在面向对象系统的设计和开发过程中,对象之间的交互和通信是最为常见的情况,因为 对象间的交互本身就是一种通信。在系统比较小的时候,可能对象间的通信不是很多、对象 也比较少,我们可以直接硬编码到各个对象的方法中。但是当系统规模变大,对象的量变引 起系统复杂度的急剧增加,对象间的通信也变得越来越复杂,这时候我们就要提供一个专门 处理对象间交互和通信的类,这个中介者就是 Mediator 模式。Mediator 模式提供将对象间 的交互和通讯封装在一个类中,各个对象间的通信不必显势去声明和引用,大大降低了系统 的复杂性能(了解一个对象总比深入熟悉 n 个对象要好)。另外 Mediator 模式还带来了系统 对象间的松耦合,这些将在讨论中详细给出。
Mediator 模式典型的结构图为:
Mediator 模式中,每个 Colleague 维护一个 Mediator,当要进行交互,例如图中 ConcreteColleagueA 和 ConcreteColleagueB 之间的交互就可以通过 ConcreteMediator 提供的 DoActionFromAtoB 来处理,ConcreteColleagueA 和 ConcreteColleagueB 不必维护对各自的引 用,甚至它们也不知道各个的存在。Mediator 通过这种方式将多对多的通信简化为了一 (Mediator)对多(Colleague)的通信。
#pragma once
//Colleage.h
#include <string>
using namespace std;
class Mediator;
class Colleage
{
public:
virtual ~Colleage();
virtual void Aciton() = 0;
virtual void SetState(const string& sdt) = 0;
virtual string GetState() = 0; protected:
Colleage();
Colleage(Mediator* mdt);
Mediator* _mdt;
private:
};
class ConcreteColleageA:public Colleage
{
public:
ConcreteColleageA();
ConcreteColleageA(Mediator* mdt);
~ConcreteColleageA();
void Aciton();
void SetState(const string& sdt);
string GetState(); protected:
private:
string _sdt;
};
class ConcreteColleageB:public Colleage
{
public:
ConcreteColleageB();
ConcreteColleageB(Mediator* mdt);
~ConcreteColleageB();
void Aciton();
void SetState(const string& sdt);
string GetState(); protected:
private:
string _sdt;
};
//Colleage.cpp
#include "stdafx.h"
#include "Mediator.h"
#include "Colleage.h"
#include <iostream>
using namespace std;
Colleage::Colleage()
{
//_sdt = " ";
}
Colleage::Colleage(Mediator* mdt)
{
this->_mdt = mdt;
//_sdt = " ";
}
Colleage::~Colleage()
{
}
ConcreteColleageA::ConcreteColleageA()
{
}
ConcreteColleageA::~ConcreteColleageA()
{
}
ConcreteColleageA::ConcreteColleageA(Mediator*
mdt):Colleage(mdt)
{
}
string ConcreteColleageA::GetState()
{
return _sdt;
}
void ConcreteColleageA::SetState(const string& sdt)
{
_sdt = sdt;
}
void ConcreteColleageA::Aciton()
{
_mdt->DoActionFromAtoB();
cout<<"State of ConcreteColleageB:"<<" "<<this->GetState()<<endl;
}
ConcreteColleageB::ConcreteColleageB()
{
}
ConcreteColleageB::~ConcreteColleageB()
{
}
ConcreteColleageB::ConcreteColleageB(Mediator* mdt):Colleage(mdt)
{
}
void ConcreteColleageB::Aciton()
{
_mdt->DoActionFromBtoA();
cout<<"State of ConcreteColleageB:"<<" "<<this->GetState()<<endl;
}
string ConcreteColleageB::GetState()
{
return _sdt;
}
void ConcreteColleageB::SetState(const string& sdt)
{
_sdt = sdt;
}
#pragma once
//Mediator.h
class Colleage;
class Mediator
{
public:
virtual ~Mediator();
virtual void DoActionFromAtoB() = 0;
virtual void DoActionFromBtoA() = 0; protected:
Mediator();
private:
};
class ConcreteMediator:public Mediator
{
public:
ConcreteMediator();
ConcreteMediator(Colleage* clgA,Colleage* clgB);
~ConcreteMediator();
void SetConcreteColleageA(Colleage* clgA);
void SetConcreteColleageB(Colleage* clgB);
Colleage* GetConcreteColleageA();
Colleage* GetConcreteColleageB();
void IntroColleage(Colleage* clgA,Colleage* clgB);
void DoActionFromAtoB();
void DoActionFromBtoA();
protected:
private:
Colleage* _clgA;
Colleage* _clgB;
};
//Mediator.cpp
#include "stdafx.h"
#include "Mediator.h"
#include "Colleage.h"
Mediator::Mediator()
{
}
Mediator::~Mediator()
{
}
ConcreteMediator::ConcreteMediator()
{
}
ConcreteMediator::~ConcreteMediator()
{
}
ConcreteMediator::ConcreteMediator(Colleage* clgA,Colleage* clgB)
{
this->_clgA = clgA;
this->_clgB = clgB;
}
void ConcreteMediator::DoActionFromAtoB()
{
_clgB->SetState(_clgA->GetState());
}
void ConcreteMediator::SetConcreteColleageA(Colleage* clgA)
{
this->_clgA = clgA;
}
void ConcreteMediator::SetConcreteColleageB(Colleage* clgB)
{
this->_clgB = clgB;
}
Colleage* ConcreteMediator::GetConcreteColleageA()
{
return _clgA;
}
Colleage* ConcreteMediator::GetConcreteColleageB()
{
return _clgB;
}
void ConcreteMediator::IntroColleage(Colleage* clgA,Colleage* clgB)
{
this->_clgA = clgA;
this->_clgB = clgB;
}
void ConcreteMediator::DoActionFromBtoA()
{
_clgA->SetState(_clgB->GetState());
}
int main(int argc, _TCHAR* argv[])
{
ConcreteMediator* m = new ConcreteMediator();
ConcreteColleageA* c1 = new ConcreteColleageA(m);
ConcreteColleageB* c2 = new ConcreteColleageB(m);
m->IntroColleage(c1,c2);
c1->SetState("old");
c2->SetState("old");
c1->Aciton();
c2->Aciton();
cout<<endl;
c1->SetState("new");
c1->Aciton();
c2->Aciton();
cout<<endl;
c2->SetState("old");
c2->Aciton();
c1->Aciton();
return 0;
}
代码说明
Mediator 模式的实现关键就是将对象 Colleague 之间的通信封装到一个类种单独处理, 为了模拟 Mediator 模式的功能,这里给每个 Colleague 对象一个 string 型别以记录其状态, 并通过状态改变来演示对象之间的交互和通信。这里主要就 Mediator 的示例运行结果给出 分析:
1)将 ConcreteColleageA 对象设置状态“old”,ConcreteColleageB 也设置状态“old”;
2)ConcreteColleageA 对象改变状态,并在 Action 中和 ConcreteColleageB 对象进行通信,并改变 ConcreteColleageB 对象的状态为“new”;
3)ConcreteColleageB 对象改变状态,并在 Action 中和 ConcreteColleageA 对象进行通信,并改变 ConcreteColleageA 对象的状态为“new”;
注意到,两个 Colleague 对象并不知道它交互的对象,并且也不是显示地处理交互过程,这一切都是 通过 Mediator 对象完成的,示例程序运行的结果也正是证明了这一点。
Mediator 模式是一种很有用并且很常用的模式,它通过将对象间的通信封装到一个类 中,将多对多的通信转化为一对多的通信,降低了系统的复杂性。Mediator 还获得系统解耦 的特性,通过 Mediator,各个 Colleague 就不必维护各自通信的对象和通信协议,降低了系 统的耦合性,Mediator 和各个 Colleague 就可以相互独立地修改了。
Mediator 模式还有一个很显著额特点就是将控制集中,集中的优点就是便于管理,也正 式符合了 OO 设计中的每个类的职责要单一和集中的原则。