C ++基于组件的架构通过继承实现的良好实践? [英] C++ Is a components-based architeture implemented via inheritance considered good practice?
问题描述
我实现一个架构,当我有一个异构对象的容器,可能有或没有一些常见的方法 - 属性。我需要循环遍历他们并应用一些函数,更新一些成员,并通过各种界面调用一些方法。
I'm implementing an architecture when i have a container of heterogeneous objects which may have or not some common methods-attribute. I need to cycle through them and apply some functions, update some members, and call some methods over the various interfaces.
我想到了我相信一个标准架构,基于继承:
I've come up to what i believe a "standard" architecture, based on inheritance:
#include <vector>
#include <memory>
#include <iostream>
using namespace std;
struct Base {
virtual ~Base() {}
};
struct PositionInterface {
int x = 0;
int y = 0;
virtual ~PositionInterface() {}
};
struct DrawInterface {
void draw() { cout << "Here i am" << endl; }
virtual ~DrawInterface() {}
};
struct ChargeInterface {
int charge = 100;
virtual ~ChargeInterface() {}
};
struct LifeInterface {
int life = 100;
virtual ~LifeInterface() {}
};
struct A: public Base,
public LifeInterface, public PositionInterface {};
struct B: public Base,
public DrawInterface, public PositionInterface, public ChargeInterface {};
int main() {
std::vector<std::shared_ptr<Base>> vec;
vec.push_back(make_shared<A>());
vec.push_back(make_shared<B>());
for (auto & el : vec) {
auto p = dynamic_cast<PositionInterface *>(el.get());
if (p) {
p->x += 10;
p->y -= 10;
}
}
// ..other stuff
for (auto & el : vec) {
auto l = dynamic_cast<LifeInterface *>(el.get());
if (l) {
l->life -= 100;
}
}
// ..other stuff
for (auto & el : vec) {
auto d = dynamic_cast<DrawInterface *>(el.get());
if (d) {
d->draw();
}
}
}
看起来像一个基于组件的系统。对我来说,这些接口可能是通过组合添加的组件,而不是继承。这样的东西:
Anyway what I'm looking too looks like a component based system. To me seems like that these interfaces could be components added via composition, not inheritance. Something like this:
struct A: public Base {
LifeInterface l;
PositionInterface p;
};
但是我怎么能循环遍历 Base
objects dynamic_cast
到正确的界面?
But then how could i cycle through the vector of Base
objects dynamic_cast
ing to the right interface?
你看到这种架构的任何缺点除了RTTI和公共变量:-))
Do you see any drawbacks in this kind of architecture (besides RTTI and public variables :-) ) ?
推荐答案
i循环访问基本对象的向量dynamic_casting到正确的接口?
> real 抽象接口,如下:
I'd propose to have real abstract interfaces, like this instead:
struct Base {
virtual ~Base() {}
};
struct PositionInterface {
virtual int x() const = 0;
virtual void x(int value) = 0;
virtual int y() const = 0;
virtual void y(int value) = 0;
virtual ~PositionInterface() {}
};
struct DrawInterface {
virtual void draw() const = 0;
virtual ~DrawInterface() {}
};
struct ChargeInterface {
virtual int charge() const = 0;
virtual ~ChargeInterface() {}
};
struct LifeInterface {
virtual int life() const {};
virtual ~LifeInterface() {}
};
可用作mixins的基本实现类
Base implementation classes that can be used as mixins
class PositionBase : public PositionInterface {
public:
virtual int x() const { return x_; }
virtual void x(int value) { x_ = value; }
virtual int y() const { return y_; }
virtual void y(int value) { y_ = value; }
virtual ~PositionBase() {}
protected:
PositionBase() {}
int x_;
int y_;
};
class ChargeBase : public ChargeInterface {
public:
virtual int charge() const { return charge_; }
virtual ~ChargeInterface() {}
protected:
ChargeBase(int charge) : charge_(charge) {}
const int charge_;
};
class LifeBase : public LifeInterface {
public:
virtual int life() const { return life_; }
virtual ~LifeBase() {}
protected:
LifeBase(int life) : life_(life) {}
const int life_;
};
并且你的实现如下
struct A
: public virtual Base
, public LifeBase
, public PositionBase {
A() : Base(), LifeBase(100), PositionBase() {}
};
struct B
: public virtual Base
, public DrawInterface
, public PositionBase
, public ChargeBase {
B() : Base(), PositionBase(), ChargeBase(100)
virtual void draw() const {
// Must implement draw()
}
};
- 不要使用公共成员变量,控制这些从继承类。使用如上所示的虚拟getter / setter函数。
- 要检查是否支持正确的接口,请使用
dynamic_cast<>
。要对其执行操作,请提供简单的模板函数,例如:
- Don't use public member variables, as you can't really control these from inherited classes. Use virtual getter/setter functions as shown above.
- To check if the right interface is supported, use
dynamic_cast<>
. To perform operations on these, provide simple templated functions, like e.g.:
template<class T> void draw(const T& item) {
DrawInterface* drawableItem = dyn<mic_cast<DrawInterface*>(&item);
if(drawableItem) {
drawableItem->draw();
}
// Item isn't drawable, ignore or throw exception
}
这篇关于C ++基于组件的架构通过继承实现的良好实践?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!