依赖关系的倒置
抽象不应该依赖于实现细节,实现细节应该依赖于抽象
动机(Motivation)
在软件系统中,经常面临着"某些结构复杂的对象"的创建工作;由于需求的变化,这些对象经常面临着剧烈的变化,但是它们却拥有比较稳定一致的接口。
如何应对这种变化?如何向"客户程序"(使用这些对象的程序)"隔离出"这些易变对象",从而使得"依赖这些易变对象的客户程序"不随着需求改变而改变?
意图(Intent)
使用原型实例指定创建对象的种类,然后通过拷贝这些原型来创建新的对象
结构
图(一)的情况
public
class
GameSystem
{
public void Run()
{
NormalActor normalActor1 = new NormalActor(); // 徒步的小兵3个
NormalActor normalActor2 = new NormalActor();
NormalActor normalActor3 = new NormalActor();
FlyActor flyActor1 = new FlyActor(); // 飞行的小兵2个
FlyActor flyActor2 = new FlyActor();
WaterActor waterActor1 = new WaterActor(); // 潜水的小兵2个
WaterActor waterActor2 = new WaterActor();
}
}
GameSystem依赖于内部的三种Actor
{
public void Run()
{
NormalActor normalActor1 = new NormalActor(); // 徒步的小兵3个
NormalActor normalActor2 = new NormalActor();
NormalActor normalActor3 = new NormalActor();
FlyActor flyActor1 = new FlyActor(); // 飞行的小兵2个
FlyActor flyActor2 = new FlyActor();
WaterActor waterActor1 = new WaterActor(); // 潜水的小兵2个
WaterActor waterActor2 = new WaterActor();
}
}
GameSystem依赖于内部的三种Actor
图(二)的情况
class Program
{
static void Main( string [] args)
{
GameSystem gameSystem = new GameSystem();
gameSystem.Run( new NormalActorA(), new FlyActorA(), new WaterActorA());
}
public class GameSystem
{
public void Run(NormalActor normalActor,FlyActor flyActor,WaterActor waterActor)
{
NormalActor normalActor1 = normalActor.Clone(); // 徒步的小兵3个
NormalActor normalActor2 = normalActor.Clone();
NormalActor normalActor3 = normalActor.Clone();
FlyActor flyActor1 = flyActor.Clone(); // 飞行的小兵2个
FlyActor flyActor2 = flyActor.Clone();
WaterActor waterActor1 = waterActor.Clone(); // 潜水的小兵2个
WaterActor waterActor2 = waterActor.Clone();
}
}
// NormalActorA
// NormalActorB
public abstract class NormalActor
{
public abstract NormalActor Clone();
}
class NormalActorA : NormalActor
{
public override NormalActor Clone()
{
return (NormalActor) this .MemberwiseClone(); // 浅拷贝,这里引用类型要注意
}
}
class NormalActorB : NormalActor
{
public override NormalActor Clone()
{
return (NormalActor) this .MemberwiseClone();
}
}
// FlyActorA
// FlyActorB
public abstract class FlyActor
{
public abstract FlyActor Clone();
}
class FlyActorA : FlyActor
{
public override FlyActor Clone()
{
return (FlyActor) this .MemberwiseClone();
}
}
class FlyActorB : FlyActor
{
public override FlyActor Clone()
{
return (FlyActor) this .MemberwiseClone();
}
}
// WaterActorA
// WaterActorB,同上
public abstract class WaterActor
{
public abstract WaterActor Clone();
}
class WaterActorA : WaterActor { }
class WaterActorB : WaterActor { }
}
class Program
{
static void Main( string [] args)
{
GameSystem gameSystem = new GameSystem();
gameSystem.Run( new NormalActorA(), new FlyActorA(), new WaterActorA());
}
public class GameSystem
{
public void Run(NormalActor normalActor,FlyActor flyActor,WaterActor waterActor)
{
NormalActor normalActor1 = normalActor.Clone(); // 徒步的小兵3个
NormalActor normalActor2 = normalActor.Clone();
NormalActor normalActor3 = normalActor.Clone();
FlyActor flyActor1 = flyActor.Clone(); // 飞行的小兵2个
FlyActor flyActor2 = flyActor.Clone();
WaterActor waterActor1 = waterActor.Clone(); // 潜水的小兵2个
WaterActor waterActor2 = waterActor.Clone();
}
}
// NormalActorA
// NormalActorB
public abstract class NormalActor
{
public abstract NormalActor Clone();
}
class NormalActorA : NormalActor
{
public override NormalActor Clone()
{
return (NormalActor) this .MemberwiseClone(); // 浅拷贝,这里引用类型要注意
}
}
class NormalActorB : NormalActor
{
public override NormalActor Clone()
{
return (NormalActor) this .MemberwiseClone();
}
}
// FlyActorA
// FlyActorB
public abstract class FlyActor
{
public abstract FlyActor Clone();
}
class FlyActorA : FlyActor
{
public override FlyActor Clone()
{
return (FlyActor) this .MemberwiseClone();
}
}
class FlyActorB : FlyActor
{
public override FlyActor Clone()
{
return (FlyActor) this .MemberwiseClone();
}
}
// WaterActorA
// WaterActorB,同上
public abstract class WaterActor
{
public abstract WaterActor Clone();
}
class WaterActorA : WaterActor { }
class WaterActorB : WaterActor { }
}
Prototype 模式的几个要点
·Prototype模式同样用于隔离类对象的使用者和具体类型(易变类)之间的耦合关系,它同样要求这些"易变类"拥有稳定的接口。
·Prototype模式对于"如何创建易变类的实体对象"采用"原型克隆"的方法来做,它使得我们可以非常地动态创建"拥有某些稳定接口"的新对象---所需工作仅仅是注册一个新类的对象(即原型),然后在任何需要的地方不断地Clone。
·Prototype模式中的Clone方法可以利用.net中的Object类的MemberwiseClone方法或者序列化来实现深拷贝