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/