1.常規switch
enum EnumType
{
enumOne,
enumTwo,
enumThree
};
void showMessage(int type)
{
switch(type)
{
case enumOne:
printf("This is message one\n");
break;
case enumTwo:
printf("This is message two\n");
break;
case enumThree:
printf("This is message three\n");
break;
default:
printf("This is wrong message\n");
break;
}
}
int main()
{
//常規switch
showMessage(enumOne);
showMessage(enumTwo);
showMessage(enumThree);
return 0;
}
2.多態+std::map取代switch
#include <map>
enum EnumType
{
enumOne,
enumTwo,
enumThree
};
class Base
{
public:
Base(){}
virtual ~Base(){}
virtual void showMessage(){}
};
class MessageOne:public Base
{
public:
MessageOne(){}
~MessageOne(){}
void showMessage()
{
printf("This is message one\n");
}
};
class MessageTwo:public Base
{
public:
MessageTwo(){}
~MessageTwo(){}
void showMessage()
{
printf("This is message two\n");
}
};
class MessageThree:public Base
{
public:
MessageThree(){}
~MessageThree(){}
void showMessage()
{
printf("This is message three\n");
}
};
int main()
{
//多態+std::map取代switch
std::map<int,Base*> baseMap;
baseMap.insert(std::make_pair(enumOne,new MessageOne));
baseMap.insert(std::make_pair(enumTwo,new MessageTwo));
baseMap.insert(std::make_pair(enumThree,new MessageThree));
baseMap[enumOne]->showMessage();
baseMap[enumTwo]->showMessage();
baseMap[enumThree]->showMessage();
return 0;
}
上述完全是一個面向過程到面向對象的轉變:將每個case分支都作為一個子對象,然后用C++語言的多態性去動態綁定。這樣做確實是帶來了性能上的損失,但是在當今的CPU計算能力而言,這是可以忽略的,而它帶來的好處卻很有用:
(1)分支的增減只要繼續派生即可;
(2)子類代表了一個case,比必須用type去硬編碼的case語句更加具有可讀性;
(3)代碼的可讀性增強,使得分支的維護性增加;
(4)面向對象的思想更加符合人看世界的方式;
(5)避免了漏寫break語句造成的隱蔽錯誤。
3.函數指針+std::map取代switch
#include <map>
enum EnumType
{
enumOne,
enumTwo,
enumThree
};
void showMessageOne()
{
printf("This is message one\n");
}
void showMessageTwo()
{
printf("This is message two\n");
}
void showMessageThree()
{
printf("This is message three\n");
}
int main()
{
//函數指針+std::map取代switch
typedef void (*func)();
std::map<int,func> funcMap;
funcMap.insert(std::make_pair(enumOne,showMessageOne));
funcMap.insert(std::make_pair(enumTwo,showMessageTwo));
funcMap.insert(std::make_pair(enumThree,showMessageThree));
funcMap[enumOne]();
funcMap[enumTwo]();
funcMap[enumThree]();
return 0;
}
值得注意的是函數指針要用typedef定義,否則報錯。
4.狀態模式取代switch
關於設計模式中的狀態模式可參考:C++設計模式——狀態模式
直接上代碼。
#include <stdio.h>
class Context;
class State
{
public:
State(){}
virtual ~State (){}
virtual void showMessage(Context *pContext)=0;
};
class MessageOne:public State
{
public:
MessageOne(){}
~MessageOne(){}
void showMessage(Context *pContext)
{
printf("This is message one\n");
}
};
class MessageTwo:public State
{
public:
MessageTwo(){}
~MessageTwo(){}
void showMessage(Context *pContext)
{
printf("This is message two\n");
}
};
class MessageThree:public State
{
public:
MessageThree(){}
~MessageThree(){}
void showMessage(Context *pContext)
{
printf("This is message three\n");
}
};
class Context
{
public:
Context(State *pState) : m_pState(pState){}
void Request()
{
if (m_pState)
{
m_pState->showMessage(this);
}
}
void ChangeState(State *pState)
{
m_pState = pState;
}
private:
State *m_pState;
};
int main()
{
State *pStateA = new MessageOne();
State *pStateB = new MessageTwo();
State *pStateC = new MessageThree();
Context *pContext = new Context(pStateA);
pContext->Request();
pContext->ChangeState(pStateB);
pContext->Request();
pContext->ChangeState(pStateC);
pContext->Request();
delete pContext;
delete pStateC;
delete pStateB;
delete pStateA;
return 0;
}