目录
职责链模式(Chain of Responsibility)
模板模式(Template)
术语
template:模板
模板模式UML类图
角色
AbstractClass 抽象类实现了模板方法(template),定义了算法的骨架,具体子类需要去实现 其它的抽象方法ConcreteClass 2)实现抽象方法 , 以完成算法中特点子类的步骤
案例
需求:统计某一代码运行时间
使用前
package com.javaty.design.template.before;
public class CodeTotalTime {
public static void template(){
long start = System.currentTimeMillis();
// 检测Operation_1方法运行的时长======33
Operation_1();
// 检测Operation_2方法运行的时长======616
// Operation_2();
long end = System.currentTimeMillis();
System.out.println(end-start);
}
public static void Operation_1(){
for (int i = 0; i<1000 ;i++){
System.out.println("模拟耗时操作...");
}
System.out.print("检测Operation_1方法运行的时长======");
}
public static void Operation_2(){
for (int i = 0; i<20000 ;i++){
System.out.println("模拟耗时操作...");
}
System.out.print("检测Operation_2方法运行的时长======");
}
}
public class Client {
public static void main(String[] args) {
CodeTotalTime.template();
}
}
使用后
abstract class CodeAbstractClass {
public void template() {
long start = System.currentTimeMillis();
method();
long end = System.currentTimeMillis();
System.out.println("当前方法执行时长:" + (end - start));
}
public abstract void method();
}
class ConcreteClassA extends CodeAbstractClass {
@Override
public void method() {
for (int i = 0; i < 1000; i++) {
System.out.println("模拟耗时操作...");
}
System.out.print("检测ConcreteClassA.method方法运行的时长======");
}
}
class ConcreteClassB extends CodeAbstractClass {
@Override
public void method() {
for (int i = 0; i < 20000; i++) {
System.out.println("模拟耗时操作...");
}
System.out.print("ConcreteClassB.method方法运行的时长======");
}
}
public class Client {
public static void main(String[] args) {
//检测ConcreteClassA.method方法运行的时长======当前方法执行时长:
new ConcreteClassA().template();
//ConcreteClassB.method方法运行的时长======当前方法执行时长:
new ConcreteClassB().template();
}
}
钩子函数应用场景:
public abstract class CodeAbstractClass {
public void template() {
long start = System.currentTimeMillis();
if (callback()) method();
long end = System.currentTimeMillis();
System.out.println("当前方法执行时长:" + (end - start));
}
public abstract void method();
public boolean callback() {
return true;
}
}
从上面可以看出:template方法默认是用作统计method方法的执行时长,但是有的时候我们无需统计代码时长,template函数中有一些其它逻辑要执行,在这里我们可以考虑采用钩子函数;钩子函数被子类覆写,覆写成false,那么method方法就不会被调用,不再统计代码时长了;前端框架Vue的生命周期就有多处用到钩子函数;
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注意事项和细节
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钩子函数在模板方法模式的父类中,我们可以定义一个方法,它默认不做任何事,子类可以视情况要不要覆盖它,该方法称为“钩子”
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算法只存在于一个地方,也就是在父类中,容易修改。需要修改算法时,只要修改父类的模板方法或者已经实现的某些步骤,子类就会继承这些修改
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一般模板方法都加上 final 关键字, 防止子类重写模板方法
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-
应用
Spring IOC容器加载
命令模式(Command)
术语
-
Command:命令
-
ConcreteCommand:具体的命令
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Invoker:调用者
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Receiver:接受者
标准UML类图
角色
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Command 抽象命令 执行命令 撤销命令
-
ConcreteCommand 具体命令 LightOnCommand 开灯 LightOffCommand 关灯 NonCommand 空命令
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Invoker 调用者 遥控器聚合所有命令 Command[] ons Command[] offs Command undo
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Receiver 接受者 电灯、空调、电视
-
案例
需求:万能遥控器的制作
案例UML类图
出现前
package com.javaty.design.command.before;
/**
* 被操作的对象
*/
public class Light {
public void on(){
System.out.println("电灯打开...");
}
public void off(){
System.out.println("电灯关闭...");
}
}
class AirConditioner {
public void on(){
System.out.println("空调打开...");
}
public void off(){
System.out.println("空调关闭...");
}
}
class Television {
public void on(){
System.out.println("电视打开...");
}
public void off(){
System.out.println("电视关闭...");
}
}
public class Invoker {
private Light light = new Light();
private AirConditioner airConditioner = new AirConditioner();
private Television television = new Television();
public void lightOn(){
light.on();
}
public void lightOff(){
light.off();
}
public void airOn(){
airConditioner.on();
}
public void airOff(){
airConditioner.off();
}
public void tvOn(){
television.on();
}
public void tvOff(){
television.off();
}
}
public class Client {
public static void main(String[] args) {
Invoker invoker = new Invoker();
invoker.lightOn();
invoker.lightOff();
System.out.println("=============");
invoker.airOn();
invoker.airOff();
System.out.println("=============");
invoker.tvOn();
invoker.tvOff();
}
}
出现后
package com.javaty.design.command.after;
/**
* 被操作的对象
*/
public class Light {
public void on(){
System.out.println("电灯打开...");
}
public void off(){
System.out.println("电灯关闭...");
}
}
class AirConditioner {
public void on(){
System.out.println("空调打开...");
}
public void off(){
System.out.println("空调关闭...");
}
}
class Television {
public void on(){
System.out.println("电视打开...");
}
public void off(){
System.out.println("电视关闭...");
}
}
package com.javaty.design.command.after;
interface Command {
void execute();
void undo();
}
//空命令
class NonCommand implements Command {
@Override
public void execute() {
}
@Override
public void undo() {
}
}
class LightOnCommand implements Command {
private Light light = new Light();
@Override
public void execute() {
light.on();
}
@Override
public void undo() {
light.off();
}
}
class LightOffCommand implements Command {
private Light light = new Light();
@Override
public void execute() {
light.off();
}
@Override
public void undo() {
light.on();
}
}
class TvOnCommand implements Command {
private Television tv = new Television();
@Override
public void execute() {
tv.on();
}
@Override
public void undo() {
tv.off();
}
}
class TvOffCommand implements Command {
private Television tv = new Television();
@Override
public void execute() {
tv.off();
}
@Override
public void undo() {
tv.on();
}
}
public class Invoker {
Command[] ons;
Command[] offs;
// 记录上一个命令
Command command;
public Invoker(int n) {
ons = new Command[n];
offs = new Command[n];
command = new NonCommand();
for (int i = 0; i < n; i++) {
setCommand(i,new NonCommand(),new NonCommand());
}
}
public void setCommand(int no, Command on, Command off){
ons[no]=on;
offs[no]=off;
}
public Command getOnCommand(int no){
return ons[no];
}
public Command getOffCommand(int no){
return offs[no];
}
// 执行命令
public void invoke(Command command){
// 执行当前命令
command.execute();
// 保存当前执行命令
this.command = command;
}
// 撤销命令(上个操作的反操作)
public void undo(){
// 这里就能体现定义一个空命令的好处了,如果第一次按撤销命令,那么应该什么都不做;
// 如果没有定义空命令的话,此时就需要判断空处理了
command.undo();
}
}
public class Client {
public static void main(String[] args) {
Invoker invoker = new Invoker(2);
invoker.setCommand(0, new LightOnCommand(), new LightOffCommand());
invoker.setCommand(1, new TvOnCommand(), new TvOffCommand());
System.out.println("电灯打开关闭操作===========");
invoker.invoke(invoker.getOnCommand(0));
invoker.invoke(invoker.getOffCommand(0));
// invoker.undo();
System.out.println("电视打开关闭操作===========");
invoker.invoke(invoker.getOnCommand(1));
invoker.undo();
}
}
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注意事项和细节 将发起请求的对象与执行请求的对象解耦 容易实现对请求的撤销和重做 空命令也是一种设计模式,它为我们省去了判空的操作
命令模式不足: 可能导致某些系统有过多的具体命令类,增加了系统的复杂度
与外观模式相似:都是将多个功能聚合在一起 外观模式更多适用于维护;命令模式更多应用于设计;
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应用 Spring框架中的JdbcTemplate类 容易设计一个命令队列。只要把命令对象放到列队,就可以多线程的执行命令 界面的一个按钮都是一条命令、模拟 CMD(DOS 命令)订单的撤销/恢复、触发- 反馈机制
备忘录模式(Memento)
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术语
Memento:备忘录 originator:发起者 Caretaker:守护者
UML类图
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角色
originator 待保存状态的对象 ~ Hero Memento 备忘录对象 Caretaker 存放备忘录对象的容器;可以是List、Map、或者单个Memento对象 可以保存多个 originator 对象的不同时间的状态
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案例
需求:游戏人物大战后状态恢复
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情况1:为一个对象保留一个状态
package com.javaty.design.memento.one;
public class Hero {
// 需要存档的属性:这里用一个state属性来表示,实际需要存档的属性可能会有很多
private String state;
public Hero(String state) {
this.state = state;
}
public String getState() {
return state;
}
public void setState(String state) {
this.state = state;
}
// 将当前Hero对象实例进行备份
public HeroMemento saveHero(){
return new HeroMemento(this.state);
}
// 恢复上一个英雄状态
public void getMemento(HeroMemento heroMemento){
this.state = heroMemento.getState();
}
}
public class HeroMemento {
private String state;
public HeroMemento(String state) {
this.state = state;
}
public String getState() {
return state;
}
public void setState(String state) {
this.state = state;
}
}
public class Caretaker {
private HeroMemento heroMemento;
public HeroMemento getHeroMemento() {
return heroMemento;
}
public void setHeroMemento(HeroMemento heroMemento) {
this.heroMemento = heroMemento;
}
}
public class Client {
public static void main(String[] args) {
Hero hero = new Hero("状态1,满血状态");
Caretaker caretaker = new Caretaker();
caretaker.setHeroMemento(hero.saveHero());
hero.setState("状态2:状态下滑");
System.out.println("当前的状态==============="+hero.getState());
// hero.getMemento(caretaker.getHeroMemento());
// System.out.println("当前的状态==============="+hero.getState());
caretaker.setHeroMemento(hero.saveHero());
hero.setState("状态3:残血状态");
hero.getMemento(caretaker.getHeroMemento());
System.out.println("当前的状态==============="+hero.getState());
caretaker.setHeroMemento(hero.saveHero());
hero.setState("状态4:临死状态");
caretaker.setHeroMemento(hero.saveHero());
}
}
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情况2:为一个对象保留多个状态
public class Hero {
// 需要存档的属性:这里用一个state属性来表示,实际需要存档的属性可能会有很多
private String state;
public Hero(String state) {
this.state = state;
}
public String getState() {
return state;
}
public void setState(String state) {
this.state = state;
}
// 将当前Hero对象实例进行备份
public HeroMemento saveHero(){
return new HeroMemento(this.state);
}
// 恢复某一个英雄状态
public void getMemento(Caretaker caretaker,int no){
this.state = caretaker.getMemento(no).getState();
}
}
public class HeroMemento {
private String state;
public HeroMemento(String state) {
this.state = state;
}
public String getState() {
return state;
}
public void setState(String state) {
this.state = state;
}
}
public class Caretaker {
private List<HeroMemento> heroMementos = new ArrayList<>();
public void addMemento(HeroMemento memento){
heroMementos.add(memento);
}
public HeroMemento getMemento(int no){
return heroMementos.get(no);
}
}
public class Client {
public static void main(String[] args) {
Hero hero = new Hero("状态1,满血状态");
Caretaker caretaker = new Caretaker();
caretaker.addMemento(hero.saveHero());
hero.setState("状态2:状态下滑");
hero.setState("状态3:残血状态");
caretaker.addMemento(hero.saveHero());
hero.setState("状态4:临死状态");
caretaker.addMemento(hero.saveHero());
hero.setState("状态5:死亡状态");
// 上面备份了1、3、4状态,我来恢复看看
System.out.println("当前的状态==============="+hero.getState());
hero.getMemento(caretaker,0);
System.out.println("回复到状态1==============="+hero.getState());
hero.getMemento(caretaker,1);
System.out.println("回复到状态3==============="+hero.getState());
hero.getMemento(caretaker,2);
System.out.println("回复到状态4==============="+hero.getState());
}
}
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情况3:为多个对象保留一个状态
public class Caretaker {
private HashMap<Originator ,Memento> mementos = new HashMap();
}
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情况4:为多个对象保留多个状态
public class Caretaker {
private HashMap<Originator , List<Memento>> mementos = new HashMap();
}
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注意事项和细节
-
给用户提供了一种可以恢复状态的机制,可以使用户能够比较方便地回到某个历史的状态
-
实现了信息的封装,使得用户不需要关心状态的保存细节
-
注意:如果类的成员变量过多,势必会占用比较大的资源,而且每一次保存都会消耗一定的内存
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应用 事务回滚 游戏的存档 Selenium动态解析资源树
状态模式(State)
-
术语
State:状态
-
角色
Context:环境角色:用于维护 State 实例,这个实例定义当前状态 State:抽象状态角色:聚合到Context环境角色中 ConcreteState :具体的状态角色 ConcreteStateA ConcreteStateB ConcreteStateC
UML类图
案例
案例:抽奖活动项目设计
出现前
package com.javaty.design.state.before;
import java.util.Random;
public class State {
// 当前的状态
private int state;
// 供抽奖的积分
private int score;
// 奖品的数量
private int count;
public State(int score, int count) {
this.score = score;
this.count = count;
}
public int getCount() {
return count;
}
public int getState() {
return state;
}
public void setState(int state) {
this.state = state;
}
public int getScore() {
return score;
}
public void setScore(int score) {
this.score = score;
}
// 扣除积分
public void minus() {
// 只有一阶段可以扣积分
this.state = 1;
if (this.state == 1) {
if (this.score >= 50) {
if (this.count == 0) {
System.out.println("奖品领完....");
return;
}
this.score = this.score - 50;
System.out.println("========扣除50积分,当前积分还剩" + this.score + "========");
this.state = 2;
if (luckHit()) {
this.state = 3;
getPrize();
}
} else {
System.out.println("========积分不够,当前积分为" + this.score + "========");
}
}
}
// 十分之一抽中奖品的概率
public boolean luckHit() {
// 只有二阶段可以抽奖
return this.state == 2 ? (new Random().nextInt(10) == 6) : false;
}
public void getPrize() {
if (this.state == 3) {
if (this.count > 0) {
System.out.println("领取奖品....");
this.count = this.count - 1;
} else {
System.out.println("奖品领完....");
}
}
}
}
public class Client {
public static void main(String[] args) {
State state = new State(500,1);
// state.minus();
for (int i = 0; i < 300; i++) {
state.minus();
}
}
}
从上面的编码中,我们可以看出,完成该需求有很多的条件判断,非常不利于后续的维护;上面状态只有4个,代码已经比较复杂了;状态越多,代码嵌套就越复杂,维护成本就越高;
出现后
package com.javaty.design.state.after;
import java.util.Random;
public abstract class State {
// 扣积分
abstract void minus();
// 抽奖
abstract boolean luckHit();
// 获取奖品
abstract void getPrize();
}
class ConcreteStateA extends State{
Context context;
public ConcreteStateA(Context context) {
this.context = context;
}
@Override
void minus() {
if(context.getScore()>=50){
context.setScore(context.getScore()-50);
System.out.println("========扣除50积分,当前积分还剩"+context.getScore()+"========");
context.setState(context.getStateB());
}else{
System.out.println("========积分不够,当前积分为"+context.getScore()+"========");
}
}
@Override
boolean luckHit() {
System.out.println("还在扣费环节,不能抽奖...");
return false;
}
@Override
void getPrize() {
System.out.println("还在扣费环节,不能领取奖品...");
}
}
class ConcreteStateB extends State{
Context context;
public ConcreteStateB(Context context) {
this.context = context;
}
@Override
void minus() {
System.out.println("已经在抽奖环节...");
}
@Override
boolean luckHit() {
boolean flag = new Random().nextInt(10) == 6;
if(flag){
context.setState(context.getStateC());
}else{
context.setState(context.getStateA());
}
return flag;
}
@Override
void getPrize() {
System.out.println("还在抽奖环节,不能领取奖品...");
}
}
class ConcreteStateC extends State{
Context context;
public ConcreteStateC(Context context) {
this.context = context;
}
@Override
void minus() {
System.out.println("已经在领取奖品环节...");
}
@Override
boolean luckHit() {
System.out.println("已经在领取奖品环节...");
return false;
}
@Override
void getPrize() {
if(context.getCount()>0){
System.out.println("领取奖品成功...");
context.setState(context.getStateA());
}else {
System.out.println("活动结束,领取奖品失败...");
context.setState(context.getStateD());
// 不继续抽奖
// System.exit(0);
}
}
}
class ConcreteStateD extends State{
Context context;
public ConcreteStateD(Context context) {
this.context = context;
}
@Override
void minus() {
System.out.println("已经在活动结束,奖品送完环节...");
}
@Override
boolean luckHit() {
System.out.println("已经在活动结束,奖品送完环节...");
return false;
}
@Override
void getPrize() {
System.out.println("已经在活动结束,奖品送完环节...");
}
}
public class Context {
// 当前的状态
private State state;
// 奖品数量
public int count;
// 用户积分
private int score;
// 表示同一个对象的四种状态
private ConcreteStateA stateA = new ConcreteStateA(this);
private ConcreteStateB stateB = new ConcreteStateB(this);
private ConcreteStateC stateC = new ConcreteStateC(this);
private ConcreteStateD stateD = new ConcreteStateD(this);
public Context(int score, int count) {
this.score = score;
this.count = count;
this.state = stateA;
}
// 扣积分
public void minus() {
state.minus();
}
// 抽奖
public void luckHit() {
if (state.luckHit()) {
state.getPrize();
}
}
public State getState() {
return state;
}
public void setState(State state) {
this.state = state;
}
public int getCount() {
return count--;
}
public void setCount(int count) {
this.count = count;
}
public ConcreteStateA getStateA() {
return stateA;
}
public void setStateA(ConcreteStateA stateA) {
this.stateA = stateA;
}
public ConcreteStateB getStateB() {
return stateB;
}
public void setStateB(ConcreteStateB stateB) {
this.stateB = stateB;
}
public ConcreteStateC getStateC() {
return stateC;
}
public void setStateC(ConcreteStateC stateC) {
this.stateC = stateC;
}
public ConcreteStateD getStateD() {
return stateD;
}
public void setStateD(ConcreteStateD stateD) {
this.stateD = stateD;
}
public int getScore() {
return score;
}
public void setScore(int score) {
this.score = score;
}
}
public class Client {
public static void main(String[] args) {
// 这次游戏积分500个,用完为止,总奖品数2
Context context = new Context(500,1);
// context.lunkHit();//还在扣费环节,不能抽奖...
for (int i = 0; i < 300; i++) {
context.minus();
context.luckHit();
}
System.out.println("------------------");
}
}
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注意事项和细节
-
代码有很强的可读性。状态模式将每个状态的行为封装到对应的一个类中(将每一个状态当成一个对象处理)
-
方便维护。将容易产生问题的 if-else 语句删除了
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符合“开闭原则”。容易增删状态
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缺点:会产生很多类。每个状态都要一个对应的类,当状态过多时会产生很多类,加大维护难度
应用场景:当一个事件或者对象有很多种状态,状态之间会相互转换,对不同的状态要求有不同的行为的时候, 可以考虑使用状态模式
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应用
借贷平台状态管理
职责链模式(Chain of Responsibility)
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术语
Chain of Responsibility:责任链
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角色
Handler 抽象的处理者, 定义了一个处理请求的接口ConcreteHandlerA , B 具体的处理者, 处理它自己负责的请求, 可以访问它的后继者(即下一个处理者)Request 含义很多属性,表示一个请求
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案例
需求:OA系统请假审批案例
学生请假1天:教员审批
学生请假2天:教学主管审批
学生请假3天:教学经理审批
学生请假5天:副校长审批
学生请假超过5天:校长审批
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使用前
package com.javaty.design.chain.before; public class Request { private String content; private int day; public Request(String content, int day) { this.content = content; this.day = day; } public String getContent() { return content; } public void setContent(String content) { this.content = content; } public int getDay() { return day; } public void setDay(int day) { this.day = day; } } package com.javaty.design.chain.before; public class Handler { public void handle(Request request){ int day = request.getDay(); if(day <= 1){ System.out.println("教员处理了:因 " + request.getContent() + " 请假" + day + "天的请求"); }else if(day <= 2){ System.out.println("教学主管处理了:因 " + request.getContent() + " 请假" + day + "天的请求"); }else if(day <= 3){ System.out.println("教学经理处理了:因 " + request.getContent() + " 请假" + day + "天的请求"); }else if(day <= 5){ System.out.println("副校长处理了:因 " + request.getContent() + " 请假" + day + "天的请求"); }else { System.out.println("校长处理了:因 " + request.getContent() + " 请假" + day + "天的请求"); } } } public class Client { public static void main(String[] args) { Handler handler = new Handler(); Request request1 = new Request("小感冒",1); handler.handle(request1); Request request2 = new Request("做检查",2); handler.handle(request2); Request request3 = new Request("打点滴",3); handler.handle(request3); Request request4 = new Request("住院",4); handler.handle(request4); Request request5 = new Request("在家调养",30); handler.handle(request5); } }
违背了迪米特法则,调用方清楚的知道整个处理链的存在;
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使用后
public class Request { private String content; private int day; public Request(String content, int day) { this.content = content; this.day = day; } public String getContent() { return content; } public void setContent(String content) { this.content = content; } public int getDay() { return day; } public void setDay(int day) { this.day = day; } } public abstract class Handler { Handler next; String name; public Handler(String name) { this.name = name; } public Handler getNext() { return next; } public void setNext(Handler next) { this.next = next; } public abstract void handle(Request request); } class HandlerA extends Handler { public HandlerA(String name) { super(name); } public void handle(Request request) { int day = request.getDay(); if (day <= 1) { System.out.println(this.name + "处理了:因 " + request.getContent() + " 请假" + day + "天的请求"); } else { next.handle(request); } } } class HandlerB extends Handler { public HandlerB(String name) { super(name); } public void handle(Request request) { int day = request.getDay(); if (day <= 2) { System.out.println(this.name + "处理了:因 " + request.getContent() + " 请假" + day + "天的请求"); } else { next.handle(request); } } } class HandlerC extends Handler { public HandlerC(String name) { super(name); } public void handle(Request request) { int day = request.getDay(); if (day <= 3) { System.out.println(this.name + "处理了:因 " + request.getContent() + " 请假" + day + "天的请求"); } else { next.handle(request); } } } class HandlerD extends Handler { public HandlerD(String name) { super(name); } public void handle(Request request) { int day = request.getDay(); if (day <= 5) { System.out.println(this.name + "处理了:因 " + request.getContent() + " 请假" + day + "天的请求"); } else { next.handle(request); } } } class HandlerE extends Handler { public HandlerE(String name) { super(name); } public void handle(Request request) { int day = request.getDay(); System.out.println(this.name + "处理了:因 " + request.getContent() + " 请假" + day + "天的请求"); } } public class Client { public static void main(String[] args) { HandlerA handlerA = new HandlerA("教员"); HandlerB handlerB = new HandlerB("教学主管"); HandlerC handlerC = new HandlerC("教学经理"); HandlerD handlerD = new HandlerD("副校长"); HandlerE handlerE = new HandlerE("校长"); handlerA.setNext(handlerB); handlerB.setNext(handlerC); handlerC.setNext(handlerD); handlerD.setNext(handlerE); Request request1 = new Request("小感冒",1); handlerA.handle(request1); Request request2 = new Request("做检查",2); handlerA.handle(request2); Request request3 = new Request("打点滴",3); handlerA.handle(request3); Request request4 = new Request("住院",4); handlerA.handle(request4); Request request5 = new Request("在家调养",30); handlerA.handle(request5); } }
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注意事项和细节
将请求和处理分开,实现解耦,提高系统的灵活性 简化了对象(比现最小原则),使对象不需要知道链的结构
注意:性能会受到影响,特别是在链比较长的时候,因此需控制链中最大节点数量,一般通过在 Handler 中设置一个最大节点数量,在 setNext()方法中判断是否已经超过阀值,超过则不允许该链建立,避免出现超长链无意识地破坏系统性能
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应用
springmvc框架~HandlerExcutionChain类 工作流框架绘图生成xml反射实例化,整个流程归档过程 js中的原型链
观察者模式(Observer)
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术语
Observer:观察者
Subject:主题
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角色
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Observer 观察者 百度 新浪 谷歌 Subject 气象局 WeatherData
UML类图
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案例
需求:气象站数据更新推送问题
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出现前
package com.javaty.design.observer.before; public class WeatherData { double temperature; double humidity; public WeatherData(double temperature, double humidity) { this.temperature = temperature; this.humidity = humidity; } public void getWeatherInfo() { System.out.println("当前温度:" + temperature + ",当前湿度:" + humidity); } public void change(double temperature, double humidity) { this.temperature = temperature; this.humidity = humidity; } } public class Baidu { private WeatherData weatherData; public Baidu(WeatherData weatherData) { this.weatherData = weatherData; } public void getWeatherInfo() { System.out.print("百度网站温馨提示===>"); weatherData.getWeatherInfo(); } } class Sina { private WeatherData weatherData; public Sina(WeatherData weatherData) { this.weatherData = weatherData; } public void getWeatherInfo() { System.out.print("新浪网站温馨提示===>"); weatherData.getWeatherInfo(); } } public class Client { public static void main(String[] args) { WeatherData weatherData = new WeatherData(30,20); Baidu baidu = new Baidu(weatherData); Sina sina = new Sina(weatherData); baidu.getWeatherInfo(); sina.getWeatherInfo(); weatherData.change(10,10); baidu.getWeatherInfo(); sina.getWeatherInfo(); } }
由第三方(百度、新浪)主动获取最新天气信息,这种方案需要每个第三方主动定时获取最新天气数据,涉及多个第三方;
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出现后
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package com.javaty.design.observer.after;
import java.util.ArrayList;
import java.util.List;
public interface Subject {
void addObserver(Observer observer);
void removeObserver(Observer observer);
void notifyObservers();
}
class WeatherData implements Subject{
double temperature;
double humidity;
List<Observer> Observers = new ArrayList<>();
public WeatherData(double temperature, double humidity) {
this.temperature = temperature;
this.humidity = humidity;
}
public void update(double temperature, double humidity) {
this.temperature = temperature;
this.humidity = humidity;
// 气象局数据一改变,马上通知接入的第三方/观察者
notifyObservers();
}
@Override
public void addObserver(Observer observer) {
Observers.add(observer);
observer.update(this.temperature,this.humidity);
}
@Override
public void removeObserver(Observer observer) {
Observers.remove(observer);
}
@Override
public void notifyObservers() {
for (Observer observer : Observers) {
observer.update(this.temperature,this.humidity);
}
}
}
public interface Observer {
void display();
void update(double temperature, double humidity);
}
class Baidu implements Observer{
double temperature;
double humidity;
@Override
public void display() {
System.out.println("百度温馨提示:当前温度:" + temperature + ",当前湿度:" + humidity);
}
@Override
public void update(double temperature, double humidity) {
this.temperature = temperature;
this.humidity = humidity;
this.display();
}
}
class Sina implements Observer{
double temperature;
double humidity;
@Override
public void display() {
System.out.println("新浪温馨提示:当前温度:" + temperature + ",当前湿度:" + humidity);
}
@Override
public void update(double temperature, double humidity) {
this.temperature = temperature;
this.humidity = humidity;
this.display();
}
}
public class Client {
public static void main(String[] args) {
WeatherData weatherData = new WeatherData(30, 20);
Baidu baidu = new Baidu();
Sina sina = new Sina();
weatherData.addObserver(baidu);
weatherData.addObserver(sina);
weatherData.update(10, 10);
weatherData.removeObserver(baidu);
weatherData.update(12, 12);
}
}
由气象局主动通知第三方,天气数据发生了改变;并且,第三方(观察者)的接入可以控制(增加、删除、通知);
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注意事项和细节
集合的方式来管理用户(Observer),包括注册,移除和通知
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应用
JDK源码中Observable类
策略模式(Strategy)
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术语
Strategy:策略
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角色
Context 环境 Strategy 策略接口 ConcreteStrategyA ConcreteStrategyB Strategy2 策略接口 ConcreteStrategyC ConcreteStrategyD
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案例
需求:学院共有专业需求
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出现前
package com.javaty.design.strategy.before; public class Major { private String name; public Major(String name) { this.name = name; } public String getName() { return name; } public void setName(String name) { this.name = name; } @Override public boolean equals(Object obj) { Major major = (Major) obj; return this.name.equals(major.name); } } public class College { String name; public College(String name) { this.name = name; } } class CollegeA extends College{ List<Major> list = new ArrayList<>(); CollegeA(String name){ super(name); this.list.add(new Major("JAVA")); this.list.add(new Major("PHP")); this.list.add(new Major("JavaScript")); this.list.add(new Major("C语言")); this.list.add(new Major("android")); } } class CollegeB extends College{ List<Major> list = new ArrayList<>(); CollegeB(String name){ super(name); this.list.add(new Major("iOS")); this.list.add(new Major("PHP")); this.list.add(new Major("JavaScript")); this.list.add(new Major("C语言")); this.list.add(new Major("嵌入式")); } } public class StrategyA { public List<Major> intersect(List<Major> a,List<Major> b){ List<Major> list = new ArrayList(); for (Major major : a) { if(b.contains(major)){ list.add(major); } } return list; } } class StrategyB { public List<Major> intersect(List<Major> a,List<Major> b){ // a.retainAll(b); b.retainAll(a); return b; } } public class Client { public static void main(String[] args) { StrategyA strategyA = new StrategyA(); CollegeA a = new CollegeA("华东交通大学"); CollegeB b = new CollegeB("东华理工大学"); List<Major> intersect = strategyA.intersect(a.list, b.list); System.out.println(a.name + "与" + b.name + "都有的专业"); for (Major major : intersect) { System.out.println(major.getName()); } StrategyB strategyB = new StrategyB(); List<Major> intersect2 = strategyB.intersect(a.list, b.list); System.out.println(a.name + "与" + b.name + "都有的专业"); for (Major major : intersect2) { System.out.println(major.getName()); } } }
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出现后
package com.javaty.design.strategy.after; public class Major { private String name; public Major(String name) { this.name = name; } public String getName() { return name; } public void setName(String name) { this.name = name; } @Override public boolean equals(Object obj) { Major major = (Major) obj; return this.name.equals(major.name); } } public class College { String name; public College(String name) { this.name = name; } } class CollegeA extends College { List<Major> list = new ArrayList<>(); CollegeA(String name){ super(name); this.list.add(new Major("JAVA")); this.list.add(new Major("PHP")); this.list.add(new Major("JavaScript")); this.list.add(new Major("C语言")); this.list.add(new Major("android")); } } class CollegeB extends College { List<Major> list = new ArrayList<>(); CollegeB(String name){ super(name); this.list.add(new Major("iOS")); this.list.add(new Major("PHP")); this.list.add(new Major("JavaScript")); this.list.add(new Major("C语言")); this.list.add(new Major("嵌入式")); } } public interface Strategy { List<Major> intersect(List<Major> a, List<Major> b); } public class StrategyA implements Strategy{ public List<Major> intersect(List<Major> a,List<Major> b){ List<Major> list = new ArrayList(); for (Major major : a) { if(b.contains(major)){ list.add(major); } } return list; } } public class Context { public List<Major> intersect(List<Major> a, List<Major> b,Strategy strategy){ return strategy.intersect(a,b); } } public class Client { public static void main(String[] args) { CollegeA a = new CollegeA("华东交通大学"); CollegeB b = new CollegeB("东华理工大学"); Context context = new Context(); List<Major> intersect = context.intersect(a.list, b.list, new StrategyA()); System.out.println(a.name + "与" + b.name + "都有的专业"); for (Major major : intersect) { System.out.println(major.getName()); } // 可以随意定制策略 List<Major> intersect2 = context.intersect(a.list, b.list, new Strategy() { @Override public List<Major> intersect(List<Major> a, List<Major> b) { a.retainAll(b); return a; } }); System.out.println(a.name + "与" + b.name + "都有的专业========"); for (Major major : intersect2) { System.out.println(major.getName()); } } }
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注意事项和细节
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分析项目中变化部分与不变部分(对它们进行设计)
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体现了“对修改关闭,对扩展开放”原则,客户端增加行为不用修改原有代码,只要添加一种策略(或者行为) 即可
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策略模式将算法封装在独立的 Strategy 类中使得你可以独立于其 Context 改变它,使它易于切换、易于理解、易于扩展
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注意:在很多场景中,策略接口会作为内部接口体现
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应用
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Arrays工具类的排序方法Comparator策略接口的使用
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Basedao的Resultset的处理
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交集并集
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