class Car {
class BaseState {
explicit BaseState(Car* vehicle) : mVehicle(vehicle) {}
virtual void run() = 0;
Car* mVehicle;
}
class State1 : public BaseState {
explicit State1(Car* vehicle) : BaseState(vehicle) {}
virtual void run() {
// use data of Car
...
doSomething();
}
virtual void doSomething() {
}
}
class State2 : public BaseState {
}
...
}
class Convertible: public Car {
class State1 : public Car::State1 {
explicit State1(Convertible* vehicle) : Car::State1(vehicle) {}
virtual void doSomething() {
static_cast<Convertible*>(mVehicle)->foldTop();
}
}
class State2 : public Car::State2 {
}
...
void foldTop() {}
}
所有状态都是从BaseState派生的,因此它们具有成员变量mVehicle来访问外部类变量。 但是,在每个派生类中,在每个State的所有函数中,都需要static_cast来访问派生类成员变量和函数。
有更好的解决方案吗?
=============================================== ========================
是。我尝试了如下模板,但无法编译,因为
之类的错误&#34; car.h:在成员函数'virtual void Car :: State1 :: run()'中: car.h:18:12:错误:'mVehicle'未在此范围内声明 &#34;
// car.h
#include <iostream>
template <class T>
class Car {
public:
class BaseState {
public:
explicit BaseState(T* vehicle) : mVehicle(vehicle) {}
protected:
T* mVehicle;
};
class State1 : public BaseState {
public:
explicit State1(T* vehicle) : BaseState(vehicle) {}
virtual void run() {
mVehicle->x = 1;
mVehicle->y = 2;
mVehicle->doSomething1();
mVehicle->doSomething2();
processEvent();
}
virtual void processEvent() {
if (mVehicle->val > 2) {
std::cout << "too large" << std::endl;
}
}
};
class State2 : public BaseState {
public:
explicit State2(T* vehicle) : BaseState(vehicle) {}
virtual void run() {
mVehicle->x = 10;
mVehicle->y = 20;
processEvent();
}
virtual void processEvent() {
if (mVehicle->val > 20) {
std::cout << "too large" << std::endl;
}
}
};
virtual void doSomething1() {
val += x * y;
}
virtual void doSomething2() {
val += x + y;
}
protected:
int x;
int y;
int val;
};
// convertible.h
#include "car.h"
#include <iostream>
class Convertible : public Car<Convertible> {
protected:
class State1 : public Car<Convertible>::State1 {
explicit State1(Convertible* vehicle) : Car<Convertible>::State1(vehicle) {}
// want to override functions in base class states
virtual void processEvent() {
if (mVehicle->val > 10) {
std::cout << "too large" << std::endl;
mVehicle->val = 10;
}
}
};
// want to override some base class functions
// and access some special variables
// want to inherit other functions
virtual void doSomething2() {
z = 10;
val += x + y + z;
}
protected:
int z;
};
如果我使用State1(Car* vehicle)
代替State1(T* vehicle)
,则会出现其他转换错误。我做错了什么?
如果程序可以确定应该执行Convertible::State1::processEvent()
,为什么不能自动将mVehicle
从Car*
投射到Convertible*
?推断出mVehicle
时,显然Convertible
指向Convertible::State1::processEvent()
个对象。如果有自动演员,我们不需要模板。
答案 0 :(得分:3)
使用模板。
从Car
内部类中删除指针(使它们成为充满纯虚拟的抽象类)。
添加新模板类CarT
(或考虑更好的名称)
template <typename T>
class CarT {
class CarHolder {
explicit CarHolder(T* car) : car(car) {}
T* car;
};
class State1 : public Car::State1, protected CarHolder {
explicit State1(Car* vehicle) : CarHolder(vehicle) {}
virtual void run() {
// use data of Car
...
doSomething();
}
virtual void doSomething() {
}
};
class State2 : public Car::State2 {
};
...
};
通过这种方式,您将拥有Car
及其State
的运行时多态性以及派生类的良好编译时多态性(这反过来将消除对丑陋的需求{ {1}})
static_cast
class Convertible: public CarT<Convertible> {
typename CarT<Convertible> Base;
class State1 : public Base::State1 {
explicit State1(Convertible* vehicle) : Car::State1(vehicle) {}
virtual void doSomething() {
car->foldTop();
}
}
class State2 : public Base::State2 {
}
...
void foldTop() {}
}
可能看起来很奇怪,但它会起作用(class Convertible : public CarT<Convertible>
仅将模板参数用作指针,如果它将其用作值成员则可能存在一些问题)
答案 1 :(得分:1)
此实现不使用强制转换,重复指针,虚拟getter或CRTP。它有三个并行的层次结构:
所以我们有例如。
Car Car::AbstractState Car::State<C>
| | |
+--- Convertible +--- Convertible::AbstractState +--- Convertible::State<C>
| | | | | |
| +--- Racer | +--- Racer::AbstractState | +--- Racer::State<C>
+--- Hybrid +--- Hybrid::AbstractState +--- Hybrid::State<C>
每个具体状态派生自并实现相应的抽象状态。如果我们有Car*
指向Convertible
,并且我们查询其状态,我们会得到一个Car::AbstractState*
,它指向具有最终类型Convertible::State<Convertible>
的具体状态对象。然而,汽车层次结构的用户不知道也不关心模板机器。
代码:
#include <iostream>
using namespace std;
struct Trace
{
Trace(const char* s) : s (s)
{
cout << s << " start\n";
}
~Trace()
{
cout << s << " end\n";
}
const char* s;
};
struct Car {
struct AbstractState
{
virtual void run() = 0;
};
template <typename C>
struct State : virtual AbstractState
{
explicit State(C* vehicle) : mVehicle(vehicle) {}
virtual void run()
{
Trace("Car::State::run");
doSomething();
};
virtual void doSomething()
{
Trace("Car::State::doSomething");
}
C* mVehicle;
};
virtual AbstractState* getState() { return new State<Car>(this); }
};
struct Convertible : Car {
struct AbstractState : virtual Car::AbstractState
{
virtual void runBetter() = 0;
};
template <typename C>
struct State : Car::State<C>, virtual AbstractState
{
using Car::State<C>::mVehicle;
explicit State(C* vehicle) : Car::State<C>(vehicle) {}
void doSomething()
{
Trace("Convertible::State::doSomething");
Car::State<C>::doSomething();
mVehicle->foldTop();
}
void runBetter()
{
Trace("Convertible::State::runBetter");
run();
doSomethingElse();
};
virtual void doSomethingElse()
{
Trace("Convertible::State::doSomethingElse");
}
};
void foldTop()
{
Trace("Convertible::foldTop");
}
Convertible::AbstractState* getState() { return new State<Convertible>(this); }
};
int main ()
{
Car car;
Convertible convertible;
Car& car2(convertible);
cout << "runing car\n";
Car::AbstractState* carstate = car.getState();
carstate->run();
cout << "runing convertible\n";
Convertible::AbstractState* convertiblestate = convertible.getState();
convertiblestate->run();
cout << "runing car2\n";
Car::AbstractState* carstate2 = car2.getState();
carstate2->run();
}