专业描述 外观模式是一种结构型设计模式, 能为程序库、 框架或其他复杂类提供一个简单的接口。
真实世界类比 当你通过电话给商店下达订单时, 接线员就是该商店的所有服务和部门的外观。 接线员为你提供了一个同购物系统、 支付网关和各种送货服务进行互动的简单语音接口。
外观模式结构
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外观 (Facade) 提供了一种访问特定子系统功能的便捷方式, 其了解如何重定向客户端请求, 知晓如何操作一切活动部件。
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创建附加外观 (Additional Facade) 类可以避免多种不相关的功能污染单一外观, 使其变成又一个复杂结构。 客户端和其他外观都可使用附加外观。
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复杂子系统 (Complex Subsystem) 由数十个不同对象构成。 如果要用这些对象完成有意义的工作, 你必须深入了解子系统的实现细节, 比如按照正确顺序初始化对象和为其提供正确格式的数据。
- 子系统类不会意识到外观的存在, 它们在系统内运作并且相互之间可直接进行交互。
- 客户端 (Client) 使用外观代替对子系统对象的直接调用。
外观模式适合应用场景
- 如果你需要一个指向复杂子系统的直接接口, 且该接口的功能有限, 则可以使用外观模式。
- 如果需要将子系统组织为多层结构, 可以使用外观。
实现方式
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考虑能否在现有子系统的基础上提供一个更简单的接口。 如果该接口能让客户端代码独立于众多子系统类, 那么你的方向就是正确的。
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在一个新的外观类中声明并实现该接口。 外观应将客户端代码的调用重定向到子系统中的相应对象处。 如果客户端代码没有对子系统进行初始化, 也没有对其后续生命周期进行管理, 那么外观必须完成此类工作。
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如果要充分发挥这一模式的优势, 你必须确保所有客户端代码仅通过外观来与子系统进行交互。 此后客户端代码将不会受到任何由子系统代码修改而造成的影响, 比如子系统升级后, 你只需修改外观中的代码即可。
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如果外观变得过于臃肿, 你可以考虑将其部分行为抽取为一个新的专用外观类。
C++代码示例:
#include <iostream>
/**
* The Subsystem can accept requests either from the facade or client directly.
* In any case, to the Subsystem, the Facade is yet another client, and it's not
* a part of the Subsystem.
*/
class Subsystem1 {
public:
std::string Operation1() const {
return "Subsystem1: Ready!\n";
}
// ...
std::string OperationN() const {
return "Subsystem1: Go!\n";
}
};
/**
* Some facades can work with multiple subsystems at the same time.
*/
class Subsystem2 {
public:
std::string Operation1() const {
return "Subsystem2: Get ready!\n";
}
// ...
std::string OperationZ() const {
return "Subsystem2: Fire!\n";
}
};
/**
* The Facade class provides a simple interface to the complex logic of one or
* several subsystems. The Facade delegates the client requests to the
* appropriate objects within the subsystem. The Facade is also responsible for
* managing their lifecycle. All of this shields the client from the undesired
* complexity of the subsystem.
*/
class Facade {
protected:
Subsystem1 *subsystem1_;
Subsystem2 *subsystem2_;
/**
* Depending on your application's needs, you can provide the Facade with
* existing subsystem objects or force the Facade to create them on its own.
*/
public:
/**
* In this case we will delegate the memory ownership to Facade Class
*/
Facade(
Subsystem1 *subsystem1 = nullptr,
Subsystem2 *subsystem2 = nullptr) {
this->subsystem1_ = subsystem1 ? subsystem1 : new Subsystem1;
this->subsystem2_ = subsystem2 ? subsystem2 : new Subsystem2;
}
~Facade() {
delete subsystem1_;
delete subsystem2_;
}
/**
* The Facade's methods are convenient shortcuts to the sophisticated
* functionality of the subsystems. However, clients get only to a fraction of
* a subsystem's capabilities.
*/
std::string Operation() {
std::string result = "Facade initializes subsystems:\n";
result += this->subsystem1_->Operation1();
result += this->subsystem2_->Operation1();
result += "Facade orders subsystems to perform the action:\n";
result += this->subsystem1_->OperationN();
result += this->subsystem2_->OperationZ();
return result;
}
};
/**
* The client code works with complex subsystems through a simple interface
* provided by the Facade. When a facade manages the lifecycle of the subsystem,
* the client might not even know about the existence of the subsystem. This
* approach lets you keep the complexity under control.
*/
void ClientCode(Facade *facade) {
// ...
std::cout << facade->Operation();
// ...
}
/**
* The client code may have some of the subsystem's objects already created. In
* this case, it might be worthwhile to initialize the Facade with these objects
* instead of letting the Facade create new instances.
*/
int main() {
Subsystem1 *subsystem1 = new Subsystem1;
Subsystem2 *subsystem2 = new Subsystem2;
Facade *facade = new Facade(subsystem1, subsystem2);
ClientCode(facade);
delete facade;
return 0;
}
output:
Facade initializes subsystems:
Subsystem1: Ready!
Subsystem2: Get ready!
Facade orders subsystems to perform the action:
Subsystem1: Go!
Subsystem2: Fire!