本篇以思维导图结合例子的形式介绍策略模式
1 策略模式相关概念
2. 例子
以商场做活动为例,活动策略分别为正常收费、满xx返xx和打折
1)CashContext
该类的作用就是根据需求来选择具体的实现类
package com.szh.pattern;
public class CashContext {
//正常
public static final int NORMAL = 0;
//满XX返XX
public static final int RETURN = 1;
//打X折
public static final int REBATE = 2;
CashSuper cs = null;
public CashContext(int type){
switch(type){
case NORMAL :
cs = new CashNormal();
break;
case RETURN :
cs = new CashReturn("300","50");
break;
case REBATE :
cs = new CashRebate("0.8");
break;
}
}
public double getResult(double money){
return cs.acceptCash(money);
}
}
2)CashSuper
抽象出Cash规则的公共方法
package com.szh.pattern;
public abstract class CashSuper {
public abstract double acceptCash(double money);
}
3)CashSub
以下就是具体的实现类
CashNormal
package com.szh.pattern;
public class CashNormal extends CashSuper {
@Override
public double acceptCash(double money) {
// TODO Auto-generated method stub
return money;
}
}
CashReturn
package com.szh.pattern;
public class CashReturn extends CashSuper {
private double moneyCondition = 0.0d;
private double moneyReturn = 0.0d;
public CashReturn(String moneyCondition,String moneyReturn){
this.moneyCondition = Double.valueOf(moneyCondition);
this.moneyReturn = Double.valueOf(moneyReturn);
}
@Override
public double acceptCash(double money) {
// TODO Auto-generated method stub
double result = money;
if(money>moneyCondition){
//Math.floor()此方法返回最大的(最接近正无穷大)浮点值小于或等于参数,并等于某个整数。
result = money - Math.floor(money/moneyCondition)*moneyReturn;
}
return result;
}
}
CashRebate
package com.szh.pattern;
public class CashRebate extends CashSuper {
private double moneyRebate = 1d;
public CashRebate(String monneyRebate) {
this.moneyRebate = Double.valueOf(monneyRebate);
}
@Override
public double acceptCash(double money) {
// TODO Auto-generated method stub
return money*moneyRebate;
}
}