This question is motivated by something I\'ve lately started to see a bit too often, the if..else if..else
structure. While it\'s simple and has its uses, somet
Depending on the type of thing you are if..else'ing, consider creating a hierarchy of objects and using polymorphism. Like so:
class iBase
{
virtual void Foo() = 0;
};
class SpecialCase1 : public iBase
{
void Foo () {do your magic here}
};
class SpecialCase2 : public iBase
{
void Foo () {do other magic here}
};
Then in your code just call p->Foo() and the right thing will happen.
If you really must have a bunch of if tests and want to do different things whenwver a test is true I would recommend a while loop with only ifs- no else. Each if does a test an calls a method then breaks out of the loop. No else there's nothing worse than a bunch of stacked if/else/if/else etc.
The Map method is about the best there is. It lets you encapsulate the statements and breaks things up quite nicely. Polymorphism can complement it, but its goals are slightly different. It also introduces unnecessary class trees.
Switches have the drawback of missing break statements and fall through, and really encourage not breaking the problem into smaller pieces.
That being said: A small tree of if..else's is fine (in fact, i argued in favor for days about have 3 if..elses instead of using Map recently). Its when you start to put more complicated logic in them that it becomes a problem due to maintainability and readability.
Naturally, this question is language-dependent, but a switch statement might be a better option in many cases. A good C or C++ compiler will be able to generate a jump table, which will be significantly faster for large sets of cases.
In this simple case you could use a switch.
Otherwise a table-based approach looks fine, it would be my second choice whenever the conditions are regular enough to make it applicable, especially when the number of cases is large.
Polymorphism would be an option if there are not too many cases, and conditions and behaviour are irregular.
I regard these if-elseif-... constructs as "keyword noise". While it may be clear what it does, it is lacking in conciseness; I regard conciseness as an important part of readability. Most languages provide something like a switch
statement. Building a map is a way to get something similar in languages that do not have such, but it certainly feels like a workaround, and there is a bit of overhead (a switch statement translates to some simple compare operations and conditional jumps, but a map first is built in memory, then queried and only then the compare and jump takes place).
In Common Lisp, there are two switch constructs built in, cond
and case
. cond
allows arbitrary conditionals, while case
only tests for equality, but is more concise.
(cond ((= i 1) (do-one)) ((= i 2) (do-two)) ((= i 3) (do-three)) (t (do-none)))(case i (1 (do-one)) (2 (do-two)) (3 (do-three)) (otherwise (do-none)))
Of course, you could make your own case
-like macro for your needs.
In Perl, you can use the for
statement, optionally with an arbitrary label (here: SWITCH
):
SWITCH: for ($i) {
/1/ && do { do_one; last SWITCH; };
/2/ && do { do_two; last SWITCH; };
/3/ && do { do_three; last SWITCH; };
do_none; };