设计模式2-结构型模式

4. 结构型模式

4.1 代理模式

即中介,控制对某对象的访问。代理服务器、缓冲服务器都是这种模式。


class AbstractCommonInterface
{
public:
	virtual void run() = 0;
};

class MySystem : public AbstractCommonInterface
{
public:
	virtual void run()
	{
		cout << "running" << endl;
	}
};


class MySystemProxy : public AbstractCommonInterface
{
public:
	MySystemProxy(string user, string password)
	{
		pSystem = new MySystem;
	}

	virtual void run()
	{
		// if ( check() )
		{
			pSystem->run();
		}
	}
private:
	MySystem* pSystem;
};

4.2 外观模式

Facade模式,一组具有相似功能的类群,提供一个一致简单的界面,该界面叫做facade。各个子类不直接通信。

以一个家庭影院为例:

class Device
{
public:
	virtual void On() {};
	virtual void Off() {};
};

class TV : public Device {};
class Speaker : public Device {};
class Microphone: public Device {};
class Game : public Device {};

class Facade
{
public:
	Facade()
	{
		m_pTV = new TV;
		m_pSpeaker = new Speaker;
		m_pMicrophone = new Microphone;
		m_pGame = new Game;
	}
	void KTVModeOn()
	{
		m_pTV->On();
		m_pSpeaker->On();
		m_pMicrophone->On();
		m_pGame->Off();
	}
	void KTVModeOn()
	{
		m_pTV->On();
		m_pSpeaker->On();
		m_pMicrophone->Off();
		m_pGame->On();
	}
	~Facade()
	{
		if (m_pTV) { delete m_pTV; }
		if (m_pSpeaker) { delete m_pSpeaker; }
		if (m_pMicrophone) { delete m_pMicrophone;}
		if (m_pGame) {	delete m_pGame;}
	}
private:
	TV* m_pTV;
	Speaker* m_pSpeaker;
	Microphone* m_pMicrophone;
	Game* m_pGame;
};

4.3 适配器模式

类似电源适配器。

比如调用foreach,回调函数有两个参数时:

#include <iostream>
#include <string>
#include <vector>
#include <algorithm>
using namespace std;

class MyPrint
{
public:
	void operator()(int v1, int v2)
	{
		cout << v1 + v2 << endl;
	}
};

// 目标接口(for_each的func参数)
class Target
{
	virtual void operator()(int v) = 0;
};

class Adapter : public Target
{
public:
	virtual void operator()(int v)
	{
		myprint(v, 10);
	}

private:
	MyPrint myprint;
};

int main()
{
	vector<int> v;
	v.push_back(1);
	v.push_back(2);
	v.push_back(3);

	for_each(v.begin(), v.end(), Adapter());

	cin.get();
	return 0;
}

或者

#include <iostream>
#include <string>
#include <vector>
#include <algorithm>
using namespace std;

class MyPrint
{
public:
	void operator()(int v1, int v2)
	{
		cout << v1 + v2 << endl;
	}
};

// 目标接口(for_each的func参数)
class Target
{
	virtual void operator()(int v) = 0;
};

class Adapter : public Target
{
public:
	Adapter(int n)
	{
		added = n;
	}
	virtual void operator()(int v)
	{
		myprint(v, added);
	}

private:
	MyPrint myprint;
	int added;
};

int main()
{
	vector<int> v;
	v.push_back(1);
	v.push_back(2);
	v.push_back(3);

	for_each(v.begin(), v.end(), Adapter(20));

	cin.get();
	return 0;
}

4.4 装饰模式

一般通过继承来拓展功能,但类会很多,此时装饰该类更合理。可联想qq秀。下面是玩家穿铠甲的例子。

class AbstractPlayer
{
public:
	AbstractPlayer() : m_nHP(100) {}
	virtual void ShowStatus()
	{
		cout << m_nHP << endl;
	} 
public:
	int m_nHP;
};

class Player1 : public AbstractPlayer{};

class AbstractEquipment : public AbstractPlayer
{
public:
	AbstractEquipment(AbstractPlayer* pPlayer) : m_pPlayer(pPlayer) 
	{
		if (pPlayer)
		{
			this->m_nHP = pPlayer->m_nHP;
			delete pPlayer;
		}
	}

private:
	AbstractPlayer* m_pPlayer;
};

class Armor : public AbstractEquipment
{
public:
	Armor(AbstractPlayer* pPlayer) : AbstractEquipment(pPlayer)
	{
		this->m_nHP += 10;
	}
};
	
int main()
{
	AbstractPlayer* pPlayer = new Player1();
	pPlayer = new Armor(pPlayer);
	pPlayer->ShowStatus();
	pPlayer = new Armor(pPlayer);
	pPlayer->ShowStatus();
    
	cin.get();
	return 0;
}
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