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iOS设计模式-生成器模式

iOS设计模式-生成器模式

作者: 静谧的橘子 | 来源:发表于2018-01-07 14:18 被阅读31次

    何为生成器模式?

    生成器模式:将一个复杂对象的构建与它的表现分离,使得同样的构建过程可以创建不同的表现。

    生成器模式包含两个重要的角色:Director和Builder。
    Builder知道究竟如何在缺少某些特定信息的情况下建造产品。Director则知道Builde应该建造什么,以参数向其提供缺少的信息来建造特定的产品。
    静态关系如图所示:


    生成器模式.jpeg

    Builder是一个抽象接口,声明了一个BuildPart方法,该方法由ConcreteBuilder实现,以构造实际产品。ConcreteBuilder有个GetResult方法,向客户端返回构造完毕的Product。
    Direct定义了一个Construct方法,命令Builder的实例去BuildPart。Director和Builder形成了一种聚合的关系。
    这意味着Builder是一个组成部分,与Director结合,以使整个模式运转,但同时,Director并不管理Builder的生存期。

    何时使用?

    1.需要创建涉及各种部件的复杂对象。创建对象的算法应该独立于部件的装配方式。
    2.构建过程需要以不同的方式构建对象。

    例子:
    我们将以假想的追逐游戏为例,演示如何有两种类型的角色--敌人和游戏者。
    两种角色有一些共同的基本特征,如力量、耐力、智力、敏捷和攻击力。每一特征都影响角色的防御与攻击能力。防御因子反映了角色防御攻击了的能力,而攻击因子反映了攻击对手的能力。
    创建一个Character对象:

    Charachter.h
    
    @interface Character : NSObject
    {
        @private
        float protection_;
        float power_;
        float strength_;
        float stamina_;
        float intelligence_;
        float agility_;
        float aggressiveness_;
    }
    @property (nonatomic, assign) float protection;
    @property (nonatomic, assign) float power;
    @property (nonatomic, assign) float strength;
    @property (nonatomic, assign) float stamina;
    @property (nonatomic, assign) float intelligence;
    @property (nonatomic, assign) float agility;
    @property (nonatomic, assign) float aggressiveness;
    @end
    
    //Character.m
    
    @implementation Character
    @synthesize protection = protection_;
    @synthesize power=power_;
    @synthesize strength=strength_;
    @synthesize stamina=stamina_;
    @synthesize intelligence=intelligence_;
    @synthesize agility=agility_;
    @synthesize aggressiveness=aggressiveness_;
    
    - (instancetype)init{
        if (self = [super init]) {
            protection_ = 1.0;
            power_ = 1.0;
            strength_ = 1.0;
            stamina_ = 1.0;
            intelligence_ = 1.0;
            agility_ = 1.0;
            aggressiveness_ = 1.0;
        }
        return self;
    }
    @end
    Character定义所有类型角色共有的一套特征。
    

    Character只是定义了角色的共有特征,并不知道如何把自己构建成有意义的角色,所以才需要CharacterBuilder给予先前定义的特征关系,构建有意义的角色。

    CharacterBuilder.h
    #import "Character.h"
    
    @interface CharacterBuilder : NSObject
    {
        @protected
        Character * character_;
    }
    @property (nonatomic, strong, readonly) Character * character;
    - (CharacterBuilder *) buildNewCharacter;
    - (CharacterBuilder *) buildStrength:(float) value;
    - (CharacterBuilder *) buildStamina:(float) value;
    - (CharacterBuilder *) buildIntelligence:(float) value;
    - (CharacterBuilder *) buildAgility:(float) value;
    - (CharacterBuilder *) buildAggress:(float) value;
    @end
    
    CharacterBuilder.m
    @implementation CharacterBuilder
    @synthesize character=character_;
    - (CharacterBuilder *)buildNewCharacter{
        character_ = [[Character alloc] init];
        return self;
    }
    - (CharacterBuilder *)buildStrength:(float)value{
        character_.strength = value;
        return self;
    }
    - (CharacterBuilder *)buildStamina:(float)value{
        character_.stamina = value;
        return self;
    }
    - (CharacterBuilder *)buildIntelligence:(float)value{
        character_.intelligence = value;
        return self;
    }
    - (CharacterBuilder *)buildAgility:(float)value{
        character_.agility = value;
        return self;
    }
    - (CharacterBuilder *)buildAggress:(float)value{
        character_.aggressiveness = value;
        return self;
    }
    @end
    CharacterBuilder的实例有个对目标Character的引用,该目标Character构建完成后将被返回给客户端。
    

    StandardCharacterBuilder是CharacterBuilder的子类,定义了生成具有各种相关特征的真正角色的逻辑。

    StandardCharacterBuilder.h
    @interface StandardCharacterBuilder : CharacterBuilder
    - (CharacterBuilder *) buildStrength:(float) value;
    - (CharacterBuilder *) buildStamina:(float) value;
    - (CharacterBuilder *) buildIntelligence:(float) value;
    - (CharacterBuilder *) buildAgility:(float) value;
    - (CharacterBuilder *) buildAggress:(float) value;
    
    @end
    再次声明了重载的方法,是为了比较清晰。StandardCharacterBuild没有重载buildNewCharacter方法,是因为基类的已经够用了。
    StandardCharacterBuilder.m
    @implementation StandardCharacterBuilder
    - (CharacterBuilder *)buildStrength:(float)value{
        character_.protection *= value;
        character_.power *= value;
        return [super buildStrength:value];
    }
    - (CharacterBuilder *)buildStamina:(float)value{
        character_.protection *= value;
        character_.power *= value;
        return [super buildStamina:value];
    }
    - (CharacterBuilder *)buildIntelligence:(float)value{
        character_.protection *= value;
        character_.power /= value;
        return [super buildIntelligence:value];
    }
    - (CharacterBuilder *)buildAgility:(float)value{
        character_.protection *= value;
        character_.power /= value;
        return [super buildAgility:value];
    }
    - (CharacterBuilder *)buildAggress:(float)value{
        character_.protection /= value;
        character_.power *= value;
        return [super buildAggress:value];
    }
    @end
    
    

    接下来是Director,ChasingGame类

    ChasingGame.h
    #import "StandardCharacterBuilder.h"
    @interface ChasingGame : NSObject
    - (Character *) createPlayer:(CharacterBuilder *) builder;
    - (Character *) createEnemy:(CharacterBuilder *) builder;
    @end
    
    ChasingGame.m
    @implementation ChasingGame
    - (Character *)createPlayer:(CharacterBuilder *)builder{
        [builder buildNewCharacter];
        [builder buildStrength:50.0];
        [builder buildStamina:25.0];
        [builder buildIntelligence:75.0];
        [builder buildAgility:65.0];
        [builder buildAggress:35.0];
        return [builder character];
    }
    - (Character *)createEnemy:(CharacterBuilder *)builder{
        [builder buildNewCharacter];
        [builder buildStrength:80.0];
        [builder buildStamina:65.0];
        [builder buildIntelligence:35.0];
        [builder buildAgility:25.0];
        [builder buildAggress:95.0];
        return [builder character];
    }
    @end
    

    客户端代码

        CharacterBuilder * characterBuilder = [[StandardCharacterBuilder alloc] init];
        
        ChasingGame * game   = [[ChasingGame alloc] init];
        Character   * player = [game createEnemy:characterBuilder];
        Character   * enemy  = [game createEnemy:characterBuilder];
       
    

    客户端生成StandardCharacterBuilder和ChasingGame的实例。然后向ChasingGame发送createPlayer:和createEnemy:消息。

    以上就是生成器模式的具体应用。

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