[英]What's a more efficient way to write this code?
所以,我是C ++的新手,我正在尝试学习继承。 我写了一个程序,仅打印出不同形状的周长,即正方形和三角形。 不幸的是,我这样做的方式最终得到了一些重复的代码。 这就是我的意思:
#include <iostream>
class Shape {
public:
int sides;
int sideLength;
};
class Square : public Shape {
public:
int sides = 4;
int sideLength = 6;
void calculatePerimeter() {
int perimeter = sideLength * sides;
std::cout << "perimeter length: " << perimeter << std::endl;
}
};
class Triangle : public Shape {
public:
int sides = 3;
int sideLength = 4;
void calculatePerimeter() {
int perimeter = sideLength * sides;
std::cout << "perimeter length: " << perimeter << std::endl;
}
};
int main() {
Square s;
std::cout << "number of sides a square has: " << s.sides << std::endl;
Triangle t;
std::cout << "number of sides a triangle has: " << t.sides << std::endl;
s.calculatePerimeter();
t.calculatePerimeter();
}
如您所见,Square和Triangle类中使用了calculatePerimeter
函数。 将其放在Shape类中并调用它会导致输出0。如何提高此效率,所以不必为我制作的每个Shape类都复制/粘贴它?
使用继承时,可以在基类中考虑常见的行为和状态,并使派生类通过其特定功能扩展此状态和行为。
从Shape中删除side和sideLength成员。 而是在Shape类中提供返回这些值的虚拟函数,并使派生类覆盖它们。
Move方法将周长计算为Shape类,并使用getSides()和getSideLength()实现
#include <iostream> class Shape { public: virtual int getSides() = 0; virtual int getSideLength() = 0; void calculatePerimeter() { int perimeter = getSideLength() * getSides(); std::cout << "perimeter length: " << perimeter << std::endl; } }; class Square : public Shape { public: virtual int getSides() { return 4; } virtual int getSideLength() { return 6; } }; class Triangle : public Shape { public: virtual int getSides() { return 3; } virtual int getSideLength() { return 4; } };
这就是所谓的模板方法设计模式(不要与C ++的模板函数概念混淆,C ++是与该语言完全无关的概念)。
您需要Shape
的构造函数,并从派生的构造函数传递变量。 然后,您可以将calculatePerimiter
移到父类中。
class Shape {
public:
Shape(int n_sides, int side_length) : sides(n_sides), sideLength(side_length) {}
void calculatePerimeter() {
int perimeter = sideLength * sides;
std::cout << "perimeter length: " << perimeter << std::endl;
}
int sides;
int sideLength;
};
class Square : public Shape {
public:
Square() : Shape(4,6) {}
};
class Triangle : public Shape {
public:
Triangle() : Shape(3, 4) {}
};
这段代码:
int sides = 3; int sideLength = 4;
正在使用本地范围视图创建新变量。 如果不运行代码,我想如果您只是摆脱两行前面的“ int”,就可以解决您的问题。
编辑:当然将它们放入构造函数中。
编辑:好的,结合代码...
class Triangle : public Shape {
public:
Triangle ()
{
sides = 3;
sideLength = 4;
}
void calculatePerimeter() {
int perimeter = sideLength * sides;
std::cout << "perimeter length: " << perimeter << std::endl;
}
};
根据您要理解的内容,其他答案可以更好地解决问题。 这很简单,只需将参数放入calcualatePerimeter()方法即可,但是当然,这不会测试您对范围内变量的理解,这似乎是您的绊脚石。
您可以访问直接基类成员,也可以对其进行初始化。
class Shape {
public:
int sides;
int sideLength;
Shape(int m,int n)
{
sides =m;
sideLength = n;
}
};
class Square : public Shape {
public:
Square(int j,int k);
int calculatePerimeter() {
int perimeter = sides * sideLength ;
std::cout << "perimeter length: " << perimeter << std::endl;
return perimeter;
}
};
Square::Square(int j,int k):Shape(j,k)
{
}
对于支持C ++ 11的编译器,这将是我的方法。
#include <iostream>
#include <string>
#include <vector>
using namespace std;
template<class Seq>
void purge(Seq& s) {
for (auto x: s) {
delete x;
x = nullptr;
}
}
class Shape {
public:
virtual void calculatePerimeter() = 0; // to avoid object slicing
virtual ~Shape() {};
};
class Square : public Shape {
int m_sides{0};
int m_sideLength{0};
public:
Square() = delete; // suppress default constructor
Square(int sides, int sideLength): m_sides(sides), m_sideLength(sideLength) {}
~Square() {}
void calculatePerimeter() {
int perimeter = m_sideLength * m_sides;
cout << "Square perimeter length: " << perimeter << endl;
}
};
class Triangle : public Shape {
int m_sides{0};
int m_sideLength{0};
public:
Triangle() = delete; // suppress default constructor
Triangle(int sides, int sideLength): m_sides(sides), m_sideLength(sideLength) {}
~Triangle() {}
void calculatePerimeter() {
int perimeter = m_sideLength * m_sides;
cout << "Triangle perimeter length: " << perimeter << endl;
}
};
int main() {
vector<Shape*> vec;
vec.push_back(new Square(4, 7));
vec.push_back(new Triangle(3, 13));
for (auto x: vec) {
x->calculatePerimeter();
}
// clean up
purge(vec);
system("pause");
return 0;
}
模板方式:
template <std::size_t SideCount, typename T>
class EquilateralPolygon
{
public:
explicit EquilateralPolygon(T sideLength) : sideLength(sideLength) {}
std::size_t GetSideCount() const { return SideCount; }
T GetSideLength() const { return sideLength; }
T calculatePerimeter() const { return SideCount * sideLength; }
private:
T sideLength;
};
template <std::size_t SideCount, typename T>
void displayPerimeter(const EquilateralPolygon<SideCount, T>& p) {
std::cout << "perimeter length: " << p.calculatePerimeter() << std::endl;
}
using EquilateralTriangle = EquilateralPolygon<3, std::size_t>;
using Square = EquilateralPolygon<4, std::size_t>;
和用法:
int main() {
Square s(5);
std::cout << "number of sides a square has: " << s.GetSideCount() << std::endl;
EquilateralTrianglet(5);
std::cout << "number of sides a triangle has: " << t.GetSideCount() << std::endl;
displayPerimeter(s);
displayPerimeter(t);
}
这应该可以回答您的问题。 另外,我建议将sides
和sideLength
的值作为参数传递给函数调用以启用通用用法。
#include <iostream>
class Shape {
protected void calculatePerimeter(int sides, int sideLength) {
int perimeter = sideLength * sides;
std::cout << "perimeter length: " << perimeter << std::endl;
}
};
class Square : public Shape {
int sides = 4;
int sideLength = 6;
public void calculatePerimeter()
{
Shape::calculatePerimeter(sides, sideLength);
}
};
class Triangle : public Shape {
int sides = 3;
int sideLength = 4;
public void calculatePerimeter()
{
Shape::calculatePerimeter(sides, sideLength);
}
};
int main() {
Square s;
std::cout << "number of sides a square has: " << s.sides << std::endl;
Triangle t;
std::cout << "number of sides a triangle has: " << t.sides << std::endl;
s.calculatePerimeter();
t.calculatePerimeter();
}
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