创建对象同时隐藏创建逻辑的方式,而不是用新的运算符直接实例化对象。这使得判断针对某个给定实例需要创建哪些对象时更加灵活。(多态?)
一、工厂设计模式(Factory Pattern)
创建对象不会客户端暴露创建逻辑,并且使用一个公共接口来指向新创建的对象。
1.创建接口,Shape.java
public interface Shape{
void draw();
}
2.创建实现接口实体类
//Rectangle.java
public class Rectangle implements Shape{
@override
public void draw(){
System.out.println("Rectangle:draw() called");
}
}
//Square.java
public class Square implements Shape{
@override
public void draw(){
System.out.println("Square:draw() called");
}
}
//Circle.java
public class Circle implements Shape{
@override
public void draw(){
System.out.println("Square:draw() called");
}
}
3.创建一个工厂,生成基于给定信息实体类对象 ShapeFactory.java
public class ShapeFactory{
public Shape getShape(String shape){
if(shape==null){
return null;
}
if(shape.equalsIgnoreCase("circle")){
return new Circle();
}else if(shape.equalsIgnoreCase("rectangle")){
return new Rectangle();
}else if(shape.equalsIgnoreCase("square")){
return new Square();
}
}
}
4.使用工厂类,FactoryShapeDemo.java
public class FactoryShapeDemo{
ShapeFactory shapeFactory=new ShapeFactory();
Shape shape1=shapeFactory.getShape("circle");
Shape shape2=shapeFactory.getShape("rectangle");
Shape shape3=shapeFactory.getShape("square");
shape1.draw();
shape2.draw();
shape3.draw();
}
二、抽象工厂模式(Abstract Factory Pattern)
超级工厂创建其他工厂。接口只是负责创建一个相关对象的工厂,不需要显示指定他们的类,每个生成的工厂都能按照工厂模式提供对象
1.创建接口//Shape.java
public interface Shape{
void draw();
}
2.创建实现接口实体类//Rectangle.java
public class Rectangle implements Shape{
@override
public void draw(){
System.out.println("Rectangle:draw() called");
}
}
//Square.java
public class Square implements Shape{
@override
public void draw(){
System.out.println("Square:draw() called");
}
}
//Circle.java
public class Circle implements Shape{
@override
public void draw(){
System.out.println("Square:draw() called");
}
}
3.创建颜色接口Color.java
public interface Color{
void fill();
}
4.创建实现接口的实体
//Red.java
public class Red implements Color{
@override
public void fill(){
System.out.println("Red:fill()");
}
}
//Green.java
public class Green implements Color{
@override
public void fill(){
System.out.println("Green:fill()");
}
}
//Blue.java
public class Blue implements Color{
@override
public void fill(){
System.out.println("Blue:fill()");
}
}
5.为Color和Shape对象来创建抽象类获取工厂AbstractFactory.java
public abstract class AbstractFactory{
abstract Color getColor(String color);
abstract Shape getShape(String shape);
}
6.创建扩展AbstractFactory工厂类,基于给定信息创建对象.
public class ShapeFactory extends AbstractFactory{
@override
public Shape getShape(String shape){
if(shape==null){
return null;
}
if(shape.equalsIgnoreCase("circle")){
return new Circle();
}else if(shape.equalsIgnoreCase("rectangle")){
return new Rectangle();
}else if(shape.equalsIgnoreCase("square")){
return new Square();
}
return null;
}
@override
Color getColor(String color){
return null;
}
}
public class ColorFactory extends AbstractFactory{
@override
public Color getColor(String color){
if(color==null){
return null;
}
if(color.equalsIgnoreCase("red")){
return new Red();
}else if(color.equalsIgnoreCase("green")){
return new Green();
}else if(color.equalsIgnoreCase("blue")){
return new Blue();
}
return null;
}
@override
Shpae getShape(String shape){
return null;
}
}
7.创建工厂生成器,通过传递形状或颜色来获取工厂FactoryProducer.java
public class FactoryProducer{
public static AbstractFactory getFactory(String choice){
if(choice.equalsIgnoreCase("SHAPE")){
return new ShapeFactory();
}else if(choice.equalsIgnoreCase("COLOR")){
return new ColorFactory();
}
return null;
}
}
8.使用FactoryProducer来获取AbstractFactroy,通过信息传递来获取实体类对象
public class AbstractFactoryDemo{
public static void main(String args[]){
AbstractFactroy shapeFactory=FactoryProducer.getFactoy("shape");
Shape shape1=shapeFactory.getShape("circle");
shape1.draw();
AbstractFactory colorFactroy=FactoryProducer.getFactory("COLOR");
Color color1=colorFactory.getColor("red");
color1.fill();
}
}
三、单例模式(Singleton Pattern)
这种模式设计创建一个单一的类,该类负责创建自己的对象,同事确保只有单个对象被创建。
3.1.懒汉式,线程不安全。
public class Singleton{
private static Singleton instance;
public static Singleton getInstance(){
if(instance == null){
instance = new Singleton();
}
return instance;
}
}
3.2.懒汉式,线程安全
能够在多线程很好工作,但是效率很低,99%情况下,不需要同步
public class Singleton{
private static Singleton instance;
private Singleton(){};
public static synchronized Singleton getInstance(){
if(instance==null){
instance=new Singleton();
}
return instance;
}
}
3.3.饿汉式,线程安全
常用易产生垃圾对象,类加载就初始化,浪费空间。
基于classloader机制避免了线程同步的问题,加载过程很多,getInstance方式或者其他静态方法导致类装载
public class Singleton{
private static Singleton instance=new Singleton();
pubic static Singleton getInstance(){
return instance;
}
}
3.4.双检索/双重校验
jdk 1.5起,采用双锁机制,安全且在多线程保持高新能
public class Singleton{
private volatile static Singleton singleton;
private Singleton();
public static Singleton getSingleton(){
if(singleton==null){
sychronized(Singleton.class){
singleton=new Singleton();
}
}
return singleton;
}
}
3.5.登记式、静态内部类
和3.3区别:利用singleHolder方式避免classloader加载其他方式。但是如果getInstance方法很耗资源,又不希望在类加载实例化,那么这不合理的。
public class Singleton{
private static class SingletonHolder{
private static final Singleton INSTANCE=new Singleton();
}
private Singleton();
public static final Singleton getInstance(){
return SingletonHolder.INSTANCE;
}
}
3.6.枚举
JDK1.5起,这是单利模式最佳方式,自动支持序列化机制,防止多次实例化。
public enum Singleton{
INSTANCE;
public void whateverMethod(){
}
}
- 不建议使用3.1和3.2,建议使用3.3方式
- 只有明确实现lazy loading方式才使用3.5
- 如果设计到反序列化创建对象,使用3.6.
- 考虑第4种双检索方式
四、建造者模式(Builder Pattern)
使用多个简单的对象,一步一步建造成一个复杂对象。一个Builder类会一步一步构造最终的对象。该Builder类是独立于其他对象。
1.创建一个表示食物条目和食物包装的接口。
public interface Packing{
public String pack();
}
public interface Item{
public String name();
public Packing packing();
public float price();
}
2.创建实现Packing接口实体类Wrapper.java Bottle.java
public class Wrapper implements Packing{
@override
public String pack(){
return "Wrapper";
}
}
public class Bottle implements Packing{
@override
public String pack(){
return "Bottle";
}
}
3.创建实现Item抽象对象,对该接口提供默认功能
public abstract class Burger implements Items{
@override
public Packing packing(){
return new Wrapper();
}
@override
public abstract float price();
}
public abstract class ColdDrink implements Item{
@override
public Packing packing(){
return new Bottle();
}
@override
public abstract float price();
}
4.创建扩展Burger和ColdDrink的实体类
public class VegBurger extends Burger{
@override
public float price(){
return 25.0f;
}
@override
public String name(){
return "Veg" Burger";
}
}
pubic class ChickenBurger extends Burger{
@override
public float price(){
return 50.5f;
}
@override String name(){
return "Chicken Burger"
}
}
public class Coke extends ColdDrink{
@override
public float price(){
return 30.0f;
}
@override
public String name(){
return "Coke";
}
}
public class Pepsi extends ColdDrink{
@override
public void price(){
return 35.0f;
}
@override
public void name(){
return "Pepsi"
}
}
5.创建一个Meal.java,带有上面定义Item对象
public class Meal{
private List<Item> items=new ArrayList<Item>();
public void addItem(Item item){
items.add(item);
}
public float getCost(){
float cost=0.0f;
for(Item item:items){
cost+=item.price();
}
return cost;
}
public void showItems(){
for(Item item:items){
System.out.println("Item:"+item.name());
System.out.println("Item:"+item.packing().pack());
System.out.println("Item:"+item.price());
}
}
}
6.创建一个MealBuilder类,实际builder类负责创建Meal对象
public class MealBuilder{
public Meal prepareVegMeal(){
Meal meal=new Meal();
meal.addItem(new VegBurger());
meal.addItem(new Coke());
return meal;
}
public Meal prepareNonVegMeal(){
Meal meal=new Meal();
meal.addItem(new ChickenBurger());
meal.addItem(new Pepsi());
return meal;
}
}
7.使用MealBuider来演示建造者模式
public class BuilderPatternDemo{
public void static main(String[] args){
MealBuilder mealBuilder =new MealBuilder();
Meal vegMeal=mealBuilder.prepareVegMeal();
vegMeal.showItems();
Meal nonVegMeal=mealBuilder.prepareNonMeal();
nonVegMeal.showItems();
}
}
五、原型模式(Prototype Pattern)
创建重复对象,同时保证性能。当创建对象代价较大,可以缓冲该对象,下一个请求时还回它的克隆。
原型模式与通过一个类实例化构造对象不同的是,原型模式是通过拷贝一个现有对象生成新的对象。浅拷贝实现Cloneable。重写,深拷贝是通过实现Serializable读取二进制流。
1.创建一个实现Clone接口抽象类
public abstract class Shape implements Cloneable{
private String id;
protect String type;
abstract void draw();
public String getType(){
return type;
}
public String getId(){
return id;
}
public void setId(String id){
this.id=id;
}
public Object clone(){
Object clone=null;
try{
clone=super.clone();
}catch(CloneNotSupportedException e){
e.printStackTrace();
}
}
}
2.创建扩展上面抽象类的实体
public class Rectangle extends Shape{
public Rectangle(){
type="Rectangle"
}
@override
public void draw(){
System.out.println("Rectangle:draw()");
}
}
public class Square extends Shape{
public Square(){
type="Square";
}
@override
public void draw(){
System.out.println("Square:draw()");
}
}
public class Circle extends Shape{
public Circle(){
type="Circle";
}
public void draw(){
System.out.println("Circle:draw()");
}
}
3.创建一个类,从数据库获取实体类,并且他们存储在一个Hashtable中
public class ShapeCache{
private static Hashtable<String,Shape> shapeMap=new Hashtable<String,Shape>();
public static Shape getShape(String shapeId){
Shape cacheShpae =shapeMap.get(shapeId);
return (Shape)cacheShape.clone();
}
//每种形状都运行数据查询,并创建形状
//shapMap.put(shapekey,shape);
//添加三种形状
public static void loadCache(){
Circle circle=new Circle();
circle.setId("1");
shapMap.put(circle.getId(),circle);
Square square=new Square();
square.setId("2");
shapeMap.put(square.getId(),square);
Rectangle retangle =new Rectangle();
rectangle.setId("3");
shapeMap.put(rectangle.getId(),rectangle);
}
}
4.PrototypePatternDemo使用ShapeCache类获取存储在Hashtabele的形状克隆
public class PrototypePatternDemo{
public void static main(String[] args){
ShapeCache.loadCache();
Shape cloneShape=(Shape)ShapeCache.getShape("1");
System.out.println("Shape:"+cloneShape.getType());
Shape cloneShape2=(Shape)ShapeCache.getShape("2");
System.out.println("Shape:"+cloneShape.getType());
Shape cloneShape3=(Shape)ShapeCache.getShape("3");
System.out.println("Shape:"+cloneShape.getType());
}
}