策略模式
定义算法家族,分别封装起来,让它们之间可以互相替换,让算法变化,不会影响到用户
GOOD:
适合类中的成员以方法为主,算法经常变动;简化了单元测试(因为每个算法都有自己的类,可以通过自己的接口单独测试。
策略模式和简单工厂基本相同,但简单工厂模式只能解决对象创建问题,对于经常变动的算法应使用策略模式。
BUG:客户端要做出判断
#include<iostream>
#include<string>
using namespace std;
class CashSuper
{
public:
virtual double acceptCash(double money) = 0;
};
class CashNormal : public CashSuper
{
public:
double acceptCash(double money) override
{
return money;
}
};
class CashReturn :public CashSuper
{
private:
double moneyCondition = 0.0;
double moneyReturn = 0.0;
public:
CashReturn(double moneyCondition, double moneyReturn)
{
this->moneyCondition = moneyCondition;
this->moneyReturn = moneyReturn;
}
double acceptCash(double money) override
{
double result = money;
if (money >= moneyCondition)
result = money - static_cast<int>((money / moneyCondition)) * moneyReturn;
return result;
}
};
class CashRebate :public CashSuper
{
private:
double moneyRebate = 1;
public:
CashRebate(double moneyRebate)
{
this->moneyRebate = moneyRebate;
}
double acceptCash(double money) override
{
return money * moneyRebate;
}
};
class CashContext
{
//声明一个现金收费父类对象
private:
CashSuper* cs;
public:
//设置策略行为,参数为具体的现金收费子类(正常,打折或返利)
CashContext(CashSuper* csuper)
{
cs = csuper;
}
//得到现金促销计算结果(利用了多态机制,不同的策略行为导致不同的结果)
double GetResult(double money)
{
return cs->acceptCash(money);
}
};
int main()
{
CashContext cc(nullptr);
double total = 0.0;//用于总计
int numIf = 2;
switch (numIf)
{
case 1:
cc = CashContext(new CashNormal());//正常收费
break;
case 2:
cc = CashContext(new CashReturn(300, 100));//满300返100
break;
case 3:
cc = CashContext(new CashRebate(0.8));//打8折
break;
}
double totalPrices = 0;
totalPrices = cc.GetResult(1000);
cout << totalPrices << std::endl;
cin.get();
return 0;
}