本文主要是介绍【more effective c++读书笔记】【第5章】技术(7)——让函数根据一个以上的对象类型来决定如何虚化(1),希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
一个虚函数调用动作称为一个消息分派,如果某个函数调用根据两个参数而虚化就称为双重分派,根据多个函数而虚化称为多重分派。C++不支持双重分派和多重分派,因此我们必须自己实现。有以下几种方法:
一、虚函数 + RTTI(运行时期类型辨识)
//GameObject.h
#ifndef GAMEOBJECT_H
#define GAMEOBJECT_Hclass GameObject{ //抽象基类
public:virtual void collide(GameObject& otherObject) = 0;
};class SpaceShip : public GameObject{ //宇宙飞船类
public:virtual void collide(GameObject& otherObject);
};class SpaceStation : public GameObject{ //太空站类
public:virtual void collide(GameObject& otherObject);
};class Asteroid : public GameObject{ //小行星类
public:virtual void collide(GameObject& otherObject);
};class CollisionWithUnkonwnObject{//异常类
public:CollisionWithUnkonwnObject(GameObject& whatWeHit);
};#endif
//GameObject.cpp
#include"GameObject.h"
#include<iostream>void SpaceShip::collide(GameObject& otherObject){const type_info& objectType = typeid(otherObject);if (objectType == typeid(SpaceShip)){SpaceShip& ss = static_cast<SpaceShip&>(otherObject);std::cout << "SpaceShip=>SpaceShip" << std::endl;}else if (objectType == typeid(SpaceStation)){SpaceStation& ss = static_cast<SpaceStation&>(otherObject);std::cout << "SpaceShip=>SpaceStation" << std::endl;}else if (objectType == typeid(Asteroid)){Asteroid& a = static_cast<Asteroid&>(otherObject);std::cout << "SpaceShip=>Asteroid" << std::endl;}else {throw CollisionWithUnkonwnObject(otherObject);}
}void SpaceStation::collide(GameObject& otherObject){const type_info& objectType = typeid(otherObject);if (objectType == typeid(SpaceShip)){SpaceShip& ss = static_cast<SpaceShip&>(otherObject);std::cout << "SpaceStation=>SpaceShip" << std::endl;}else if (objectType == typeid(SpaceStation)){SpaceStation& ss = static_cast<SpaceStation&>(otherObject);std::cout << "SpaceStation=>SpaceStation" << std::endl;}else if (objectType == typeid(Asteroid)){Asteroid& a = static_cast<Asteroid&>(otherObject);std::cout << "SpaceStation=>Asteroid" << std::endl;}else {throw CollisionWithUnkonwnObject(otherObject);}
}void Asteroid::collide(GameObject& otherObject){const type_info& objectType = typeid(otherObject);if (objectType == typeid(SpaceShip)){SpaceShip& ss = static_cast<SpaceShip&>(otherObject);std::cout << "Asteroid=>SpaceShip" << std::endl;}else if (objectType == typeid(SpaceStation)){SpaceStation& ss = static_cast<SpaceStation&>(otherObject);std::cout << "Asteroid=>SpaceStation" << std::endl;}else if (objectType == typeid(Asteroid)){Asteroid& a = static_cast<Asteroid&>(otherObject);std::cout << "Asteroid=>Asteroid" << std::endl;}else {throw CollisionWithUnkonwnObject(otherObject);}
}CollisionWithUnkonwnObject::CollisionWithUnkonwnObject(GameObject& whatWeHit){std::cout << "异常类" << std::endl;
}
//main.cpp
#include"GameObject.h"
#include<iostream>
using namespace std;int main(){SpaceShip sp;SpaceStation ss;Asteroid ad;sp.collide(sp);sp.collide(ss);sp.collide(ad);cout << "-----------" << endl;ss.collide(sp);ss.collide(ss);ss.collide(ad);cout << "-----------" << endl;ad.collide(sp);ad.collide(ss);ad.collide(ad);system("pause");return 0;
}
这种方法会破坏封装,因为每一个collide函数都必须知道其每一个兄弟类。如果有新型对象加入上述例子中,必须修改上述例子中的每一个可能遭遇新对象的RTTI-based if-then-else链。
二、只使用虚函数
//GameObject.h
#ifndef GAMEOBJECT_H
#define GAMEOBJECT_Hclass SpaceShip;
class SpaceStation;
class Asteroid;class GameObject{ //抽象基类
public:virtual void collide(GameObject& otherObject) = 0;virtual void collide(SpaceShip& otherObject) = 0;virtual void collide(SpaceStation& otherObject) = 0;virtual void collide(Asteroid& otherObject) = 0;
};class SpaceShip : public GameObject{ //宇宙飞船类
public:virtual void collide(GameObject& otherObject);virtual void collide(SpaceShip& otherObject);virtual void collide(SpaceStation& otherObject);virtual void collide(Asteroid& otherObject);
};class SpaceStation : public GameObject{ //太空站类
public:virtual void collide(GameObject& otherObject);virtual void collide(SpaceShip& otherObject);virtual void collide(SpaceStation& otherObject);virtual void collide(Asteroid& otherObject);
};class Asteroid : public GameObject{ //小行星类
public:virtual void collide(GameObject& otherObject);virtual void collide(SpaceShip& otherObject);virtual void collide(SpaceStation& otherObject);virtual void collide(Asteroid& otherObject);
};class CollisionWithUnkonwnObject{//异常类
public:CollisionWithUnkonwnObject(GameObject& whatWeHit);
};#endif
//GameObject.cpp
#include"GameObject.h"
#include<iostream>void SpaceShip::collide(GameObject& otherObject){otherObject.collide(*this);
}
void SpaceShip::collide(SpaceShip& otherObject){std::cout << "SpaceShip=>SpaceShip" << std::endl;
}
void SpaceShip::collide(SpaceStation& otherObject){std::cout << "SpaceShip=>SpaceStation" << std::endl;
}
void SpaceShip::collide(Asteroid& otherObject){std::cout << "SpaceShip=>Asteroid" << std::endl;
}void SpaceStation::collide(GameObject& otherObject){otherObject.collide(*this);
}
void SpaceStation::collide(SpaceShip& otherObject){std::cout << "SpaceStation=>SpaceShip" << std::endl;
}
void SpaceStation::collide(SpaceStation& otherObject){std::cout << "SpaceStation=>SpaceStation" << std::endl;
}
void SpaceStation::collide(Asteroid& otherObject){std::cout << "SpaceStation=>Asteroid" << std::endl;
}void Asteroid::collide(GameObject& otherObject){otherObject.collide(*this);
}
void Asteroid::collide(SpaceShip& otherObject){std::cout << "Asteroid=>SpaceShip" << std::endl;
}
void Asteroid::collide(SpaceStation& otherObject){std::cout << "Asteroid=>SpaceStation" << std::endl;
}
void Asteroid::collide(Asteroid& otherObject){std::cout << "Asteroid=>Asteroid" << std::endl;
}CollisionWithUnkonwnObject::CollisionWithUnkonwnObject(GameObject& whatWeHit){std::cout << "异常类" << std::endl;
}
//main.cpp
#include"GameObject.h"
#include<iostream>
using namespace std;int main(){SpaceShip sp;SpaceStation ss;Asteroid ad;sp.collide(sp);sp.collide(ss);sp.collide(ad);cout << "-----------" << endl;ss.collide(sp);ss.collide(ss);ss.collide(ad);cout << "-----------" << endl;ad.collide(sp);ad.collide(ss);ad.collide(ad);system("pause");return 0;
}
上述例子的基本思想是将双重分派以两个单一分派(也就是两个分离的虚函数调用)实现出来,其一用来决定第一对象的动态类型,其二用来决定第二对象的动态类型。缺点是与虚函数+ RTTI解法一样,每个类都必须知道其兄弟类。一旦有新的类加入,代码就必须修改。
三、自行仿真虚函数表格(使用成员函数的碰撞处理函数)
//GameObject.h
#ifndef GAMEOBJECT_H
#define GAMEOBJECT_H#include<string>
#include<map>class GameObject{ //抽象基类
public:virtual void collide(GameObject& otherObject) = 0;
};class SpaceShip : public GameObject{ //宇宙飞船类
public://使用成员函数的碰撞处理函数virtual void collide(GameObject& otherObject);virtual void hitSpaceShip(GameObject& spaceShip);virtual void hitSpaceStation(GameObject& spaceStation);virtual void hitAsteroid(GameObject& asteroid);
private:typedef void(SpaceShip::*HitFunctionPtr)(GameObject&);//成员函数指针//函数表的类型:每项关联了碰撞函数参数的动态类型名和碰撞函数本身 typedef std::map<std::string, HitFunctionPtr> HitMap;//在函数表中查找需要的碰撞函数 static HitFunctionPtr lookup(const GameObject& whatWeHit);//建立函数表static HitMap* initializeCollisionMap();
};class SpaceStation : public GameObject{ //太空站类
public://使用成员函数的碰撞处理函数virtual void collide(GameObject& otherObject);virtual void hitSpaceShip(GameObject& spaceShip);virtual void hitSpaceStation(GameObject& spaceStation);virtual void hitAsteroid(GameObject& asteroid);
private:typedef void(SpaceStation::*HitFunctionPtr)(GameObject&);//成员函数指针//函数表的类型:每项关联了碰撞函数参数的动态类型名和碰撞函数本身 typedef std::map<std::string, HitFunctionPtr> HitMap;//在函数表中查找需要的碰撞函数 static HitFunctionPtr lookup(const GameObject& whatWeHit);//建立函数表static HitMap* initializeCollisionMap();
};class Asteroid : public GameObject{ //小行星类
public://使用成员函数的碰撞处理函数virtual void collide(GameObject& otherObject);virtual void hitSpaceShip(GameObject& spaceShip);virtual void hitSpaceStation(GameObject& spaceStation);virtual void hitAsteroid(GameObject& asteroid);
private:typedef void(Asteroid::*HitFunctionPtr)(GameObject&);//成员函数指针//函数表的类型:每项关联了碰撞函数参数的动态类型名和碰撞函数本身 typedef std::map<std::string, HitFunctionPtr> HitMap;//在函数表中查找需要的碰撞函数 static HitFunctionPtr lookup(const GameObject& whatWeHit);//建立函数表static HitMap* initializeCollisionMap();
};class CollisionWithUnkonwnObject{//异常类
public:CollisionWithUnkonwnObject(GameObject& whatWeHit);
};#endif
//GameObject.cpp
#include"GameObject.h"
#include<memory>
#include<iostream>void SpaceShip::collide(GameObject& otherObject){HitFunctionPtr hfp = lookup(otherObject);if (hfp)(this->*hfp)(otherObject);elsethrow CollisionWithUnkonwnObject(otherObject);
}
void SpaceShip::hitSpaceShip(GameObject& spaceShip){SpaceShip& ss = dynamic_cast<SpaceShip&>(spaceShip);std::cout << "SpaceShip=>SpaceShip" << std::endl;
}
void SpaceShip::hitSpaceStation(GameObject& spaceStation){SpaceStation& ss = dynamic_cast<SpaceStation&>(spaceStation);std::cout << "SpaceShip=>SpaceStation" << std::endl;
}
void SpaceShip::hitAsteroid(GameObject& asteroid){Asteroid& as = dynamic_cast <Asteroid&>(asteroid);std::cout << "SpaceShip=>Asteroid" << std::endl;
}
//在函数表中查找需要的碰撞函数
SpaceShip::HitFunctionPtr SpaceShip::lookup(const GameObject& whatWeHit){static std::auto_ptr<HitMap> collisionMap(initializeCollisionMap());HitMap::iterator mapEntry = (*collisionMap).find(typeid(whatWeHit).name());if (mapEntry == (*collisionMap).end()) return 0;return (*mapEntry).second;
}
//建立函数表
SpaceShip::HitMap* SpaceShip::initializeCollisionMap(){HitMap* phm = new HitMap;(*phm)["class SpaceShip"] = &hitSpaceShip;//对应typeid(whatWeHit).name()(*phm)["class SpaceStation"] = &hitSpaceStation;(*phm)["class Asteroid"] = &hitAsteroid;return phm;
}void SpaceStation::collide(GameObject& otherObject){HitFunctionPtr hfp = lookup(otherObject);if (hfp)(this->*hfp)(otherObject);elsethrow CollisionWithUnkonwnObject(otherObject);
}
void SpaceStation::hitSpaceShip(GameObject& spaceShip){SpaceShip& ss = dynamic_cast<SpaceShip&>(spaceShip);std::cout << "SpaceStation=>SpaceShip" << std::endl;
}
void SpaceStation::hitSpaceStation(GameObject& spaceStation){SpaceStation& ss = dynamic_cast<SpaceStation&>(spaceStation);std::cout << "SpaceStation=>SpaceStation" << std::endl;
}
void SpaceStation::hitAsteroid(GameObject& asteroid){Asteroid& as = dynamic_cast <Asteroid&>(asteroid);std::cout << "SpaceStation=>Asteroid" << std::endl;
}
//在函数表中查找需要的碰撞函数
SpaceStation::HitFunctionPtr SpaceStation::lookup(const GameObject& whatWeHit){static std::auto_ptr<HitMap> collisionMap(initializeCollisionMap());HitMap::iterator mapEntry = (*collisionMap).find(typeid(whatWeHit).name());if (mapEntry == (*collisionMap).end()) return 0;return (*mapEntry).second;
}
//建立函数表
SpaceStation::HitMap* SpaceStation::initializeCollisionMap(){HitMap* phm = new HitMap;(*phm)["class SpaceShip"] = &hitSpaceShip;//对应typeid(whatWeHit).name()(*phm)["class SpaceStation"] = &hitSpaceStation;(*phm)["class Asteroid"] = &hitAsteroid;return phm;
}void Asteroid::collide(GameObject& otherObject){HitFunctionPtr hfp = lookup(otherObject);if (hfp)(this->*hfp)(otherObject);elsethrow CollisionWithUnkonwnObject(otherObject);
}
void Asteroid::hitSpaceShip(GameObject& spaceShip){SpaceShip& ss = dynamic_cast<SpaceShip&>(spaceShip);std::cout << "Asteroid=>SpaceShip" << std::endl;
}
void Asteroid::hitSpaceStation(GameObject& spaceStation){SpaceStation& ss = dynamic_cast<SpaceStation&>(spaceStation);std::cout << "Asteroid=>SpaceStation" << std::endl;
}
void Asteroid::hitAsteroid(GameObject& asteroid){Asteroid& as = dynamic_cast <Asteroid&>(asteroid);std::cout << "Asteroid=>Asteroid" << std::endl;
}
//在函数表中查找需要的碰撞函数
Asteroid::HitFunctionPtr Asteroid::lookup(const GameObject& whatWeHit){static std::auto_ptr<HitMap> collisionMap(initializeCollisionMap());HitMap::iterator mapEntry = (*collisionMap).find(typeid(whatWeHit).name());if (mapEntry == (*collisionMap).end()) return 0;return (*mapEntry).second;
}
//建立函数表
Asteroid::HitMap* Asteroid::initializeCollisionMap(){HitMap* phm = new HitMap;(*phm)["class SpaceShip"] = &hitSpaceShip;//对应typeid(whatWeHit).name()(*phm)["class SpaceStation"] = &hitSpaceStation;(*phm)["class Asteroid"] = &hitAsteroid;return phm;
}CollisionWithUnkonwnObject::CollisionWithUnkonwnObject(GameObject& whatWeHit){std::cout << "异常类" << std::endl;
}
//main.cpp
#include"GameObject.h"
#include<iostream>
using namespace std;int main(){SpaceShip sp;SpaceStation ss;Asteroid ad;sp.collide(sp);sp.collide(ss);sp.collide(ad);cout << "-----------" << endl;ss.collide(sp);ss.collide(ss);ss.collide(ad);cout << "-----------" << endl;ad.collide(sp);ad.collide(ss);ad.collide(ad);system("pause");return 0;
}
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