1、Golang设计模式-工厂

一、简单工厂

1 - 普通场景

  • 场景:客户到餐厅就餐,可以选择的有东来顺的饭菜和庆丰包子铺饭菜
  • UML
    在这里插入图片描述
type Restaurant interface {
	GetFood()
}

type Donglaishun struct {
}

func (*Donglaishun) GetFood() {
	fmt.Println("东来顺的饭菜准备就绪")
}

type Qingfeng struct{}

func (*Qingfeng) GetFood() {
	fmt.Println("庆丰包子铺饭菜准备就绪")
}

func NewRestaurant(s string) Restaurant {
	switch s {
	case "d":
		return &Donglaishun{}
	case "q":
		return &Qingfeng{}
	}
	return nil
}
//main.go
func main() {
	factory.NewRestaurant("d").GetFood() //东来顺的饭菜准备就绪
	factory.NewRestaurant("q").GetFood() //庆丰包子铺饭菜准备就绪
}

2 - 游戏场景

  • 游戏场景:玩家角色创建,可以创建战士职业也可以创建魔法师职业
  • UML
    在这里插入图片描述
type GamePlayer interface {
	Create()
}

type WarriorPlayer struct {
	name string
}

func (w *WarriorPlayer) Create() {
	fmt.Printf("WarriorPlayer is Created,name is %s\n", w.name)
}

type MagicPlayer struct {
	name string
}

func (m *MagicPlayer) Create() {
	fmt.Printf("MagicPlayer is Created,name is %s\n", m.name)
}

func NewGamePlayer(playerType int8, sname string) GamePlayer {
	switch playerType {
	case 1:
		return &WarriorPlayer{
			name: sname,
		}
	case 2:
		return &MagicPlayer{
			name: sname,
		}
	}
	return nil
}
//main.go
const (
	TYPE_WARRIOR = 1
	TYPE_MAGIC   = 2
)

func main() {
	factory.NewGamePlayer(TYPE_WARRIOR, "jack").Create()
	factory.NewGamePlayer(TYPE_MAGIC, "tom").Create()
}

二、抽象工厂

  • 概念:抽象工厂模式实质上对简单Factory进行再抽象,通过在AbstarctFactory中增加创建产品的接口,然后在具体子工厂中实现新加产品的创建

1 - 普通场景

  • 场景:煮饭 -> 煮大米、煮番茄
  • UML
    在这里插入图片描述
package abstractory

import "fmt"

type Lunch interface {
	Cook()
}

type Rise struct {
}

func (r *Rise) Cook() {
	fmt.Println("cook rise")
}

type Tomato struct {
}

func (t *Tomato) Cook() {
	fmt.Println("cook tomato")
}

type LunchFactory interface {
	CreateFood() Lunch
	CreateVegetable() Lunch
}

type SimpleLunchFactory struct {
}

func (s *SimpleLunchFactory) CreateFood() Lunch {
	return &Rise{}
}

func (s *SimpleLunchFactory) CreateVegetable() Lunch {
	return &Tomato{}
}

func NewSimpleShapeFactory() LunchFactory {
	return &SimpleLunchFactory{}
}

//main.go
func main() {
	abfactory := abstractory.NewSimpleShapeFactory()
	food := abfactory.CreateFood()
	food.Cook()

	vegetable := abfactory.CreateVegetable()
	vegetable.Cook()
}

2 - 游戏场景

  • 场景:根据任务类型处理业务,我们在处理不同类型任务的时候,需要初始化以及交接等情况
  • UML
    在这里插入图片描述
type MissionInfo struct {
	ID uint64
}

type MissionFactory interface {
	CreateTalk() Mission
	CreateKillMonster() Mission
}

type SimpleMissionFactory struct {
}

func (s *SimpleMissionFactory) CreateTalk() Mission {
	return &MissionTalk{}
}

func (s *SimpleMissionFactory) CreateKillMonster() Mission {
	return &MissionKillMonster{}
}

type Mission interface {
	Init(*MissionInfo)
}

type MissionTalk struct {
}

func (m *MissionTalk) Init(s *MissionInfo) {
	fmt.Printf("MissionTalk init id=%d\n", s.ID)
}

type MissionKillMonster struct {
}

func (m *MissionKillMonster) Init(s *MissionInfo) {
	fmt.Printf("MissionKillMonster init id=%d\n", s.ID)
}

func NewMissionFactory() MissionFactory {
	return &SimpleMissionFactory{}
}

//main.go

func main() {
	minfotalk := &abstractory.MissionInfo{
		ID: 100,
	}

	minfokill := &abstractory.MissionInfo{
		ID: 101,
	}

	mission := abstractory.NewMissionFactory()

	talk := mission.CreateTalk()
	talk.Init(minfotalk) //MissionTalk init

	killmonster := mission.CreateKillMonster()
	killmonster.Init(minfokill) //MissionKillMonster init
	
}
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以下是几种常见的Golang设计模式: 1. 工厂模式(Factory Pattern):用于创建对象的模式,通过定义一个创建对象的接口来实现对象的实例化。 ```go type Shape interface { Draw() } type Circle struct{} func (c *Circle) Draw() { fmt.Println("Drawing a circle") } type Rectangle struct{} func (r *Rectangle) Draw() { fmt.Println("Drawing a rectangle") } type ShapeFactory struct{} func (sf *ShapeFactory) GetShape(shapeType string) Shape { if shapeType == "circle" { return &Circle{} } else if shapeType == "rectangle" { return &Rectangle{} } return nil } func main() { factory := &ShapeFactory{} circle := factory.GetShape("circle") circle.Draw() // 输出:Drawing a circle rectangle := factory.GetShape("rectangle") rectangle.Draw() // 输出:Drawing a rectangle } ``` 2. 单例模式(Singleton Pattern):确保一个类只有一个实例,并提供一个全局访问点。 ```go type Singleton struct{} var instance *Singleton func GetInstance() *Singleton { if instance == nil { instance = &Singleton{} } return instance } func main() { singleton1 := GetInstance() singleton2 := GetInstance() fmt.Println(singleton1 == singleton2) // 输出:true } ``` 3. 观察者模式(Observer Pattern):定义了一种一对多的依赖关系,当一个对象的状态发生改变时,所有依赖它的对象都会得到通知并自动更新。 ```go type Subject struct { observers []Observer } func (s *Subject) Attach(observer Observer) { s.observers = append(s.observers, observer) } func (s *Subject) Notify() { for _, observer := range s.observers { observer.Update() } } type Observer interface { Update() } type ConcreteObserver struct{} func (co *ConcreteObserver) Update() { fmt.Println("Observer is updated") } func main() { subject := &Subject{} observer := &ConcreteObserver{} subject.Attach(observer) subject.Notify() // 输出:Observer is updated } ```
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