《C++新经典设计模式》之第3章 工厂模式、原型模式、建造者模式

《C++新经典设计模式》之第3章 工厂模式、原型模式、建造者模式

        • 简单工厂模式.cpp
        • 抽象工厂模式.cpp
        • 工厂方法模式.cpp
        • 原型模式.cpp
        • 建造者模式.cpp

简单工厂模式.cpp
#include 
#include 
using namespace std;

namespace ns1
{
    class Monster // 怪物父类
    {
    protected:        // 怪物属性
        int m_life;   // 生命值
        int m_magic;  // 魔法值
        int m_attack; // 攻击力

    public:
        Monster(int life, int magic, int attack) : m_life(life), m_magic(magic), m_attack(attack) {}
        virtual ~Monster() {}
    };

    class M_Undead : public Monster // 亡灵类怪物
    {
    public:
        M_Undead(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A ghost monster came to this world" << endl; }
    };

    class M_Element : public Monster // 元素类怪物
    {
    public:
        M_Element(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "An elemental monster came to this world" << endl; }
    };

    class M_Mechanic : public Monster // 机械类怪物
    {
    public:
        M_Mechanic(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A mechanical monster came to this world" << endl; }
    };

    shared_ptr<Monster> createMonster(const string &strmontype)
    {
        if (strmontype == "udd") // udd代表要创建亡灵类怪物
            return make_shared<M_Undead>(300, 50, 80);
        else if (strmontype == "elm") // ele代表要创建元素类怪物
            return make_shared<M_Element>(200, 80, 100);
        else if (strmontype == "mec") // mec代表要创建机械类怪物
            return make_shared<M_Mechanic>(400, 0, 110);
        else
            return nullptr;
    }

    class MonsterFactory // 怪物工厂类
    {
    public:
        static shared_ptr<Monster> createMonster(const string &strmontype)
        {
            if (strmontype == "udd") // udd代表要创建亡灵类怪物
                return make_shared<M_Undead>(300, 50, 80);
            else if (strmontype == "elm") // ele代表要创建元素类怪物
                return make_shared<M_Element>(200, 80, 100);
            else if (strmontype == "mec") // mec代表要创建机械类怪物
                return make_shared<M_Mechanic>(400, 0, 110);
            else
                return nullptr;
        }
    };
}

namespace ns2
{
    class Shape
    {
    public:
        virtual ~Shape() = default;
        virtual void draw() const = 0;
    };

    class Rectangle : public Shape
    {
    public:
        void draw() const override { cout << "Inside Rectangle::draw() method." << endl; }
    };

    class Square : public Shape
    {
    public:
        void draw() const override { cout << "Inside Square::draw() method." << endl; }
    };

    class Circle : public Shape
    {
    public:
        void draw() const override { cout << "Inside Circle::draw() method." << endl; }
    };

    class ShapeFactory
    {
    public:
        static shared_ptr<Shape> getShape(const string &shapeType)
        {
            if (shapeType == "CIRCLE")
                return make_shared<Circle>();
            else if (shapeType == "RECTANGLE")
                return make_shared<Rectangle>();
            else if (shapeType == "SQUARE")
                return make_shared<Square>();
            else
                return nullptr;
        }
    };
}

int main()
{
#if 0
    using namespace ns1;
    shared_ptr<Monster> pM1(new M_Undead(300, 50, 80));   // 产生了一只亡灵类怪物
    shared_ptr<Monster> pM2(new M_Element(200, 80, 100)); // 产生了一只元素类怪物
    shared_ptr<Monster> pM3(new M_Mechanic(400, 0, 110)); // 产生了一只机械类怪物
#endif

#if 0
    using namespace ns1;
    shared_ptr<Monster> pM1 = createMonster("udd"); // 产生了一只亡灵类怪物,当然这里必须知道"udd"代表的是创建亡灵类怪物
    shared_ptr<Monster> pM2 = createMonster("elm"); // 产生了一只元素类怪物
    shared_ptr<Monster> pM3 = createMonster("mec"); // 产生了一只机械类怪物
#endif

#if 0
    using namespace ns1;
    shared_ptr<Monster> pM1 = MonsterFactory::createMonster("udd"); // 产生了一只亡灵类怪物,当然这里必须知道"udd"代表的是创建亡灵类怪物
    shared_ptr<Monster> pM2 = MonsterFactory::createMonster("elm"); // 产生了一只元素类怪物
    shared_ptr<Monster> pM3 = MonsterFactory::createMonster("mec"); // 产生了一只机械类怪物
#endif

#if 1
    using namespace ns2;
    shared_ptr<Shape> shape1 = ShapeFactory::getShape("CIRCLE");
    shape1->draw();

    shared_ptr<Shape> shape2 = ShapeFactory::getShape("RECTANGLE");
    shape2->draw();

    shared_ptr<Shape> shape3 = ShapeFactory::getShape("SQUARE");
    shape3->draw();
#endif

    cout << "Over!\n";
    return 0;
}
抽象工厂模式.cpp
#include 
#include 
using namespace std;

// 一个工厂,多个产品
// 产品类别稳定(元素、亡灵、机械类怪物固定),场景变换(沼泽、山脉、城镇等增加)

namespace ns1
{
    class Monster // 怪物父类
    {
    protected:
        // 怪物属性
        int m_life;   // 生命值
        int m_magic;  // 魔法值
        int m_attack; // 攻击力
    public:
        Monster(int life, int magic, int attack) : m_life(life), m_magic(magic), m_attack(attack) {}
        virtual ~Monster() {}
    };

    class M_Undead_Swamp : public Monster // 沼泽亡灵类怪物
    {
    public:
        M_Undead_Swamp(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A dead monster from the swamp came to this world" << endl; }
    };

    class M_Element_Swamp : public Monster // 沼泽元素类怪物
    {
    public:
        M_Element_Swamp(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A swamp elemental monster came to this world" << endl; }
    };

    class M_Mechanic_Swamp : public Monster // 沼泽机械类怪物
    {
    public:
        M_Mechanic_Swamp(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A mechanical monster of swamp came to this world" << endl; }
    };

    class M_Undead_Mountain : public Monster // 山脉亡灵类怪物
    {
    public:
        M_Undead_Mountain(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A mountain necromancer came to this world" << endl; }
    };

    class M_Element_Mountain : public Monster // 山脉元素类怪物
    {
    public:
        M_Element_Mountain(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A mountain elemental monster came to this world" << endl; }
    };

    class M_Mechanic_Mountain : public Monster // 山脉机械类怪物
    {
    public:
        M_Mechanic_Mountain(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A mechanical monster from the mountains came to this world" << endl; }
    };

    class M_Undead_Town : public Monster // 城镇亡灵类怪物
    {
    public:
        M_Undead_Town(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A town's undead monster came to this world" << endl; }
    };

    class M_Element_Town : public Monster // 城镇元素类怪物
    {
    public:
        M_Element_Town(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A town's elemental monster came to this world" << endl; }
    };

    class M_Mechanic_Town : public Monster // 城镇机械类怪物
    {
    public:
        M_Mechanic_Town(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A town's mechanical monster came to this world" << endl; }
    };

    class M_ParFactory // 所有工厂类的父类
    {
    public:
        virtual ~M_ParFactory() {}
        virtual shared_ptr<Monster> createMonster_Undead() const = 0;   // 创建亡灵类怪物
        virtual shared_ptr<Monster> createMonster_Element() const = 0;  // 创建元素类怪物
        virtual shared_ptr<Monster> createMonster_Mechanic() const = 0; // 创建机械类怪物
    };

    class M_Factory_Swamp : public M_ParFactory // 沼泽地区的工厂
    {
    public:
        shared_ptr<Monster> createMonster_Undead() const override
        {
            return make_shared<M_Undead_Swamp>(300, 50, 120); // 创建沼泽亡灵类怪物
        }
        shared_ptr<Monster> createMonster_Element() const override
        {
            return make_shared<M_Element_Swamp>(200, 80, 110); // 创建沼泽元素类怪物
        }
        shared_ptr<Monster> createMonster_Mechanic() const override
        {
            return make_shared<M_Mechanic_Swamp>(400, 0, 90); // 创建沼泽机械类怪物
        }
    };

    class M_Factory_Mountain : public M_ParFactory // 山脉地区的工厂
    {
    public:
        shared_ptr<Monster> createMonster_Undead() const override
        {
            return make_shared<M_Undead_Mountain>(300, 50, 80); // 创建山脉亡灵类怪物
        }
        shared_ptr<Monster> createMonster_Element() const override
        {
            return make_shared<M_Element_Mountain>(200, 80, 100); // 创建山脉元素类怪物
        }
        shared_ptr<Monster> createMonster_Mechanic() const override
        {
            return make_shared<M_Mechanic_Mountain>(600, 0, 110); // 创建山脉机械类怪物
        }
    };

    class M_Factory_Town : public M_ParFactory // 城镇的工厂
    {
    public:
        shared_ptr<Monster> createMonster_Undead() const override
        {
            return make_shared<M_Undead_Town>(300, 50, 80); // 创建城镇亡灵类怪物
        }
        shared_ptr<Monster> createMonster_Element() const override
        {
            return make_shared<M_Element_Town>(200, 80, 100); // 创建城镇元素类怪物
        }
        shared_ptr<Monster> createMonster_Mechanic() const override
        {
            return make_shared<M_Mechanic_Town>(400, 0, 110); // 创建城镇机械类怪物
        }
    };
}

// 类模板实现
namespace ns2
{
    class Monster // 怪物父类
    {
    protected:        // 怪物属性
        int m_life;   // 生命值
        int m_magic;  // 魔法值
        int m_attack; // 攻击力
    public:
        Monster(int life, int magic, int attack) : m_life(life), m_magic(magic), m_attack(attack) {}
        virtual ~Monster() {}
    };

    class M_Undead_Swamp : public Monster // 沼泽亡灵类怪物
    {
    public:
        M_Undead_Swamp(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A dead monster from the swamp came to this world" << endl; }
    };

    class M_Element_Swamp : public Monster // 沼泽元素类怪物
    {
    public:
        M_Element_Swamp(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A swamp elemental monster came to this world" << endl; }
    };

    class M_Mechanic_Swamp : public Monster // 沼泽机械类怪物
    {
    public:
        M_Mechanic_Swamp(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A mechanical monster of swamp came to this world" << endl; }
    };

    class M_Undead_Mountain : public Monster // 山脉亡灵类怪物
    {
    public:
        M_Undead_Mountain(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A mountain necromancer came to this world" << endl; }
    };

    class M_Element_Mountain : public Monster // 山脉元素类怪物
    {
    public:
        M_Element_Mountain(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A mountain elemental monster came to this world" << endl; }
    };

    class M_Mechanic_Mountain : public Monster // 山脉机械类怪物
    {
    public:
        M_Mechanic_Mountain(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A mechanical monster from the mountains came to this world" << endl; }
    };

    class M_Undead_Town : public Monster // 城镇亡灵类怪物
    {
    public:
        M_Undead_Town(int life = 30, int magic = 50, int attack = 80) : Monster(life, magic, attack) { cout << "A town's undead monster came to this world" << endl; }
    };

    class M_Element_Town : public Monster // 城镇元素类怪物
    {
    public:
        M_Element_Town(int life = 100, int magic = 0, int attack = 44) : Monster(life, magic, attack) { cout << "A town's elemental monster came to this world" << endl; }
    };

    class M_Mechanic_Town : public Monster // 城镇机械类怪物
    {
    public:
        M_Mechanic_Town(int life = 400, int magic = 0, int attack = 110) : Monster(life, magic, attack) { cout << "A town's mechanical monster came to this world" << endl; }
    };

    // 创建怪物工厂类模板
    template <typename T>
    class M_Factory
    {
    public:
        static shared_ptr<Monster> createMonster() { return make_shared<T>(); }
        static shared_ptr<Monster> createMonster(int life, int magic, int attack) { return make_shared<T>(life, magic, attack); }
    };

    template <typename T>
    shared_ptr<T> getMonster()
    {
        return make_shared<T>();
    }

    template <typename T>
    shared_ptr<T> getMonster(int life, int magic, int attack)
    {
        return make_shared<T>(life, magic, attack);
    }
}

namespace ns3
{
    class Body // 身体抽象类
    {
    public:
        virtual void getName() const = 0;
        virtual ~Body() {}
    };

    class Clothes // 衣服抽象类
    {
    public:
        virtual void getName() const = 0;
        virtual ~Clothes() {}
    };

    class Shoes // 鞋子抽象类
    {
    public:
        virtual void getName() const = 0;
        virtual ~Shoes() {}
    };

    class AbstractFactory // 抽象工厂类
    {
    public:                                                    // 所创建的部件应该稳定的保持这三个部件,才适合抽象工厂模式
        virtual shared_ptr<Body> createBody() const = 0;       // 创建身体
        virtual shared_ptr<Clothes> createClothes() const = 0; // 创建衣服
        virtual shared_ptr<Shoes> createShoes() const = 0;     // 创建鞋子
        virtual ~AbstractFactory() {}
    };

    class BarbieDoll // 芭比娃娃类
    {
        shared_ptr<Body> body;
        shared_ptr<Clothes> clothes;
        shared_ptr<Shoes> shoes;

    public:
        BarbieDoll(const shared_ptr<Body> &tmpbody, const shared_ptr<Clothes> &tmpclothes, const shared_ptr<Shoes> &tmpshoes) : body(tmpbody), clothes(tmpclothes), shoes(tmpshoes) {}
        void Assemble() const // 组装芭比娃娃
        {
            cout << "Successfully assembled a Barbie doll: " << endl;
            body->getName();
            clothes->getName();
            shoes->getName();
        }
    };

    // 中国厂商实现的三个部件
    class China_Body : public Body
    {
    public:
        void getName() const override { cout << "Made by Chinese manufacturers_Body parts" << endl; }
    };
    class China_Clothes : public Clothes
    {
    public:
        void getName() const override { cout << "Made by Chinese manufacturers_Clothes parts" << endl; }
    };
    class China_Shoes : public Shoes
    {
    public:
        void getName() const override { cout << "Made by Chinese manufacturers_Shoes parts" << endl; }
    };
    class ChinaFactory : public AbstractFactory // 创建一个中国工厂
    {
    public:
        shared_ptr<Body> createBody() const override { return make_shared<China_Body>(); }
        shared_ptr<Clothes> createClothes() const override { return make_shared<China_Clothes>(); }
        shared_ptr<Shoes> createShoes() const override { return make_shared<China_Shoes>(); }
    };

    // 日本厂商实现的三个部件
    class Japan_Body : public Body
    {
    public:
        void getName() const override { cout << "Made by Japanese manufacturers_Body parts" << endl; }
    };
    class Japan_Clothes : public Clothes
    {
    public:
        void getName() const override { cout << "Made by Japanese manufacturers_Clothes parts" << endl; }
    };
    class Japan_Shoes : public Shoes
    {
    public:
        void getName() const override { cout << "Made by Japanese manufacturers_Shoes parts" << endl; }
    };
    class JapanFactory : public AbstractFactory // 创建一个日本工厂
    {
    public:
        shared_ptr<Body> createBody() const override { return make_shared<Japan_Body>(); }
        shared_ptr<Clothes> createClothes() const override { return make_shared<Japan_Clothes>(); }
        shared_ptr<Shoes> createShoes() const override { return make_shared<Japan_Shoes>(); }
    };

    // 美国厂商实现的三个部件
    class America_Body : public Body
    {
    public:
        void getName() const override { cout << "Made by American manufacturers_Body parts" << endl; }
    };
    class America_Clothes : public Clothes
    {
    public:
        void getName() const override { cout << "Made by American manufacturers_Clothes parts" << endl; }
    };
    class America_Shoes : public Shoes
    {
    public:
        void getName() const override { cout << "Made by American manufacturers_Shoes parts" << endl; }
    };
    class AmericaFactory : public AbstractFactory // 创建一个美国工厂
    {
    public:
        shared_ptr<Body> createBody() const override { return make_shared<America_Body>(); }
        shared_ptr<Clothes> createClothes() const override { return make_shared<America_Clothes>(); }
        shared_ptr<Shoes> createShoes() const override { return make_shared<America_Shoes>(); }
    };
}

namespace ns4
{
    class Shape
    {
    public:
        virtual ~Shape() = default;
        virtual void draw() const = 0;
    };

    class Rectangle : public Shape
    {
    public:
        void draw() const override { cout << "Inside Rectangle::draw() method." << endl; }
    };

    class Square : public Shape
    {
    public:
        void draw() const override { cout << "Inside Square::draw() method." << endl; }
    };

    class Circle : public Shape
    {
    public:
        void draw() const override { cout << "Inside Circle::draw() method." << endl; }
    };

    class Color
    {
    public:
        virtual ~Color() = default;
        virtual void fill() const = 0;
    };

    class Red : public Color
    {
    public:
        void fill() const override { cout << "Inside Red::fill() method." << endl; }
    };

    class Green : public Color
    {
    public:
        void fill() const override { cout << "Inside Green::fill() method." << endl; }
    };

    class Blue : public Color
    {
    public:
        void fill() const override { cout << "Inside Blue::fill() method." << endl; }
    };

    class AbstractFactory
    {
    public:
        virtual ~AbstractFactory() = default;
        virtual shared_ptr<Shape> getShape(const string &shape) const = 0;
        virtual shared_ptr<Color> getColor(const string &color) const = 0;
    };

    class ShapeFactory : public AbstractFactory
    {
    public:
        shared_ptr<Shape> getShape(const string &shapeType) const override
        {
            if (shapeType == "CIRCLE")
                return make_shared<Circle>();
            else if (shapeType == "RECTANGLE")
                return make_shared<Rectangle>();
            else if (shapeType == "SQUARE")
                return make_shared<Square>();
            else
                return nullptr;
        }
        shared_ptr<Color> getColor(const string &color) const override { return nullptr; }
    };

    class ColorFactory : public AbstractFactory
    {
    public:
        shared_ptr<Shape> getShape(const string &shapeType) const override { return nullptr; }
        shared_ptr<Color> getColor(const string &color) const override
        {
            if (color == "RED")
                return make_shared<Red>();
            else if (color == "GREEN")
                return make_shared<Green>();
            else if (color == "BLUE")
                return make_shared<Blue>();
            else
                return nullptr;
        }
    };

    shared_ptr<AbstractFactory> getFactory(const string &choice)
    {
        if (choice == "SHAPE")
            return make_shared<ShapeFactory>();
        else if (choice == "COLOR")
            return make_shared<ColorFactory>();
        else
            return nullptr;
    }
}

int main()
{
#if 0
    using namespace ns1;
    shared_ptr<M_ParFactory> p_mou_fy(new M_Factory_Mountain()); // 多态工厂,山脉地区的工厂
    shared_ptr<Monster> pM1 = p_mou_fy->createMonster_Element(); // 创建山脉地区的元素类怪物

    shared_ptr<M_ParFactory> p_twn_fy(new M_Factory_Town());      // 多态工厂,城镇的工厂
    shared_ptr<Monster> pM2 = p_twn_fy->createMonster_Undead();   // 创建城镇的亡灵类怪物
    shared_ptr<Monster> pM3 = p_twn_fy->createMonster_Mechanic(); // 创建城镇的机械类怪物
#endif

#if 0
    using namespace ns2;
    shared_ptr<Monster> pM1 = M_Factory<M_Element_Town>::createMonster();             // 创建山脉地区的元素类怪物
    shared_ptr<Monster> pM2 = M_Factory<M_Undead_Town>::createMonster();              // 创建城镇的亡灵类怪物
    shared_ptr<Monster> pM3 = M_Factory<M_Mechanic_Town>::createMonster(400, 0, 110); // 创建城镇的机械类怪物
    shared_ptr<Monster> pM = getMonster<M_Mechanic_Town>(400, 0, 110);
#endif

#if 1
    using namespace ns3;
    // 创建第一个芭比娃娃------------------------------------
    //(1)创建一个中国工厂
    shared_ptr<AbstractFactory> pChinaFactory(new ChinaFactory());
    //(2)创建中国产的各种部件
    shared_ptr<Body> pChinaBody = pChinaFactory->createBody();
    shared_ptr<Clothes> pChinaClothes = pChinaFactory->createClothes();
    shared_ptr<Shoes> pChinaShoes = pChinaFactory->createShoes();
    //(3)创建芭比娃娃
    shared_ptr<BarbieDoll> pbd1obj(new BarbieDoll(pChinaBody, pChinaClothes, pChinaShoes));
    pbd1obj->Assemble(); // 组装芭比娃娃

    // 创建第二个芭比娃娃------------------------------------
    //(1)创建另外两个工厂:日本工厂,美国工厂
    shared_ptr<AbstractFactory> pJapanFactory(new JapanFactory());
    shared_ptr<AbstractFactory> pAmericaFactory(new AmericaFactory());
    //(2)创建中国产的身体部件,日本产的衣服部件,美国产的鞋子部件
    shared_ptr<Body> pChinaBody2 = pChinaFactory->createBody();
    shared_ptr<Clothes> pJapanClothes = pJapanFactory->createClothes();
    shared_ptr<Shoes> pAmericaShoes = pAmericaFactory->createShoes();
    //(3)创建芭比娃娃
    shared_ptr<BarbieDoll> pbd2obj(new BarbieDoll(pChinaBody2, pJapanClothes, pAmericaShoes));
    pbd2obj->Assemble(); // 组装芭比娃娃
#endif

#if 0
    using namespace ns4;
    shared_ptr<AbstractFactory> shapeFactory = getFactory("SHAPE");
    shared_ptr<Shape> shape1 = shapeFactory->getShape("CIRCLE");
    shape1->draw();
    shared_ptr<Shape> shape2 = shapeFactory->getShape("RECTANGLE");
    shape2->draw();
    shared_ptr<Shape> shape3 = shapeFactory->getShape("SQUARE");
    shape3->draw();

    shared_ptr<AbstractFactory> colorFactory = getFactory("COLOR");
    shared_ptr<Color> color1 = colorFactory->getColor("RED");
    color1->fill();
    shared_ptr<Color> color2 = colorFactory->getColor("GREEN");
    color2->fill();
    shared_ptr<Color> color3 = colorFactory->getColor("BLUE");
    color3->fill();
#endif

    cout << "Over!\n";
    return 0;
}

工厂方法模式.cpp
#include 
#include 
using namespace std;

// 开闭原则(Open Close Principle,OCP)
// 对扩展开放,对修改关闭(封闭)
// 增加新功能时,不修改已有代码,而应该扩展代码(增加新类、新成员函数)。

// 一个工厂,一个产品
// 增加新子类时,添加子类工厂,已有代码不改变

namespace ns1
{
    class Monster // 怪物父类
    {
    protected:        // 怪物属性
        int m_life;   // 生命值
        int m_magic;  // 魔法值
        int m_attack; // 攻击力

    public:
        Monster(int life, int magic, int attack) : m_life(life), m_magic(magic), m_attack(attack) {}
        virtual ~Monster() {}
    };

    class M_Undead : public Monster // 亡灵类怪物
    {
    public:
        M_Undead(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A ghost monster came to this world" << endl; }
    };

    class M_Element : public Monster // 元素类怪物
    {
    public:
        M_Element(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "An elemental monster came to this world" << endl; }
    };

    class M_Mechanic : public Monster // 机械类怪物
    {
    public:
        M_Mechanic(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A mechanical monster came to this world" << endl; }
    };

    class M_ParFactory // 所有工厂类的父类
    {
    public:
        virtual ~M_ParFactory() {}
        virtual shared_ptr<Monster> createMonster() const = 0;
    };

    class M_UndeadFactory : public M_ParFactory // M_Undead怪物类型的工厂,生产M_Undead类型怪物
    {
    public:
        shared_ptr<Monster> createMonster() const override { return make_shared<M_Undead>(300, 50, 80); } // 创建亡灵类怪物
    };

    class M_ElementFactory : public M_ParFactory // M_Element怪物类型的工厂,生产M_Element类型怪物
    {
    public:
        shared_ptr<Monster> createMonster() const override { return make_shared<M_Element>(200, 80, 100); } // 创建元素类怪物
    };

    class M_MechanicFactory : public M_ParFactory // M_Mechanic怪物类型的工厂,生产M_Mechanic类型怪物
    {
    public:
        shared_ptr<Monster> createMonster() const override { return make_shared<M_Mechanic>(400, 0, 110); } // 创建机械类怪物
    };
}

namespace ns2
{
    class Monster // 怪物父类
    {
    protected:        // 怪物属性
        int m_life;   // 生命值
        int m_magic;  // 魔法值
        int m_attack; // 攻击力

    public:
        Monster(int life, int magic, int attack) : m_life(life), m_magic(magic), m_attack(attack) {}
        virtual ~Monster() {}
    };

    class M_Undead : public Monster // 亡灵类怪物
    {
    public:
        M_Undead(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A ghost monster came to this world" << endl; }
    };

    class M_Element : public Monster // 元素类怪物
    {
    public:
        M_Element(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "An elemental monster came to this world" << endl; }
    };

    class M_Mechanic : public Monster // 机械类怪物
    {
    public:
        M_Mechanic(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A mechanical monster came to this world" << endl; }
    };

    class M_ParFactory // 所有工厂类的父类
    {
    public:
        virtual ~M_ParFactory() {}
        virtual shared_ptr<Monster> createMonster() const = 0;
    };

    class M_UndeadFactory : public M_ParFactory // M_Undead怪物类型的工厂,生产M_Undead类型怪物
    {
    public:
        shared_ptr<Monster> createMonster() const override { return make_shared<M_Undead>(300, 50, 80); } // 创建亡灵类怪物
    };

    class M_ElementFactory : public M_ParFactory // M_Element怪物类型的工厂,生产M_Element类型怪物
    {
    public:
        shared_ptr<Monster> createMonster() const override { return make_shared<M_Element>(200, 80, 100); } // 创建元素类怪物
    };

    class M_MechanicFactory : public M_ParFactory // M_Mechanic怪物类型的工厂,生产M_Mechanic类型怪物
    {
    public:
        shared_ptr<Monster> createMonster() const override { return make_shared<M_Mechanic>(400, 0, 110); } // 创建机械类怪物
    };

    // 模板实现
    template <typename T>
    class M_ChildFactory1 : public M_ParFactory
    {
    public:
        shared_ptr<Monster> createMonster() const { return make_shared<T>(300, 50, 80); }
    };

    template <typename T>
    class M_ChildFactory2
    {
    public:
        static shared_ptr<Monster> createMonster(int life, int magic, int attack) { return make_shared<T>(life, magic, attack); }
    };

    class M_ChildFactory3
    {
    public:
        template <typename T>
        static shared_ptr<Monster> createMonster(int life, int magic, int attack) { return make_shared<T>(life, magic, attack); }
    };

    template <typename T>
    shared_ptr<T> getMonster(int life, int magic, int attack) { return make_shared<T>(life, magic, attack); }
}

namespace ns3
{
    class Monster // 怪物父类
    {
    protected:        // 怪物属性
        int m_life;   // 生命值
        int m_magic;  // 魔法值
        int m_attack; // 攻击力

    public:
        Monster(int life, int magic, int attack) : m_life(life), m_magic(magic), m_attack(attack) {}
        virtual ~Monster() {}
    };

    class M_Undead : public Monster // 亡灵类怪物
    {
    public:
        M_Undead(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A ghost monster came to this world" << endl; }
    };

    class M_Element : public Monster // 元素类怪物
    {
    public:
        M_Element(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "An elemental monster came to this world" << endl; }
    };

    class M_Mechanic : public Monster // 机械类怪物
    {
    public:
        M_Mechanic(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "A mechanical monster came to this world" << endl; }
    };

    class M_ParFactory // 所有工厂类的父类
    {
    public:
        virtual ~M_ParFactory() {}
        virtual shared_ptr<Monster> createMonster() const = 0;
    };

    class M_UndeadFactory : public M_ParFactory // M_Undead怪物类型的工厂,生产M_Undead类型怪物
    {
    public:
        shared_ptr<Monster> createMonster() const override { return make_shared<M_Undead>(300, 50, 80); } // 创建亡灵类怪物
    };

    class M_ElementFactory : public M_ParFactory // M_Element怪物类型的工厂,生产M_Element类型怪物
    {
    public:
        shared_ptr<Monster> createMonster() const override { return make_shared<M_Element>(200, 80, 100); } // 创建元素类怪物
    };

    class M_MechanicFactory : public M_ParFactory // M_Mechanic怪物类型的工厂,生产M_Mechanic类型怪物
    {
    public:
        shared_ptr<Monster> createMonster() const override { return make_shared<M_Mechanic>(400, 0, 110); } // 创建机械类怪物
    };

    // 全局函数实现
    shared_ptr<Monster> Gbl_CreateMonster(shared_ptr<M_ParFactory> &factory)
    {
        return factory->createMonster(); // createMonster虚函数扮演了多态new的行为,factory指向的具体怪物工厂类不同,创建的怪物对象也不同
    }
}

int main()
{
#if 0
    using namespace ns1;
    shared_ptr<M_ParFactory> p_ud_fy(new M_UndeadFactory()); // 多态工厂,注意指针类型
    shared_ptr<Monster> pM1 = p_ud_fy->createMonster();

    shared_ptr<M_ParFactory> p_elm_fy(new M_ElementFactory());
    shared_ptr<Monster> pM2 = p_elm_fy->createMonster(); // 产生了一只元素类怪物

    shared_ptr<M_ParFactory> p_mec_fy(new M_MechanicFactory());
    shared_ptr<Monster> pM3 = p_mec_fy->createMonster(); // 产生了一只机械类怪物
#endif

#if 0
    using namespace ns2;
    M_ChildFactory1<M_Undead> myFactory;
    shared_ptr<Monster> pM1 = myFactory.createMonster();
    shared_ptr<Monster> pM2 = M_ChildFactory2<M_Element>::createMonster(400, 0, 100);
    shared_ptr<Monster> pM3 = M_ChildFactory3::createMonster<M_Mechanic>(400, 0, 100);
    shared_ptr<Monster> pM = getMonster<M_Mechanic>(400, 0, 100);
#endif

#if 1
    using namespace ns3;
    shared_ptr<M_ParFactory> p_ud_fy(new M_UndeadFactory()); // 多态工厂,注意指针类型
    shared_ptr<Monster> pM1 = Gbl_CreateMonster(p_ud_fy);    // 产生了一只亡灵类怪物,也是多态,注意返回类型

    shared_ptr<M_ParFactory> p_elm_fy(new M_ElementFactory());
    shared_ptr<Monster> pM2 = Gbl_CreateMonster(p_elm_fy); // 产生了一只元素类怪物

    shared_ptr<M_ParFactory> p_mec_fy(new M_MechanicFactory());
    shared_ptr<Monster> pM3 = Gbl_CreateMonster(p_mec_fy); // 产生了一只机械类怪物
#endif

    cout << "Over!\n";
    return 0;
}
原型模式.cpp
#include 
#include 
using namespace std;

// 对象克隆

namespace ns1
{
    class Monster // 怪物
    {
    protected:
        int m_life;   // 生命值
        int m_magic;  // 魔法值
        int m_attack; // 攻击力
    public:
        Monster(int life, int magic, int attack) : m_life(life), m_magic(magic), m_attack(attack) {}
        virtual ~Monster() {}
        virtual shared_ptr<Monster> clone() const = 0; // 对象克隆
    };

    class M_Undead : public Monster // 亡灵类
    {
    public:
        M_Undead(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "M_Undead(int life, int magic, int attack)" << endl; }
        M_Undead(const M_Undead &tmpobj) : Monster(tmpobj) { cout << "M_Undead(const M_Undead &tmpobj)" << endl; }

    public:
        shared_ptr<Monster> clone() const override { return make_shared<M_Undead>(*this); }
    };

    class M_Element : public Monster // 元素类
    {
    public:
        M_Element(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "M_Element(int life, int magic, int attack)" << endl; }
        M_Element(const M_Element &tmpobj) : Monster(tmpobj) { cout << "M_Element(const M_Element &tmpobj)" << endl; }

    public:
        shared_ptr<Monster> clone() const override { return make_shared<M_Element>(*this); }
    };

    class M_Mechanic : public Monster // 机械类
    {
    public:
        M_Mechanic(int life, int magic, int attack) : Monster(life, magic, attack) { cout << "M_Mechanic(int life, int magic, int attack)" << endl; }
        M_Mechanic(const M_Mechanic &tmpobj) : Monster(tmpobj) { cout << "M_Mechanic(const M_Mechanic &tmpobj)" << endl; }

    public:
        shared_ptr<Monster> clone() const override { return make_shared<M_Mechanic>(*this); }
    };

    shared_ptr<Monster> CreateMonster(const shared_ptr<Monster> &pMonster)
    {
        /*
        if (dynamic_pointer_cast(pMonster) != nullptr)
            return make_shared(*dynamic_pointer_cast(pMonster).get()); // 亡灵类
        else if (dynamic_pointer_cast(pMonster) != nullptr)
            return make_shared(*dynamic_pointer_cast(pMonster).get()); // 元素类
        else if (dynamic_pointer_cast(pMonster) != nullptr)
            return make_shared(*dynamic_pointer_cast(pMonster).get()); // 机械类
        else
            return nullptr;
        */
        return pMonster->clone();
    }
}

int main()
{
#if 0
    using namespace ns1;
    shared_ptr<Monster> myPropMecMonster(new M_Mechanic(400, 0, 110)); // 创建一只机械类怪物对象作为原型对象以用于克隆目的
    shared_ptr<Monster> p_CloneObj1 = myPropMecMonster->clone();       // 使用原型对象克隆出新的机械类怪物对象

    shared_ptr<Monster> pmyPropEleMonster(new M_Element(200, 80, 100));
    shared_ptr<Monster> p_CloneObj2 = pmyPropEleMonster->clone();
#endif

#if 1
    using namespace ns1;
    shared_ptr<Monster> pMonsterObj(new M_Element(200, 80, 100));
    shared_ptr<Monster> copyObj = CreateMonster(pMonsterObj);
#endif

    cout << "Over!\n";
    return 0;
}
建造者模式.cpp
#include 
#include 
#include 
#include 
using namespace std;

// 按顺序分步骤创建复杂对象
// 复杂对象的构建与表示分离,同样的构建过程创建不同的表示

namespace ns1
{
    class Monster // 怪物父类
    {
    public:
        virtual ~Monster() {}
        virtual void LoadTrunkModel(const string &strno) = 0; // 这里也可以写为空函数体,子类决定是否重新实现
        virtual void LoadHeadModel(const string &strno) = 0;
        virtual void LoadLimbsModel(const string &strno) = 0;

    public:
        void Assemble(const string &strmodelno) // 参数:模型编号,形如“1253679201245”等,每些位的组合都有一些特别的含义,这里无需深究
        {
            LoadTrunkModel(strmodelno.substr(4, 3));  // 载入躯干模型,截取某部分字符串以表示躯干模型的编号
            LoadHeadModel(strmodelno.substr(7, 3));   // 载入头部模型并挂接到躯干模型上
            LoadLimbsModel(strmodelno.substr(10, 3)); // 载入四肢模型并挂接到躯干模型上
        }
    };

    class M_Undead : public Monster // 亡灵类怪物
    {
    public:
        void LoadTrunkModel(const string &strno) override { cout << "body + other M_Undead function" << endl; }
        void LoadHeadModel(const string &strno) override { cout << "head + other M_Undead function" << endl; }
        void LoadLimbsModel(const string &strno) override { cout << "limb + other M_Undead function" << endl; }
    };

    class M_Element : public Monster // 元素类怪物
    {
    public:
        void LoadTrunkModel(const string &strno) override { cout << "body + other M_Element function" << endl; }
        void LoadHeadModel(const string &strno) override { cout << "head + other M_Element function" << endl; }
        void LoadLimbsModel(const string &strno) override { cout << "limb + other M_Element function" << endl; }
    };

    class M_Mechanic : public Monster // 机械类怪物
    {
    public:
        void LoadTrunkModel(const string &strno) override { cout << "body + other M_Mechanic function" << endl; }
        void LoadHeadModel(const string &strno) override { cout << "head + other M_Mechanic function" << endl; }
        void LoadLimbsModel(const string &strno) override { cout << "limb + other M_Mechanic function" << endl; }
    };

    class MonsterBuilder // 怪物构建器父类
    {
    protected:
        shared_ptr<Monster> m_pMonster;

    public:
        virtual ~MonsterBuilder() {}
        MonsterBuilder(const shared_ptr<Monster> &monster = nullptr) : m_pMonster(monster) {}

        virtual void LoadTrunkModel(const string &strno) = 0; // 这里也可以写为空函数体,子类决定是否重新实现
        virtual void LoadHeadModel(const string &strno) = 0;
        virtual void LoadLimbsModel(const string &strno) = 0;

    public:
        void Assemble(const string &strmodelno) // 参数:模型编号,形如“1253679201245”等,每些位的组合都有一些特别的含义,这里无需深究
        {
            LoadTrunkModel(strmodelno.substr(4, 3));  // 载入躯干模型,截取某部分字符串以表示躯干模型的编号
            LoadHeadModel(strmodelno.substr(7, 3));   // 载入头部模型并挂接到躯干模型上
            LoadLimbsModel(strmodelno.substr(10, 3)); // 载入四肢模型并挂接到躯干模型上
        }

        shared_ptr<Monster> GetResult() const { return m_pMonster; }
    };

    class M_UndeadBuilder : public MonsterBuilder // 亡灵类怪物构建器类
    {
    public:
        M_UndeadBuilder() : MonsterBuilder(make_shared<M_Undead>()) {}

        void LoadTrunkModel(const string &strno) override { cout << "body + other M_Undead function" << endl; }
        void LoadHeadModel(const string &strno) override { cout << "head + other M_Undead function" << endl; }
        void LoadLimbsModel(const string &strno) override { cout << "limb + other M_Undead function" << endl; }
    };

    class M_ElementBuilder : public MonsterBuilder // 元素类怪物构建器类
    {
    public:
        M_ElementBuilder() : MonsterBuilder(make_shared<M_Element>()) {}

        void LoadTrunkModel(const string &strno) override { cout << "body + other M_Element function" << endl; }
        void LoadHeadModel(const string &strno) override { cout << "head + other M_Element function" << endl; }
        void LoadLimbsModel(const string &strno) override { cout << "limb + other M_Element function" << endl; }
    };

    class M_MechanicBuilder : public MonsterBuilder // 机械类怪物构建器类
    {
    public:
        M_MechanicBuilder() : MonsterBuilder(make_shared<M_Mechanic>()) {}

        void LoadTrunkModel(const string &strno) override { cout << "body + other M_Mechanic function" << endl; }
        void LoadHeadModel(const string &strno) override { cout << "head + other M_Mechanic function" << endl; }
        void LoadLimbsModel(const string &strno) override { cout << "limb + other M_Mechanic function" << endl; }
    };

    class MonsterDirector // 指挥者类
    {
        shared_ptr<MonsterBuilder> m_pMonsterBuilder; // 指向所有构建器类的父类
    public:
        MonsterDirector(const shared_ptr<MonsterBuilder> &ptmpBuilder) : m_pMonsterBuilder(ptmpBuilder) {}

        void SetBuilder(const shared_ptr<MonsterBuilder> &ptmpBuilder) { m_pMonsterBuilder = ptmpBuilder; }

        // 原MonsterBuilder类中的Assemble成员函数
        shared_ptr<Monster> Construct(const string &strmodelno) // 参数:模型编号,形如“1253679201245”等,每些位的组合都有一些特别的含义,这里无需深究
        {
            m_pMonsterBuilder->LoadTrunkModel(strmodelno.substr(4, 3));  // 载入躯干模型,截取某部分字符串以表示躯干模型的编号
            m_pMonsterBuilder->LoadHeadModel(strmodelno.substr(7, 3));   // 载入头部模型并挂接到躯干模型上
            m_pMonsterBuilder->LoadLimbsModel(strmodelno.substr(10, 3)); // 载入四肢模型并挂接到躯干模型上
            return m_pMonsterBuilder->GetResult();                       // 返回构建后的对象
        }
    };
}

namespace ns2
{
    class DailyHeaderData // 日报中的“标题”部分
    {
        string m_strDepName; // 部门名称
        string m_strGenDate; // 日报生成日期
    public:
        DailyHeaderData(const string &strDepName, const string &strGenDate) : m_strDepName(strDepName), m_strGenDate(strGenDate) {}
        string getDepName() const { return m_strDepName; }    // 获取部门名称
        string getExportDate() const { return m_strGenDate; } // 获取日报生成日期
    };

    class DailyContentData // 日报中的“内容主体”部分 中的 每一条描述数据
    {
        string m_strContent; // 该项工作内容描述
        double m_dspendTime; // 完成该项工作花费的时间(单位:小时)
    public:
        DailyContentData(const string &strContent, double dspendTime) : m_strContent(strContent), m_dspendTime(dspendTime) {}
        string getContent() const { return m_strContent; }   // 获取该项工作内容描述
        double getSpendTime() const { return m_dspendTime; } // 获取完成该项工作花费的时间
    };

    class DailyFooterData // 日报中的“结尾”部分
    {
        string m_strUserName; // 日报所属员工姓名
    public:
        DailyFooterData(const string &strUserName) : m_strUserName(strUserName) {}
        string getUserName() const { return m_strUserName; } // 获取日报所属员工姓名
    };

    class ExportToTxtFile // 将日报导出到纯文本格式文件相关的类
    {
    public:
        void doExport(const shared_ptr<DailyHeaderData> &dailyheaderobj, const vector<shared_ptr<DailyContentData>> &vec_dailycontobj, const shared_ptr<DailyFooterData> &dailyfooterobj)
        {
            string strtmp = "";

            //(1)拼接标题
            strtmp += dailyheaderobj->getDepName() + "," + dailyheaderobj->getExportDate() + "\n";

            //(2)拼接内容主体,内容主体中的描述数据会有多条,因此需要迭代
            for (auto iter = vec_dailycontobj.cbegin(); iter != vec_dailycontobj.cend(); ++iter)
            {
                ostringstream oss; // 记得#include头文件sstream
                oss << (*iter)->getSpendTime();
                strtmp += (*iter)->getContent() + ":(spend time: " + oss.str() + "hour)" + "\n";
            }

            //(3)拼接结尾
            strtmp += "reporter: " + dailyfooterobj->getUserName() + "\n";

            //(4)导出到真实文件的代码略,只展示在屏幕上文件的内容
            cout << strtmp;
        }
    };

    class ExportToXmlFile // 将日报导出到XML格式文件相关的类
    {
    public:
        void doExport(const shared_ptr<DailyHeaderData> &dailyheaderobj, const vector<shared_ptr<DailyContentData>> &vec_dailycontobj, const shared_ptr<DailyFooterData> &dailyfooterobj)
        {
            string strtmp = "";

            //(1)拼接标题
            strtmp += "\n";
            strtmp += "\n";
            strtmp += "    
\n"; strtmp += " " + dailyheaderobj->getDepName() + "\n"; strtmp += " " + dailyheaderobj->getExportDate() + "\n"; strtmp += "
\n"
; //(2)拼接内容主体,内容主体中的描述数据会有多条,因此需要迭代 strtmp += " \n"; for (auto iter = vec_dailycontobj.cbegin(); iter != vec_dailycontobj.cend(); ++iter) { ostringstream oss; // 记得#include头文件sstream oss << (*iter)->getSpendTime(); strtmp += " " + (*iter)->getContent() + "\n"; strtmp += " spend time: " + oss.str() + "hour" + "\n"; } strtmp += " \n"; //(3)拼接结尾 strtmp += "
\n"; strtmp += " reporter: " + dailyfooterobj->getUserName() + "\n"; strtmp += "
\n"
; strtmp += "\n"; //(4)导出到真实文件的代码略,只展示在屏幕上文件的内容 cout << strtmp; } }; class FileBuilder // 抽象构建器类(文件构建器父类) { protected: string m_strResult; public: virtual ~FileBuilder() {} virtual void buildHeader(const shared_ptr<DailyHeaderData> &dailyheaderobj) = 0; // 拼接标题 virtual void buildBody(const vector<shared_ptr<DailyContentData>> &vec_dailycontobj) = 0; // 拼接内容主体 virtual void buildFooter(const shared_ptr<DailyFooterData> &dailyfooterobj) = 0; // 拼接结尾 void clearResult() { m_strResult = ""; } string GetResult() const { return m_strResult; } }; class TxtFileBuilder : public FileBuilder // 纯文本文件构建器类 { public: void buildHeader(const shared_ptr<DailyHeaderData> &dailyheaderobj) override // 拼接标题 { m_strResult += dailyheaderobj->getDepName() + "," + dailyheaderobj->getExportDate() + "\n"; } void buildBody(const vector<shared_ptr<DailyContentData>> &vec_dailycontobj) override // 拼接内容主体 { for (auto iter = vec_dailycontobj.cbegin(); iter != vec_dailycontobj.cend(); ++iter) { ostringstream oss; // 记得#include头文件sstream oss << (*iter)->getSpendTime(); m_strResult += (*iter)->getContent() + ":(spend time: " + oss.str() + "hour)" + "\n"; } } void buildFooter(const shared_ptr<DailyFooterData> &dailyfooterobj) override // 拼接结尾 { m_strResult += "reporter: " + dailyfooterobj->getUserName() + "\n"; } }; class XmlFileBuilder : public FileBuilder // XML文件构建器类 { public: void buildHeader(const shared_ptr<DailyHeaderData> &dailyheaderobj) override // 拼接标题 { m_strResult += "\n"; m_strResult += "\n"; m_strResult += "
\n"; m_strResult += " " + dailyheaderobj->getDepName() + "\n"; m_strResult += " " + dailyheaderobj->getExportDate() + "\n"; m_strResult += "
\n"
; } void buildBody(const vector<shared_ptr<DailyContentData>> &vec_dailycontobj) override // 拼接内容主体 { m_strResult += " \n"; for (auto iter = vec_dailycontobj.cbegin(); iter != vec_dailycontobj.cend(); ++iter) { ostringstream oss; // 记得#include头文件sstream oss << (*iter)->getSpendTime(); m_strResult += " " + (*iter)->getContent() + "\n"; m_strResult += " spend time: " + oss.str() + "hour" + "\n"; } m_strResult += " \n"; } void buildFooter(const shared_ptr<DailyFooterData> &dailyfooterobj) override // 拼接结尾 { m_strResult += "
\n"; m_strResult += " reporter: " + dailyfooterobj->getUserName() + "\n"; m_strResult += "
\n"
; m_strResult += "\n"; } }; class FileDirector // 文件指挥者类 { shared_ptr<FileBuilder> m_pFileBuilder; // 指向所有构建器类的父类 public: FileDirector(const shared_ptr<FileBuilder> &ptmpBuilder) : m_pFileBuilder(ptmpBuilder) {} // 组装文件 string Construct(const shared_ptr<DailyHeaderData> &dailyheaderobj, const vector<shared_ptr<DailyContentData>> &vec_dailycontobj, const shared_ptr<DailyFooterData> &dailyfooterobj) { m_pFileBuilder->clearResult(); // 先清空结果 // 注意,有时指挥者需要和构建器通过参数传递的方式交换数据,这里指挥者通过委托的方式把功能交给构建器完成 m_pFileBuilder->buildHeader(dailyheaderobj); m_pFileBuilder->buildBody(vec_dailycontobj); m_pFileBuilder->buildFooter(dailyfooterobj); return m_pFileBuilder->GetResult(); } }; } int main() { #if 0 using namespace ns1; shared_ptr<Monster> pmonster(new M_Element()); // 创建一只元素类怪物 pmonster->Assemble("1253679201245"); #endif #if 0 using namespace ns1; shared_ptr<MonsterBuilder> pMonsterBuilder(new M_UndeadBuilder()); // 创建亡灵类怪物构建器类对象 shared_ptr<MonsterDirector> pDirector(new MonsterDirector(pMonsterBuilder)); shared_ptr<Monster> pMonster = pDirector->Construct("1253679201245"); // 这里就构造出了一个完整的怪物对象 #endif #if 0 using namespace ns2; shared_ptr<DailyHeaderData> pdhd(new DailyHeaderData("R&D Department I", "November 1st")); shared_ptr<DailyContentData> pdcd1(new DailyContentData("Complete the requirement analysis of Project A", 3.5)); shared_ptr<DailyContentData> pdcd2(new DailyContentData("Determine the tools used for project A development", 4.5)); vector<shared_ptr<DailyContentData>> vec_dcd; vec_dcd.push_back(pdcd1); vec_dcd.push_back(pdcd2); shared_ptr<DailyFooterData> pdfd(new DailyFooterData("Xiao Li")); shared_ptr<ExportToTxtFile> file_ettxt(new ExportToTxtFile()); file_ettxt->doExport(pdhd, vec_dcd, pdfd); shared_ptr<ExportToXmlFile> file_etxml(new ExportToXmlFile()); file_etxml->doExport(pdhd, vec_dcd, pdfd); #endif #if 1 using namespace ns2; shared_ptr<DailyHeaderData> pdhd(new DailyHeaderData("R&D Department I", "November 1st")); shared_ptr<DailyContentData> pdcd1(new DailyContentData("Complete the requirement analysis of Project A", 3.5)); shared_ptr<DailyContentData> pdcd2(new DailyContentData("Determine the tools used for project A development", 4.5)); vector<shared_ptr<DailyContentData>> vec_dcd; vec_dcd.push_back(pdcd1); vec_dcd.push_back(pdcd2); shared_ptr<DailyFooterData> pdfd(new DailyFooterData("Xiao Li")); shared_ptr<FileBuilder> pfb(new TxtFileBuilder()); shared_ptr<FileDirector> pDtr(new FileDirector(pfb)); cout << pDtr->Construct(pdhd, vec_dcd, pdfd) << endl; pfb.reset(new XmlFileBuilder()); pDtr.reset(new FileDirector(pfb)); cout << pDtr->Construct(pdhd, vec_dcd, pdfd) << endl; #endif cout << "Over!\n"; return 0; }

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