策略模式
最近在看《Head First设计模式》这本书,最大的感触就是,原来写代码也是有“套路”的,刚学了策略模式,用C++实现了一下,做个笔记,备忘!
感悟
- 把会变化的部分取出并“封装”起来,好让其他部分不会受影响。结果是代码变化引起的不经意后果变少,系统变得更有弹性。
- 设计原则:找出应用中可能需要变化之处,把它们独立出来,不要和那些不需要变化的代码混在一起。也就是说,如果第次新的需求一来,都会使某方面的代码发生变化,那么就可以确定
- 设计原则:针对接口编程,而不是针对实现编程。真正的意思是“针对超类型编程”,可以更明天地说成“变量的声明类型应该是超类型,通常是一个抽象类或者是一个接口,只要是具体实现此超类型的类所产生对象都可以指定给这个变量。
- 多用组合、少用继承。
- 策略模式:定义了算法族,分别封装起来,让它们之间可以互相替换,此模式让算法的变化独立于使用算法的客户。
相关类的继承关系
源代码
#include <iostream>
using namespace std;
class FlyBehavior
{
public:
FlyBehavior();
virtual ~FlyBehavior();
virtual void fly();
};
FlyBehavior::FlyBehavior()
{
cout << "FlyBehavior()" << endl;
}
FlyBehavior::~FlyBehavior()
{
cout << "~FlyBehavior()" << endl;
}
void FlyBehavior::fly()
{
cout << "FlyBehavior::fly()" << endl;
}
class FlyWithWings: public FlyBehavior
{
public:
FlyWithWings();
~FlyWithWings();
void fly();
};
FlyWithWings::FlyWithWings()
{
cout << "FlyWithWings()" << endl;
}
FlyWithWings::~FlyWithWings()
{
cout << "~FlyWithWings()" << endl;
}
void FlyWithWings::fly()
{
cout << "FlyWithWings::fly()" << endl;
}
class FlyNoWay: public FlyBehavior
{
public:
FlyNoWay();
~FlyNoWay();
void fly();
};
FlyNoWay::FlyNoWay()
{
cout << "FlyNoWay()" << endl;
}
FlyNoWay::~FlyNoWay()
{
cout << "~FlyNoWay()" << endl;
}
void FlyNoWay::fly()
{
cout << "FlyNoWay::fly()" << endl;
}
class FlyRecketPower: public FlyBehavior
{
public:
FlyRecketPower();
~FlyRecketPower();
void fly();
};
FlyRecketPower::FlyRecketPower()
{
cout << "FlyRecketPower()" << endl;
}
FlyRecketPower::~FlyRecketPower()
{
cout << "~FlyRecketPower()" << endl;
}
void FlyRecketPower::fly()
{
cout << "FlyRecketPower::fly()" << endl;
}
class QuackBehavior
{
public:
QuackBehavior();
virtual ~QuackBehavior();
virtual void quack();
};
QuackBehavior::QuackBehavior()
{
cout << "QuackBehavior()" << endl;
}
QuackBehavior::~QuackBehavior()
{
cout << "~QuackBehavior()" << endl;
}
void QuackBehavior::quack()
{
cout << "QuackBehavior::quack()" << endl;
}
class Quack: public QuackBehavior
{
public:
Quack();
virtual ~Quack();
virtual void quack();
};
Quack::Quack()
{
cout << "Quack()" << endl;
}
Quack::~Quack()
{
cout << "~Quack()" << endl;
}
void Quack::quack()
{
cout << "Quack::quack()" << endl;
}
class Squack: public QuackBehavior
{
public:
Squack();
virtual ~Squack();
virtual void quack();
};
Squack::Squack()
{
cout << "Squack()" << endl;
}
Squack::~Squack()
{
cout << "~Squack()" << endl;
}
void Squack::quack()
{
cout << "Squack::quack()" << endl;
}
class MuteQuack: public QuackBehavior
{
public:
MuteQuack();
virtual ~MuteQuack();
virtual void quack();
};
MuteQuack::MuteQuack()
{
cout << "MuteQuack()" << endl;
}
MuteQuack::~MuteQuack()
{
cout << "~MuteQuack()" << endl;
}
void MuteQuack::quack()
{
cout << "MuteQuack::quack()" << endl;
}
class Duck
{
public:
Duck();
virtual ~Duck();
void performFly();
void performQuack();
void setFlyBehavior(FlyBehavior *flyBehavior);
void setQuackBehavior(QuackBehavior *quackBehavior);
FlyBehavior *m_flyBehavior;
QuackBehavior *m_quackBehavior;
};
Duck::Duck()
{
#if 0
m_flyBehavior = NULL;
m_quackBehavior = NULL;
#endif
cout << "Duck()" << endl;
}
Duck::~Duck()
{
#if 0
if(m_flyBehavior)
delete m_flyBehavior;
if(m_quackBehavior)
delete m_quackBehavior;
#endif
cout << "~Duck()" << endl;
}
void Duck::performFly()
{
m_flyBehavior->fly();
}
void Duck::performQuack()
{
m_quackBehavior->quack();
}
void Duck::setFlyBehavior(FlyBehavior *flyBehavior)
{
this->m_flyBehavior = flyBehavior;
}
void Duck::setQuackBehavior(QuackBehavior *quackBehavior)
{
this->m_quackBehavior = quackBehavior;
}
class MallardDuck: public Duck
{
public:
MallardDuck();
~MallardDuck();
void display();
};
MallardDuck::MallardDuck()
{
m_flyBehavior = new FlyWithWings();
m_quackBehavior = new Quack();
cout << "MallardDuck()" << endl;
}
MallardDuck::~MallardDuck()
{
if(m_flyBehavior)
delete m_flyBehavior;
if(m_quackBehavior)
delete m_quackBehavior;
cout << "~MallardDuck()" << endl;
}
void MallardDuck::display()
{
cout << "MallardDuck::display()" << endl;
}
class ModelDuck: public Duck
{
public:
ModelDuck();
~ModelDuck();
void display();
};
ModelDuck::ModelDuck()
{
m_flyBehavior = new FlyNoWay();
m_quackBehavior = new Quack();
cout << "ModelDuck()" << endl;
}
ModelDuck::~ModelDuck()
{
if(m_flyBehavior)
delete m_flyBehavior;
if(m_quackBehavior)
delete m_quackBehavior;
cout << "~ModelDuck()" << endl;
}
void ModelDuck::display()
{
cout << "ModelDuck::display()" << endl;
}
int main(void)
{
MallardDuck md;
md.display();
md.performFly();
md.performQuack();
ModelDuck modelDuck;
modelDuck.display();
modelDuck.performFly();
modelDuck.performQuack();
FlyBehavior *fb = new FlyRecketPower();
modelDuck.setFlyBehavior(fb);
QuackBehavior *qb = new Squack();
modelDuck.setQuackBehavior(qb);
modelDuck.performFly();
modelDuck.performQuack();
return 0;
}