If there are any other status / switch statements, then there are any design patterns / methods / methods to remove nested?
I remember that some Google codes are coming in some ways used by Google people listed in the blog post. It seems that it does not seem like now
A conditional polymorphism that you want to use a refactoring For the class.
Or there is another
Basically ideal ideal is that you make an object flourishing, and take various behaviors into an override method. You will still need a method to create the right square, but it can be done using a factory pattern.
Edit
I have to add that this is not the right solution in every case. As I forgot (forgot your name) told in my observations, some time this can be pain, especially if you have to make an object model to do this. If you have this refactoring:
function doWork (object x) {if (x is a type of app) {x.Eat (); } And if (x is a type of orange) {x.Peel (); X.Eat (); }}
Here you can re-apply the switch in some new ways that will handle every fruit.
Edit
Someone has told how you make the right type to go to Dwarver, there are many more ways to solve this problem, then I have some basic methods Can check The first and most directly forward (and yes goes against the grain of this question) is a switch:
class fruitfulator (flat gatemomorrofrut (typeofffruit) {switch (typeofffruit) ... ... }}
The good thing about this approach is that writing is easy, and usually the first method I use is. Whenever you have a switch statement that is used for the code Is different in one area and it is very basic that it is an AO If you have only a few things and they are not changing this work very well.
You can see that the other more complex pattern is one. If your platform supports it then You can also create fruits dynamically, you can use anything like you. I essentially mean that you configure your object and then you have a factory that comes in the configuration Is on the edge and the factory which gives you makes it dynamically correct class.
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