备忘录模式——象棋悔棋例题

设计理念:
时刻记着Memento类好比一个模具,真正实验存储状态的是Caretaker类,当然,起最大作用的就是Originator了,既通过模具来创造状态,又可以进行过去状态的转变。
在这里插入图片描述
象棋备忘录:

public class ChessMemento {

	private int x,y;
	private String name;
	public ChessMemento() {}
	public ChessMemento(int x, int y, String name) {
		super();
		this.x = x;
		this.y = y;
		this.name = name;
	}
	public int getX() {
		return x;
	}
	public void setX(int x) {
		this.x = x;
	}
	public int getY() {
		return y;
	}
	public void setY(int y) {
		this.y = y;
	}
	public String getName() {
		return name;
	}
	public void setName(String name) {
		this.name = name;
	}
}

象棋原发器:
可用来定义初始状态,调用任一时刻的状态

public class ChessOriginator {

	private int x,y;
	private String name;
	public ChessOriginator() {}
	public ChessOriginator(int x, int y, String name) {
		super();
		this.x = x;
		this.y = y;
		this.name = name;
	}
	public int getX() {
		return x;
	}
	public void setX(int x) {
		this.x = x;
	}
	public int getY() {
		return y;
	}
	public void setY(int y) {
		this.y = y;
	}
	public String getName() {
		return name;
	}
	public void setName(String name) {
		this.name = name;
	}
	public ChessMemento createChessMemento() {
		return new ChessMemento(x,y,name);
	}
	public void setChessMemento(ChessMemento chessMemento) {
		this.name=chessMemento.getName();
		this.x=chessMemento.getX();
		this.y=chessMemento.getY();
	}
	public void display() {
		String str="name:"+name+"  X:"+x+"  Y:"+y;
		System.out.println(str);
	}
}

管理类:

public class ChessCaretaker {

	private ChessMemento chessMemento;

	public ChessMemento getChessMemento() {
		return chessMemento;
	}

	public void setChessMemento(ChessMemento chessMemento) {
		this.chessMemento = chessMemento;
	}
}

客户端:

public class ChessMain {

	public static void main(String[] args) {
		ChessOriginator chessOriginator=new ChessOriginator();
		ChessCaretaker chessCaretaker=new ChessCaretaker();
		chessOriginator.setName("炮");
		chessOriginator.setX(1);
		chessOriginator.setY(2);
		chessOriginator.display();
		
		chessCaretaker.setChessMemento(chessOriginator.createChessMemento());
		
		chessOriginator.setName("炮");
		chessOriginator.setX(4);
		chessOriginator.setY(2);
		chessOriginator.display();
		
		chessOriginator.setChessMemento(chessCaretaker.getChessMemento());
		chessOriginator.display();
		
	}
}

另外,若是悔棋多步,则采用下面的代码

象棋管理类:

public class ChessCaretaker1 {
	
	private ArrayList<ChessMemento> list=null;

	public ChessCaretaker1() {
		list=new ArrayList<ChessMemento>();
	}

	public void addChessMemento(ChessMemento c){
		list.add(c);
	}
	public ChessMemento getChessMemento() {
		if(list.isEmpty()) {
			System.out.println("无法悔棋");
			return null;
		}else {
			int index=list.size();
			ChessMemento c=(ChessMemento)list.get(index-1);
			list.remove(index-1);
			return c;
		}
	}
}

客户端:

public class ChessMain1 {
	public static void main(String[] args) {
		ChessCaretaker1 chessCaretaker=new ChessCaretaker1();
		chessCaretaker.getChessMemento();
		
		ChessOriginator chessOriginator=new ChessOriginator();
		chessOriginator.setName("炮");
		chessOriginator.setX(1);
		chessOriginator.setY(2);
		chessOriginator.display();
		chessCaretaker.addChessMemento(chessOriginator.createChessMemento());
		
		chessOriginator.setName("炮");
		chessOriginator.setX(4);
		chessOriginator.setY(2);
		chessOriginator.display();
		chessCaretaker.addChessMemento(chessOriginator.createChessMemento());
		
		chessOriginator.setName("炮");
		chessOriginator.setX(4);
		chessOriginator.setY(10);
		chessOriginator.display();
		chessCaretaker.addChessMemento(chessOriginator.createChessMemento());
	
		chessOriginator.setChessMemento(chessCaretaker.getChessMemento());
		chessOriginator.display();
		
		chessOriginator.setChessMemento(chessCaretaker.getChessMemento());
		chessOriginator.display();
		
	}
}
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