(7)观察者模式
概念:
一个对象的状态改变时,所有依赖于它的对象都得到通知并被自动更新
代码实现:
public abstract class Observer {
protected Subject subject;
public abstract void update();
}
public class BinaryObserver extends Observer {
public BinaryObserver(Subject subject) {
this.subject=subject;
this.subject.attach(this);
}
@Override
public void update() {
System.out.println("binary:"+Integer.toBinaryString(subject.getState()));
}
}
public class OctalObserver extends Observer {
public OctalObserver(Subject subject){
this.subject = subject;
this.subject.attach(this);
}
@Override
public void update() {
System.out.println( "Octal String: "
+ Integer.toOctalString( subject.getState() ) );
}
}
package com.study.shejiPattern.observer;
import java.util.ArrayList;
import java.util.List;
public class Subject {
private List<Observer> observers=new ArrayList<>();
private int state;
public int getState() {
return state;
}
public void setState(int state) {
this.state = state;
notifyAllObservers();
}
public void attach(Observer observer){
observers.add(observer);
}
public void notifyAllObservers(){
for (Observer observer : observers) {
observer.update();
}
}
}
package com.study.shejiPattern.observer;
public class Client {
public static void main(String[] args) {
Subject subject=new Subject();
new BinaryObserver(subject);
new OctalObserver(subject);
System.out.println("first 16");
subject.setState(16);
System.out.println("second 20");
subject.setState(20);
}
}
(8)状态模式
概念:
类的行为是基于状态改变,允许对象在内部状态发生改变时改变它的行为。
根据状态改变行为,看起来像是对象变了,实际上只是状态改变导致行为变了,对象还是没变
代码实现:
public interface State {
void doAction(Context context);
}
public class StartAction implements State {
@Override
public void doAction(Context context) {
System.out.println("start");
context.setState(this);
}
public String toString(){
return "start state";
}
}
public class StopAction implements State {
@Override
public void doAction(Context context) {
System.out.println("stop");
context.setState(this);
}
public String toString(){
return "stop state";
}
}
public class Context {
private State state;
public Context() {
state=null;
}
public State getState() {
return state;
}
public void setState(State state) {
this.state = state;
}
}
public class Client {
public static void main(String[] args) {
Context context=new Context();
StartAction startAction=new StartAction();
StopAction stopAction=new StopAction();
startAction.doAction(context);
System.out.println(context.getState().toString());
stopAction.doAction(context);
System.out.println(context.getState().toString());
}
}
(9)策略模式
概念:
一个类的行为或其算法可以在运行时更改
代码实现:
跟状态模式类似,只是这里是一个操作,而状态模式是一个状态
(10)模板模式
概念:
一段操作的流程是一样的,不同在于操作不同,比如一个游戏,都是开始、玩、结束,但是不同的游戏就有不同的开始、玩、结束。
主要是在抽象类中定义方法,子类可以重写方法达到自定义的效果,但是调用用抽象类中的方法进行调用
代码实现:
public abstract class Game {
abstract void initialize();
abstract void startPlay();
abstract void endPlay();
//模板
public final void play(){
//初始化游戏
initialize();
//开始游戏
startPlay();
//结束游戏
endPlay();
}
}
public class Cricket extends Game {
@Override
void endPlay() {
System.out.println("Cricket Game Finished!");
}
@Override
void initialize() {
System.out.println("Cricket Game Initialized! Start playing.");
}
@Override
void startPlay() {
System.out.println("Cricket Game Started. Enjoy the game!");
}
}
public class Football extends Game {
@Override
void endPlay() {
System.out.println("Football Game Finished!");
}
@Override
void initialize() {
System.out.println("Football Game Initialized! Start playing.");
}
@Override
void startPlay() {
System.out.println("Football Game Started. Enjoy the game!");
}
}
public class TemplatePatternDemo {
public static void main(String[] args) {
Game game = new Cricket();
game.play();
System.out.println();
game = new Football();
game.play();
}
}
(11)访问者模式
概念:
将数据操作与数据结构分离,主要是在被访问的类中提供一个对外访问的接口