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敏捷开发技巧-消除代码异味

摘要:
本文通过简单通俗的例子, 告诉我们如何判断代码的稳定性和代码中的异类, 并且如何重构此类代码.

异味这个词,可能有点抽象,我们先看一下下面的例子

这是一个cad系统. 现在,它已经可以画三种形状了:线条,长方形,跟圆.先认真的看一下下面的代码:
class shape {                                                                                   
       final static int typeline = 0;                                                               
       final static int typerectangle = 1;                                                          
       final static int typecircle = 2;                                                             
       int shapetype;                                                                               
       //线条的开始点
     //长方形左下角的点
     //圆心
     point p1;                                                                                    
       //线条的结束点
     //长方形的右上角的点
     //如果是圆的话,这个属性不用
     point p2;                                                                                    
       int radius;                                                                                  
    }                                                                                               
class cadapp {                                                                                  
       void drawshapes(graphics graphics, shape shapes[]) {                                         
           for (int i = 0; i < shapes.length; i++) {                                                
               switch (shapes[i].gettype()) {                                                       
                  case shape.typeline:                                                              
                      graphics.drawline(shapes[i].getp1(), shapes[i].getp2());                      
                      break;                                                                        
                  case shape.typerectangle:                                                         
                      //画四条边
               graphics.drawline(...);                                                       
                      graphics.drawline(...);                                                       
                      graphics.drawline(...);                                                       
                      graphics.drawline(...);                                                       
                      break;                                                                        
                  case shape.typecircle:                                                            
                      graphics.drawcircle(shapes[i].getp1(), shapes[i].getradius());                
                      break;                                                                        
               }                                                                                    
           }                                                                                        
       }                                                                                            
    } 
                                                                                              

    代码都是一直在改变的,而这也是上面的代码会碰到的一个问题.

    现在我们有一个问题: 如果我们需要支持更多的形状(比如三角形), 那么肯定要改动shape这个类, cadapp里面的drawshapes这个方法也要改.
好,改为如下的样子:
    
class shape {      
       final static int typeline = 0;
       final static int typerectangle = 1;
       final static int typecircle = 2;
       final static int typetriangle = 3;
       int shapetype;  
       point p1;       
       point p2;       
       //三角形的第三个点.
       point p3;       
       int radius;     
    }                  
class cadapp {     
     void drawshapes(graphics graphics, shape shapes[]) {
         for (int i = 0; i < shapes.length; i++) {
             switch (shapes[i].gettype()) {
                case shape.typeline:
                    graphics.drawline(shapes[i].getp1(), shapes[i].getp2());
                    break;
                case shape.typerectangle:
                      //画四条边.
                    graphics.drawline(...);
                    graphics.drawline(...);
                    graphics.drawline(...);
                    graphics.drawline(...);
                    break;
                case shape.typecircle:
                    graphics.drawcircle(shapes[i].getp1(), shapes[i].getradius());
                    break;
                case shape.typetriangle:
                    graphics.drawline(shapes[i].getp1(), shapes[i].getp2());
                    graphics.drawline(shapes[i].getp2(), shapes[i].getp3());
                    graphics.drawline(shapes[i].getp3(), shapes[i].getp1());
                    break;
               }       
           }           
       }               
  }
                  

    如果以后要支持更多的形状,这些类又要改动……,这可不是什么好事情!
   理想情况下,我们希望当一个类,一个方法或其他的代码设计完以后,就不用再做修改了。它们应该稳定到不用修改就可以重用。 
    现在的情况恰好相反!
    每当我们增加新的形状,都得修改shape这个类,跟cadapp里面的drawshapes方法。

    怎么让代码稳定(也就是无需修改)?这个问题是个好问题!不过老规矩,先不说,我们以行动回答。
    我们先看看另外一个方法: 当给你一段代码,你怎么知道它是稳定的?

 

   怎么判断代码的稳定性?

    要判断代码的稳定性,我们可能会这样来判定:先假设一些具体的情况或者需求变动了,然后来看一看,要满足这些新的需求,代码是否需要被修改? 
    可惜,这也是一件很麻烦的事,因为有那么多的可能性!我们怎么知道哪个可能性要考虑,哪些不用考虑?

    有个更简单的方法, 如果发现说,我们已经第三次修改这些代码了,那我们就认定这些代码是不稳定的。这个方法很“懒惰”,而且“被动”!我们被伤到了,才开始处理状况。不过至少这种方法还是一个很有效的方法。

    此外,还有一个简单,而且“主动”的方法:如果这段代码是不稳定或者有一些潜在问题的,那么代码往往会包含一些明显的痕迹。正如食物要腐坏之前,经常会发出一些异味一样(当然,食物如果有异味了,再怎么处理我们都不想吃了。但是代码可不行。)。我们管这些痕迹叫做“代码异味”。正如并不是所有的食物有异味都不能吃了,但大多数情况下,确实是不能吃了。并不是所有的代码异味都是坏事,但大多数情况下,它们确实是坏事情!因此,当我们感觉出有代码异味时,我们必须小心谨慎的检查了。

    现在,我们来看看上面例子中的代码异味吧。

    示例代码中的代码异味:

    第一种异味:代码用了类别代码(type code)。
  
class shape {                                                                                   
     final int typeline = 0;                                                                      
     final int typerectangle = 1;                                                                 
     final int typecircle = 2;                                                                    
     int shapetype;                                                                               
     ...                                                                                          
  }    
                                                                                           

    这样的异味,是一种严肃的警告:我们的代码可能有许多问题。      

    第二种异味:shape这个类有很多属性有时候是不用的。例如,radius这个属性只有在这个shape是个圆的时候才用到:
    class shape {                                                                                   
       ...                                                                                          
       point p1;                                                                                    
       point p2;                                                                                    
       int radius; //有时候不用                                                             
    }   
                                                                                            

    第三种异味:我们想给p1,p2取个好一点的变量名都做不到,因为不同的情况下,它们有不同的含义:
    class shape {  
       ...         
       point p1; //要取作“起始点”,“左下点”,还是“圆心”?
     point p2;   
    }        
      

    第四种异味:drawshapes这个方法里面,有个switch表达式。当我们用到switch(或者一大串的if-then-else-if)时,小心了。switch表达式经常是跟类别代码(type code)同时出现的。
    现在,让我们将这个示例中的代码异味消除吧。

    消除代码异味:怎么去掉类别代码(type code)

    大多数情况下,要想去掉一个类别代码,我们会为每一种类别建立一个子类,比如:
    (当然,并不是每次要去掉一个类别代码都要增加一个新类,我们下面的另一个例子里面会讲另一种解决方法)
    class shape {  
    }              
    class line extends shape {
       point startpoint; 
       point endpoint; 
    }              
    class rectangle extends shape {
       point lowerleftcorner; 
       point upperrightcorner; 
    }              
    class circle extends shape {
       point center; 
       int radius; 
    }              

    因为现在没有类别代码了,drawshapes这个方法里面,就要用instanceof来判断对象是哪一种形状了。因此,我们不能用switch了,而要改用if-then-else: 
    class cadapp { 
       void drawshapes(graphics graphics, shape shapes[]) {
           for (int i = 0; i < shapes.length; i++) {
               if (shapes[i] instanceof line) {
                  line line = (line)shapes[i];
                  graphics.drawline(line.getstartpoint(),line.getendpoint());
               } else if (shapes[i] instanceof rectangle) {
                  rectangle rect = (rectangle)shapes[i];
                  graphics.drawline(...);
                  graphics.drawline(...);
                  graphics.drawline(...);
                  graphics.drawline(...);
               } else if (shapes[i] instanceof circle) {
                  circle circle = (circle)shapes[i];
                  graphics.drawcircle(circle.getcenter(), circle.getradius());                      
               }                                                                                    
           }                                                                                        
       }                                                                                            
    }     
                                                                                          

    因为没有类别代码了,现在每个类(shape,line,rectangle,circle)里面的所有属性就不会有时用得到有时用不到了。现在我们也可以给它们取一些好听点的名字了(比如在line里面,p1这个属性可以改名为startpoint了)。现在四种异味只剩一种了,那就是,在drawshapes里面还是有一大串if-then-else-if。我们下一步,就是要去掉这长长的一串。
    

    消除代码异味:如何去掉一大串if-then-else-if(或者switch)        

    经常地,为了去掉if-then-else-if或者switch,我们需要先保证在每个条件分支下的要写的代码是一样的。在drawshapes这个方法里面,我们先以一个较抽象的方法(伪码)来写吧:
    
    class cadapp {                                                                                  
       void drawshapes(graphics graphics, shape shapes[]) {                                         
           for (int i = 0; i < shapes.length; i++) {                                                
               if (shapes[i] instanceof line) {                                                     
                  画线条;                                                                    
               } else if (shapes[i] instanceof rectangle) {                                         
                  画长方形;                                                               
               } else if (shapes[i] instanceof circle) {                                            
                  画圆;                                                                  
               }                                                                                    
           }                                                                                        
       }                                                                                            
    }     
                                                                                          

    条件下的代码还是不怎么一样,不如再抽象一点:
    class cadapp {                                                                                  
       void drawshapes(graphics graphics, shape shapes[]) {                                         
           for (int i = 0; i < shapes.length; i++) {                                                
               if (shapes[i] instanceof line) {                                                     
                  画出形状;                                                                   
               } else if (shapes[i] instanceof rectangle) {                                         
                  画出形状;                                                                   
               } else if (shapes[i] instanceof circle) {                                            
                  画出形状;                                                                   
               }                                                                                    
           }                                                                                        
       }                                                                                            
    }     
                                                                                          

    好,现在三个分支下的代码都一样了。我们也就不需要条件分支了:
    
    class cadapp {                                                                                  
       void drawshapes(graphics graphics, shape shapes[]) {
           for (int i = 0; i < shapes.length; i++) {
               画出形状;
           }    
       }        
    }       
    

    最后,将“画出形状”这个伪码写成代码吧:
    class cadapp {
       void drawshapes(graphics graphics, shape shapes[]) {
           for (int i = 0; i < shapes.length; i++) {
               shapes[i].draw(graphics);
           }    
       }        
    }        
   
    
 

   当然,我们需要在每种shape的类里面提供draw这个方法:
    abstract class shape {
       abstract void draw(graphics graphics);
    }           
    class line extends shape {
       point startpoint; 
       point endpoint; 
       void draw(graphics graphics) {
           graphics.drawline(getstartpoint(), getendpoint());
       }        
    }           
    class rectangle extends shape {
       point lowerleftcorner; 
       point upperrightcorner; 
       void draw(graphics graphics) {
           graphics.drawline(...);
           graphics.drawline(...);
           graphics.drawline(...);
           graphics.drawline(...);
       }        
    }           
    class circle extends shape {
       point center; 
       int radius;
       void draw(graphics graphics) {
           graphics.drawcircle(getcenter(), getradius());
       }        
    }
           

    将抽象类变成接口

    现在,看一下shape这个类,它本身没有实际的方法。所以,它更应该是一个接口:

    interface shape {                                                                               
       void draw(graphics graphics);                                                                
    }                                                                                               
    class line implements shape {                                                                   
       ...                                                                                          
    }                                                                                               
    class rectangle implements shape {                                                              
       ...                                                                                          
    }                                                                                               
    class circle implements shape {                                                                 
       ...                                                                                          
    }    
                                                                                           

    改进后的代码

    改进后的代码就像下面这样:
    
    interface shape {                                                                    &n

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