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java - 使用哪种设计模式重写代码?

转载 作者:行者123 更新时间:2023-12-01 14:21:05 25 4
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问:对于以下代码片段,确定应该使用哪种设计模式提高代码的质量。使用您确定的设计模式重写代码。你的答案应该包括i) 描述设计模式的语句ii)重写Java代码,和iii) 重写Java代码的测试结果。

public class FitnessCustomer {
private static enum Level {
BRONZE, SILVER, GOLD
}
private Level level;
public void setLevel(Level level) {
this.level = level;
}
public double getFees() {
switch (level) {
case BRONZE: return CustomerConstants.BRONZE_FEES;
case SILVER: return CustomerConstants.SILVER_FEES;
case GOLD: return CustomerConstants.GOLD_FEES;
}
throw new IllegalStateException("How did I get here?");
}
public boolean canAccessPool() {
return (level == Level.SILVER || level == Level.GOLD);
}
public boolean hasOwnLocker() {
return (level == Level.GOLD);
}
public double getEquipmentDiscount() {
switch (level) {
case BRONZE: return CustomerConstants.BRONZE_DISCOUNT;
case SILVER: return CustomerConstants.SILVER_DISCOUNT;
case GOLD: return CustomerConstants.GOLD_DISCOUNT;
}
throw new IllegalStateException("How did I get here?");
}

我是研究设计模式的新手,知道一些模式,如观察模式、装饰模式和工厂模式......但是,老实说,我不太了解如何识别和使用它们改进代码。对于这个问题,我认为可以通过模板模式改进代码,因为健身客户可以作为骨架。 BRONZE、SILVER、GOLD 可以作为健身客户的子类。我不确定这个问题是否正确。代码如下:

健身客户类:

package ASS2_Q2;

public abstract class FitnessCustomer {
private Level level;

public final void setLevel(Level level){
this.level = level
}

public final double getFees(){
switch(level){
case BRONZE: return CustomerConstants.BRONZE_FEES;
case SILVER: return CustomerConstants.SILVER_FEES;
case GOLD: return CustomerConstants.GOLD_FEES;
}
throw new IllegalStateException("How did I get here?");
}

public final double getEquipmentDiscount(){
switch(level){
case BRONZE: return CustomerConstants.BRONZE_DISCOUNT;
case SILVER: return CustomerConstants.SILVER_DISCOUNT;
case GOLD: return CustomerConstants.GOLD_DISCOUNT;
}
throw new IllegalStateException("How did I get here?");
}

public abstract boolean canAccessPool();

public abstract boolean hasOwnLocker();


}

青铜级:

package ASS2_Q2;

public class BRONZE extends FitnessCustomer{
public BRONZE(){
this.level = "BRONZE";
}


@Override
public boolean canAccessPool(){
return false;
}

@Override
public boolean hasOwnLocker(){
return false;
}


}

黄金类:

package ASS2_Q2;

public class GOLD extends FitnessCustomer{
public GOLD(){
this.level = "GOLD";
}

@Override
public boolean canAccessPool(){
return true;
}

@Override
public boolean hasOwnLocker(){
return true;
}

}

SILVER.class:

package ASS2_Q2;

public class SILVER extends FitnessCustomer{

public SILVER(){
this.level = "SILVER";
}


@Override
public boolean canAccessPool(){
return true;
}

@Override
public boolean hasOwnLocker(){
return false;
}



}

我想问一下答案对不对?请帮帮我!谢谢!

最佳答案

我没有使用任何特定的设计模式,但我认为我们可以按以下方式设计它:

您可以有以下接口(interface):

CustomerWithLockerAccess
CustomerWithPoolAccess
CustomerWithEquipmentDiscount

此接口(interface)确保我们可以让客户拥有任意组合的访问权限。

由于每个顾客都有等级并且他们必须支付费用,您可以创建一个抽象类 FitnessCustomer 如下:

public abstract class FitnessCustomer {
private static final Level level;

public FitnessCustomer(Level level){
this.level = level
}

public Level getLevel(){ return this.level};

public final double getFees();
}

然后你可以设计你的类如下:

GoldCustomer extends FitnessCustomer implements CustomerWithLockerAccess, CustomerWithPoolAccess, CustomerWithEquipmentDiscount


SilverCustomer extends FitnessCustomer implements CustomerWithPoolAccess, CustomerWithEquipmentDiscount

BronzeCustomer extends FitnessCustomer implements CustomerWithEquipmentDiscount

关于java - 使用哪种设计模式重写代码?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/61026462/

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