敏捷软件开发_实例1<二>

这本书的实例非常好,给了我非常多的启发。主要讲了两个实例,咖啡机和薪水支付实例,咖啡机实例比较简单并没有用什么设计模式,薪水支付实例用了很多设计模式,包括后面的打包等。

咖啡机实例

做一个使用咖啡机的软件,驱动接口已经被写好。

咖啡机的硬件包括:

  • 加热器加热棒(开关)
  • 保温盘加热棒(开关)
  • 保温盘传感器(保温盘空,杯子空,杯子不空)
  • 加热器传感器(有水,没水)
  • 冲煮按钮(开关)
  • 指示灯(开关)
  • 减压阀门(开关)

咖啡机的冲煮流程:

  • 咖啡机一次煮12杯咖啡,
  • 咖啡加入过滤器,过滤器加入支架,支架放到咖啡机。
  • 倒入12杯水到滤水器,按下冲煮,水杯加热至沸腾,水蒸气碰洒到过滤器,形成水滴到咖啡壶,咖啡壶发现有水保温,
  • 拿走水杯,停止工作。

方案一

建立一个咖啡机超类,关联各个硬件类。这个方案是非常丑陋的,这不是根据行为划分的,有些类,比如light没有任何变量,仅仅调用了驱动接口,这种类叫水蒸气类。没有意义

方案二

按照行为来划分,要确定一些类有没有意义,只需要确定谁使用他们,而且要到业务底层去看。把问题的本质和细节分离,忘掉一切,最根本的问题是如何煮咖啡。如何煮咖啡,将热水倒到咖啡上,把冲泡好的咖啡收集起来。水从哪来?咖啡放到哪里?那么就有两个类:热水类和支架类,大大多数人会考虑热水流到支架中,这是比较错误的,软件的行为应该按照软件的行为给出而不是基于一些物理关系。还需要考虑用户界面,这样就有三个类。

  • 谁使用
  • 最根本的问题
  • 软件行为而不是物理行为

用例

  1. 按下冲煮,启动水流,支架做好准备,都准备好就开始煮咖啡
  2. 接受器具准备好没有
  3. 冲煮完成
  4. 咖啡喝完

a,b,c,d表示四种逻辑:

  • a 表示:用户按下冲煮,确保支架中有咖啡壶放在保温杯上,热水器中已经加满了水,然后才开始煮咖啡
  • b 表示:如果正在股咖啡的过程中咖啡壶被拿走,则必须中断咖啡流,停止送热水,再次放回咖啡壶继续煮咖啡
  • c 表示:热水器中传感器告诉我们水用完了就停止煮咖啡,同时告诉用户和支架(保温盘)已经停止煮咖啡
  • d 表示:冲煮结束时并且一个空的咖啡壶放在支架上(保温盘),热水器应该知道这个消息,同时用户也应该知道这个消息

这样整个咖啡机的抽象就完成了,按职责划分,各司其职。这三个抽象类不能知道任何关于咖啡机的任何信息。这就是依赖倒置原则。

系统的控制流如何检测传感器呢?是选择线程还是轮询。最好的总是假设消息都是可以异步发送的,就像存在有独立的线程一样,把使用轮询还是线程的决策推迟到最后一刻。

这样设置了一个接口,main()程序就待在一个循环中,不停地一遍遍调用这个方法实现轮询。

public static void Main(string[] args)
{
CoffeeMakerAPI api = new M4CoffeeMakerAPI();
M4UserInterface ui = new M4UserInterface(api);
M4HotWaterSOurce hws = new M4HotWaterSOurce(api);
M4ContainmentVessel cv = new M4ContainmentVessel(api);
ui.Init(hws,cv);
hws.Init(ui,cv);
cv.Init(hws,ui);
while(true)
{
ui.Poll();
hws.Poll();
cv.Poll();
}
}

依赖倒置,不允许高层的咖啡制作中依赖底层实现。

薪水支付实例

该案例主要有做一个薪水支付系统,主要有三类员工

  • 临时工:基本时薪,超过8小时加班时间1.5倍工资,每天有考勤卡,每周5结算。
  • 正式员工:月薪,每个月最后一天结算。
  • 经理:月薪,每月最后一天结算,有项目提成,每隔一周的周五结算,加入公会扣会费。
  • 公会会费分服务费和会费:会费每周都有从薪水中扣除,服务费从下个月薪水中扣除。
  • 薪水支付方式:可以选择支票邮寄到家,支票保存自取,直接存入银行账号。
  • 薪水支付每天运行一次,在当天为相应的雇员进行支付,上一次支付到本次支付应付的数额。

用例:

  • 新增雇员:雇员号,姓名,地址。(零时工,正式员工,经理)
  • 删除雇员:雇员号
  • 登记考勤卡:雇员号,日期,小时
  • 登记销售凭条:雇员号,日期,销售记录
  • 登记公会服务费:公会成员,服务费用
  • 更改雇员细则:更改姓名,更改地址,更改每小时报酬,更改薪水,更改提成,更改支付方式,加入公会,离开公会

设计类和结构:

通过迭代的方式进行实现。数据库是实现细节,应该尽推迟数据库的设计。通过用例来推导出应该有哪些类。

从用例的角度设计

  • 新增雇员

把每一项工作划分为自己的类中。这样有可能会创建三个雇员类,但是分析一下就会发现变化的东西太多了,正式由于雇员变化的东西引发雇员类型的改变,只需要将变化的东西抽象出来,在更改雇员细则时改变这些变化的东西就可以改变雇员类型。

  • 登记考勤卡

考勤卡和雇员应该是聚合的关系

  • 登记销售凭条

销售凭条和雇员也应该是聚合的关系

  • 登机工会服务费

工会服务费维护着工会会员的编号,因此系统必须要把工会成员和雇员标识联系起俩,推迟这一行为。公会成员和服务费也是聚合的关系

  • 更改雇员细则

这是由多个更改策略组合而成。

最后各个类之间的关系

从程序运行的角度补充细节

  • 运行薪水支付系统:找到所有进行支付的雇员,确定扣款额,根据他们的支付方式支付。
  • 抽象出变化的东西:雇员的支付类别抽象,支付时间抽象



  • 工会服务费抽象



实现

  • 事务

事务是使用命令模式。

  • 增加雇员事务,雇员有三个类型,所以使用模板模式来实现增加雇员,此处模板模式的唯一任务就是创建对象

public abstract class AddEmployeeTransaction : Transaction
{
private readonly int empid;
private readonly string name;
private readonly string address; public AddEmployeeTransaction(int empid,
string name, string address, PayrollDatabase database)
: base (database)
{
this.empid = empid;
this.name = name;
this.address = address;
} protected abstract
PaymentClassification MakeClassification();
protected abstract
PaymentSchedule MakeSchedule(); public override void Execute()
{
PaymentClassification pc = MakeClassification();
PaymentSchedule ps = MakeSchedule();
PaymentMethod pm = new HoldMethod(); Employee e = new Employee(empid, name, address);
e.Classification = pc;
e.Schedule = ps;
e.Method = pm;
database.AddEmployee(e);
} public override string ToString()
{
return String.Format("{0} id:{1} name:{2} address:{3}", GetType().Name, empid, name,address);
}
} public class AddSalariedEmployee : AddEmployeeTransaction
{
private readonly double salary; public AddSalariedEmployee(int id, string name, string address, double salary, PayrollDatabase database)
: base(id, name, address, database)
{
this.salary = salary;
} protected override
PaymentClassification MakeClassification()
{
return new SalariedClassification(salary);
} protected override PaymentSchedule MakeSchedule()
{
return new MonthlySchedule();
}
}
  • 删除雇员

提供雇员id,去数据库删除雇员,没啥好说的。

  • 考勤卡、销售凭条、服务费

考勤卡:需要参数,雇员id,日期,工作时间



public class TimeCard
{
private readonly DateTime date;
private readonly double hours; public TimeCard(DateTime date, double hours)
{
this.date = date;
this.hours = hours;
} public double Hours
{
get { return hours; }
} public DateTime Date
{
get { return date; }
}
}
public class TimeCardTransaction : Transaction
{
private readonly DateTime date;
private readonly double hours;
private readonly int empId; public TimeCardTransaction(DateTime date, double hours, int empId, PayrollDatabase database)
: base(database)
{
this.date = date;
this.hours = hours;
this.empId = empId;
} public override void Execute()
{
Employee e = database.GetEmployee(empId); if (e != null)
{
HourlyClassification hc =
e.Classification as HourlyClassification; if (hc != null)
hc.AddTimeCard(new TimeCard(date, hours));
else
throw new ApplicationException(
"Tried to add timecard to" +
"non-hourly employee");
}
else
throw new ApplicationException(
"No such employee.");
}
}

其他两种与这类似

  • 更改雇员属性

更改雇员属性由多个事务集合而成







改名字事务:

public abstract class ChangeEmployeeTransaction : Transaction
{
private readonly int empId; public ChangeEmployeeTransaction(int empId, PayrollDatabase database)
: base (database)
{
this.empId = empId;
} public override void Execute()
{
Employee e = database.GetEmployee(empId); if(e != null)
Change(e);
else
throw new ApplicationException(
"No such employee.");
} protected abstract void Change(Employee e);
}
public class ChangeNameTransaction
: ChangeEmployeeTransaction
{
private readonly string newName; public ChangeNameTransaction(int id, string newName, PayrollDatabase database)
: base(id, database)
{
this.newName = newName;
} protected override void Change(Employee e)
{
e.Name = newName;
}
}

更改雇员类别







public abstract class ChangeClassificationTransaction
: ChangeEmployeeTransaction
{
public ChangeClassificationTransaction(int id, PayrollDatabase database)
: base (id, database)
{} protected override void Change(Employee e)
{
e.Classification = Classification;
e.Schedule = Schedule;
} protected abstract
PaymentClassification Classification { get; }
protected abstract PaymentSchedule Schedule { get; }
}
public class ChangeHourlyTransaction
: ChangeClassificationTransaction
{
private readonly double hourlyRate; public ChangeHourlyTransaction(int id, double hourlyRate, PayrollDatabase database)
: base(id, database)
{
this.hourlyRate = hourlyRate;
} protected override PaymentClassification Classification
{
get { return new HourlyClassification(hourlyRate); }
} protected override PaymentSchedule Schedule
{
get { return new WeeklySchedule(); }
}
}
public class ChangeSalariedTransaction : ChangeClassificationTransaction
{
private readonly double salary; public ChangeSalariedTransaction(int id, double salary, PayrollDatabase database)
: base(id, database)
{
this.salary = salary;
} protected override PaymentClassification Classification
{
get { return new SalariedClassification(salary); }
} protected override PaymentSchedule Schedule
{
get { return new MonthlySchedule(); }
}
}
public class ChangeCommissionedTransaction
: ChangeClassificationTransaction
{
private readonly double baseSalary;
private readonly double commissionRate; public ChangeCommissionedTransaction(int id, double baseSalary, double commissionRate, PayrollDatabase database)
: base(id, database)
{
this.baseSalary = baseSalary;
this.commissionRate = commissionRate;
} protected override PaymentClassification Classification
{
get { return new CommissionClassification(baseSalary, commissionRate); }
} protected override PaymentSchedule Schedule
{
get { return new BiWeeklySchedule(); }
}
}

改变方法和改变工会实现方式基本与改变雇佣类别相似

改变支付方法:

public abstract class ChangeMethodTransaction : ChangeEmployeeTransaction
{
public ChangeMethodTransaction(int empId, PayrollDatabase database)
: base(empId, database)
{} protected override void Change(Employee e)
{
PaymentMethod method = Method;
e.Method = method;
} protected abstract PaymentMethod Method { get; }
}
public class ChangeMailTransaction : ChangeMethodTransaction
{
public ChangeMailTransaction(int empId, PayrollDatabase database)
: base(empId, database)
{
} protected override PaymentMethod Method
{
get { return new MailMethod("3.14 Pi St"); }
} }
public class ChangeHoldTransaction : ChangeMethodTransaction
{
public ChangeHoldTransaction(int empId, PayrollDatabase database)
: base(empId, database)
{
} protected override PaymentMethod Method
{
get { return new HoldMethod(); }
} }
public class ChangeDirectTransaction : ChangeMethodTransaction
{
public ChangeDirectTransaction(int empId, PayrollDatabase database)
: base(empId, database)
{
} protected override PaymentMethod Method
{
get { return new DirectDepositMethod("Bank -1", "123"); }
} }

改变工会:

public abstract class ChangeAffiliationTransaction : ChangeEmployeeTransaction
{
public ChangeAffiliationTransaction(int empId, PayrollDatabase database)
: base(empId, database)
{} protected override void Change(Employee e)
{
RecordMembership(e);
Affiliation affiliation = Affiliation;
e.Affiliation = affiliation;
} protected abstract Affiliation Affiliation { get; }
protected abstract void RecordMembership(Employee e);
}
public class ChangeUnaffiliatedTransaction : ChangeAffiliationTransaction
{
public ChangeUnaffiliatedTransaction(int empId, PayrollDatabase database)
: base(empId, database)
{} protected override Affiliation Affiliation
{
get { return new NoAffiliation(); }
} protected override void RecordMembership(Employee e)
{
Affiliation affiliation = e.Affiliation;
if(affiliation is UnionAffiliation)
{
UnionAffiliation unionAffiliation =
affiliation as UnionAffiliation;
int memberId = unionAffiliation.MemberId;
database.RemoveUnionMember(memberId);
}
}
}
public class ChangeMemberTransaction : ChangeAffiliationTransaction
{
private readonly int memberId;
private readonly double dues; public ChangeMemberTransaction(int empId, int memberId, double dues, PayrollDatabase database)
: base(empId, database)
{
this.memberId = memberId;
this.dues = dues;
} protected override Affiliation Affiliation
{
get { return new UnionAffiliation(memberId, dues); }
} protected override void RecordMembership(Employee e)
{
database.AddUnionMember(memberId, e);
}
}
  • 支付薪水









支付月薪:

public class PaydayTransaction : Transaction
{
private readonly DateTime payDate;
private Hashtable paychecks = new Hashtable(); public PaydayTransaction(DateTime payDate, PayrollDatabase database)
: base (database)
{
this.payDate = payDate;
} public override void Execute()
{
ArrayList empIds = database.GetAllEmployeeIds(); foreach(int empId in empIds)
{
Employee employee = database.GetEmployee(empId);
if (employee.IsPayDate(payDate))
{
DateTime startDate =
employee.GetPayPeriodStartDate(payDate);
Paycheck pc = new Paycheck(startDate, payDate);
paychecks[empId] = pc;
employee.Payday(pc);
}
}
} public Paycheck GetPaycheck(int empId)
{
return paychecks[empId] as Paycheck;
}
}
public class MonthlySchedule : PaymentSchedule
{
private bool IsLastDayOfMonth(DateTime date)
{
int m1 = date.Month;
int m2 = date.AddDays(1).Month;
return (m1 != m2);
} public bool IsPayDate(DateTime payDate)
{
return IsLastDayOfMonth(payDate);
} public DateTime GetPayPeriodStartDate(DateTime date)
{
int days = 0;
while(date.AddDays(days - 1).Month == date.Month)
days--; return date.AddDays(days);
} public override string ToString()
{
return "monthly";
}
}

其中有paycheck类。该类有日期,总薪酬,服务扣费,实际薪酬

  • 临时工

      public class HourlyClassification : PaymentClassification
    {
    private double hourlyRate; private Hashtable timeCards = new Hashtable(); public HourlyClassification(double rate)
    {
    this.hourlyRate = rate;
    } public double HourlyRate
    {
    get { return hourlyRate; }
    } public TimeCard GetTimeCard(DateTime date)
    {
    return timeCards[date] as TimeCard;
    } public void AddTimeCard(TimeCard card)
    {
    timeCards[card.Date] = card;
    } public override double CalculatePay(Paycheck paycheck)
    {
    double totalPay = 0.0;
    foreach(TimeCard timeCard in timeCards.Values)
    {
    if(DateUtil.IsInPayPeriod(timeCard.Date,
    paycheck.PayPeriodStartDate,
    paycheck.PayPeriodEndDate))
    totalPay += CalculatePayForTimeCard(timeCard);
    }
    return totalPay;
    } private double CalculatePayForTimeCard(TimeCard card)
    {
    double overtimeHours = Math.Max(0.0, card.Hours - 8);
    double normalHours = card.Hours - overtimeHours;
    return hourlyRate * normalHours +
    hourlyRate * 1.5 * overtimeHours;
    } public override string ToString()
    {
    return String.Format("${0}/hr", hourlyRate);
    }
    }
    public class WeeklySchedule : PaymentSchedule
    {
    public bool IsPayDate(DateTime payDate)
    {
    return payDate.DayOfWeek == DayOfWeek.Friday;
    } public DateTime GetPayPeriodStartDate(DateTime date)
    {
    return date.AddDays(-6);
    } public override string ToString()
    {
    return "weekly";
    }
    } public class Employee
    {
    private readonly int empid;
    private string name;
    private readonly string address;
    private PaymentClassification classification;
    private PaymentSchedule schedule;
    private PaymentMethod method;
    private Affiliation affiliation = new NoAffiliation(); public Employee(int empid, string name, string address)
    {
    this.empid = empid;
    this.name = name;
    this.address = address;
    } public string Name
    {
    get { return name; }
    set { name = value; }
    } public string Address
    {
    get { return address; }
    } public PaymentClassification Classification
    {
    get { return classification; }
    set { classification = value; }
    } public PaymentSchedule Schedule
    {
    get { return schedule; }
    set { schedule = value; }
    } public PaymentMethod Method
    {
    get { return method; }
    set { method = value; }
    } public Affiliation Affiliation
    {
    get { return affiliation; }
    set { affiliation = value; }
    } public bool IsPayDate(DateTime date)
    {
    return schedule.IsPayDate(date);
    } public void Payday(Paycheck paycheck)
    {
    //计算总的薪资
    double grossPay = classification.CalculatePay(paycheck);
    //计算扣除薪资
    double deductions = affiliation.CalculateDeductions(paycheck);
    //计算实际薪资
    double netPay = grossPay - deductions;
    paycheck.GrossPay = grossPay;
    paycheck.Deductions = deductions;
    paycheck.NetPay = netPay;
    //通过支付方式支付
    method.Pay(paycheck);
    } public DateTime GetPayPeriodStartDate(DateTime date)
    {
    return schedule.GetPayPeriodStartDate(date);
    } public int EmpId
    {
    get { return empid; }
    } public override string ToString()
    {
    StringBuilder builder = new StringBuilder();
    builder.Append("Emp#: ").Append(empid).Append(" ");
    builder.Append(name).Append(" ");
    builder.Append(address).Append(" ");
    builder.Append("Paid ").Append(classification).Append(" ");
    builder.Append(schedule);
    builder.Append(" by ").Append(method);
    return builder.ToString();
    }
    } public class UnionAffiliation : Affiliation
    {
    private Hashtable charges = new Hashtable();
    private int memberId;
    private readonly double dues; public UnionAffiliation(int memberId, double dues)
    {
    this.memberId = memberId;
    this.dues = dues;
    } public UnionAffiliation()
    : this(-1, 0.0)
    {} public ServiceCharge GetServiceCharge(DateTime time)
    {
    return charges[time] as ServiceCharge;
    } public void AddServiceCharge(ServiceCharge sc)
    {
    charges[sc.Time] = sc;
    } public double Dues
    {
    get { return dues; }
    } public int MemberId
    {
    get { return memberId; }
    } public double CalculateDeductions(Paycheck paycheck)
    {
    double totalDues = 0; int fridays = NumberOfFridaysInPayPeriod(
    paycheck.PayPeriodStartDate, paycheck.PayPeriodEndDate);
    totalDues = dues * fridays; foreach(ServiceCharge charge in charges.Values)
    {
    if(DateUtil.IsInPayPeriod(charge.Time,
    paycheck.PayPeriodStartDate,
    paycheck.PayPeriodEndDate))
    totalDues += charge.Amount;
    } return totalDues;
    } private int NumberOfFridaysInPayPeriod(
    DateTime payPeriodStart, DateTime payPeriodEnd)
    {
    int fridays = 0;
    for (DateTime day = payPeriodStart;
    day <= payPeriodEnd; day = day.AddDays(1))
    {
    if (day.DayOfWeek == DayOfWeek.Friday)
    fridays++;
    }
    return fridays;
    }
    }
  • 主程序



总结

到目前为止基本功能已经实现,仅仅只是用了模板,空值,命令等设计模式,下一篇将会进一步使用更多的设计模式进行打包处理。

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