前言:命令模式(Command Pattern)是一种数据驱动的设计模式,它属于行为型模式。一般都会有三个角色:1、received 真正的命令执行对象 2、Command 3、invoker 使用命令对象的入口。这个设计模式是对操作方法的抽象。优点是对请求者"与"行为实现者"解耦
JAVA语言版命令模式
创建操作的抽象接口:
public interface Order {
void execute();
}
创建执行命令对象:
public class Stock {
private String name ="XXX股票";
private int quantity =100;
public void buy(){
System.out.println("买进"+name+quantity+"股");
}
public void sell(){
System.out.println("卖出"+name+quantity+"股");
}
}
创建命令类:
public class BuyStock implements Order{
private Stock stock;
public BuyStock(Stock stock) {
this.stock = stock;
}
@Override
public void execute() {
stock.buy();
}
}
public class SellStock implements Order{
private Stock stock;
public SellStock(Stock stock) {
this.stock = stock;
}
@Override
public void execute() {
stock.sell();
}
}
创建命令调用程序类:
public class Broker {
private List<Order> orderList=new LinkedList<>();
public void takeOrder(Order order){
orderList.add(order);
}
public void placeOrder(){
for (Order order:orderList){
order.execute();
}
orderList.clear();
}
}
使用CommandPatternDemo演示命令模式:
public class CommandPatternDemo {
public static void main(String[] args) {
Stock stock=new Stock();
BuyStock buyStock =new BuyStock(stock);
SellStock sellStock=new SellStock(stock);
Broker broker =new Broker();
broker.takeOrder(buyStock);
broker.takeOrder(sellStock);
broker.placeOrder();
}
}
输出结果:
买进XXX股票100股
卖出XXX股票100股