属性

    上节课我把属性形容成是一个进入房间的窗户或通道,关闭着的房间就是封装好的类,那么属性用代码要如何解释呢?其实这个问题,在我刚学习属性时也是很不理解,如果需要对字段的值进行判断,就写我上面的两段代码(17-38行)不就可以了吗?但是随着我们学习的不断深入,属性是必须掌握的一个知识点,现在同学们只需要会定义属性,同时会访问属性就可以了,日后深入学习(如windowsform)时,我们就理解属性的用法和好处了。在我们这个例子中属性机制就要做到如同守门员一样,限制住非海、陆、空的三种军种,下面把按照刚才军种的例子我来单独写一段代码,同时使用属性,在看代码前,我们先来看一下如何定义一个属性,它的基本语法是:  
      ptype  pname
{
    get{//取字段数据程序代码}
    set{//设定字段数据程序代码}
}
     其中ptype为属性类型,pname为属性的名称,set和get的相关程序代码可以让我们设置私有字段的访问控制,set会接受外部传入的值,并自动地以名称为value的变量存储这个值。因此在set程序区块,你必须将 value这个变量指定给对应的字段,这相对地也提供了一个缓冲的空间,让我们能够在区块内编写适当的程序代码,避免不适当的字段值设定操作,比如我上一篇的例子“男性”不是军种的一种,我们在调用军种这个字段时,赋值除了海陆空三种值后,要出现报错的提示,只有对特殊字段做出限制时,你编写的程序才更加合理。在get程序区快中,必须使用 return关键字,将其对应的字段值返回给引用此属性的程序代码,同样我们也可以将运算程序代码写在这个区块中,以判断是否返回指定的字段值。比如:在网站中每个人注册的都是真实的年龄中定义的,我们可以做一个假象,让所以人的年龄在显示的时候都比实际年龄大3岁,这就通过get区块中return出虚假的年龄。下面我们来看一段声明属性的代码:
定义年龄属性
InBlock.gif 1 class Ren
InBlock.gif 2        {
InBlock.gif 3                 //先定义一个私有变量实际年龄age
InBlock.gif 4                 int age = 10;
InBlock.gif 5
InBlock.gif 6                 //再定义一个属性,
InBlock.gif 7                 public int Age
InBlock.gif 8                {
InBlock.gif 9                         //输出时的年龄比实际年龄age大三岁,即输出的是10+3岁
InBlock.gif10                        get { return age + 3; }
InBlock.gif11                         //给年龄赋值时,先判断年龄的范围
InBlock.gif12                        set    
InBlock.gif13                        {
InBlock.gif14                                 //如果年龄小于1岁或是大于120岁时,不允许赋值,提示错误。
InBlock.gif15                                 if (value < 1 || value > 120)
InBlock.gif16                                        Console.WriteLine( "您输入的年龄有误");
InBlock.gif17                                 //如果年龄符合范围,允许赋值,赋完值后的age即是value你赋的值。
InBlock.gif18                                 else
InBlock.gif19                                        age = value;
InBlock.gif20                        
InBlock.gif21                        }
InBlock.gif22                }
      上面的实例就是一个属性的构造过程和方法,我在get和set访问器中都加入了条件,并且是我手动书写的,VS给我们提供了一个自动封装字段的方法,下面我们来按照我说的步骤来试一下,在类中定义一个字段 string a="我是A"; 接着把鼠标停放到a处,点击右键“重构”--“封装字段”,VS会自动的封装a字段,并且取名为A,你也可以更改属性的名字,点击确定,a字段的A属性就封装好了,封装后的代码为:
       string a = "我是A";
        public string A
        {
            get { return a; }
            set { a = value; }
        }
      通常我们都习惯叫get访问器和set访问器,如果我们想得到类中的属性值时,用到的是get访问器return返回出值,如果我们想给属性赋值的时候,就会用到set访问器, 属性有4种形式:分别是可读可写属性,既有get也有set访问器;如果只有get访问器,这个属性是只读的,无法赋值;如果只有set访问器,这个属性就只能被赋值,不能读取,以后我们要学习界面设计时,所有的控件都有很多的属性,这些属性就都是只写的,并且有一定的赋值要求,比如在网页上画一个表格,我们设置表格的边框颜色,就使用到边框颜色的属性,如果我们赋的颜色值不符合规范,就会出现错误提示;还有一种属性是加入了static关键字的静态属性,静态属性只能封装静态数据,比如:string static a = "我是静态A";
        public  static string A
        {
            get { return a; }
            set { a = value; }
        }
       下面我们把上面的例子继续深化,声明一个对象boby,我们来具体看一下如果利用属性的读写功能:
属性的用法
InBlock.gif 1     class Ren
InBlock.gif 2        {
InBlock.gif 3                 //先定义一个私有变量实际年龄age
InBlock.gif 4                 int age = 10;
InBlock.gif 5
InBlock.gif 6                 //再定义一个属性,
InBlock.gif 7                 public int Age
InBlock.gif 8                {
InBlock.gif 9                         //输出时的年龄比实际年龄age大三岁,即输出的是10+3岁
InBlock.gif10                        get { return age + 3; }
InBlock.gif11                         //给年龄赋值时,先判断年龄的范围
InBlock.gif12                        set    
InBlock.gif13                        {
InBlock.gif14                                 //如果年龄小于1岁或是大于120岁时,不允许赋值,提示错误。
InBlock.gif15                                 if (value < 1 || value > 120)
InBlock.gif16                                        Console.WriteLine( "您输入的年龄有误");
InBlock.gif17                                 //如果年龄符合范围,允许赋值,赋完值后的age即是value你赋的值。
InBlock.gif18                                 else
InBlock.gif19                                        age = value;
InBlock.gif20                        
InBlock.gif21                        }
InBlock.gif22                }
InBlock.gif23                 //定义一个得到真实年龄的方法
InBlock.gif24                 public void realage()
InBlock.gif25                {
InBlock.gif26                        Console.WriteLine( "真实年龄为" + age + "岁");
InBlock.gif27                }
InBlock.gif28        }
InBlock.gif29         class Program
InBlock.gif30        {
InBlock.gif31
InBlock.gif32                 static void Main( string[] args)
InBlock.gif33                {
InBlock.gif34                         //实例化一个人Ren类aboy孩子对象
InBlock.gif35                        Ren aboy = new Ren();
InBlock.gif36                        
InBlock.gif37                         //此时打印出的是,未通过属性直接用到的age初值,也就是真实年龄。
InBlock.gif38                        aboy.realage();
InBlock.gif39                        Console.WriteLine();
InBlock.gif40
InBlock.gif41                         //现在我们直接取得孩子的年龄,因为age是私有变量,我们必须通过属性Age得到,值为虚假的大三岁的年龄
InBlock.gif42                        Console.WriteLine( "通过属性得到的年龄为:"+aboy .Age);
InBlock.gif43                        Console.WriteLine();
InBlock.gif44
InBlock.gif45                         //现在我们给孩子的年龄赋一个0岁的值,因为age是私有变量,同样赋值也是通过属性Age,
InBlock.gif46                         //此时由于年龄范围的限制,是会报错的。
InBlock.gif47                        aboy.Age = 0;
InBlock.gif48
InBlock.gif49                         //我们再给孩子的年龄赋一个12岁,因为age是私有变量,同样赋值也是通过属性Age
InBlock.gif50                        aboy.Age = 12;
InBlock.gif51                        Console.WriteLine();
InBlock.gif52
InBlock.gif53                         //此时因为年龄的范围合法,原来的age=10,便被替换成了12。
InBlock.gif54                         //我们再来打印孩子的真实年龄
InBlock.gif55                        aboy.realage();
InBlock.gif56                        Console.WriteLine();
InBlock.gif57                         //我们再来打印一下age改为12后的虚假年龄Age
InBlock.gif58                        Console.WriteLine( "通过属性得到的年龄为:" + aboy.Age);
InBlock.gif59                        Console.WriteLine();
InBlock.gif60
InBlock.gif61                }
InBlock.gif62        }
 我们来看一下运行的结果:
 
真实年龄为10岁
通过属性得到的年龄为:13
您输入的年龄有误
真实年龄为12岁
通过属性得到的年龄为:15
   通过这个实例相信大家已经了解了属性的用法,下面我们把我上节课有关军种的实例做一下改动,同学们再来体会一下属性的用法:
 
 
优化军种属性
InBlock.gif 1class Armyman
InBlock.gif 2        {
InBlock.gif 3                 //public string Armytype = "";
InBlock.gif 4                 //public void ArmyFunction()
InBlock.gif 5                 //{
InBlock.gif 6                 //        switch (Armytype)
InBlock.gif 7                 //        {
InBlock.gif 8                 //                case "陆军":
InBlock.gif 9                 //                        Console.WriteLine("现代陆军都是大规模的机械化部队,拥有大量的重装备和后勤补给。");
InBlock.gif10                 //                        break;
InBlock.gif11                 //                case "海军":
InBlock.gif12                 //                        Console.WriteLine("杜鲁门曾说过:海军到哪里,国家的权利就到哪里 .");
InBlock.gif13                 //                        break;
InBlock.gif14                 //                case "空军":
InBlock.gif15                 //                        Console.WriteLine("战略空军将使战争形态向可控战争转变。");
InBlock.gif16                 //                        break;
InBlock.gif17                 //                default:
InBlock.gif18                 //                        Console.WriteLine("{0}不是兵种,请输入现代战争中的三大兵种!海军、陆军、空军", Armytype);
InBlock.gif19                 //                        break;
InBlock.gif20                 //        }
InBlock.gif21                 //}
InBlock.gif22                 //下面的代码实现了和上面一下的功能,先定义一个私有的字段Armytype,再定义一个属性
InBlock.gif23                         string Armytype = "";
InBlock.gif24                         public string Armytype1
InBlock.gif25                        {
InBlock.gif26                                get {
InBlock.gif27                                         return Armytype;
InBlock.gif28
InBlock.gif29                                }
InBlock.gif30                                set
InBlock.gif31                                {
InBlock.gif32                                         switch (value)
InBlock.gif33                                        {
InBlock.gif34                                                 case "陆军":
InBlock.gif35                                                        Console.WriteLine( "现代陆军都是大规模的机械化部队,拥有大量的重装备和后勤补给。");
InBlock.gif36                                                        Armytype = value;
InBlock.gif37                                                         break;
InBlock.gif38                                                 case "海军":
InBlock.gif39                                                        Console.WriteLine( "杜鲁门曾说过:海军到哪里,国家的权利就到哪里 .");
InBlock.gif40                                                        Armytype = value;
InBlock.gif41                                                         break;
InBlock.gif42                                                 case "空军":
InBlock.gif43                                                        Console.WriteLine( "战略空军将使战争形态向可控战争转变。");
InBlock.gif44                                                        Armytype = value;
InBlock.gif45                                                         break;
InBlock.gif46                                                 default:
InBlock.gif47                                                        Console.WriteLine( "{0}不是兵种,请输入现代战争中的三大兵种!海军、陆军、空军", Armytype);
InBlock.gif48                                                         break;
InBlock.gif49                                        }
InBlock.gif50                                }
InBlock.gif51                        }
InBlock.gif52
InBlock.gif53                }
InBlock.gif54         class Program
InBlock.gif55        {
InBlock.gif56
InBlock.gif57                 static void Main( string[] args)
InBlock.gif58                {
InBlock.gif59                         //我们来创建一个军人类Armyman 的实例对象ASoldiers(士兵)
InBlock.gif60                        Armyman ASoldiers = new Armyman();
InBlock.gif61
InBlock.gif62                         //当赋值除海军、陆军、空军时,出现错误提示
InBlock.gif63                        ASoldiers.Armytype1 = "男性";
InBlock.gif64                         //因为有属性赋值时的判断,所以此时属性Armytype1还是原来Armytype字段的初值:空
InBlock.gif65                        Console.WriteLine( "赋值后的军种为:" + ASoldiers.Armytype1);
InBlock.gif66                        Console.WriteLine();
InBlock.gif67
InBlock.gif68                         //当正常赋值时,得到正确的结果。
InBlock.gif69                        ASoldiers.Armytype1 = "空军";
InBlock.gif70                        Console.WriteLine();
InBlock.gif71                         //因为有属性赋值时的判断,所以此时属性Armytype1是已经赋的“空军”
InBlock.gif72                        Console.WriteLine( "赋值后的军种为:" + ASoldiers.Armytype1);
InBlock.gif73
InBlock.gif74                         //ASoldiers.Armytype = "男性";
InBlock.gif75                         //ASoldiers.ArmyFunction();
InBlock.gif76                         //Console.WriteLine(ASoldiers.Armytype);
InBlock.gif77
InBlock.gif78                }
InBlock.gif79        }
InBlock.gif80                }
 
运行结果为
 
不是兵种,请输入现代战争中的三大兵种!海军、陆军、空军
赋值后的军种为:
战略空军将使战争形态向可控战争转变。
赋值后的军种为:空军
请按任意键继续. . .
对比我上节课用的普通方法即(被我注释掉的)代码如下:
  
对比代码
InBlock.gif 1class Armyman
InBlock.gif 2        {
InBlock.gif 3                 public string Armytype = "";
InBlock.gif 4                 public void ArmyFunction()
InBlock.gif 5                {
InBlock.gif 6                         switch (Armytype)
InBlock.gif 7                        {
InBlock.gif 8                                 case "陆军":
InBlock.gif 9                                        Console.WriteLine( "现代陆军都是大规模的机械化部队,拥有大量的重装备和后勤补给。");
InBlock.gif10                                         break;
InBlock.gif11                                 case "海军":
InBlock.gif12                                        Console.WriteLine( "杜鲁门曾说过:海军到哪里,国家的权利就到哪里 .");
InBlock.gif13                                         break;
InBlock.gif14                                 case "空军":
InBlock.gif15                                        Console.WriteLine( "战略空军将使战争形态向可控战争转变。");
InBlock.gif16                                         break;
InBlock.gif17                                 default:
InBlock.gif18                                        Console.WriteLine( "{0}不是兵种,请输入现代战争中的三大兵种!海军、陆军、空军", Armytype);
InBlock.gif19                                         break;
InBlock.gif20                        }
InBlock.gif21                }
InBlock.gif22                 //下面的代码实现了和上面一下的功能,先定义一个私有的字段Armytype,再定义一个属性
InBlock.gif23                         //string Armytype = "";
InBlock.gif24                         // public string Armytype1
InBlock.gif25                         //{
InBlock.gif26                         //        get {
InBlock.gif27                         //                return Armytype;
InBlock.gif28
InBlock.gif29                         //        }
InBlock.gif30                         //        set
InBlock.gif31                         //        {
InBlock.gif32                         //                switch (value)
InBlock.gif33                         //                {
InBlock.gif34                         //                        case "陆军":
InBlock.gif35                         //                                Console.WriteLine("现代陆军都是大规模的机械化部队,拥有大量的重装备和后勤补给。");
InBlock.gif36                         //                                Armytype = value;
InBlock.gif37                         //                                break;
InBlock.gif38                         //                        case "海军":
InBlock.gif39                         //                                Console.WriteLine("杜鲁门曾说过:海军到哪里,国家的权利就到哪里 .");
InBlock.gif40                         //                                Armytype = value;
InBlock.gif41                         //                                break;
InBlock.gif42                         //                        case "空军":
InBlock.gif43                         //                                Console.WriteLine("战略空军将使战争形态向可控战争转变。");
InBlock.gif44                         //                                Armytype = value;
InBlock.gif45                         //                                break;
InBlock.gif46                         //                        default:
InBlock.gif47                         //                                Console.WriteLine("{0}不是兵种,请输入现代战争中的三大兵种!海军、陆军、空军", Armytype);
InBlock.gif48                         //                                break;
InBlock.gif49                         //                }
InBlock.gif50                         //        }
InBlock.gif51                         //}
InBlock.gif52
InBlock.gif53                }
InBlock.gif54         class Program
InBlock.gif55        {
InBlock.gif56
InBlock.gif57                 static void Main( string[] args)
InBlock.gif58                {
InBlock.gif59                         //我们来创建一个军人类Armyman 的实例对象ASoldiers(士兵)
InBlock.gif60                        Armyman ASoldiers = new Armyman();
InBlock.gif61
InBlock.gif62                        /** /当赋值除海军、陆军、空军时,出现错误提示
InBlock.gif63                         //ASoldiers.Armytype1 = "男性";
InBlock.gif64                        /** /因为有属性赋值时的判断,所以此时属性Armytype1还是原来Armytype字段的初值:空
InBlock.gif65                         //Console.WriteLine("赋值后的军种为:" + ASoldiers.Armytype1);
InBlock.gif66                         //Console.WriteLine();
InBlock.gif67
InBlock.gif68                        /** /当正常赋值时,得到正确的结果。
InBlock.gif69                         //ASoldiers.Armytype1 = "空军";
InBlock.gif70                         //Console.WriteLine();
InBlock.gif71                        /** /因为有属性赋值时的判断,所以此时属性Armytype1是已经赋的“空军”
InBlock.gif72                         //Console.WriteLine("赋值后的军种为:" + ASoldiers.Armytype1);
InBlock.gif73
InBlock.gif74
InBlock.gif75                         //给字段Armytype赋值为“男性”
InBlock.gif76                        ASoldiers.Armytype = "男性";
InBlock.gif77                         //可以通过这个方法告知男性不符合赋值规则,输出提示
InBlock.gif78                        ASoldiers.ArmyFunction();
InBlock.gif79                         //但此时,“男性”这个值已经赋给了Armytype字段,这是错误的做法。
InBlock.gif80                        Console.WriteLine(ASoldiers.Armytype);
InBlock.gif81
InBlock.gif82                }
InBlock.gif83        }
InBlock.gif84                }
运行结果如下:
男性不是兵种,请输入现代战争中的三大兵种!海军、陆军、空军
男性
请按任意键继续. . .
 
     从结果来看,很明显,如果用上面的例子,男性这个军种如果不采用属性,而是用被我注释掉的方法(第3行)一定会被赋值给Armytype字段的,而使用了属性时,“男性”因为进入了default代码快如46-48行,我们没有加入Armytype=value;这句代码,使得无法对字段Armytype赋值,这时代码第65行,Armytype1的值仍然为空,而不是“男性”,属性的优点就体现在这,所以我在前面的课程中曾说属性是保护字段的。
        本节课我们就讲到这,下节课我们来学习方法的参数类型.

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