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设计原则 - 合成复用原则

面向对象编程中常会说「少用继承,多用组合」,于是让 ChatGPT 给出了一个具体的例子来说明。

我们假设有一个角色类,拥有攻击和防御的方法。我们可以通过继承来创建战士或弓箭手等具体的角色类型。下面是使用继承来实现的例子:

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// 父类:Character
abstract class Character {
public abstract void attack();
public abstract void defend();
}

// 子类:Warrior(战士)
class Warrior extends Character {
@Override
public void attack() {
System.out.println("Warrior attacks with sword");
}

@Override
public void defend() {
System.out.println("Warrior defends with shield");
}
}

// 子类:Archer(弓箭手)
class Archer extends Character {
@Override
public void attack() {
System.out.println("Archer attacks with bow");
}

@Override
public void defend() {
System.out.println("Archer defends with agility");
}
}

public class Main {
public static void main(String[] args) {
Character warrior = new Warrior();
warrior.attack(); // Warrior attacks with sword
warrior.defend(); // Warrior defends with shield

Character archer = new Archer();
archer.attack(); // Archer attacks with bow
archer.defend(); // Archer defends with agility
}
}

这样做的问题是,我们之后每添加一个新的角色类型,都要创建一个 Character 的子类。如果我们需要改变父类的结构,有可能需要同步修改它的所有子类。而随着继承链增多,耦合度会变高。

而下面是使用组合的例子:

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// 攻击行为接口
interface AttackBehavior {
void attack();
}

// 防御行为接口
interface DefenseBehavior {
void defend();
}

// 攻击行为实现:SwordAttack
class SwordAttack implements AttackBehavior {
@Override
public void attack() {
System.out.println("Attacks with sword");
}
}

// 攻击行为实现:BowAttack
class BowAttack implements AttackBehavior {
@Override
public void attack() {
System.out.println("Attacks with bow");
}
}

// 防御行为实现:ShieldDefense
class ShieldDefense implements DefenseBehavior {
@Override
public void defend() {
System.out.println("Defends with shield");
}
}

// 防御行为实现:AgilityDefense
class AgilityDefense implements DefenseBehavior {
@Override
public void defend() {
System.out.println("Defends with agility");
}
}

// 角色类
class Character {
private AttackBehavior attackBehavior;
private DefenseBehavior defenseBehavior;

public Character(AttackBehavior attackBehavior, DefenseBehavior defenseBehavior) {
this.attackBehavior = attackBehavior;
this.defenseBehavior = defenseBehavior;
}

public void attack() {
attackBehavior.attack();
}

public void defend() {
defenseBehavior.defend();
}
}

public class Main {
public static void main(String[] args) {
// 创建一个战士角色,组合剑攻击和盾防御
Character warrior = new Character(new SwordAttack(), new ShieldDefense());
warrior.attack(); // Attacks with sword
warrior.defend(); // Defends with shield

// 创建一个弓箭手角色,组合弓攻击和敏捷防御
Character archer = new Character(new BowAttack(), new AgilityDefense());
archer.attack(); // Attacks with bow
archer.defend(); // Defends with agility
}
}

这样的写法代码实现相对复杂,但是整体上变得更加灵活了,其拓展性更强。我们定义好不同的攻击和防御行为后,每新创建一个角色类型,都不需要再额外创建一个类,只需要选择合适的行为进行组合即可。