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java如何消除太多的if else判斷示例代碼

←手機掃碼閱讀     techdo @ 2020-05-12 , reply:0

1.簡介
if判斷語句是很多編程語言的重要組成部分。但是,若我們最終編寫了大量嵌套的if語句,這將使得我們的代碼更加複雜和難以維護。
讓我們看看能否使用別的方式來做呢。
設計模式是為了更好的代碼重用性,可讀性,可靠性,可維護性,它有六大原則:
單一職責原則(Single Responsibility Principle,簡稱SRP):該原則是針對類來說的,即一個類應該只負責一項職責.
開放--封閉原則(The Open-Closed Principle簡稱OCP):是說軟件實體(類、模塊、函數等等)應該可以擴展,但是不可以修改。
依賴倒轉原則(Dependence Inversion Principle :針對接口編程,不要對實現編程
里氏代換原則(Liskov Substitution Principle,簡稱LSP):里氏代換原則,子類型必須能夠替換掉他們的父類型
迪米特法則(Law of Demeter):如果兩個類不必彼此直接通信,那麼這兩個類就不應當發生直接的相互作用
合成/聚合複用原則(Composition/Aggregation Principle],簡稱CARP):儘量使用合成/聚合,儘量不使用類繼承。合成聚合是“has a”的關係,而繼承是“is a”的關係。
2.示例if..else
public int calculate(int a, int b, String operator) { int result = Integer.MIN_VALUE; if ("add".equals(operator)) { result = a + b; } else if ("multiply".equals(operator)) { result = a * b; } else if ("divide".equals(operator)) { result = a / b; } else if ("subtract".equals(operator)) { result = a - b; } else if ("modulo".equals(operator)) { result = a % b; } return result; }
switch-case
public int calculateUsingSwitch(int a, int b, String operator) { int result = 0; switch (operator) { case "add": result = a + b; break; case "multiply": result = a * b; break; case "divide": result = a / b; break; case "subtract": result = a - b; break; case "modulo": result = a % b; break; default: result = Integer.MIN_VALUE; } return result; }
3.重構
3.1 工廠方式重構
抽象層Operation.java
public interface Operation { int apply(int a, int b); }
加法實現Addition.java:
public class Addition implements Operation { @Override public int apply(int a, int b) { return a + b; } }
減法實現Subtraction.java
public class Subtraction implements Operation { @Override public int apply(int a, int b) { return a - b; } }
乘法實現Multiplication.java
public class Multiplication implements Operation { @Override public int apply(int a, int b) { return a*b; } }
除法實現Division.java
public class Division implements Operation { @Override public int apply(int a, int b) { return a / b; } }
求餘實現Modulo.java
public class Modulo implements Operation { @Override public int apply(int a, int b) { return a % b; } }
工廠類OperatorFactory.java
import java.util.HashMap; import java.util.Map; import java.util.Optional; public class OperatorFactory { static Map

operationMap = new HashMap<>(); static { operationMap.put("add", new Addition()); operationMap.put("divide", new Division()); operationMap.put("multiply", new Multiplication()); operationMap.put("subtract", new Subtraction()); operationMap.put("modulo", new Modulo()); } public static OptionalgetOperation(String operation) { return Optional.ofNullable(operationMap.get(operation)); } }
使用示例
public int calculateUsingFactory(int a, int b, String operator) { Operation targetOperation = OperatorFactory .getOperation(operator) .orElseThrow(() -> new IllegalArgumentException("Invalid Operator")); return targetOperation.apply(a, b); }
3.2 枚舉方式重構
枚舉實現Operator.java
public enum Operator { ADD { @Override public int apply(int a, int b) { return a + b; } }, MULTIPLY { @Override public int apply(int a, int b) { return a * b; } }, SUBTRACT { @Override public int apply(int a, int b) { return a - b; } }, DIVIDE { @Override public int apply(int a, int b) { return a / b; } }, MODULO { @Override public int apply(int a, int b) { return a % b; } }; public abstract int apply(int a, int b); }
封裝Operator到Calculator.java
public int calculate(int a, int b, Operator operator) { return operator.apply(a, b); }
使用示例
@Test public void whenCalculateUsingEnumOperator_thenReturnCorrectResult() { Calculator calculator = new Calculator(); int result = calculator.calculate(3, 4, Operator.valueOf("ADD")); assertEquals(7, result); }
3.3 命令模式
抽象的接口
public interface Command { Integer execute(); }
實現類
package com.baeldung.reducingIfElse; public class AddCommand implements Command { private int a; private int b; public AddCommand(int a, int b) { this.a = a; this.b = b; } @Override public Integer execute() { return a + b; } }
其它略
包裝
public int calculate(Command command) { return command.execute(); }
測試demo
@Test public void whenCalculateUsingCommand_thenReturnCorrectResult() { Calculator calculator = new Calculator(); int result = calculator.calculate(new AddCommand(3, 7)); assertEquals(10, result); }
3.4 規則引擎重構
抽象規則
public interface Rule { boolean evaluate(Expression expression); Result getResult(); }
實現規則AddRule.java 其它略
public class AddRule implements Rule { private int result; @Override public boolean evaluate(Expression expression) { boolean evalResult = false; if (expression.getOperator() == Operator.ADD) { this.result = expression.getX() + expression.getY(); evalResult = true; } return evalResult; } @Override public Result getResult() { return new Result(result); } }
其中:返回結果
public class Result { int value; public Result(int value) { this.value = value; } public int getValue() { return value; } }
表達式
public class Expression { private Integer x; private Integer y; private Operator operator; public Expression(Integer x, Integer y, Operator operator) { this.x = x; this.y = y; this.operator = operator; } public Integer getX() { return x; } public Integer getY() { return y; } public Operator getOperator() { return operator; } }
規則引擎RuleEngine.java
import java.util.ArrayList; import java.util.List; import java.util.Optional; import java.util.stream.Collectors; public class RuleEngine { private static Listrules = new ArrayList<>(); static { rules.add(new AddRule()); } public Result process(Expression expression) { Rule rule = rules.stream() .filter(r -> r.evaluate(expression)) .findFirst() .orElseThrow(() -> new IllegalArgumentException("Expression does not matches any Rule")); return rule.getResult(); } }
測試demo
@Test public void whenNumbersGivenToRuleEngine_thenReturnCorrectResult() { Expression expression = new Expression(5, 5, Operator.ADD); RuleEngine engine = new RuleEngine(); Result result = engine.process(expression); assertNotNull(result); assertEquals(10, result.getValue()); }
4.比較
重構方式 SRP OCP DIP LSP LD CARP IF/ELSE N N N N N N 工廠方法 Y Y Y Y Y Y 枚舉方法 N Y Y Y Y Y 命令模式 Y Y Y Y Y Y 規則引擎 Y Y Y Y Y Y
5.小結
為了更好的代碼重用性,可讀性,可靠性,可維護性,我們會嘗試將IF/ELSE或者case-switch進行改造,使用工廠方法,枚舉方法,命令模式,規則引擎方式不同方法進行嘗試,最後使用設計模式的六大原則對代碼進行評估。
 

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