GithubHelp home page GithubHelp logo

designpatterns's Introduction

DesignPattern

一些设计模式的描述

工厂模式Factory Parrent

工厂模式(Factory Pattern)是 Java 中最常用的设计模式之一。这种类型的设计模式属于创建型模式,它提供了一种创建对象的最佳方式。 在工厂模式中,我们在创建对象时不会对客户端暴露创建逻辑,并且是通过使用一个共同的接口来指向新创建的对象。
1.创建一个接口

public interface Shape {  
   void draw();  
}  

2.创建实现接口的实体类

public class Rectangle implements Shape {  
   @Override  
   public void draw() {  
      System.out.println("Inside Rectangle::draw() method.");  
   }  
}  
public class Square implements Shape {  
   @Override  
   public void draw() {  
      System.out.println("Inside Square::draw() method.");  
   }  
}  
public class Circle implements Shape {  
   @Override  
   public void draw() {  
      System.out.println("Inside Circle::draw() method.");  
   }  
}  

3.创建一个工厂,生成基于给定信息的实体类的对象

public class ShapeFactory {
    
   //使用 getShape 方法获取形状类型的对象
   public Shape getShape(String shapeType){
      if(shapeType == null){
         return null;
      }        
      if(shapeType.equalsIgnoreCase("CIRCLE")){
         return new Circle();
      } else if(shapeType.equalsIgnoreCase("RECTANGLE")){
         return new Rectangle();
      } else if(shapeType.equalsIgnoreCase("SQUARE")){
         return new Square();
      }
      return null;
   }
}

4.使用该工厂,通过传递类型信息来获取实体类的对象

public class FactoryPatternDemo {
 
   public static void main(String[] args) {
      ShapeFactory shapeFactory = new ShapeFactory();
 
      //获取 Circle 的对象,并调用它的 draw 方法
      Shape shape1 = shapeFactory.getShape("CIRCLE");
 
      //调用 Circle 的 draw 方法
      shape1.draw();
 
      //获取 Rectangle 的对象,并调用它的 draw 方法
      Shape shape2 = shapeFactory.getShape("RECTANGLE");
 
      //调用 Rectangle 的 draw 方法
      shape2.draw();
 
      //获取 Square 的对象,并调用它的 draw 方法
      Shape shape3 = shapeFactory.getShape("SQUARE");
 
      //调用 Square 的 draw 方法
      shape3.draw();
   }
}

5.执行程序,输出结果

Inside Circle::draw() method.
Inside Rectangle::draw() method.
Inside Square::draw() method.

单例模式Singleton Pattern

单例模式(Singleton Pattern)是 Java 中最简单的设计模式之一。这种类型的设计模式属于创建型模式,它提供了一种创建对象的最佳方式。 这种模式涉及到一个单一的类,该类负责创建自己的对象,同时确保只有单个对象被创建。这个类提供了一种访问其唯一的对象的方式,可以直接访问,不需要实例化该类的对象。
1.创建一个 Singleton 类。

public class SingleObject {
 
   //创建 SingleObject 的一个对象
   private static SingleObject instance = new SingleObject();
 
   //让构造函数为 private,这样该类就不会被实例化
   private SingleObject(){}
 
   //获取唯一可用的对象
   public static SingleObject getInstance(){
      return instance;
   }
 
   public void showMessage(){
      System.out.println("Hello World!");
   }
}

2.从 singleton 类获取唯一的对象。

public class SingletonPatternDemo {
   public static void main(String[] args) {
 
      //不合法的构造函数
      //编译时错误:构造函数 SingleObject() 是不可见的
      //SingleObject object = new SingleObject();
 
      //获取唯一可用的对象
      SingleObject object = SingleObject.getInstance();
 
      //显示消息
      object.showMessage();
   }
}

3.懒汉 线程安全

public class Singleton {  
    private static Singleton instance;  
    private Singleton (){}  
    public static synchronized Singleton getInstance() {  
    if (instance == null) {  
        instance = new Singleton();  
    }  
    return instance;  
    }  
}

4.饿汉 线程不安全

public class Singleton {  
    private static Singleton instance = new Singleton();  
    private Singleton (){}  
    public static Singleton getInstance() {  
    return instance;  
    }  
}

组合模式Composite Pattern

组合模式(Composite Pattern),又叫部分整体模式,是用于把一组相似的对象当作一个单一的对象。组合模式依据树形结构来组合对象,用来表示部分以及整体层次。这种类型的设计模式属于结构型模式,它创建了对象组的树形结构。

这种模式创建了一个包含自己对象组的类。该类提供了修改相同对象组的方式。

我们通过下面的实例来演示组合模式的用法。实例演示了一个组织中员工的层次结构。

1.创建 Employee 类,该类带有 Employee 对象的列表。

import java.util.ArrayList;
import java.util.List;
 
public class Employee {
   private String name;
   private String dept;
   private int salary;
   private List<Employee> subordinates;
 
   //构造函数
   public Employee(String name,String dept, int sal) {
      this.name = name;
      this.dept = dept;
      this.salary = sal;
      subordinates = new ArrayList<Employee>();
   }
 
   public void add(Employee e) {
      subordinates.add(e);
   }
 
   public void remove(Employee e) {
      subordinates.remove(e);
   }
 
   public List<Employee> getSubordinates(){
     return subordinates;
   }
 
   public String toString(){
      return ("Employee :[ Name : "+ name 
      +", dept : "+ dept + ", salary :"
      + salary+" ]");
   }   
}

2.使用 Employee 类来创建和打印员工的层次结构。

public class CompositePatternDemo {
   public static void main(String[] args) {
      Employee CEO = new Employee("John","CEO", 30000);
 
      Employee headSales = new Employee("Robert","Head Sales", 20000);
 
      Employee headMarketing = new Employee("Michel","Head Marketing", 20000);
 
      Employee clerk1 = new Employee("Laura","Marketing", 10000);
      Employee clerk2 = new Employee("Bob","Marketing", 10000);
 
      Employee salesExecutive1 = new Employee("Richard","Sales", 10000);
      Employee salesExecutive2 = new Employee("Rob","Sales", 10000);
 
      CEO.add(headSales);
      CEO.add(headMarketing);
 
      headSales.add(salesExecutive1);
      headSales.add(salesExecutive2);
 
      headMarketing.add(clerk1);
      headMarketing.add(clerk2);
 
      //打印该组织的所有员工
      System.out.println(CEO); 
      for (Employee headEmployee : CEO.getSubordinates()) {
         System.out.println(headEmployee);
         for (Employee employee : headEmployee.getSubordinates()) {
            System.out.println(employee);
         }
      }        
   }
}

3.输出结果

Employee :[ Name : John, dept : CEO, salary :30000 ]
Employee :[ Name : Robert, dept : Head Sales, salary :20000 ]
Employee :[ Name : Richard, dept : Sales, salary :10000 ]
Employee :[ Name : Rob, dept : Sales, salary :10000 ]
Employee :[ Name : Michel, dept : Head Marketing, salary :20000 ]
Employee :[ Name : Laura, dept : Marketing, salary :10000 ]
Employee :[ Name : Bob, dept : Marketing, salary :10000 ]

外观模式Facade Pattern

外观模式(Facade Pattern)隐藏系统的复杂性,并向客户端提供了一个客户端可以访问系统的接口。这种类型的设计模式属于结构型模式,它向现有的系统添加一个接口,来隐藏系统的复杂性。

这种模式涉及到一个单一的类,该类提供了客户端请求的简化方法和对现有系统类方法的委托调用。

1.创建一个接口。

public interface Shape {
   void draw();
}

2.创建实现接口的实体类。

public class Rectangle implements Shape {
 
   @Override
   public void draw() {
      System.out.println("Rectangle::draw()");
   }
}
public class Square implements Shape {
 
   @Override
   public void draw() {
      System.out.println("Square::draw()");
   }
}
public class Circle implements Shape {
 
   @Override
   public void draw() {
      System.out.println("Circle::draw()");
   }
}

3.创建外观类

public class ShapeMaker {
   private Shape circle;
   private Shape rectangle;
   private Shape square;
 
   public ShapeMaker() {
      circle = new Circle();
      rectangle = new Rectangle();
      square = new Square();
   }
 
   public void drawCircle(){
      circle.draw();
   }
   public void drawRectangle(){
      rectangle.draw();
   }
   public void drawSquare(){
      square.draw();
   }
}

4.使用该外观类画出各种类型的形状。

public class FacadePatternDemo {
   public static void main(String[] args) {
      ShapeMaker shapeMaker = new ShapeMaker();
 
      shapeMaker.drawCircle();
      shapeMaker.drawRectangle();
      shapeMaker.drawSquare();      
   }
}

5.输出结果

Circle::draw()
Rectangle::draw()
Square::draw()

命令模式Command Pattern

命令模式(Command Pattern)是一种数据驱动的设计模式,它属于行为型模式。请求以命令的形式包裹在对象中,并传给调用对象。调用对象寻找可以处理该命令的合适的对象,并把该命令传给相应的对象,该对象执行命令。

1.创建一个命令接口

public interface Order {
   void execute();
}

2.创建请求类

public class Stock {
   
   private String name = "ABC";
   private int quantity = 10;
 
   public void buy(){
      System.out.println("Stock [ Name: "+name+", 
         Quantity: " + quantity +" ] bought");
   }
   public void sell(){
      System.out.println("Stock [ Name: "+name+", 
         Quantity: " + quantity +" ] sold");
   }
}

3.创建实现了 Order 接口的实体类。

public class BuyStock implements Order {
   private Stock abcStock;
 
   public BuyStock(Stock abcStock){
      this.abcStock = abcStock;
   }
 
   public void execute() {
      abcStock.buy();
   }
}
public class SellStock implements Order {
   private Stock abcStock;
 
   public SellStock(Stock abcStock){
      this.abcStock = abcStock;
   }
 
   public void execute() {
      abcStock.sell();
   }
}

4.创建命令调用类。

import java.util.ArrayList;
import java.util.List;
 
public class Broker {
   private List<Order> orderList = new ArrayList<Order>(); 
 
   public void takeOrder(Order order){
      orderList.add(order);      
   }
 
   public void placeOrders(){
      for (Order order : orderList) {
         order.execute();
      }
      orderList.clear();
   }
}

5.使用 Broker 类来接受并执行命令。

public class CommandPatternDemo {
   public static void main(String[] args) {
      Stock abcStock = new Stock();
 
      BuyStock buyStockOrder = new BuyStock(abcStock);
      SellStock sellStockOrder = new SellStock(abcStock);
 
      Broker broker = new Broker();
      broker.takeOrder(buyStockOrder);
      broker.takeOrder(sellStockOrder);
 
      broker.placeOrders();
   }
}

6.输出结果

Stock [ Name: ABC, Quantity: 10 ] bought
Stock [ Name: ABC, Quantity: 10 ] sold

中介者模式Mediator Pattern

中介者模式(Mediator Pattern)是用来降低多个对象和类之间的通信复杂性。这种模式提供了一个中介类,该类通常处理不同类之间的通信,并支持松耦合,使代码易于维护。中介者模式属于行为型模式。

1.创建中介类

import java.util.Date;
 
public class ChatRoom {
   public static void showMessage(User user, String message){
      System.out.println(new Date().toString()
         + " [" + user.getName() +"] : " + message);
   }
}

2.创建 user 类。

public class User {
   private String name;
 
   public String getName() {
      return name;
   }
 
   public void setName(String name) {
      this.name = name;
   }
 
   public User(String name){
      this.name  = name;
   }
 
   public void sendMessage(String message){
      ChatRoom.showMessage(this,message);
   }
}

4.使用 User 对象来显示他们之间的通信。

public class MediatorPatternDemo {
   public static void main(String[] args) {
      User robert = new User("Robert");
      User john = new User("John");
 
      robert.sendMessage("Hi! John!");
      john.sendMessage("Hello! Robert!");
   }
}

5.输出结果

Thu Jan 31 16:05:46 IST 2013 [Robert] : Hi! John!
Thu Jan 31 16:05:46 IST 2013 [John] : Hello! Robert!

观察者模式Observer Pattern

当对象间存在一对多关系时,则使用观察者模式(Observer Pattern)。比如,当一个对象被修改时,则会自动通知依赖它的对象。观察者模式属于行为型模式。

1.创建 Subject 类。

import java.util.ArrayList;
import java.util.List;
 
public class Subject {
   
   private List<Observer> observers 
      = new ArrayList<Observer>();
   private int state;
 
   public int getState() {
      return state;
   }
 
   public void setState(int state) {
      this.state = state;
      notifyAllObservers();
   }
 
   public void attach(Observer observer){
      observers.add(observer);      
   }
 
   public void notifyAllObservers(){
      for (Observer observer : observers) {
         observer.update();
      }
   }  
}

2.创建 Observer 类。

public abstract class Observer {
   protected Subject subject;
   public abstract void update();
}

3.创建实体观察者类。

public class BinaryObserver extends Observer{
 
   public BinaryObserver(Subject subject){
      this.subject = subject;
      this.subject.attach(this);
   }
 
   @Override
   public void update() {
      System.out.println( "Binary String: " 
      + Integer.toBinaryString( subject.getState() ) ); 
   }
}
public class OctalObserver extends Observer{
 
   public OctalObserver(Subject subject){
      this.subject = subject;
      this.subject.attach(this);
   }
 
   @Override
   public void update() {
     System.out.println( "Octal String: " 
     + Integer.toOctalString( subject.getState() ) ); 
   }
}
public class HexaObserver extends Observer{
 
   public HexaObserver(Subject subject){
      this.subject = subject;
      this.subject.attach(this);
   }
 
   @Override
   public void update() {
      System.out.println( "Hex String: " 
      + Integer.toHexString( subject.getState() ).toUpperCase() ); 
   }
}

4.使用 Subject 和实体观察者对象。

public class ObserverPatternDemo {
   public static void main(String[] args) {
      Subject subject = new Subject();
 
      new HexaObserver(subject);
      new OctalObserver(subject);
      new BinaryObserver(subject);
 
      System.out.println("First state change: 15");   
      subject.setState(15);
      System.out.println("Second state change: 10");  
      subject.setState(10);
   }
}

5.输出结果

First state change: 15
Hex String: F
Octal String: 17
Binary String: 1111
Second state change: 10
Hex String: A
Octal String: 12
Binary String: 1010

状态模式State Pattern

在状态模式(State Pattern)中,类的行为是基于它的状态改变的。这种类型的设计模式属于行为型模式。

在状态模式中,我们创建表示各种状态的对象和一个行为随着状态对象改变而改变的 context 对象。

1.创建一个接口。

public interface State {
   public void doAction(Context context);
}

2.创建实现接口的实体类。

public class StartState implements State {
 
   public void doAction(Context context) {
      System.out.println("Player is in start state");
      context.setState(this); 
   }
 
   public String toString(){
      return "Start State";
   }
}
public class StopState implements State {
 
   public void doAction(Context context) {
      System.out.println("Player is in stop state");
      context.setState(this); 
   }
 
   public String toString(){
      return "Stop State";
   }
}

3.创建 Context 类。

public class Context {
   private State state;
 
   public Context(){
      state = null;
   }
 
   public void setState(State state){
      this.state = state;     
   }
 
   public State getState(){
      return state;
   }
}

4.使用 Context 来查看当状态 State 改变时的行为变化。

public class StatePatternDemo {
   public static void main(String[] args) {
      Context context = new Context();
 
      StartState startState = new StartState();
      startState.doAction(context);
 
      System.out.println(context.getState().toString());
 
      StopState stopState = new StopState();
      stopState.doAction(context);
 
      System.out.println(context.getState().toString());
   }
}

5.输出结果

Player is in start state
Start State
Player is in stop state
Stop State

策略模式Strategy Pattern

在策略模式(Strategy Pattern)中,一个类的行为或其算法可以在运行时更改。这种类型的设计模式属于行为型模式。

在策略模式中,我们创建表示各种策略的对象和一个行为随着策略对象改变而改变的 context 对象。策略对象改变 context 对象的执行算法。

1.创建一个接口。

public interface Strategy {
   public int doOperation(int num1, int num2);
}

2.创建实现接口的实体类。

public class OperationAdd implements Strategy{
   @Override
   public int doOperation(int num1, int num2) {
      return num1 + num2;
   }
}
public class OperationSubtract implements Strategy{
   @Override
   public int doOperation(int num1, int num2) {
      return num1 - num2;
   }
}
public class OperationMultiply implements Strategy{
   @Override
   public int doOperation(int num1, int num2) {
      return num1 * num2;
   }
}

3.创建 Context 类。

public class Context {
   private Strategy strategy;
 
   public Context(Strategy strategy){
      this.strategy = strategy;
   }
 
   public int executeStrategy(int num1, int num2){
      return strategy.doOperation(num1, num2);
   }
}

4.使用 Context 来查看当它改变策略 Strategy 时的行为变化。

public class StrategyPatternDemo {
   public static void main(String[] args) {
      Context context = new Context(new OperationAdd());    
      System.out.println("10 + 5 = " + context.executeStrategy(10, 5));
 
      context = new Context(new OperationSubtract());      
      System.out.println("10 - 5 = " + context.executeStrategy(10, 5));
 
      context = new Context(new OperationMultiply());    
      System.out.println("10 * 5 = " + context.executeStrategy(10, 5));
   }
}

5.输出结果

10 + 5 = 15
10 - 5 = 5
10 * 5 = 50

访问者模式Visitor Pattern

在访问者模式(Visitor Pattern)中,我们使用了一个访问者类,它改变了元素类的执行算法。通过这种方式,元素的执行算法可以随着访问者改变而改变。这种类型的设计模式属于行为型模式。根据模式,元素对象已接受访问者对象,这样访问者对象就可以处理元素对象上的操作。

1.定义一个表示元素的接口。

public interface ComputerPart {
   public void accept(ComputerPartVisitor computerPartVisitor);
}

2.创建扩展了上述类的实体类。

public class Keyboard  implements ComputerPart {
 
   @Override
   public void accept(ComputerPartVisitor computerPartVisitor) {
      computerPartVisitor.visit(this);
   }
}
public class Monitor  implements ComputerPart {
 
   @Override
   public void accept(ComputerPartVisitor computerPartVisitor) {
      computerPartVisitor.visit(this);
   }
}
public class Mouse  implements ComputerPart {
 
   @Override
   public void accept(ComputerPartVisitor computerPartVisitor) {
      computerPartVisitor.visit(this);
   }
}
public class Computer implements ComputerPart {
   
   ComputerPart[] parts;
 
   public Computer(){
      parts = new ComputerPart[] {new Mouse(), new Keyboard(), new Monitor()};      
   } 
 
 
   @Override
   public void accept(ComputerPartVisitor computerPartVisitor) {
      for (int i = 0; i < parts.length; i++) {
         parts[i].accept(computerPartVisitor);
      }
      computerPartVisitor.visit(this);
   }
}

3.定义一个表示访问者的接口。

public interface ComputerPartVisitor {
   public void visit(Computer computer);
   public void visit(Mouse mouse);
   public void visit(Keyboard keyboard);
   public void visit(Monitor monitor);
}

4.创建实现了上述类的实体访问者。

public class ComputerPartDisplayVisitor implements ComputerPartVisitor {
 
   @Override
   public void visit(Computer computer) {
      System.out.println("Displaying Computer.");
   }
 
   @Override
   public void visit(Mouse mouse) {
      System.out.println("Displaying Mouse.");
   }
 
   @Override
   public void visit(Keyboard keyboard) {
      System.out.println("Displaying Keyboard.");
   }
 
   @Override
   public void visit(Monitor monitor) {
      System.out.println("Displaying Monitor.");
   }
}

5.使用 ComputerPartDisplayVisitor 来显示 Computer 的组成部分。

public class VisitorPatternDemo {
   public static void main(String[] args) {
 
      ComputerPart computer = new Computer();
      computer.accept(new ComputerPartDisplayVisitor());
   }
}

6.输出结果

Displaying Mouse.
Displaying Keyboard.
Displaying Monitor.
Displaying Computer.

designpatterns's People

Contributors

1529630673 avatar

Stargazers

 avatar

Watchers

 avatar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.