备忘录模式

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。

1、Originator类,负责创建备忘录Memento,用以记录当前时刻它的内部状态,并可使用备忘录恢复内部状态。Originator可根据需要决定Memento存储Originator的哪些内部状态。

public class Originator
{
	private String state;

	public String getState()
	{
		return state;
	}

	public void setState(String state)
	{
		this.state = state;
	}

	public Memento createMemento()
	{
		return (new Memento(state));
	}

	public void setMemento(Memento memento)
	{
		state = memento.getState();
	}

	public void show()
	{
		System.out.println("State=" + state);
	}
}
2、Memento类,负责存储Originator对象的内部状态,并可防止Originator以外的其他对象访问备忘录Memento。备忘录有两个接口,Caretaker只能看到备忘录的窄接口,它只能将备忘录传递给其他对象。Originator能够看到一个宽接口,允许它访问到先前状态所需的所有数据。
public class Memento
{
private String state;
public Memento(String state)
{
	this.state=state;
}
public String getState()
{
	return state;
}
}
3、Caretaker负责保存好备忘录Memento, 不能对备忘录的内容进行操作或检查。

public class Caretaker
{
	private Memento memento;

	public Memento getMemento()
	{
		return memento;
	}

	public void setMemento(Memento memento)
	{
		this.memento = memento;
	}
}
4、客户端程序

public class Client
{
public static void main(String[] args)
{
	Originator o=new Originator();
	o.setState("On");
	o.show();
	
	Caretaker c=new Caretaker();
	c.setMemento(o.createMemento());
	
	o.setState("off");
	o.show();
	
	o.setMemento(c.getMemento());
	o.show();
}
}
实例游戏进度备忘

1、GameRole游戏角色


public class GameRole
{
private int vitality;//生命力
private int attack;//攻击力
private int defense;//防御力
public int getVitality()
{
	return vitality;
}
public void setVitality(int vitality)
{
	this.vitality = vitality;
}
public int getAttack()
{
	return attack;
}
public void setAttack(int attack)
{
	this.attack = attack;
}
public int getDefense()
{
	return defense;
}
public void setDefense(int defense)
{
	this.defense = defense;
}
public void initState()
{
	this.attack=100;
	this.defense=100;
	this.vitality=100;
}
public void stateDisplay()
{
	System.out.println("生命力"+vitality);
	System.out.println("攻击力"+attack);
	System.out.println("防御力"+defense);
}
public void fight()
{
	this.vitality=0;
	this.attack=0;
	this.defense=0;
}
public RoleStateMemento saveState()
{
	return (new RoleStateMemento(vitality,attack,defense));
}

public void recoveryState(RoleStateMemento memento)
{
	this.vitality=memento.getVitality();
	this.attack=memento.getAttack();
	this.defense=memento.getDefense();
}
}
2、RoleSt ateMemento游戏状态备忘

public class RoleStateMemento
{
    private int vitality;// 生命力
    private int attack;// 攻击力
    private int defense;// 防御力

    public RoleStateMemento(int vitality, int attack, int defense)
    {
        this.vitality = vitality;
        this.attack = attack;
        this.defense = defense;
    }

    public int getVitality()
    {
        return vitality;
    }

    public void setVitality(int vitality)
    {
        this.vitality = vitality;
    }

    public int getAttack()
    {
        return attack;
    }

    public void setAttack(int attack)
    {
        this.attack = attack;
    }

    public int getDefense()
    {
        return defense;
    }

    public void setDefense(int defense)
    {
        this.defense = defense;
    }
    
}
3、RoleStateCaretaker类游戏状态管理者
<pre name="code" class="java">public class RoleStateCaretaker
{
	private RoleStateMemento memento;

	public RoleStateMemento getMemento()
	{
		return memento;
	}

	public void setMemento(RoleStateMemento memento)
	{
		this.memento = memento;
	}

}

 

 
4、客户端程序 

<span style="font-size:18px;">public class Client
{
public static void main(String[] args)
{
	GameRole role1=new GameRole();
	role1.initState();
	role1.stateDisplay();
	
	RoleStateCaretaker stateAdmin=new RoleStateCaretaker();
	stateAdmin.setMemento(role1.saveState());
	
	role1.fight();
	role1.stateDisplay();
	
	role1.recoveryState(stateAdmin.getMemento());
	role1.stateDisplay();
}
}
</span>
资料来源:程杰老师<大话设计模式>

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