两个接口和两个类之间的关系

本文关键字:两个 关系 之间 接口 | 更新日期: 2023-09-27 18:30:24

所以我想设计这样的团队/球员关系:每个球员都属于一个团队,但由于我想用界面练习,所以我制作了 ITeam 和 IAthlete,然后制作了 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,因为我正在使用这个:

public void AddPlayer(BasketballPlayer player) 

在篮球运动员中而不是这个

public void AddPlayer(IAthlete player) 

我认为它应该有效,因为篮球运动员是一个 IAthlete。如果我将其更改为 IAthlete,那么我可以创建另一个这样的类:

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.");
    }
}

然后在我的主目录中执行此操作:

 HockeyPlayer hp = new HockeyPlayer("Henry");
 bt.AddPlayer(hp);

这在逻辑上是错误的,因为我正在将曲棍球运动员添加到篮球队。应该是这样的,我应该小心不要那样做吗?我做错了什么?如何使用类图显示这一点?这会导致耦合松动吗?

两个接口和两个类之间的关系

你试图违反利斯科夫替换原则。

可以使用

超类型执行的任何操作(例如添加HockeyPlayer)也可以使用子类型(包括BasketballTeam)完成。

相反,您应该使用泛型:

class Team<TPlayer> where TPlayer : IAthlete {
    public ReadOnlyCollection<TPlayer> Players { get; }
    public string Name { get; }
    public void AddPlayer(TPlayer player);
}

以下是对代码的一些想法。首先,在 C# 中,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台存储。此外,请考虑创建基类 Player,它将保存名称和运动属性的实现。

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,在实现某些播放器时,只需将值传递给基类构造函数即可。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)。此外,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。如果你不想在你的篮球队中有足球运动员,那么你应该创建参数化的球队。还可以考虑使用 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。 请记住,在添加新玩家之前,您应该检查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容易。你只需告诉它将拥有哪种类型的球员,然后传递给基地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,您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);
        }
    }
}

逻辑上,

这些应该是你的基类:团队,球员

这些应该是你的派生类:篮球队,篮球帕莱尔

这些应该是播放器上的接口:IPlay(),IRun,IGetName等,以适用者为准。

等等...

指南:动词更适合接口,名词适合类。要求中的名词最适合代码中的类。

SLaks 是正确的。您可以向ITeam添加一个通用约束,以不接受所有玩家,而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实现可能如下所示:

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; 
    // }
    // […]
}

如果你的界面是供各种游戏使用的,那么这里似乎缺少游戏,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
{
   ...
}

这将防止曲棍球运动员被添加到篮球队。