Head First 设计模式
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完整源码
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设计模式入门
- 面向对象基础
- 抽象
- 封装
- 继承
- 多态
- 良好的面向对象设计
- 复用性
- 扩充性
- 可维护性
- 面向对象原则
- 封装变化
- 多用组合,少用继承
- 针对接口编程,不针对实现编程
- 为交互对象之间的松耦合努力
- 开放闭合原则
- 一个类对扩展开放,对修改关闭
- 原先的main调用不受影响
- 依赖倒置原则
- 要依赖抽象,不要依赖具体类
- 高层组件和底层组件都应该依赖于抽象
- 最少知识原则
- 类之间的交流越简单越好
- 好莱坞原则
- 高层依赖底层
- 底层不依赖高层
- 单一职责原则
- 类的功能越单一越好
具体设计模式
策略模式
定义算法族,分别封装起来,让他们之间可以互相替换。让算法的变化独立于使用算法的客户。(将变化部分封装为成员变量,借用成员变量的多态实现方法的互换)
-
具体实现
- 实现场景:不同的鸭子具有不同的行为
- 将行为抽象为接口
- 将接口作为成员变量,行为类继承行为接口
- 实例鸭子类时指定特定行为类
- 行为相当于算法,算法变化独立于使用算法的用户(鸭子)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
///策略模式:封装变化为接口
///把成员方法转化为成员属性
namespace StrategyPattern
{
public interface IFlyBehavior
{
void Fly();
}
public interface IQuackBehavior
{
void Quack();
}
public abstract class Duck
{
protected IFlyBehavior flyBehavior;
protected IQuackBehavior quackBehavior;
public Duck() { }
public void PerformFly()
{
flyBehavior.Fly();
}
public void PerformQuack()
{
quackBehavior.Quack();
}
public virtual void Display()
{
PerformFly();
PerformQuack();
Siwm();
}
public void Siwm()
{
Console.WriteLine("游泳");
}
public void SetFlyBehavior(IFlyBehavior fly)
{
flyBehavior = fly;
}
public void SetQuackBehavior(IQuackBehavior quack)
{
quackBehavior = quack;
}
}
public class FlyWithWings : IFlyBehavior
{
public void Fly()
{
Console.WriteLine("用翅膀飞");
}
}
public class FlyNoWay : IFlyBehavior
{
public void Fly()
{
Console.WriteLine("不能飞");
}
}
public class NormalQuack : IQuackBehavior
{
public void Quack()
{
Console.WriteLine("呱呱叫");
}
}
public class MuteQuack : IQuackBehavior
{
public void Quack()
{
Console.WriteLine("不能叫");
}
}
public class MallardDuck : Duck
{
public MallardDuck()
{
flyBehavior = new FlyWithWings();
quackBehavior = new NormalQuack();
}
public override void Display()
{
Console.WriteLine("我是一只绿头鸭");
base.Display();
}
}
public class ModelDuck : Duck
{
public ModelDuck()
{
flyBehavior = new FlyNoWay();
quackBehavior = new MuteQuack();
}
public override void Display()
{
Console.WriteLine("我是一只模型鸭");
base.Display();
}
}
class StrategyPatternMain
{
public void Main()
{
MallardDuck mallardDuck = new MallardDuck();
ModelDuck modelDuck = new ModelDuck();
mallardDuck.Display();
modelDuck.Display();
Console.WriteLine("绿头鸭摔断了翅膀");
mallardDuck.SetFlyBehavior(new FlyNoWay());
mallardDuck.Display();
}
}
}
观察者模式
在对象之间定义一对多的关系,当主对象改变时,所有依赖其的对象收到通知,自动更新
-
具体实现
- 主题接口维护一个观察者列表
- 给所有观察者发送消息(调用观察者方法)
- 主题通过参数推数据
- 观察者通过参数拉数据
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using PatternDesign;
namespace ObserverPattern
{
///
/// 主题
/// 添加监听者
/// 删除监听者
///
public interface ISubject
{
bool isChange { get; set; }
List obervers { get; set; }
void AddObserver(IObserver oberver);
void RemoveObserver(IObserver oberver);
void SetChange(ISubject subject);
void NotifyObservers();
}
public interface IObserver
{
void Update(ISubject subject);
}
public class WeatherData : ISubject
{
public string Name { get; set; }
public string Description { get; set; }
public bool isChange { get; set; }
public WeatherData()
{
Name = "天气数据";
Description = "今天气温25度";
isChange = false;
obervers = new List();
}
public List obervers { get; set; }
public void AddObserver(IObserver oberver)
{
obervers.Add(oberver);
}
public void RemoveObserver(IObserver oberver)
{
obervers.Remove(oberver);
}
public void SetChange(ISubject subject)
{
isChange = true;
NotifyObservers();
}
public void NotifyObservers()
{
if (isChange)
{
foreach (IObserver oberver in obervers)
{
oberver.Update(this);
}
isChange = false;
}
}
}
public class Display1 : IObserver
{
public void Update(ISubject subject)
{
WeatherData weatherData = (WeatherData)subject;
Console.WriteLine("展示牌一:");
Console.WriteLine(weatherData.Name);
Console.WriteLine(weatherData.Description);
}
}
public class Display2 : IObserver
{
public void Update(ISubject subject)
{
WeatherData weatherData = (WeatherData)subject;
Console.WriteLine("展示牌二:");
Console.WriteLine(weatherData.Name);
Console.WriteLine(weatherData.Description);
}
}
public class Display3 : IObserver
{
public void Update(ISubject subject)
{
WeatherData weatherData = (WeatherData)subject;
Console.WriteLine("展示牌三:");
Console.WriteLine(weatherData.Name);
Console.WriteLine(weatherData.Description);
}
}
public class WeatherDataByS : IObservable, IDisposable
{
List> observers;
public WeatherDataByS()
{
observers = new List>();
}
public IDisposable Subscribe(IObserver observer)
{
observers.Add(observer);
return this;
}
public void NotifyObservers()
{
foreach (IObserver observer in observers)
{
observer.OnNext(this);
observer.OnCompleted();
}
}
public void Dispose()
{
Console.WriteLine("通知公告板");
}
}
public class DisplayByS1 : IObserver
{
public void OnNext(WeatherDataByS value)
{
value.Dispose();
}
public void OnError(Exception error)
{
error.ToString();
}
public void OnCompleted()
{
Console.WriteLine("通知完成");
}
}
internal class ObserverPatternMain : IPattern
{
public void Main()
{
ISubject weatherData = new WeatherData();
IObserver display1 = new Display1();
IObserver display2 = new Display2();
IObserver display3 = new Display3();
weatherData.AddObserver(display1);
weatherData.AddObserver(display2);
weatherData.AddObserver(display3);
weatherData.SetChange(weatherData);
IObservable observable = new WeatherDataByS();
IObserver observer = new DisplayByS1();
observable.Subscribe(observer);
((WeatherDataByS)observable).NotifyObservers();
}
}
}
装饰者模式
- 动态的将责任附加到对象上。有别于继承的扩展功能。
- 组件,装饰器
- 组件(被装饰者)和装饰器是同一类型
- 装饰器可以以一定顺序添加或替换组件方法(拓展/改变)
- 装饰器内部有组件变量
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using PatternDesign;
namespace DecoratorPattern
{
///
/// 装饰器模式
/// 组件和装饰器
///
public interface IFood
{
string Name { get; }
string Description { get; set; }
string GetDescription();
double Cost();
}
///
/// 被装饰食物接口
///
public abstract class AbstractFood : IFood
{
public string Name { get; }
public string Description { get; set; }
public virtual string GetDescription()
{
return Description;
}
abstract public double Cost();
}
///
/// 抽象调料装饰器
///
public abstract class CondimentDecorator : AbstractFood
{
protected IFood food;
public abstract override string GetDescription();
}
public class Hamburger : AbstractFood
{
public Hamburger()
{
Description = "汉堡包";
}
public override double Cost()
{
return 1;
}
}
public class Salt : CondimentDecorator
{
public Salt(IFood food)
{
this.food = food;
}
public override string GetDescription()
{
return food.GetDescription() + "加盐";
}
public override double Cost()
{
return food.Cost() + 0.1f;
}
}
public class Suger : CondimentDecorator
{
public Suger(IFood food)
{
this.food = food;
}
public override string GetDescription()
{
return food.GetDescription() + "加糖";
}
public override double Cost()
{
return food.Cost() + 0.2f;
}
}
internal class DecoratorPatternMain : IPattern
{
public void Main()
{
IFood hamburger = new Hamburger();
hamburger = new Salt(hamburger);
hamburger = new Suger(hamburger);
hamburger = new Salt(hamburger);
Console.WriteLine(hamburger.GetDescription());
}
}
}
工厂模式
- 定义
- 定义了一个创建对象的接口,但由子类决定要实例化的类是哪一个。工厂方法让类把实例化延迟到子类
- 解决问题
- 将客户程序从具体类解耦
- 实现思路
- 抽象产品
- 具体产品继承抽象产品接口
- 通过产品接口与具体类型产品解耦,从而生产不同类型产品
- 具体产品继承抽象产品接口
- 创建者
- 创建抽象产品的接口
- 具体创建者实现创建接口
- 创建抽象产品的接口
- 抽象产品
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FactoryPattern
{
abstract class Creator
{
abstract public Product FactoryMethod(string type);
}
abstract class Product
{
protected string Name;
protected string Description;
public abstract void Display();
}
class LittelHamburger : Product
{
public LittelHamburger()
{
Name = "小汉堡";
Description = "这是一个小汉堡";
}
public override void Display()
{
Console.WriteLine(Name + " " + Description);
}
}
class BigHamburger : Product
{
public BigHamburger()
{
Name = "大汉堡";
Description = "这是一个大汉堡";
}
public override void Display()
{
Console.WriteLine(Name + " " + Description);
}
}
class HamburgerCreator : Creator
{
public override Product FactoryMethod(string type)
{
switch (type)
{
case "大汉堡":
return new BigHamburger();
case "小汉堡":
return new LittelHamburger();
default:
return null;
}
}
}
internal class FactoryPatternMain : IPattern
{
public void Main()
{
Creator creator = new HamburgerCreator();
Product product = creator.FactoryMethod("大汉堡");
Product product1 = creator.FactoryMethod("小汉堡");
product.Display();
product1.Display();
}
}
}
抽象工厂模式
- 提供一个接口,用于创建相关或依赖对象家族,而不需要明确指定具体类
- 客户要一个产品,描述一个必要的概念即可或得一个复杂产品,复杂产品生产过程封装在工厂中,抽象工厂模式可以在不改变用户点餐方式,给工厂加复杂度
- 工厂模式+策略模式
- 抽象工厂与工厂的区别
- 工厂模式使用继承,将具体对象的创建延迟给子类实现
- 抽象工厂使用组合,将具体对象的创建被组合的工厂子类实现
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace AbstractFactoryPattern
{
///
/// 抽象工厂模式
/// 工厂模式+策略模式
///
abstract class Creator
{
///
/// 工厂方法
///
///
///
abstract public Product FactoryMethod(string type);
}
///
/// 调料工厂采用组合方式
///
abstract class IngredientCreator
{
///
/// 工厂方法
///
///
///
abstract public string CreateSalt();
abstract public string CreateSuger();
}
///
/// 加了调料的复杂产品
///
abstract class Product
{
protected string Salt;
protected string Suger;
protected string Name;
protected string Description;
//组合一个调料工厂
protected IngredientCreator ingredientCreator;
public abstract void Display();
}
class SugerIngredient : IngredientCreator
{
public override string CreateSalt()
{
return "不加盐";
}
public override string CreateSuger()
{
return "加糖";
}
}
class SaltIngredient : IngredientCreator
{
public override string CreateSalt()
{
return "加盐";
}
public override string CreateSuger()
{
return "不加糖";
}
}
class LittelHamburger : Product
{
public LittelHamburger(IngredientCreator ingredient)
{
Name = "小汉堡";
Description = "这是一个小汉堡";
this.ingredientCreator = ingredient;
Salt = ingredientCreator.CreateSalt();
Suger = ingredientCreator.CreateSuger();
}
public LittelHamburger()
{
Name = "小汉堡";
Description = "这是一个小汉堡";
}
public override void Display()
{
Console.WriteLine(Name + " " + Description);
Console.WriteLine(Salt);
Console.WriteLine(Suger);
}
}
class BigHamburger : Product
{
public BigHamburger(IngredientCreator ingredient)
{
Name = "大汉堡";
Description = "这是一个大汉堡";
this.ingredientCreator = ingredient;
Salt = ingredientCreator.CreateSalt();
Suger = ingredientCreator.CreateSuger();
}
public BigHamburger()
{
Name = "大汉堡";
Description = "这是一个大汉堡";
}
public override void Display()
{
Console.WriteLine(Name + " " + Description);
Console.WriteLine(Salt);
Console.WriteLine(Suger);
}
}
class HamburgerCreator : Creator
{
public override Product FactoryMethod(string type)
{
switch (type)
{
case "大汉堡":
return new BigHamburger();
case "小汉堡":
return new LittelHamburger();
case "甜大汉堡":
return new BigHamburger(new SugerIngredient());
case "咸小汉堡":
return new LittelHamburger(new SaltIngredient());
case "咸大汉堡":
return new BigHamburger(new SaltIngredient());
case "甜小汉堡":
return new LittelHamburger(new SugerIngredient());
default:
return null;
}
}
}
internal class AbstractFactoryPatternMain : IPattern
{
public void Main()
{
Creator creator = new HamburgerCreator();
Product product = creator.FactoryMethod("大汉堡");
Product product1 = creator.FactoryMethod("小汉堡");
Product product2 = creator.FactoryMethod("甜大汉堡");
Product product3 = creator.FactoryMethod("甜小汉堡");
Product product4 = creator.FactoryMethod("咸大汉堡");
Product product5 = creator.FactoryMethod("咸小汉堡");
product.Display();
product1.Display();
product2.Display();
product3.Display();
product4.Display();
product5.Display();
}
}
}
单例模式
- 定义
- 确保一个类只有一个实例,并提供全局访问点,延迟实例化
- 解决问题
- 保证只有一个实例
- 提供全局访问点,方便访问
- 实现思路
- 简单单例
* 私有静态属性
* 私有构造器
* 公有静态全局访问点
* 延迟实例化 - 线程安全单例
- 静态构造器保证线程安全
- 简单单例
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SingletonPattern
{
public class Singleton
{
private static Singleton instance;
private Singleton() { }
public static Singleton Instance
{
get
{
if (instance == null)
{
instance = new Singleton();
}
return instance;
}
}
public void Display()
{
Console.WriteLine("我是简单单例");
}
}
///
/// 完全懒汉多线程安全单例模式
///
public sealed class SyncSingleton
{
private SyncSingleton() { }
public static SyncSingleton Instance { get { return Nested.instance; } }
private class Nested
{
//Explicit static constructor to tell C# compiler
//not to mark type as beforefieldinit
static Nested()
{
}
internal static readonly SyncSingleton instance = new SyncSingleton();
}
public void Display()
{
Console.WriteLine("这是一个线程安全的单例模式");
}
}
internal class SingletonPatternMain : IPattern
{
public void Main()
{
Singleton.Instance.Display();
SyncSingleton.Instance.Display();
}
}
}
命令模式
- 定义
- 将请求封装成对象,使用不同的请求来参数化其他对象的命令
- 解决的问题
- 将请求者与执行者之间解耦(运行时灵活指定)
- 支持撤销操作
- 支持宏命令
- 可实现日志和事物系统
- 实现思路
- 请求者
- 命令
- 设置命令方法
- 命令
- 执行者
- 执行方法,撤销方法...
- 执行者
- 提供相关功能的接口
- 请求者
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CommandPattern
{
///
/// 命令模式
/// 请求者
/// 命令
/// 执行者
///
interface IInvoker
{
void SetCommand(ICommand command);
void SetCommand(ICommand[] commands);
void ExecuteCommand();
void ExecuteCommands();
}
abstract class Invoker : IInvoker
{
protected ICommand command;
protected ICommand[] commands;
public abstract void SetCommand(ICommand command);
public abstract void SetCommand(ICommand[] commands);
public abstract void ExecuteCommand();
public abstract void ExecuteCommands();
}
interface ICommand
{
void Execute();
void Undo();
}
abstract class Command : ICommand
{
public IReceiver receiver { set; get; }
public Command(IReceiver receiver)
{
this.receiver = receiver;
}
public virtual void Execute()
{
receiver.DoSomething();
}
public virtual void Undo()
{
receiver.UndoSomething();
}
}
interface IReceiver
{
void DoSomething();
void UndoSomething();
}
class Ligtht : IReceiver
{
public void DoSomething()
{
Console.WriteLine("开灯");
}
public void UndoSomething()
{
Console.WriteLine("关灯");
}
}
class RemoteControl : Invoker
{
protected ICommand command;
protected ICommand[] commands;
public override void SetCommand(ICommand command)
{
this.command = command;
}
public override void SetCommand(ICommand[] commands)
{
this.commands = commands;
}
public override void ExecuteCommand()
{
command.Execute();
}
public override void ExecuteCommands()
{
foreach (var item in commands)
{
item.Execute();
}
}
}
class LightOnCommand : Command
{
public LightOnCommand(IReceiver receiver) : base(receiver)
{
}
}
class LitghtOffCommand : Command
{
public LitghtOffCommand(IReceiver receiver) : base(receiver)
{
}
}
internal class CommandPatternMain : IPattern
{
public void Main()
{
IInvoker remoteControl = new RemoteControl();
IReceiver light = new Ligtht();
LightOnCommand lightOnCommand = new LightOnCommand(light);
LitghtOffCommand litghtOffCommand = new LitghtOffCommand(light);
remoteControl.SetCommand(lightOnCommand);
remoteControl.ExecuteCommand();
remoteControl.SetCommand(litghtOffCommand);
remoteControl.ExecuteCommand();
}
}
}
适配器模式
- 定义
- 将一个类的接口,转换成客户期望的另一个接口。
- 解决问题
- 让客户从实现的接口解耦
- 实现思路
- 适配器:实现目标接口
- 组合被适配者
- 使用被适配者方法实现目标接口方法
- 被适配者
- 适配器:实现目标接口
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace AdapterPattern
{
///
/// 适配器
/// 目标
/// 被适配器
///
interface Target
{
void TDoSomething();
}
class Adaptee
{
public void ADoSomething()
{
Console.WriteLine("适配者再做");
}
}
class Adapter : Target
{
Adaptee adaptee;
public Adapter(Adaptee adaptee)
{
this.adaptee = adaptee;
}
public void TDoSomething()
{
adaptee.ADoSomething();
}
}
internal class AdapterPatternMain : IPattern
{
public void Main()
{
Adaptee adaptee = new Adaptee();
Adapter adapter = new Adapter(adaptee);
adapter.TDoSomething();
}
}
}
外观模式
- 定义
- 提供一个统一的接口来访问子系统中的一群接口。定义了一个高层接口让子系统更容易使用
- 解决问题
- 将客户从一个复杂子系统中解耦
- 简化接口
- 实现思路
- 外观类(总系统)
- 组合各种子系统
- 提供方便调用(简化)的接口
- 具体功能由子系统实现
- 外观类(总系统)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FacadePattern
{
class Facada
{
public Func1 func1;
public Func2 func2;
public Facada(Func1 func1, Func2 func2)
{
this.func1 = func1;
this.func2 = func2;
}
public void Do()
{
func1.Do();
func2.Do();
}
}
class Func1
{
public void Do()
{
Console.WriteLine("func1 do");
}
}
class Func2
{
public void Do()
{
Console.WriteLine("func2 do");
}
}
internal class FacadePatternMain : IPattern
{
public void Main()
{
Func1 func1 = new Func1(); ;
Func2 func2 = new Func2();
Facada facada = new Facada(func1, func2);
facada.Do();
}
}
}
模版方法模式
- 定义
- 在一个方法中定义一个算法的骨架,而将一些步骤延迟到子类中。
- 解决问题
- 提高代码复用的重要技巧
- 钩子方法(超类固定调用的事件函数)
- 影响模版方法的调用
- 实现思路
- 超类
- 定义算法模型
- 以实现的方法
- 可由子类重写
- 未实现的方法(抽象方法)
- 由子类实现
- 以实现的方法
- 定义算法模型
- 超类
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace TemplatePattern
{
abstract class CaffeeineBeverageWithHook
{
///
/// 模版方法
///
public void PrepareRecipe()
{
BoilWater();
Brew();
PourInCup();
if (IsNeedAddCondiments())
{
AddCondiments();
}
}
protected void BoilWater()
{
Console.WriteLine("水煮开了");
}
abstract protected void Brew();
protected void PourInCup()
{
Console.WriteLine("倒进杯子里");
}
abstract protected void AddCondiments();
virtual protected bool IsNeedAddCondiments()
{
return true;
}
}
class Coffee : CaffeeineBeverageWithHook
{
protected override void Brew()
{
Console.WriteLine("泡咖啡");
}
protected override void AddCondiments()
{
Console.WriteLine("加奶");
}
}
class Tea : CaffeeineBeverageWithHook
{
protected override void Brew()
{
Console.WriteLine("泡茶");
}
protected override void AddCondiments()
{
Console.WriteLine("不加调料,你应该看不见这句");
}
protected override bool IsNeedAddCondiments()
{
return false;
}
}
internal class TemplatePatternMain : IPattern
{
public void Main()
{
CaffeeineBeverageWithHook coffee = new Coffee();
CaffeeineBeverageWithHook tea = new Tea();
coffee.PrepareRecipe();
tea.PrepareRecipe();
}
}
}
迭代器模式
- 定义
- 提供一种方法顺序访问一个聚合对象中的各个元素,而不暴露其内部的表示
- 遍历方法的适配器模式
- 解决问题
- 解决具体集合与遍历方法的耦合问题
- 实现思路
- 迭代器接口
- 迭代对象集合
- 索引值
- 实现迭代器接口方法
- 可被迭代器遍历接口
- 创建对应的迭代器(工厂模式)
- 迭代器接口
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace IteratorPattern
{
interface IIterator
{
bool HasNext();
object Next();
}
interface IAggregate
{
IIterator CreateIterator();
}
class ListIterator : IIterator
{
List list;
int index = 0;
public ListIterator(List list)
{
this.list = list;
}
public bool HasNext()
{
if (list == null || index >= list.Count)
{
return false;
}
else
{
return true;
}
}
public object Next()
{
return list[index++];
}
}
class ArrayIterator : IIterator
{
T[] list;
int index = 0;
public ArrayIterator(T[] list)
{
this.list = list;
}
public bool HasNext()
{
if (list == null || index >= list.Length)
{
return false;
}
else
{
return true;
}
}
public object Next()
{
return list[index++];
}
}
class ListMenu : IAggregate
{
List list;
public ListMenu()
{
list = new List();
list.Add(0);
list.Add(1);
list.Add(2);
list.Add(3);
}
public IIterator CreateIterator()
{
return new ListIterator(list);
}
}
class ArrayMenu : IAggregate
{
int[] list;
public ArrayMenu()
{
list = new int[4];
list[0] = 0;
list[1] = 1;
list[2] = 2;
list[3] = 3;
}
public IIterator CreateIterator()
{
return new ArrayIterator(list);
}
}
internal class IteratorPatternMain : IPattern
{
public void Main()
{
IAggregate a = new ListMenu();
IAggregate b = new ArrayMenu();
foreachByIterator(a);
foreachByIterator(b);
}
void foreachByIterator(IAggregate list)
{
IIterator aIterator = list.CreateIterator();
while (aIterator.HasNext())
{
Console.WriteLine(aIterator.Next());
}
}
}
}
组合模式
- 定义
- 允许将对象组成树形结构来表现“整体/部分”的层次结构。组合能让客户以一致的方式处理个别对象和对象组合
- 树形结构存储叶子节点和根节点
- 叶子节点和根节点实现同一个接口
- 实现的方法不同
- 叶子节点和根节点实现同一个接口
- 解决问题
- 树形结构,无视叶子节点与根节点区别,拓展性很强
- 实现思路
- 抽象组合类
- 根节点使用的方法
- 叶子节点使用的方法
- 遍历方法
- 组合叶子节点继承抽象组合
- 组合根节点继承抽象组合
- 抽象组合类
- 拓展
- 组合迭代器
- 栈,递归混用
- 组合迭代器
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Security.Policy;
using System.Text;
using System.Threading.Tasks;
using IteratorPattern;
namespace CompositePattern
{
public abstract class Component
{
public virtual void Add(Component component)
{
throw new NotImplementedException();
}
public virtual void Remove(Component component)
{
throw new NotImplementedException();
}
public virtual Component GetChild(int i)
{
throw new NotImplementedException();
}
public virtual string GetName()
{
throw new NotImplementedException();
}
public virtual string GetDescription()
{
throw new NotImplementedException();
}
public virtual bool IsTarget()
{
throw new NotImplementedException();
}
public virtual void Print()
{
throw new NotImplementedException();
}
}
public class ComponentItem : Component
{
string name;
string description;
bool isTarget;
public ComponentItem(string name, string description, bool isTarget)
{
this.name = name;
this.description = description;
this.isTarget = isTarget;
}
public override string GetName()
{
return name;
}
public override string GetDescription()
{
return description;
}
public override bool IsTarget()
{
return isTarget;
}
public override void Print()
{
Console.WriteLine(GetName());
Console.WriteLine(GetDescription());
if (isTarget)
Console.WriteLine("我是目标");
}
}
public class ComponentMenu : Component, IAggregate
{
string name;
string description;
List components = new List();
public ComponentMenu(string name, string description)
{
this.name = name;
this.description = description;
}
public override void Add(Component component)
{
components.Add(component);
}
public override void Remove(Component component)
{
components.Remove(component);
}
public override Component GetChild(int i)
{
return components[i];
}
public override string GetName()
{
return name;
}
public override string GetDescription()
{
return description;
}
///
/// 树形后根遍历,递归打印所有子节点
///
public override void Print()
{
//打印自己
Console.WriteLine(GetName());
Console.WriteLine(GetDescription());
//如果有子节点打印子节点
//for (int i = 0; i < components.Count; i++)
//{
// GetChild(i).Print();
//}
//使用迭代器遍历
IIterator iterator = CreateIterator();
while (iterator.HasNext())
{
((Component)iterator.Next()).Print();
}
}
public void PrintTarget()
{
//使用迭代器遍历
IIterator iterator = CreateIterator();
while (iterator.HasNext())
{
Component component = (Component)iterator.Next();
try
{
if (component.IsTarget())
component.Print();
}
catch (NotImplementedException)
{
//Console.WriteLine("遍历到菜单");
//component.Print();
}
}
}
public IIterator CreateIterator()
{
return new CompositeIterator(new ListIterator(components));
}
}
///
/// 组合迭代器
/// 组合一个数组迭代器,利用栈,遍历树形结构
///
public class CompositeIterator : IIterator
{
Stack stack = new Stack();
public CompositeIterator(IIterator iterator)
{
stack.Push(iterator);
}
public bool HasNext()
{
if (stack.Count == 0)
{
return false;
}
else
{
IIterator iterator = (IIterator)stack.Peek();
if (!iterator.HasNext())
{
stack.Pop();
return HasNext();
}
else
{
return true;
}
}
}
public object Next()
{
if (HasNext())
{
IIterator iterator = (IIterator)stack.Peek();
Component component = (Component)iterator.Next();
if (component is ComponentMenu)
{
stack.Push(((ComponentMenu)component).CreateIterator());
}
return component;
}
else
{
return null;
}
}
}
internal class CompositePatternMain : IPattern
{
public void Main()
{
Component mainComponent = new ComponentMenu("主组件", "所有组件根节点");
Component Component1 = new ComponentMenu("1组件", "主组件1号节点");
Component Component2 = new ComponentMenu("2组件", "主组件2号节点");
Component Component3 = new ComponentMenu("3组件", "主组件3号节点");
Component Component11 = new ComponentMenu("1.1组件", "1号组件1号节点组件");
mainComponent.Add(Component1);
mainComponent.Add(Component2);
mainComponent.Add(Component3);
Component1.Add(Component11);
Component item1 = new ComponentItem("1叶子", "一号组件的叶子1", true);
Component item2 = new ComponentItem("2叶子", "二号组件的叶子1", true);
Component item3 = new ComponentItem("3叶子", "三号组件的叶子1", true);
Component item4 = new ComponentItem("4叶子", "1号组件1号节点组件的叶子1", true);
Component item5 = new ComponentItem("5叶子", "1号组件1号节点组件的叶子2", true);
Component1.Add(item1);
Component2.Add(item2);
Component3.Add(item3);
Component11.Add(item4);
Component11.Add(item5);
//mainComponent.Print();
((ComponentMenu)mainComponent).PrintTarget();//二级菜单会被遍历两次
Console.ReadLine();
}
}
}
状态模式
- 定义
- 允许对象在内部状改变时改变他的行为,对象看起来好像修改了它的类
- 解决问题
- 封装不同状态的行为,易于拓展新功能
- 实现
- 上下文类
- 内部状态类
- 自己的方法
- 委托给状态类处理的方法
- 抽象状态类
- 上下文类
- 被委托的方法
- 上下文类
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StatePattern
{
abstract class State
{
public abstract void Start();
public abstract void End();
}
class Context
{
public State beginState;
public State endState;
State state;
public Context()
{
beginState = new BeginState(this);
endState = new EndState(this);
state = beginState;
}
public void SetState(State state)
{
this.state = state;
}
public void Start()
{
state.Start();
}
public void End()
{
state.End();
}
}
class BeginState : State
{
Context context;
public BeginState(Context context)
{
this.context = context;
}
public override void Start()
{
Console.WriteLine("开始了");
context.SetState(context.endState);
}
public override void End()
{
throw new NotImplementedException();
}
}
class EndState : State
{
Context context;
public EndState(Context context)
{
this.context = context;
}
public override void Start()
{
throw new NotImplementedException();
}
public override void End()
{
Console.WriteLine("结束了");
context.SetState(context.beginState);
}
}
internal class StatePatternMain : IPattern
{
public void Main()
{
Context context = new Context();
context.Start();
context.End();
}
}
}
代理模式
- 定义
- 为另一个对象提供一个替身或者占位符以访问这个对象
- 解决问题
- 方便控制客户对对象的访问
- 远程代理
- 控制和远程对象的交互
- 虚拟代理
- 控制和实例化开销大的对象的交互
- 保护代理
- 实现控制权限访问对象
- 远程代理
- 反射机制
- 方便控制客户对对象的访问
- 实现
- 类似装饰者
- 语言内置代理
复合模式(MVC为例)
- 定义
- 结合两个或以上的模式,组成一个解决方案解决问题
- 解决问题
- 大部分软件开发需求无非就是输入输出
- MVC模式将软件开发分为三层
- Model层实现应用逻辑,响应动作
- Contoller层,将Model和View解耦,根据具体用户需求访问Model
- View层,用户交互
- 实现思路
- View
- 组合模式
- 组合控件
- 策略模式
- 组合控制器(和MOdel)
- 组合模式
- 控制器
- 中介模式
- 策略模式
- 模型
- View
- Model
- 观察者模式
- View
备忘录模式
- 定义
- 在不破坏封装性的前提下,捕获一个对象的内部状态,并在该对象之外保存这个状态。
- 解决问题
- 所谓备忘录模式就是在不破坏封装的前提下,捕获一个对象的内部状态,并在该对象之外保存这个状态,这样可以在以后将对象恢复到原先保存的状态。
- 情景
- 打游戏时的存档,版本管理
- 回退功能
- 实现思路
- 类设计
- 备忘录类
- CareTaker存储备忘录类
- Originator管理备忘录类
- 使用
- 通过CareTaker和Originator管理备忘录类
- 类设计
using System;
using System.Collections.Generic;
using System.Linq;
using System.Security.Permissions;
using System.Text;
using System.Threading.Tasks;
namespace MementoPattern
{
///
/// 备忘录类
///
public class Memento
{
T state;
public Memento(T state)
{
this.state = state;
}
public T GetState()
{
return state;
}
}
public class Originator
{
T state;
public void SetState(T memento)
{
this.state = memento;
}
public T GetState()
{
return state;
}
public Memento SaveStateToMemento()
{
return new Memento(state);
}
public void GetStateFromMemento(Memento Memento)
{
state = Memento.GetState();
}
}
public class CareTaker
{
List> mementos = new List>();
public void Add(Memento memento)
{
mementos.Add(memento);
}
public Memento GetMemento(int index)
{
return mementos[index];
}
}
internal class MementoPatternMain : IPattern
{
public void Main()
{
Originator originator = new Originator();
CareTaker careTaker = new CareTaker();
originator.SetState("State #1");
originator.SetState("State #2");
careTaker.Add(originator.SaveStateToMemento());
originator.SetState("State #3");
careTaker.Add(originator.SaveStateToMemento());
originator.SetState("State #4");
Console.WriteLine(("Current State: " + originator.GetState()));
originator.GetStateFromMemento(careTaker.GetMemento(0));
Console.WriteLine("First saved State: " + originator.GetState());
originator.GetStateFromMemento(careTaker.GetMemento(1));
Console.WriteLine("Second saved State: " + originator.GetState());
}
}
}