<!--[if !supportLists]-->一、 <!--[endif]-->Builder生成器模式(创建型模式)
<!--[if !supportLists]-->1、 <!--[endif]-->结构(Structure)和协作(Collaborations)
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<!--[if !supportLists]-->2、 <!--[endif]-->实现示例
public abstract class House
{
}
public abstract class Builder
{
public abstract void BuildDoor();
public abstract void BuildWall();
public abstract void BuildWindows();
public abstract void BuildFloor();
public abstract void BuildHouseCeiling();
public abstract House GetHouse();
}
public class GameManager
{
public static House CreateHouse(Builder builder)
{
builder.BuildDoor();
builder.BuildDoor();
builder.BuildWall();
builder.BuildWall();
builder.BuildWall();
builder.BuildWall();
builder.BuildWindows();
builder.BuildWindows();
builder.BuildFloor();
builder.BuildHouseCeiling();
return builder.GetHouse();
}
}
public class RomanHouse : House
{
}
public class RomanHouseBuilder : Builder
{
public override void BuildDoor()
{
}
public override void BuildWall()
{
}
public override void BuildWindows()
{
}
public override void BuildFloor()
{
}
public override void BuildHouseCeiling()
{
}
public override House GetHouse()
{
return new RomanHouse();
}
}
class App
{
static void Main()
{
string assemblyName = ConfigurationSettings.AppSettings["BuilderAssembly"];
string builderName = ConfigurationSettings.AppSettings["BuilderClass"];
Assembly assembly = Assembly.Load(assemblyName);
Type type = assembly.GetType(builderName);
Builder builder = (Builder)Activator.CreateInstance(type);
//House house = GameManager.CreateHouse(new RomanHouseBuilder());
House house = GameManager.CreateHouse(builder);
}
}
<!--[if !supportLists]-->3、 <!--[endif]-->Builder模式的几个要点
<!--[if !supportLists]-->a) <!--[endif]-->Builder模式主要用于“分步骤构建一个复杂的对象”。在这其中“分步骤”是一个稳定的算法,而复杂对象的各个部分则经常变化。
<!--[if !supportLists]-->b) <!--[endif]-->变化点在哪里,封装在哪里——Builder模式主要在于应对“复杂对象各个部分”的频繁需求变动。其缺点在于难以应对“分步骤构建算法”的需求变动。
<!--[if !supportLists]-->c) <!--[endif]-->Abstract Factory模式解决“系列对象”的需求变化,Builder模式解决“对象部分”的需求变化。Builder模式通常和Composite模式组合使用。