeList.end(); ++it) {
if (rc.equals(**it)) {
std::cout << "same shape" << std::endl;
}
}
return 0;
}
答案 1 :(得分:0)
我不确定你要做什么,但我想这可能会为你指明方向
enum class Shapes
{
Rectangle,
Circle,
...
};
class Shape
{
private:
Shapes m_shape;
protected:
Shape(Shapes shape)
{
m_shape = shape;
}
public:
Shapes GetShape() { return m_shape; } // this is used to check whether two shapes are equal
virtual ~Shape() = default;
};
现在,对于工厂模式,您可以:
class ShapeFactory
{
public:
static Shape* CreateShape(Shapes shape)
{
switch (shape)
{
case Shapes::Circle:
return new Circle();
// etc.
}
}
};
这感觉非常多余,对我来说不是很聪明。此外,这可以将大量代码放在一个地方。
对于发送,您可以这样做(我认为,我并不是这个概念的粉丝,因为使用简单的模板可以减少冗长)
class ShapeCreator
{
public:
virtual Shape* Create() = 0;
virtual ~ShapeCreator() = default;
};
class Circle : public Shape
{
public:
class Creator : ShapeCreator
{
public:
Shape* Create() { return new Circle(); }
};
Circle() : Shape(Shapes::Circle)
{}
};
bool SomethingWithCircle()
{
Circle::Creator circleCreator;
Shape* first = circleCreator.Create();
Shape* second = circleCreator.Create();
// notice memleak here
return first->GetShape() == second->GetShape();
}
如果使用C ++ 11,你可以更进一步,避免整个想法/无论如何感觉非常像java /使用适当的模板手淫技术。 (仍然可以应用于pre-C ++ 11,您只是赢得了无法指定参数。)
template<class T>
class ShapeCreator
{
public:
template<class... TParams>
static T* Create(TParams&&... parameters) { return new T(std::forward<TParams>(parameters)...); }
};
class Rectangle : public Shape
{
private:
int m_width;
int m_height;
public:
Rectangle(int width, int height) : Shape(Shapes::Rectangle)
{
m_width = width;
m_height = height;
}
};
bool DoSomethingWithRectangles()
{
Rectangle* first = ShapeCreator<Rectangle>::Create(10, 15);
Shape* second = ShapeCreator<Rectangle>::Create(20, 25);
// notice memleak here
return first->GetShape() == second->GetShape();
}
TL; DR
您并不真正需要RTTI,但您需要在基本类型的某处存储类型信息。我正在使用enum Shapes
。
Factory和Dispatch都可能看起来不错,但在使用它们时仍需要动态施法
您可以使用模板替换这两种模式,但只要您获得基础对象的向量,您在某些时候仍然需要dynamic_cast
。
我没有做任何测量,但我对使用虚拟功能和动态演员的性能比较非常感兴趣,因为我认为它们非常相似...
结束说明:
请注意,我个人认为在定义基本界面的类上使用equals
或operator==
等方法并不是很明智,因为有两种可能的结果:
equals
是虚拟的 - &gt; equals
不是虚拟的 - &gt;不能在继承类型中用于实际进行更高级/相关的比较,打破Open to extension, closed for modification
显然,如果您没有定义equals
,那么您每次都必须编写比较代码。或者可能使用一些模板Comparison
类,通过特征可能的特化,再次产生最佳性能,没有代码重复性。
一般来说,你可以指出你自己问的问题&#34;为什么没有像java或c#中的基础对象和反射?这将允许我使用所有这些漂亮和聪明的模式。&#34;答案是模板。为什么运行时,你可以编译时间?