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设计模式学习笔记(2)

王朝other·作者佚名  2006-01-09
窄屏简体版  字體: |||超大  

目录

6.Prototype

7.Builder

8.Astract factory

9.factory method

6.Prototype

说明:实现对象的深拷贝(也可以是浅拷贝)。深拷贝是指生成对象的实体拷贝,而浅拷贝只返回对象的引用。

在C#中提供了ICloneable接口,它只有一个Clone()方法(这和JAVA类似),我们利用它来实现Prototype模式。

浅拷贝的实现:system namespace下提供了MemberwiseClone()方法实现浅拷贝,在Clone()中调用它即可。

深拷贝的实现:手动实现,看下面的实例。

实例:

//----浅拷贝--------

using System;

namespace Prototype_Shallow{

//因为我们在FCL里面已经有这样的接口所以我们就不定义新的Prototype了

public class ConcretePrototype1 : ICloneable{

private int m_ID;

public int ID{

get{

return this.m_ID;

}

}

public ConcretePrototype1(int id){

this.m_ID = id;

}

public object Clone(){

return this.MemberwiseClone();

}

}

public class ConcretePrototype2 : ICloneable{

private int m_ID;

public int ID

{

get

{

return this.m_ID;

}

}

public ConcretePrototype2(int id){

this.m_ID = id;

}

public object Clone(){

return this.MemberwiseClone();

}

}

}

//下面是调用部分

ConcretePrototype1 p1 = new ConcretePrototype1(1);

ConcretePrototype1 c1 = (ConcretePrototype1)p1.Clone();

//----深拷贝-----------

namespace Prototype_Deep{

using System.Collections;

public class ConcretePrototype : ICloneable

{

private int m_ID;

public int ID

{

get

{

return this.m_ID;

}

}

private ArrayList m_arrayList = new ArrayList();

public ConcretePrototype(int id)

{

this.m_ID = id;

this.m_arrayList.Add("FirstObject");

this.m_arrayList.Add("SecondObject");

// ...

}

public object Clone()

{

ConcretePrototype c = new ConcretePrototype(this.ID);

c.m_arrayList = new ArrayList();

c.m_arrayList.Add("FirstObject");

c.m_arrayList.Add("SecondObject");

return c;

}

public ConcretePrototype DeepClone(){

return (ConcretePrototype)this.Clone();

}

}

}

//下面是调用部分

ConcretePrototype p = new ConcretePrototype(1);

ConcretePrototype c = p.DeepClone();

this.richTextBox1.AppendText(p.ToString()+":"+p.ID.ToString()+"\n");

this.richTextBox1.AppendText(c.ToString()+":"+c.ID.ToString()+"\n");

c.m_arrayList[0] = "Changed";

for(int i = 0;i<=1;i++){

this.richTextBox1.AppendText(c.m_arrayList[i].ToString());

}

this.richTextBox1.AppendText("\n");

for(int i = 0;i<=1;i++){

this.richTextBox1.AppendText(p.m_arrayList[i].ToString());

}

7.builder

说明:builder是非常好理解的,就是把复杂的对象分成若干个简单对象来实现,就好像生产汽车一样,是由各个零件组装成的。我觉得如果每个子对象不会彼此依赖,用这种模式会非常好,可以灵活的拼装出新的复杂类。

实例:

using System;

namespace Builder_Me{

using System.Collections;

// specifies an abstract interface for creating parts of a Product object.

//为创建对象的一个部分指定一个接口

public interface Builder{

void BuildPartA();

void BuildPartB();

Product GetResult();

}

// constructs and assembles parts of the product by impementing the Builder interface.

// defines and keeps track of the representation it creates.

// provides an interface for retrieving the product.

public class ConcreteBuilder1 : Builder{

private Product m_Product;

public void BuildPartA(){

this.m_Product = new Product();

this.m_Product.AddParts("1","PartA");

}

public void BuildPartB(){

this.m_Product.AddParts("2","PartB");

}

public Product GetResult(){

return this.m_Product;

}

}

public class ConcreteBuilder2 : Builder{

private Product m_Product;

public void BuildPartA(){

//必须先调用该方法否则不能实例化对象

this.m_Product = new Product();

this.m_Product.AddParts("3","Part1");

}

public void BuildPartB(){

this.m_Product.AddParts("4","Part2");

}

public Product GetResult(){

return this.m_Product;

}

}

// construct an object using the Builder interface.

public class Director{

public void Construct(Builder builder){

//顺序不能变

builder.BuildPartA();

builder.BuildPartB();

}

}

// represents the complex object under construction.ConcreteBuilder builds

// the product's internal representation and defines the process by which it's

// assembled.

// includes classes that define the constituent parts,including interfaces for

// assembling the parts into the final result.

//要创建复杂的对象该对象我们用Hashtable组合表示。

public class Product{

Hashtable m_Parts = new Hashtable();

public void AddParts(string partKey,string partValue){

this.m_Parts.Add(partKey,partValue);

}

public string ShowSelfParts(){

string strResult = string.Empty;

int i = 1;

foreach(string strTmp in this.m_Parts.Values){

strResult +="Part"+i.ToString()+":\t"+strTmp+"\n";

i++;

}

return strResult;

}

}

}

客户端的代码片断如下:

Director director = new Director();

Builder builder1 = new ConcreteBuilder1();

Builder builder2 = new ConcreteBuilder2();

director.Construct( builder1 );

Product p1 = builder1.GetResult();

this.richTextBox1.AppendText(p1.ShowSelfParts());

director.Construct( builder2 );

Product p2 = builder2.GetResult();

this.richTextBox1.AppendText(p2.ShowSelfParts());

8.Astract factory

说明:提供一个创建一系列相关或相互依赖对象的接口,而无须指定它们的具体类。

实例:

using System;

namespace AbstractFactory_Maze{

using Maze;

public interface AbstractFactory{

MazeClass MakeMaze();

Wall MakeWall();

Room MakeRoom(int n);

Door MakeDoor(Room oneRoom,Room otherRoom);

}

public class MazeFactory : AbstractFactory{

public MazeClass MakeMaze(){

return new MazeClass();

}

public Wall MakeWall(){

return new Wall();

}

public Room MakeRoom(int n){

return new Room(n);

}

public Door MakeDoor(Room oneRoom,Room otherRoom){

return new Door(oneRoom,otherRoom);

}

}

// this is a client

public class MazeGame{

public MazeClass MazeCreate(AbstractFactory factory){

MazeClass aMaze = factory.MakeMaze();

Room r1 = factory.MakeRoom(1);

Room r2 = factory.MakeRoom(2);

Door aDoor = factory.MakeDoor(r1,r2);

aMaze.AddRoom(r1);

aMaze.AddRoom(r2);

r1.SetSide(Direction.North,factory.MakeWall());

r1.SetSide(Direction.East,aDoor);

r1.SetSide(Direction.South,factory.MakeWall());

r1.SetSide(Direction.West,factory.MakeWall());

r2.SetSide(Direction.North,factory.MakeWall());

r2.SetSide(Direction.East,factory.MakeWall());

r2.SetSide(Direction.South,factory.MakeWall());

r2.SetSide(Direction.West,aDoor);

return aMaze;

}

}

}

namespace Maze{

using System.Collections;

public class MapSite{

public virtual void Enter(){}

}

public enum Direction {North,South,East,West}

public class Room : MapSite{

public string Print(){

string result = "";

for(int i = 0 ;i<=3;i++){

switch(i){

case (int)Direction.East:{

result += "East is:"+this.GetSide(Direction.East)+"\t";

break;

}

case (int)Direction.North:{

result += "North is:"+this.GetSide(Direction.North)+"\t";

break;

}

case (int)Direction.South:{

result += "South is:"+this.GetSide(Direction.South)+"\t";

break;

}

case (int)Direction.West:{

result += "West is:"+this.GetSide(Direction.West)+"\t";

break;

}

}

}

return result;

}

public Room(int n){

this.m_roomNumber = n;

}

public MapSite GetSide(Direction dir){

return this.m_sides[(int)dir];

}

public void SetSide(Direction dir,MapSite mapSite){

this.m_sides[(int)dir] = mapSite;

}

public override void Enter(){}

private MapSite[] m_sides = new MapSite[4];

int m_roomNumber;

}

public class Wall : MapSite{

public Wall(){}

public override void Enter(){}

}

public class Door : MapSite{

public Door(Room oneRoom,Room otherRoom){}

public override void Enter(){}

public Room oneRoom{

get{return this.m_oneRoom;}

set{this.m_oneRoom = value;}

}

private Room m_oneRoom;

public Room otherRoom{

get{return this.m_otherRoom;}

set{this.m_otherRoom = value;}

}

private Room m_otherRoom;

private bool m_isOpen;

public bool IsOpen{

get{return this.m_isOpen;}

set{this.m_isOpen = value;}

}

}

public class MazeClass{

public MazeClass(){}

public string Print(){

string result = "";

for(int i = 0; i<=this.m_Maze.Count-1;i++){

result +=this.RoomNumber(i).Print()+"\n";

}

return result;

}

public void AddRoom(Room room){

m_Maze.Add(room);

}

public Room RoomNumber(int roomNumber){

return (Room)this.m_Maze[roomNumber];

}

private ArrayList m_Maze = new ArrayList();

}

}

private void Form1_Load(object sender, System.EventArgs e) {

AbstractFactory factory = new MazeFactory();

MazeGame game = new MazeGame();

MazeClass aMaze = game.MazeCreate(factory);

this.richTextBox1.AppendText(aMaze.Print());

}

以下为输出结果:

North is:Maze.Wall South is:Maze.Wall East is:Maze.Door West is:Maze.Wall

North is:Maze.Wall South is:Maze.Wall East is:Maze.Wall West is:Maze.Door

9.factory method

说明:工厂方法的目的很明确就是定义一个用来创建对象的接口,但是他不直接创建对象,而由他的子类来创建,这样一来就将创建对象的责任推迟到了该接口的子类中,创建什么类型的对象由子类来决定,而创建对象的时间由接口来定。

实例:

using System;

using System.Collections;

// 该命名空间中是一些运行实例德的环境包括Maze、Door等等

namespace CommonObject{

// 所有的迷宫构件的基类里面有一个方法用来显示当前构件的信息

public class MapSite{

public virtual string Enter(){

return string.Empty;

}

}

// 墙是组成迷宫的构件之一,这里是一个很一般的墙(没有炸弹)

public class Wall : MapSite{

public override string Enter(){

return "This is a Wall.";

}

public Wall(){}

}

// 门也是迷宫的组成部分之一,这也是一个很普通的门(不能施魔法)

public class Door : MapSite{

public override string Enter(){

return "This is a Door.";

}

// 门是在两个房子之间的构件所以构造函数包含两个房子

// 说明是哪两个房子之间的门

public Door(Room roomFrom,Room roomTo){

this.m_Room1 = roomFrom;

this.m_Room2 = roomTo;

}

// 让我们有机会可以从门进入另一个房子,将会得到

// 另一个房子的引用

public Room OtherSideFrom(Room roomFrom){

if(this.m_Room1 == roomFrom)

return this.m_Room2;

else

return this.m_Room1;

}

// 这是一些私有的变量

private Room m_Room1;

private Room m_Room2;

// 描述门的状态默认所有的新门都是关的

private bool m_IsOpen = false;

// 提供一个公共访问的访问器

public bool IsOpen{

set{this.m_IsOpen = value;}

get{return this.m_IsOpen;}

}

}

// 房间是组成迷宫的基本单位

public class Room : MapSite

{

// 枚举类型表示房子的面

public enum Sides{

North = 0,

East,

South,

West

}

public override string Enter(){

return "This is a Room.";

}

// 构造函数,为了可以区分房间我们给每一个房间加一个标示

public Room(int roomNumber){

this.m_roomNumber = roomNumber;

}

// 设置房子的面,房子有4个面组成,因为我们现在不知道每个面

// 的具体类型(门?墙?)所以我们用MapSite类型。

public void SetSide(Sides side,MapSite sideMap){

this.m_side[(int)side] = sideMap;

}

// 得到指定的面,同样我们不知道得到的是哪一个面

// 所以我们用MapSite返回结构

public MapSite GetSide(Sides side){

return this.m_side[(int)side];

}

// 一些私有成员 房号

protected int m_roomNumber;

// 房子有4个面

protected const int m_Sides = 4;

// 用一个1维的MapSite数组存储未知类型的面(墙或门)

protected MapSite[] m_side = new MapSite[m_Sides];

}

// 带炸弹的房子

public class BombedRoom : Room{

public BombedRoom(int roomNumber) : base(roomNumber){}

}

// 带迷宫的房子

public class EnchantedRoom : Room{

public EnchantedRoom(int roomNumber,Spell spell) : base(roomNumber){}

}

// 这是一个特殊的墙--带炸弹的

public class BombedWall : Wall{}

// 这是一个可以施魔法的门

public class EnchantedDoor : Door{

public EnchantedDoor(Room roomFrom,Room roomTo) : base(roomFrom,roomTo){}

}

// 这就是我们的迷宫了

public class Maze{

private ArrayList m_Rooms = new ArrayList();

public Room RoomNumber(int roomNumber){

return (Room)this.m_Rooms[roomNumber];

}

public void AddRoom(Room room){

this.m_Rooms.Add(room);

}

}

// 魔法类

public class Spell{}

}

接下来是工厂方法的实现:

using System;

using System.Collections;

namespace FactoryMethod_Example

{

// 加入MazeContext

using CommonObject;

// 实现了一些工厂方法的Creator类

public class MazeGame

{

// 要返回给Client的对象

private Maze m_Maze = null;

// 一个访问器用来得到maze

public Maze Maze

{

get

{

if (this.m_Maze == null)

this.m_Maze = CreateMaze();

return this.m_Maze;

}

}

// 构造器

public MazeGame()

{

}

// 以下就是一些工厂方法创建迷宫的每个个构件

public virtual Maze MakeMaze()

{

return new Maze();

}

public virtual Room MakeRoom(int id)

{

return new Room(id);

}

public virtual Wall MakeWall()

{

return new Wall();

}

public virtual Door MakeDoor(Room room1, Room room2)

{

return new Door(room1, room2);

}

// 创建迷宫

public Maze CreateMaze()

{

Maze maze = MakeMaze();

// 创建门和房间

Room room1 = MakeRoom(1);

Room room2 = MakeRoom(2);

Door theDoor = MakeDoor(room1, room2);

// 将房间添加到迷宫里面

maze.AddRoom(room1);

maze.AddRoom(room2);

// 设置room1的面

room1.SetSide(Room.Sides.North, MakeWall());

room1.SetSide(Room.Sides.East, theDoor);

room1.SetSide(Room.Sides.South, MakeWall());

room1.SetSide(Room.Sides.West, MakeWall());

// 设置room2的面

room2.SetSide(Room.Sides.North, MakeWall());

room2.SetSide(Room.Sides.East, MakeWall());

room2.SetSide(Room.Sides.South, MakeWall());

room2.SetSide(Room.Sides.West, theDoor);

return maze;

}

}

// 创建带炸弹迷宫

public class BombedMazeGame : MazeGame{

public BombedMazeGame(){}

public override Wall MakeWall(){

return new BombedWall();

}

public override Room MakeRoom(int n){

return new BombedRoom(n);

}

}

// 创建带魔法的迷宫

public class EnchantedMazeGame : MazeGame{

private Spell m_spell;

public EnchantedMazeGame(Spell spell){

this.m_spell = spell;

}

public override Door MakeDoor(Room r1,Room r2){

return new EnchantedDoor(r1,r2);

}

public override Room MakeRoom(int n){

return new EnchantedRoom(n,this.m_spell);

}

}

}

 
 
 
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