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设计模式 (行为型模式)

设计模式 (行为型模式)

作者: ZoranLee | 来源:发表于2021-05-27 19:03 被阅读0次

    共十一种:
    策略模式、
    模板方法模式、
    观察者模式、
    迭代子模式、
    责任链模式、
    命令模式、
    备忘录模式、
    状态模式、
    访问者模式、
    中介者模式、
    解释器模式.

    策略模式(Strategy pattern)

    https://www.jianshu.com/p/d0c1b312d563
    策略模式定义了一组算法,将它们逐个封装起来,并使它们可以相互替换。策略可以让算法独立于使用它们的客户而变化。

    image.png

    Strategy: 策略接口或者策略抽象类,并且策略执行的接口
    ConcreateStrategyA等:实现策略接口的具体策略类
    Context:上下文类,持有具体策略类的实例,并负责调用相关的算法

    public interface Strategy {
        int calculate(int a, int b);
    }
    // 加法算法
    public class AddStrategy implements Strategy{
        @Override
        public int calculate(int a, int b) {
            return a + b;
        }
    }
    // 减法算法
    public class SubtractStrategy implements Strategy{
        @Override
        public int calculate(int a, int b) {
            return a - b;
        }
    }
    
    public class Context {
        private Strategy strategy;
    
        public Context(Strategy strategy) {
            this.strategy = strategy;
        }
    
        // 动态替换算法(策略)
        public void replaceStrategy(Strategy strategy) {
            this.strategy = strategy;
        }
    
        public int calculate(int a, int b) {
            return strategy.calculate(a, b);
        }
    }
    
    public static void main(String[] args) {
        Strategy addStrategy = new AddStrategy();
        Context context = new Context(addStrategy);
        // 输出3
        System.out.println(context.calculate(1, 2));
    
        Strategy subStrategy = new SubtractStrategy();
        // 动态替换算法(策略)
        context.replaceStrategy(subStrategy);
        // 输出-1
        System.out.println(context.calculate(1, 2));
    }
    

    策略枚举

    public enum  StrategyEnum {
        ADD {
            @Override
            public int calculate(int a, int b) {
                return a + b;
            }
        },
    
        SUBTRACT {
            @Override
            public int calculate(int a, int b) {
                return a - b;
            }
        };
    
        public abstract int calculate(int a, int b);
    
        public static void main(String[] args) {
            // 3
            int addResult = StrategyEnum.ADD.calculate(1, 2);
            System.out.println(addResult);
    
            // -1
            int subResult = StrategyEnum.SUBTRACT.calculate(1, 2);
            System.out.println(subResult);
    
        }
    }
    

    模板方法模式

    https://blog.csdn.net/carson_ho/article/details/54910518
    定义一个模板结构,将具体内容延迟到子类去实现。

    模板方法模式是基于”继承“的;

    public  abstract class AbstractClass {  
    //模板方法,用来控制炒菜的流程 (炒菜的流程是一样的-复用)
    //申明为final,不希望子类覆盖这个方法,防止更改流程的执行顺序 
            final void cookProcess(){  
          
            this.pourOil(); //第一步:倒油
          
             this.HeatOil();  //第二步:热油
    
    
        abstract void  pourVegetable();      //第三步:
    
        abstract void  pourSauce();//子类实现
    
             this.fry();//翻炒
        }  
    }
    
     public class ConcreteClass_BaoCai extend AbstractClass{
        @Override
        public void  pourVegetable(){  
            System.out.println(”下锅的蔬菜是包菜“);  
        }  
        @Override
        public void  pourSauce(){  
            System.out.println(”下锅的酱料是辣椒“);  
        }  
    }
    
    public class Template Method{
      public static void main(String[] args){
    
          //炒 - 手撕包菜
        ConcreteClass_BaoCai BaoCai = new ConcreteClass_BaoCai();
        BaoCai.cookProcess();
    
            
    }
    
    
    

    观察者模式

    定义对象间的一种一对多的依赖关系,当一个对象的状态发生改变时,所有依赖于它的对象都得到通知并被自动更新。

    观察者模式(Observer)又称发布-订阅模式(Publish-Subscribe:Pub/Sub)。它是一种通知机制,让发送通知的一方(被观察方)和接收通知的一方(观察者)能彼此分离,互不影响。

    public class Store {
        Customer customer;
        Admin admin;
    
        private Map<String, Product> products = new HashMap<>();
    
        public void addNewProduct(String name, double price) {
            Product p = new Product(name, price);
            products.put(p.getName(), p);
            // 通知用户:
            customer.onPublished(p);
            // 通知管理员:
            admin.onPublished(p);
        }
    
        public void setProductPrice(String name, double price) {
            Product p = products.get(name);
            p.setPrice(price);
            // 通知用户:
            customer.onPriceChanged(p);
            // 通知管理员:
            admin.onPriceChanged(p);
        }
    }
    
    public class Store {
        private List<ProductObserver> observers = new ArrayList<>();
        private Map<String, Product> products = new HashMap<>();
    
        // 注册观察者:
        public void addObserver(ProductObserver observer) {
            this.observers.add(observer);
        }
    
        // 取消注册:
        public void removeObserver(ProductObserver observer) {
            this.observers.remove(observer);
        }
    
        public void addNewProduct(String name, double price) {
            Product p = new Product(name, price);
            products.put(p.getName(), p);
            // 通知观察者:
            observers.forEach(o -> o.onPublished(p));
        }
    
        public void setProductPrice(String name, double price) {
            Product p = products.get(name);
            p.setPrice(price);
            // 通知观察者:
            observers.forEach(o -> o.onPriceChanged(p));
        }
    }
    

    迭代子模式

    迭代子模式又叫游标(Cursor)模式,是对象的行为模式。
    迭代子模式可以顺序地访问一个聚集中的元素而不必暴露聚集的内部表象。我们常见的集合有很多种类,其顶层数据存储和组织方式的不同导致了我们在对数据进行遍历的时候存在一些差异,迭代器模式就是通过实现某种统一的方式来实现对不同的集合的遍历,同时又不暴露出其底层的数据存储和组织方式。

    public interface Iterator {
        public Object first();
        
        public Object previous();
        
        public Object next();
    
        public boolean hasNext();
    }
    
    
    public class MyIterator implements Iterator{
        private List<Object> list;
        private int index = 0;
    
        public MyIterator(List<Object> list) {
            this.list = list;
        }
        @Override
        public Object previous() {
            if((this.index - 1) < 0){
                return null;
            }else{
                return this.list.get(--index);
            }
            
        }
    
        @Override
        public Object next() {
            if((this.index + 1) >= this.list.size()){
                return null;
            }else{
                return this.list.get(++index);
            }
        }
        @Override
        public boolean hasNext() {
            if(this.index < (this.list.size() - 1)){
                return true;
            }
            return false;
        }
    
        @Override
        public Object first() {
            if(this.list.size() <= 0){
                return null;
            }else{
                return this.list.get(0);
            }
        }
    }
    
    
    public abstract class Container {
    
        public abstract Iterator iterator();
        
        public abstract void put(Object obj);
    }
    
    public class MyContainer extends Container{
        private List<Object> list;
        
        public MyContainer() {
            this.list = new ArrayList<Object>();
        }
        @Override
        public void put(Object obj){
            this.list.add(obj);
        }
        @Override
        public Iterator iterator() {
            return new MyIterator(list);
        }
    }
    
    public class ClientTest {
    
        public static void main(String[] args) {
    
            //创建一个自定义容器,直接使用ArrayList的实现
            Container strContainer = new MyContainer();
            strContainer.put("001");
            strContainer.put("002");
    
            Iterator myIterator = strContainer.iterator();
    
            //使用迭代器遍历
            System.out.println(myIterator.first());
            while (myIterator.hasNext()) {
                System.out.println(myIterator.next());
            }
        }
    }
    
    

    责任链模式

    https://www.runoob.com/design-pattern/chain-of-responsibility-pattern.html
    是一种行为设计模式, 允许你将请求沿着处理者链进行发送。
    收到请求后, 每个处理者均可对请求进行处理, 或将其传递给链上的下个处理者。

    public abstract class AbstractLogger {
       public static int INFO = 1;
       public static int DEBUG = 2;
       public static int ERROR = 3;
     
       protected int level;
     
       //责任链中的下一个元素
       protected AbstractLogger nextLogger;
     
       public void setNextLogger(AbstractLogger nextLogger){
          this.nextLogger = nextLogger;
       }
     
       public void logMessage(int level, String message){
          if(this.level <= level){
             write(message);
          }
          if(nextLogger !=null){
             nextLogger.logMessage(level, message);
          }
       }
     
       abstract protected void write(String message);
       
    }
    
    public class ConsoleLogger extends AbstractLogger {
     
       public ConsoleLogger(int level){
          this.level = level;
       }
     
       @Override
       protected void write(String message) {    
          System.out.println("Standard Console::Logger: " + message);
       }
    }
    
    public class ErrorLogger extends AbstractLogger {
     
       public ErrorLogger(int level){
          this.level = level;
       }
     
       @Override
       protected void write(String message) {    
          System.out.println("Error Console::Logger: " + message);
       }
    }
    
    public class FileLogger extends AbstractLogger {
     
       public FileLogger(int level){
          this.level = level;
       }
     
       @Override
       protected void write(String message) {    
          System.out.println("File::Logger: " + message);
       }
    }
    
    public class ChainPatternDemo {
       
       private static AbstractLogger getChainOfLoggers(){
     
          AbstractLogger errorLogger = new ErrorLogger(AbstractLogger.ERROR);
          AbstractLogger fileLogger = new FileLogger(AbstractLogger.DEBUG);
          AbstractLogger consoleLogger = new ConsoleLogger(AbstractLogger.INFO);
     
          errorLogger.setNextLogger(fileLogger);
          fileLogger.setNextLogger(consoleLogger);
     
          return errorLogger;  
       }
     
       public static void main(String[] args) {
          AbstractLogger loggerChain = getChainOfLoggers();
     
          loggerChain.logMessage(AbstractLogger.INFO, "This is an information.");
     
          loggerChain.logMessage(AbstractLogger.DEBUG, 
             "This is a debug level information.");
     
          loggerChain.logMessage(AbstractLogger.ERROR, 
             "This is an error information.");
       }
    }
    

    命令模式

    命令模式把一个请求或者操作封装到一个对象中。命令模式允许系统使用不同的请求把客户端参数化,对请求排队或者记录请求日志,可以提供命令的撤销和恢复功能。
    https://www.jianshu.com/p/5901e76a6348

    public class Receiver {
        /**
         * 真正执行命令相应的操作
         */
        public void action() {
            System.out.println("执行操作");
        }
    }
    
    public interface Command {
        /**
         * 执行方法
         */
        void execute();
    }
    
    public class ConcreteCommand implements Command {
        /**
         * 持有相应的接收者对象
         */
        private Receiver receiver = null;
        /**
         * 构造方法
         * @param receiver
         */
        public ConcreteCommand(Receiver receiver) {
            this.receiver = receiver;
        }
        @Override
        public void execute() {
            //通常会转调接收者的形影方法,让接收者来真正执行功能
            receiver.action();
        }
    }
    
    public class Invoker {
        /**
         * 持有命令对象
         */
        private Command command = null;
        /**
         * 构造方法
         * @param command
         */
        public Invoker(Command command) {
            this.command = command;
        }
        /**
         * 行动方法
         */
        public void action() {
            command.execute();
        }
    }
    public class Client {
        public static void main(String[] args) {
            //创建接收者
            Receiver receiver = new Receiver();
            //创建命令对象,设定其接收者
            Command command = new ConcreteCommand(receiver);
            //创建请求者,把命令对象设置进去
            Invoker invoker = new Invoker(command);
            //执行方法
            invoker.action();
        }
    }
    

    备忘录模式

    https://www.runoob.com/design-pattern/memento-pattern.html
    备忘录模式(Memento Pattern)保存一个对象的某个状态,以便在适当的时候恢复对象。备忘录模式属于行为型模式。

    public class Memento {
       private String state;
     
       public Memento(String state){
          this.state = state;
       }
     
       public String getState(){
          return state;
       }  
    }
    
    public class Originator {
       private String state;
     
       public void setState(String state){
          this.state = state;
       }
     
       public String getState(){
          return state;
       }
     
       public Memento saveStateToMemento(){
          return new Memento(state);
       }
     
       public void getStateFromMemento(Memento Memento){
          state = Memento.getState();
       }
    }
    import java.util.ArrayList;
    import java.util.List;
     
    public class CareTaker {
       private List<Memento> mementoList = new ArrayList<Memento>();
     
       public void add(Memento state){
          mementoList.add(state);
       }
     
       public Memento get(int index){
          return mementoList.get(index);
       }
    }
    
    public class MementoPatternDemo {
       public static void main(String[] args) {
          Originator originator = new Originator();
          CareTaker careTaker = new CareTaker();
          originator.setState("State #1");
          originator.setState("State #2");
          careTaker.add(originator.saveStateToMemento());
          originator.setState("State #3");
          careTaker.add(originator.saveStateToMemento());
          originator.setState("State #4");
     
          System.out.println("Current State: " + originator.getState());    
          originator.getStateFromMemento(careTaker.get(0));
          System.out.println("First saved State: " + originator.getState());
          originator.getStateFromMemento(careTaker.get(1));
          System.out.println("Second saved State: " + originator.getState());
       }
    }
    

    状态模式

    https://www.runoob.com/design-pattern/state-pattern.html

    在状态模式(State Pattern)中,类的行为是基于它的状态改变的。这种类型的设计模式属于行为型模式。

    在状态模式中,我们创建表示各种状态的对象和一个行为随着状态对象改变而改变的 context 对象。

    public interface State {
       public void doAction(Context context);
    }
    
    public class StartState implements State {
     
       public void doAction(Context context) {
          System.out.println("Player is in start state");
          context.setState(this); 
       }
     
       public String toString(){
          return "Start State";
       }
    }
    
    public class StopState implements State {
     
       public void doAction(Context context) {
          System.out.println("Player is in stop state");
          context.setState(this); 
       }
     
       public String toString(){
          return "Stop State";
       }
    }
    
    public class Context {
       private State state;
     
       public Context(){
          state = null;
       }
     
       public void setState(State state){
          this.state = state;     
       }
     
       public State getState(){
          return state;
       }
    }
    public class StatePatternDemo {
       public static void main(String[] args) {
          Context context = new Context();
     
          StartState startState = new StartState();
          startState.doAction(context);
     
          System.out.println(context.getState().toString());
     
          StopState stopState = new StopState();
          stopState.doAction(context);
     
          System.out.println(context.getState().toString());
       }
    }
    
    

    访问者模式

    在访问者模式(Visitor Pattern)中,我们使用了一个访问者类,它改变了元素类的执行算法。通过这种方式,元素的执行算法可以随着访问者改变而改变。这种类型的设计模式属于行为型模式。根据模式,元素对象已接受访问者对象,这样访问者对象就可以处理元素对象上的操作。

    public interface ComputerPart {
       public void accept(ComputerPartVisitor computerPartVisitor);
    }
    
    public class Keyboard  implements ComputerPart {
     
       @Override
       public void accept(ComputerPartVisitor computerPartVisitor) {
          computerPartVisitor.visit(this);
       }
    }
    
    public class Monitor  implements ComputerPart {
     
       @Override
       public void accept(ComputerPartVisitor computerPartVisitor) {
          computerPartVisitor.visit(this);
       }
    }
    
    ouse.java
    public class Mouse  implements ComputerPart {
     
       @Override
       public void accept(ComputerPartVisitor computerPartVisitor) {
          computerPartVisitor.visit(this);
       }
    }
    
    public class Computer implements ComputerPart {
       
       ComputerPart[] parts;
     
       public Computer(){
          parts = new ComputerPart[] {new Mouse(), new Keyboard(), new Monitor()};      
       } 
     
     
       @Override
       public void accept(ComputerPartVisitor computerPartVisitor) {
          for (int i = 0; i < parts.length; i++) {
             parts[i].accept(computerPartVisitor);
          }
          computerPartVisitor.visit(this);
       }
    }
    
    public interface ComputerPartVisitor {
       public void visit(Computer computer);
       public void visit(Mouse mouse);
       public void visit(Keyboard keyboard);
       public void visit(Monitor monitor);
    }
    
    public class ComputerPartDisplayVisitor implements ComputerPartVisitor {
     
       @Override
       public void visit(Computer computer) {
          System.out.println("Displaying Computer.");
       }
     
       @Override
       public void visit(Mouse mouse) {
          System.out.println("Displaying Mouse.");
       }
     
       @Override
       public void visit(Keyboard keyboard) {
          System.out.println("Displaying Keyboard.");
       }
     
       @Override
       public void visit(Monitor monitor) {
          System.out.println("Displaying Monitor.");
       }
    }
    
    public class VisitorPatternDemo {
       public static void main(String[] args) {
     
          ComputerPart computer = new Computer();
          computer.accept(new ComputerPartDisplayVisitor());
       }
    }
    

    中介者模式

    中介者模式(Mediator Pattern)是用来降低多个对象和类之间的通信复杂性。这种模式提供了一个中介类,该类通常处理不同类之间的通信,并支持松耦合,使代码易于维护。中介者模式属于行为型模式。

    import java.util.Date;
     
    public class ChatRoom {
       public static void showMessage(User user, String message){
          System.out.println(new Date().toString()
             + " [" + user.getName() +"] : " + message);
       }
    }
    
    public class User {
       private String name;
     
       public String getName() {
          return name;
       }
     
       public void setName(String name) {
          this.name = name;
       }
     
       public User(String name){
          this.name  = name;
       }
     
       public void sendMessage(String message){
          ChatRoom.showMessage(this,message);
       }
    }
    
    public class MediatorPatternDemo {
       public static void main(String[] args) {
          User robert = new User("Robert");
          User john = new User("John");
     
          robert.sendMessage("Hi! John!");
          john.sendMessage("Hello! Robert!");
       }
    }
    
    

    解释器模式

    解释器模式(Interpreter Pattern)提供了评估语言的语法或表达式的方式,它属于行为型模式。这种模式实现了一个表达式接口,该接口解释一个特定的上下文。这种模式被用在 SQL 解析、符号处理引擎等。

    public interface Expression {
       public boolean interpret(String context);
    }
    
    public class TerminalExpression implements Expression {
       
       private String data;
     
       public TerminalExpression(String data){
          this.data = data; 
       }
     
       @Override
       public boolean interpret(String context) {
          if(context.contains(data)){
             return true;
          }
          return false;
       }
    }
    
    public class OrExpression implements Expression {
        
       private Expression expr1 = null;
       private Expression expr2 = null;
     
       public OrExpression(Expression expr1, Expression expr2) { 
          this.expr1 = expr1;
          this.expr2 = expr2;
       }
     
       @Override
       public boolean interpret(String context) {      
          return expr1.interpret(context) || expr2.interpret(context);
       }
    }
    
    public class AndExpression implements Expression {
        
       private Expression expr1 = null;
       private Expression expr2 = null;
     
       public AndExpression(Expression expr1, Expression expr2) { 
          this.expr1 = expr1;
          this.expr2 = expr2;
       }
     
       @Override
       public boolean interpret(String context) {      
          return expr1.interpret(context) && expr2.interpret(context);
       }
    }
    public class InterpreterPatternDemo {
     
       //规则:Robert 和 John 是男性
       public static Expression getMaleExpression(){
          Expression robert = new TerminalExpression("Robert");
          Expression john = new TerminalExpression("John");
          return new OrExpression(robert, john);    
       }
     
       //规则:Julie 是一个已婚的女性
       public static Expression getMarriedWomanExpression(){
          Expression julie = new TerminalExpression("Julie");
          Expression married = new TerminalExpression("Married");
          return new AndExpression(julie, married);    
       }
     
       public static void main(String[] args) {
          Expression isMale = getMaleExpression();
          Expression isMarriedWoman = getMarriedWomanExpression();
     
          System.out.println("John is male? " + isMale.interpret("John"));
          System.out.println("Julie is a married women? " 
          + isMarriedWoman.interpret("Married Julie"));
       }
    }
    

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          本文标题:设计模式 (行为型模式)

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