设计模式原则总结
封装变化: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。
少用组合,多用继承。
针对接口编程,而不是针对实现编程
策略模式定义:
将对象中的某些行为特征(算法簇)封装起来,让他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对象。
以鸭子的飞行行为举例,假设有很多的飞行方式,将飞行行为封装为行为类,可以随意替换行为类。
鸭子类:
#include "FlyBehavior.h"
//鸭子基类
class CDuck
{
private:
public:
CFlyBehavior* flybehavior;
CDuck()
{
flybehavior = NULL;
}
~CDuck(){}
void performFly()
{
flybehavior->fly();
}
virtual void display() = 0;
void setFlyBehavior(CFlyBehavior *fb)
{
flybehavior = fb;
}
};
//鸭子子类
class CMallardDuck :public CDuck
{
public:
CMallardDuck()
{
if (NULL != flybehavior)
{
delete flybehavior;
}
flybehavior = new CFlyWithWings;
}
~CMallardDuck()
{
delete flybehavior;
}
void display()
{
std::cout << "I'm a Mallard duck !"<< std::endl;
}
};
//另一个鸭子子类
class CModelDuck :public CDuck
{
public:
CModelDuck()
{
if (NULL != flybehavior)
{
delete flybehavior;
}
flybehavior = new CFlyNoWay;
}
~CModelDuck()
{
delete flybehavior;
}
void display()
{
std::cout << "I'm a Model duck !" << std::endl;
}
};
鸭子行为类
#ifndef _FLYBEHAVIOR_
#define _FLYBEHAVIOR_
#include <iostream>
//行为基类
class CFlyBehavior
{
public:
virtual void fly() = 0;
};
//行为类 用翅膀飞
class CFlyWithWings :public CFlyBehavior
{
void fly()
{
std::cout <<"I'm flying with wings !"<< std::endl;
}
};
//行为类 不能飞
class CFlyNoWay :public CFlyBehavior
{
void fly()
{
std::cout << "I can't fly!" << std::endl;
}
};
//行为类 利用火箭飞
class CFlyRocketPowered :public CFlyBehavior
{
void fly()
{
std::cout << "I'm flying with a rocket !" << std::endl;
}
};
#endif _FLYBEHAVIOR_
测试代码
#include "Duck.h"
#include "FlyBehavior.h"
int main()
{
CDuck *mallard = new CMallardDuck;//行为类是 用翅膀飞
mallard->display();
mallard->performFly();
CDuck *model = new CModelDuck;//行为类是 不能飞
model->display();
model->performFly();
std::cout <<"change behavior" << std::endl;
model->setFlyBehavior(new CFlyRocketPowered);//替换行为类 利用火箭飞
model->performFly();
delete mallard;
delete model;
system("pause");
}