备忘录
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.这样以后就可将该对象恢复到原先保存的状态.
实例
main.cc:
#include <windows.h>
#include "caretaker.h"
#include "player.h"
#include <string>
#include <iostream>
using namespace std;
/*
design_patterns:"memento"
Each run a marathon, always dissatisfied with their results, Use this mode, you can return to the state before the game
*/
int main(){
Caretaker *caretaker = new Caretaker();
Player *player = new Player("before the game");
Memento *memento = new Memento(player->GetDate());
cout << player->GetDate() << endl;
caretaker->SetMemento(memento);
player->SetDate("after the game");
cout << player->GetDate() << endl;
player->Recovery(caretaker->GetMemento());
cout << player->GetDate() << endl;
//clear
delete caretaker;
delete player;
delete memento;
system("Pause");
return 0;
}
Player:
//player.h
#ifndef HELENDP_SOURCE_PLAYER_H_
#define HELENDP_SOURCE_PLAYER_H_
#include "memento.h"
class Player{
public:
Player(string date);
~Player();
void CreateMemento();
void Recovery(Memento *memento);
void SetDate(string date);
string GetDate();
private:
string date_;
Memento *memento_;
};
#endif
//player.cc
#include "player.h"
Player::Player(string date){
date_ = date;
}
Player::~Player(){
}
void Player::SetDate(string date){
date_ = date;
}
string Player::GetDate(){
return date_;
}
void Player::CreateMemento(){
memento_ = new Memento(date_);
}
void Player::Recovery(Memento *memento){
SetDate(memento->GetDate());
}
Memento:
//memento.h
#ifndef HELENDP_SOURCE_MEMENTO_H_
#define HELENDP_SOURCE_MEMENTO_H_
#include <string>
using namespace std;
class Memento{
public:
Memento(string date);
~Memento();
string GetDate();
private:
string date_;
};
#endif
//memento.cc
#include "memento.h"
Memento::Memento(string date){
date_ = date;
}
Memento::~Memento(){
}
string Memento::GetDate(){
return date_;
}
Caretaker:
//caretaker.h
#ifndef HELENDP_SOURCE_CARETAKER_H_
#define HELENDP_SOURCE_CARETAKER_H_
#include "memento.h"
class Caretaker{
public:
Caretaker();
~Caretaker();
void SetMemento(Memento *memento);
Memento *GetMemento();
private:
Memento *memento_;
};
#endif
//caretaker.cc
#include "caretaker.h"
Caretaker::Caretaker(){
}
Caretaker::~Caretaker(){
}
void Caretaker::SetMemento(Memento * memento){
memento_ = memento;
}
Memento *Caretaker::GetMemento(){
return memento_;
}
代码和UML图(EA)工程文件,最后会整理打包上传.
UML类图
结构
- Memento(Memento):备忘录类,用于存储原发器对象的内部状态.
- Originator(Player):原发器类,用于创建备忘录,记录当前的内部状态.
- Caretaker(Caretaker):负责人类,用来保存好备忘录.
优点
- 当发起人角色的状态有改变时,有可能是个错误的改变,我们使用备忘录模式就可以把这个错误改变还原.
- 备份的状态是保存在发起人角色之外的,这样,发起人角色就不需要对各个备份的状态进行管理.
缺点
- 如果备份的对象存在大量的信息或者创建、恢复操作非常频繁,则可能造成很大的性能开销.