关联、聚合和组合之间的区别是什么? 请从实施的角度加以说明。


当前回答

It's important to understand why we should even bother with using more than once relationship line. The most obvious reason is to describe parent-child relationship between classes (when parent deleted all its child’s are deleted as a result), but more impotently, we want to distinguish between simple association and composition in order to place implicit restrictions on the visibility and propagation of changes to the related classes, a matter which plays an important role in understanding and reducing system complexity.

协会

描述类之间静态关系的最抽象的方法是使用Association链接,它简单地说明两个或多个类之间存在某种类型的链接或依赖关系。

弱协会

类a可以链接到类b,以显示其方法之一包含类b实例的参数,或返回类b实例。

强大的协会

类a也可以被链接到类b,以显示它持有对类b实例的引用。

聚合(共享关联)

在类a(整体)和类b(部分)之间存在部分关系的情况下,我们可以更具体地使用聚合链接而不是关联链接,强调类b也可以由应用程序中的其他类聚合(因此聚合也称为共享关联)。

需要注意的是,聚合链接并没有以任何方式说明ClassA拥有ClassB,也没有说明两者之间存在父子关系(当父类删除其所有子类时,其结果也将被删除)。事实上,恰恰相反!聚合链接通常用于强调ClassA不是ClassB的独占容器,因为实际上ClassB有另一个容器。

聚合vs .关联 关联链接在任何情况下都可以取代聚合链接,而聚合不能在类之间只有“弱链接”的情况下取代关联,即类a有包含类b参数的方法,但类a不包含对类b实例的引用。

马丁·福勒认为聚合链接根本不应该使用,因为它没有附加价值,而且会扰乱一致性,引用吉姆·拉姆博的话:“把它看作建模安慰剂”。

组合(非共享关联)

我们应该更具体地使用复合链接,在这种情况下,除了类a和类b之间的部分关系之外——两者之间有很强的生命周期依赖关系,这意味着当类a被删除时,ClassB也会被删除

复合链接表明一个类(容器,整体)对其他类(部分)具有独占所有权,这意味着容器对象及其部分构成了父子关系。

与关联和聚合不同,在使用组合关系时,组合类不能作为组合类的返回类型或参数类型出现。因此,对组合类的更改不能传播到系统的其余部分。因此,随着系统的增长,组合的使用限制了复杂性的增长。

测量系统复杂性

System complexity can be measured simply by looking at a UML class diagram and evaluating the association, aggregation, and composition relationship lines. The way to measure complexity is to determine how many classes can be affected by changing a particular class. If class A exposes class B, then any given class that uses class A can theoretically be affected by changes to class B. The sum of the number of potentially affected classes for every class in the system is the total system complexity.

你可以在我的博客上阅读更多: http://aviadezra.blogspot.com/2009/05/uml-association-aggregation-composition.html


其他回答

我知道这个问题被标记为c#,但概念是非常一般的问题,就像这里的这个重定向。所以我将在这里提供我的观点(从java的角度来看,我更舒服)。

当我们想到面向对象的本质时,我们总是想到对象、类(对象蓝图)以及它们之间的关系。对象之间通过方法相互关联和交互。换句话说,一个类的对象可以使用另一个类的对象提供的服务/方法。这种关系被称为关联。

聚合和组合是关联的子集,这意味着它们是关联的特定情况。

In both aggregation and composition object of one class "owns" object of another class. But there is a subtle difference. In Composition the object of class that is owned by the object of it's owning class cannot live on it's own(Also called "death relationship"). It will always live as a part of it's owning object where as in Aggregation the dependent object is standalone and can exist even if the object of owning class is dead. So in composition if owning object is garbage collected the owned object will also be which is not the case in aggregation.

困惑吗?

组合示例:以一辆汽车为例,它的发动机是这辆汽车特有的(意味着它不能用于任何其他汽车)。Car和SpecificEngine类之间的这种关系称为Composition。Car类的对象如果没有SpecificEngine类的对象就不能存在,而如果没有Car类,SpecificEngine的对象就没有意义。简单地说,Car类单独“拥有”SpecificEngine类。

聚合示例:现在考虑类Car和类Wheel。Car需要一个Wheel对象来运行。这意味着Car对象拥有Wheel对象,但我们不能说没有Car对象,Wheel对象就没有意义。它可以很好地用于自行车,卡车或不同的汽车对象。

总结一下

总而言之,关联是一个非常通用的术语,用于表示一个类使用另一个类提供的功能。如果一个父类对象拥有另一个子类对象,并且没有父类对象,这个子类对象就不能有意义地存在,我们就说它是复合。如果可以,则称为聚合。

详情请点击这里。 我是http://opensourceforgeeks.blogspot.in的作者,并在上面添加了相关帖子的链接以获取更多信息。

组合(如果你删除“整体”,“部分”也会自动删除-“所有权”)

在新类中创建现有类的对象。这称为组合,因为新类是由现有类的对象组成的。 通常使用普通成员变量。 如果组合类自动处理负责创建/销毁子类的分配/回收,则可以使用指针值。

c++中的复合

#include <iostream>
using namespace std;
/********************** Engine Class ******************/
class Engine
{
    int nEngineNumber;
    public:
    Engine(int nEngineNo);
    ~Engine(void);
};
Engine::Engine(int nEngineNo)
{
    cout<<" Engine :: Constructor " <<endl;
}
Engine::~Engine(void)
{
    cout<<" Engine :: Destructor " <<endl;
}
/********************** Car Class ******************/
class Car
{
    int nCarColorNumber;
    int nCarModelNumber;
    Engine objEngine;
    public:
    Car (int, int,int);
    ~Car(void);
};
Car::Car(int nModelNo,int nColorNo, int nEngineNo):
nCarModelNumber(nModelNo),nCarColorNumber(nColorNo),objEngine(nEngineNo)
{
    cout<<" Car :: Constructor " <<endl;
}
Car::~Car(void)
{
    cout<<" Car :: Destructor " <<endl;
    Car
    Engine
    Figure 1 : Composition
}
/********************** Bus Class ******************/
class Bus
{
    int nBusColorNumber;
    int nBusModelNumber;
    Engine* ptrEngine;
    public:
    Bus(int,int,int);
    ~Bus(void);
};
Bus::Bus(int nModelNo,int nColorNo, int nEngineNo):
nBusModelNumber(nModelNo),nBusColorNumber(nColorNo)
{
    ptrEngine = new Engine(nEngineNo);
    cout<<" Bus :: Constructor " <<endl;
}
Bus::~Bus(void)
{
    cout<<" Bus :: Destructor " <<endl;
    delete ptrEngine;
}
/********************** Main Function ******************/
int main()
{
    freopen ("InstallationDump.Log", "w", stdout);
    cout<<"--------------- Start Of Program --------------------"<<endl;
    // Composition using simple Engine in a car object
    {
        cout<<"------------- Inside Car Block ------------------"<<endl;
        Car objCar (1, 2,3);
    }
    cout<<"------------- Out of Car Block ------------------"<<endl;
    // Composition using pointer of Engine in a Bus object
    {
        cout<<"------------- Inside Bus Block ------------------"<<endl;
        Bus objBus(11, 22,33);
    }
    cout<<"------------- Out of Bus Block ------------------"<<endl;
    cout<<"--------------- End Of Program --------------------"<<endl;
    fclose (stdout);
}

输出

--------------- Start Of Program --------------------
------------- Inside Car Block ------------------
Engine :: Constructor
Car :: Constructor
Car :: Destructor
Engine :: Destructor
------------- Out of Car Block ------------------
------------- Inside Bus Block ------------------
Engine :: Constructor
Bus :: Constructor
Bus :: Destructor
Engine :: Destructor
------------- Out of Bus Block ------------------
--------------- End Of Program --------------------

聚合(如果你删除“整体”,“部分”可以存在-“无所有权”)

聚合是一种特定类型的组合,其中不暗示复杂对象和子对象之间的所有权。当一个聚合被销毁时,子对象不会被销毁。 通常使用指针变量/引用变量指向在聚合类作用域之外的对象 可以使用指向在聚合类范围之外的对象的引用值吗 不负责创建/销毁子类

c++中的聚合代码

#include <iostream>
#include <string>
using namespace std;
/********************** Teacher Class ******************/
class Teacher
{
    private:
    string m_strName;
    public:
    Teacher(string strName);
    ~Teacher(void);
    string GetName();
};
Teacher::Teacher(string strName) : m_strName(strName)
{
    cout<<" Teacher :: Constructor --- Teacher Name :: "<<m_strName<<endl;
}
Teacher::~Teacher(void)
{
    cout<<" Teacher :: Destructor --- Teacher Name :: "<<m_strName<<endl;
}
string Teacher::GetName()
{
    return m_strName;
}
/********************** Department Class ******************/
class Department
{
    private:
    Teacher *m_pcTeacher;
    Teacher& m_refTeacher;
    public:
    Department(Teacher *pcTeacher, Teacher& objTeacher);
    ~Department(void);
};
Department::Department(Teacher *pcTeacher, Teacher& objTeacher)
: m_pcTeacher(pcTeacher), m_refTeacher(objTeacher)
{
    cout<<" Department :: Constructor " <<endl;
}
Department::~Department(void)
{
    cout<<" Department :: Destructor " <<endl;
}
/********************** Main Function ******************/
int main()
{
    freopen ("InstallationDump.Log", "w", stdout);
    cout<<"--------------- Start Of Program --------------------"<<endl;
    {
        // Create a teacher outside the scope of the Department
        Teacher objTeacher("Reference Teacher");
        Teacher *pTeacher = new Teacher("Pointer Teacher"); // create a teacher
        {
            cout<<"------------- Inside Block ------------------"<<endl;
            // Create a department and use the constructor parameter to pass the teacher to it.
            Department cDept(pTeacher,objTeacher);
            Department
            Teacher
            Figure 2: Aggregation
        } // cDept goes out of scope here and is destroyed
        cout<<"------------- Out of Block ------------------"<<endl;
        // pTeacher still exists here because cDept did not destroy it
        delete pTeacher;
    }
    cout<<"--------------- End Of Program --------------------"<<endl;
    fclose (stdout);
}

输出

--------------- Start Of Program --------------------
Teacher :: Constructor --- Teacher Name :: Reference Teacher
Teacher :: Constructor --- Teacher Name :: Pointer Teacher
------------- Inside Block ------------------
Department :: Constructor
Department :: Destructor
------------- Out of Block ------------------
Teacher :: Destructor --- Teacher Name :: Pointer Teacher
Teacher :: Destructor --- Teacher Name :: Reference Teacher
--------------- End Of Program --------------------

我想这个链接可以帮到你:http://ootips.org/uml-hasa.html

为了理解这些术语,我记得我早期编程时的一个例子:

如果你有一个" chess board "对象它包含" box "对象那就是组合因为如果" chess board "被删除了盒子就没有理由再存在了。

如果你有一个'square'对象,它有一个'color'对象,正方形被删除了,'color'对象可能仍然存在,这就是聚合

它们都是关联,主要的区别是概念上的

这些答案的问题在于,它们只说了一半:它们解释了聚合和组合是关联的形式,但没有说一个关联是否可能不是这两种形式。

基于对SO和一些UML文档的一些简要阅读,我收集到类关联有4种主要的具体形式:

A是由A组成的;没有A, B就不存在,就像家里的房间一样 聚合:A有A B;B可以没有A而存在,就像教室里的学生一样 依赖:A使用B;A和B之间没有生命周期依赖关系,比如方法调用参数、返回值或方法调用期间创建的临时对象 泛化:A是A

当两个实体之间的关系不是其中之一时,它可以被称为一般意义上的“关联”,并以其他方式进一步描述(注意,原型等)。

我的猜测是,“通用关联”主要用于两种情况:

when the specifics of a relationship are still being worked out; such relationship in a diagram should be converted as soon as possible to what it actually is/will be (one of the other 4). when a relationship doesn't match any of those 4 predetermined by UML; the "generic" association still gives you a way of representing a relationship that is "not one of the other ones", so that you aren't stuck using an incorrect relationship with a note "this is not actually aggregation, it's just that UML doesn't have any other symbol we could use"

依赖性(引用) 这意味着两个物体之间没有概念上的联系。例如:enroll service对象引用Student & Course对象(作为方法参数或返回类型)

public class EnrollmentService {
    public void enroll(Student s, Course c){}
}

协会(有) 这意味着对象之间几乎总是有一个链接(它们是相关联的)。 Order对象有一个Customer对象

public class Order {
    private Customer customer
}

聚合(has-a + whole-part) 两个对象之间存在整体-部分关系的一种特殊联想。但他们可能没有彼此。

public class PlayList {
    private List<Song> songs;
}

OR

public class Computer {
    private Monitor monitor;
}

注意:最棘手的部分是区分聚合和普通关联。老实说,我认为这有不同的解释。

组成(has-a +整体部分+所有权) 一种特殊的聚合。公寓是由一些房间组成的。没有公寓,就没有房间。删除一个公寓时,所有关联的房间也会被删除。

public class Apartment{
    private Room bedroom;
    public Apartment() {
       bedroom = new Room();
    }
}