1247 lines
33 KiB
Markdown
1247 lines
33 KiB
Markdown
# 设计模式
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设计模式是对许多业务和算法的抽象,因此学习起来具有一定的难度。短时间内掌握是不可能的,需要通过不断的实践和理解来积累经验。对于已经在职场上工作,但后期才开始学习设计模式的人来说,可能会面临更多的挑战。
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在学习设计模式时,很多概念趋于理论化,且种类繁多(设计模式总共有23种),如果没有进行系统的梳理,可能很难直接应用到实际场景中。
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设计模式中的抽象类通常是接口或抽象类,这些类的实现会根据具体的业务需求进行调整,因而不一定是唯一的实现方式。
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在我学习过程中,我试图将所学的内容总结下来,但由于篇幅有限,无法一一列举所有场景,只能举出一些常见的例子。
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---
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## 策略模式
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### 常见应用场景
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策略模式广泛应用于支付、计算、文件压缩、登录等场景,尤其是在游戏中,如王者荣耀和PUBG的角色处理。值得注意的是,在实际开发中,一种业务场景可能会同时使用多种设计模式,因此,下面的介绍仅为简化并专注于策略模式的核心概念。
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### 策略模式基础介绍
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策略模式涉及三个主要角色:
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1. **抽象策略(Strategy)**
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2. **具体策略(Concrete Strategy)**
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3. **上下文(Context)**
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其中,`Context` 的概念较为抽象,通常用来持有策略并在运行时动态地切换策略。
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![策略模式结构图](./images/设计模式-v2/image-20250201164040235.png)
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#### 代码实现
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策略模式的实现并不复杂,主要是定义三个角色:抽象策略、具体策略和上下文。为了更清晰地展示,我定义了两个具体策略,每个策略执行不同的操作。然后将策略放入上下文中,最终通过上下文来执行具体策略的方法。
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```java
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public class BaseStrategy {
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public static void main(String[] args) {
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// 创建具体策略
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ConcreteStrategy1 concreteStrategy1 = new ConcreteStrategy1();
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ConcreteStrategy2 concreteStrategy2 = new ConcreteStrategy2();
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// 通过上下文执行策略
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new Context(concreteStrategy1).doIt();
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new Context(concreteStrategy2).doIt();
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}
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// 抽象策略接口
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public interface Strategy {
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/**
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* 执行策略方法
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*/
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void method();
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}
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// 具体策略实现1
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public static class ConcreteStrategy1 implements Strategy {
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@Override
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public void method() {
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System.out.println("执行具体策略1...");
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}
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}
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// 具体策略实现2
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public static class ConcreteStrategy2 implements Strategy {
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@Override
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public void method() {
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System.out.println("执行具体策略2...");
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}
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}
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// 上下文类,持有策略并执行
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public static class Context {
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private final Strategy strategy;
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public Context(Strategy strategy) {
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this.strategy = strategy;
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}
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/**
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* 执行策略的方法
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*/
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public void doIt() {
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strategy.method();
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}
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}
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}
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```
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#### 执行结果:
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```java
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执行具体策略1...
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执行具体策略2...
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```
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### 示例-游戏角色
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需要制作的游戏角色业务需求,基础角色是其他角色的抽象,包括国王、王后、骑士、士兵等,武器是一个接口所有武器都实现这个接口,切换武器(武器有主武器和副武器)可以调用`setPrimaryWeapon`和`setSubWeapon`。
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![image-20250201173433406](./images/设计模式-v2/image-20250201173433406.png)
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#### 代码实现
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```java
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public class GameCharacter {
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public static void main(String[] args) {
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Character soldier = new Soldier();
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soldier.fight();
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Character king = new King();
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king.setPrimaryWeapon(new AxeWeapon());
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king.fight();
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}
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// 武器接口
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interface Weapon {
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String function();
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}
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// 各种武器实现
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public static class SwordWeapon implements Weapon {
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@Override
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public String function() {
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return "⚔️ ⚔️ ⚔️";
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}
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}
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public static class AxeWeapon implements Weapon {
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@Override
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public String function() {
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return "🪓 🪓 🪓";
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}
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}
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public static class KnifeWeapon implements Weapon {
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@Override
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public String function() {
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return "🔪 🔪 🔪";
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}
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}
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// 抽象角色类
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public abstract static class Character {
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String name;
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@Setter
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private Weapon primaryWeapon;
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@Setter
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private Weapon subWeapon;
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public Character(String name) {
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this.name = name;
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// 默认武器配置
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this.primaryWeapon = new SwordWeapon();
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this.subWeapon = new KnifeWeapon();
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}
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void fight() {
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if (primaryWeapon != null && subWeapon != null) {
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String primary = primaryWeapon.function();
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String sub = subWeapon.function();
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System.out.println(name + ":" + primary + "和" + sub);
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} else {
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System.out.println(name + "没有武器!");
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}
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}
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}
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// 国王角色
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public static class King extends Character {
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public King() {
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super("King");
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setPrimaryWeapon(new SwordWeapon());
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setSubWeapon(new KnifeWeapon());
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}
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}
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// 士兵角色
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public static class Soldier extends Character {
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public Soldier() {
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super("Soldier");
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setPrimaryWeapon(new AxeWeapon());
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setSubWeapon(new SwordWeapon());
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}
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}
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}
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```
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#### 运行结果:
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```java
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Soldier:🪓 🪓 🪓和⚔️ ⚔️ ⚔️
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King:🪓 🪓 🪓和🔪 🔪 🔪
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```
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---
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## 观察者模式
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观察者有四个角色,观察者(Observe)和具体观察者(Concrete Observe)、主题(Subject)和具体主题(Concrete Subject),具体观察者和具体主题可以多个。
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![image-20250201175728138](./images/设计模式-v2/image-20250201175728138.png)
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### 简单示例
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其中主题中有3个方法,添加(或者理解成注册都可以)、移出、通知,差不多都是这三个方法,其中添加可以理解成注册加入总之是往数组中添加观察者。
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#### 代码实现
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```java
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public class ObserverDemo {
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public static void main(String[] args) {
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// 定义的主题
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News news = new News();
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// 观察者
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SisterObserver sisterObserver = new SisterObserver();
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GirlfriendObserver girlfriendObserver = new GirlfriendObserver();
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// 添加观察者
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news.addObserver(sisterObserver);
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news.notifyObservers("添加了妹妹");
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System.out.println("\n-----------------分割线-----------------\n");
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// 添加女朋友
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news.addObserver(girlfriendObserver);
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news.notifyObservers("添加了女朋友");
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System.out.println("\n-----------------分割线-----------------\n");
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news.removeObserver(girlfriendObserver);
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news.notifyObservers("需要和妹妹说点悄悄话,将女朋友移除了,这时女朋友听不见我们说话。。。");
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}
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// 观察者接口
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@FunctionalInterface
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interface Observer {
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void update(String message);
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}
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// 主题接口
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interface Subject {
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void addObserver(Observer observer);
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void removeObserver(Observer observer);
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void notifyObservers(String message);
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}
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// 妹妹观察者
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static class SisterObserver implements Observer {
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@Override
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public void update(String message) {
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System.out.println("SisterObserver 接受到消息:" + message);
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}
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}
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// 女朋友观察者
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static class GirlfriendObserver implements Observer {
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@Override
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public void update(String message) {
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System.out.println("GirlfriendObserver 接受到消息:" + message);
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}
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}
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// 主题类
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static class News implements Subject {
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private final List<Observer> observerList = new ArrayList<>();
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@Override
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public void addObserver(Observer observer) {
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observerList.add(observer);
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}
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@Override
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public void removeObserver(Observer observer) {
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observerList.remove(observer);
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}
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@Override
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public void notifyObservers(String message) {
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for (Observer observer : observerList) {
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observer.update(message);
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}
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}
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}
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}
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```
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#### 运行结果:
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```java
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SisterObserver 接受到消息:添加了妹妹
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-----------------分割线-----------------
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SisterObserver 接受到消息:添加了女朋友
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GirlfriendObserver 接受到消息:添加了女朋友
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-----------------分割线-----------------
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SisterObserver 接受到消息:需要和妹妹说点悄悄话,将女朋友移除了,这时女朋友听不见我们说话。。。
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```
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---
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## 装饰者模式
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一共有四个角色。
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- 抽象组件:一般是最原始、最基础的对象。
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- 具体组件:一般是最原始最基础的实现对象,可以有多个(只是数量不多),可以大致看下`InputStream`UML结构图。
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- 装饰角色:继承或者实现**抽象组件**这是最关键的地方。
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- 具体装饰角色:可以有多个实现或者继承**装饰角色**。
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### 简单示例
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需要做一个抽象的相机功能,相机包含拍照功能(这是肯定的),之后随着业务需求要求相机有美颜功能,在这之后还要有滤镜功能,客户还需要延迟摄影功能。
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![image-20250201185356903](./images/设计模式-v2/image-20250201185356903.png)
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#### 代码实现
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1. 需要定义根组件(Component)
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2. 制作最原始的拍照功能,实现根组件
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3. 制作延迟摄影,实现根组件
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4. 作为相机之外的功能(美颜),需要定义装饰角色方便为以后的组件进行扩展
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5. 继承或者实现(装饰者角色),完成美颜
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6. 继承或者实现(装饰者角色),完成滤镜
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```java
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public class CameraDemo {
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public static void main(String[] args) {
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TakePhotoCamera takePhotoCamera = new TakePhotoCamera();
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takePhotoCamera.operation();
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System.out.println("\n-----------------分割线-----------------\n");
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BeautyCamera beautyCamera = new BeautyCamera(takePhotoCamera);
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beautyCamera.operation();
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System.out.println("\n-----------------分割线-----------------\n");
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FilterCamera filterCamera = new FilterCamera(beautyCamera);
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filterCamera.operation();
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System.out.println("\n-----------------分割线-----------------\n");
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TimerCamera timerCamera = new TimerCamera();
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timerCamera.setTime(2);
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timerCamera.operation();
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filterCamera = new FilterCamera(beautyCamera);
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filterCamera.operation();
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}
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// 相机功能
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interface Camera {
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/**
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* 相机操作
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*/
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void operation();
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}
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// 相机装饰者角色
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static abstract class CameraDecorator implements Camera {
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Camera camera;
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public CameraDecorator(Camera camera) {
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this.camera = camera;
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}
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}
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// 相机拍照
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static class TakePhotoCamera implements Camera {
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/**
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* 相机操作
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*/
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@Override
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public void operation() {
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System.out.println("相机拍照。。。");
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}
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}
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// 相机功能
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static class BeautyCamera extends CameraDecorator {
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public BeautyCamera(Camera camera) {
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super(camera);
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}
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/**
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* 相机操作
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*/
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@Override
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public void operation() {
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camera.operation();
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System.out.println("美颜功能。。。");
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}
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}
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// 滤镜效果
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static class FilterCamera extends CameraDecorator {
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public FilterCamera(Camera camera) {
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super(camera);
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}
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/**
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* 相机操作
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*/
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@Override
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public void operation() {
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camera.operation();
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System.out.println("滤镜效果。。。");
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}
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}
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// 实现相机延迟功能
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@Setter
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static class TimerCamera implements Camera {
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// 延迟时间
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private Integer time = 0;
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/**
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* 相机操作
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*/
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@Override
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public void operation() {
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System.out.println("开始拍照,延迟时间:" + time + "s");
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try {
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Thread.sleep(time * 1000);
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} catch (InterruptedException e) {
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throw new RuntimeException(e);
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}
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}
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}
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}
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```
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#### 运行结果:
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```java
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相机拍照。。。
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-----------------分割线-----------------
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相机拍照。。。
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美颜功能。。。
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-----------------分割线-----------------
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相机拍照。。。
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美颜功能。。。
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滤镜效果。。。
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-----------------分割线-----------------
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开始拍照,延迟时间:2s
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相机拍照。。。
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美颜功能。。。
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滤镜效果。。。
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```
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---
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## 命令模式
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**Command**:定义执行请求的接口(或抽象类)。
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**ConcreteCommand**:实现命令接口并具体化执行请求的过程,通常还会持有接收者对象。
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**Receiver**:具体的对象,完成实际的操作任务。
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**Invoker**:调用命令的对象,触发命令的执行。
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**Client**:客户端,负责创建并配置命令对象,将命令与接收者绑定,并传递给调用者执行。
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### 简单示例
|
||
|
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![image-20250201205350467](./images/设计模式-v2/image-20250201205350467.png)
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|
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#### 示例代码
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||
|
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```java
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public class CommandDemo {
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public static void main(String[] args) {
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Receiver receiver = new Receiver();
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ConcreteCommand concreteCommand = new ConcreteCommand(receiver);
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Invoker invoker = new Invoker();
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invoker.setCommand(concreteCommand);
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invoker.invoke();
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}
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// 命令接口
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interface Command {
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/**
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* 执行方法
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*/
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void execute();
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}
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// 接受者
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static class Receiver {
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public void action() {
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System.out.println("接受者 执行。。。");
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}
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}
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|
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// 具体的执行命令
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static class ConcreteCommand implements Command {
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|
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private final Receiver receiver;
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|
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public ConcreteCommand(Receiver receiver) {
|
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this.receiver = receiver;
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}
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|
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/**
|
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* 执行方法
|
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*/
|
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@Override
|
||
public void execute() {
|
||
receiver.action();
|
||
}
|
||
}
|
||
|
||
@Setter
|
||
static class Invoker {
|
||
private Command command;
|
||
|
||
public void invoke() {
|
||
command.execute();
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
#### 执行结果:
|
||
|
||
```java
|
||
接受者 执行。。。
|
||
```
|
||
|
||
### 示例-烧烤店
|
||
|
||
![image-20250201205232542](./images/设计模式-v2/image-20250201205232542.png)
|
||
|
||
|
||
|
||
#### 示例代码
|
||
|
||
```java
|
||
public class BakeDemo {
|
||
|
||
// 充当客户端
|
||
public static void main(String[] args) {
|
||
Waiter waiter = new Waiter();
|
||
Barbecue barbecue = new Barbecue();
|
||
|
||
waiter.addCommand(new BakeChickenWing(barbecue));
|
||
waiter.addCommand(new BakeMutton(barbecue));
|
||
|
||
waiter.notifyCommand();
|
||
}
|
||
|
||
// 接受者-厨师
|
||
static class Barbecue {
|
||
|
||
/**
|
||
* 烤串
|
||
*/
|
||
public void bakeMutton() {
|
||
System.out.println("开始烤串。。。");
|
||
}
|
||
|
||
/**
|
||
* 烤鸡翅
|
||
*/
|
||
public void bakeChickenWing() {
|
||
System.out.println("开始烤鸡翅。。。");
|
||
}
|
||
}
|
||
|
||
// 请求者-invoker-服务员
|
||
public static class Waiter {
|
||
private final List<Command> commandList = new ArrayList<>();
|
||
|
||
public void addCommand(Command command) {
|
||
commandList.add(command);
|
||
}
|
||
|
||
/**
|
||
* 通知厨师开始制作
|
||
*/
|
||
public void notifyCommand() {
|
||
for (Command command : commandList) {
|
||
command.execute();
|
||
}
|
||
}
|
||
}
|
||
|
||
public static abstract class Command {
|
||
protected Barbecue barbecue;
|
||
|
||
public Command(Barbecue barbecue) {
|
||
this.barbecue = barbecue;
|
||
}
|
||
|
||
/**
|
||
* 执行方法
|
||
*/
|
||
public abstract void execute();
|
||
}
|
||
|
||
// 命令-烤鸡翅
|
||
public static class BakeChickenWing extends Command {
|
||
|
||
public BakeChickenWing(Barbecue barbecue) {
|
||
super(barbecue);
|
||
}
|
||
|
||
/**
|
||
* 执行方法
|
||
*/
|
||
@Override
|
||
public void execute() {
|
||
barbecue.bakeChickenWing();
|
||
}
|
||
}
|
||
|
||
// 命令-烤串
|
||
public static class BakeMutton extends Command {
|
||
|
||
public BakeMutton(Barbecue barbecue) {
|
||
super(barbecue);
|
||
}
|
||
|
||
/**
|
||
* 执行方法
|
||
*/
|
||
@Override
|
||
public void execute() {
|
||
barbecue.bakeMutton();
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
#### 执行结果:
|
||
|
||
```java
|
||
开始烤鸡翅。。。
|
||
开始烤串。。。
|
||
```
|
||
|
||
---
|
||
|
||
## 工厂模式
|
||
|
||
---
|
||
|
||
## 单例模式
|
||
|
||
### 懒汉模式
|
||
|
||
#### 双重检查锁定(DCL)
|
||
|
||
```java
|
||
public class Singleton {
|
||
private static volatile Singleton instance;
|
||
|
||
private Singleton() {
|
||
// 构造函数私有化
|
||
}
|
||
|
||
public static Singleton getInstance() {
|
||
if (instance == null) { // 第一次检查
|
||
synchronized (Singleton.class) {
|
||
if (instance == null) { // 第二次检查
|
||
instance = new Singleton();
|
||
}
|
||
}
|
||
}
|
||
return instance;
|
||
}
|
||
}
|
||
```
|
||
|
||
#### 静态内部类方式
|
||
|
||
利用 **静态内部类**(饿汉式)的特性来实现懒汉模式,并且可以保证线程安全。这种方式只有在调用 `getInstance()` 时才会加载内部类,从而实现懒加载。
|
||
|
||
```java
|
||
public class Singleton {
|
||
private Singleton() {
|
||
// 构造函数私有化
|
||
}
|
||
|
||
private static class SingletonHolder {
|
||
private static final Singleton INSTANCE = new Singleton();
|
||
}
|
||
|
||
public static Singleton getInstance() {
|
||
return SingletonHolder.INSTANCE;
|
||
}
|
||
}
|
||
```
|
||
|
||
#### 适用场景
|
||
|
||
- 如果单例对象比较重,且只在程序中某些特定情况下才使用,懒汉模式可以带来性能优势。
|
||
- 在低并发环境或单线程环境下,懒汉模式使用较为简单,不会有多线程安全问题。
|
||
- 对于高并发且需要频繁访问单例的场景,推荐使用**静态内部类**或**饿汉模式**来避免懒汉模式可能带来的性能问题。
|
||
|
||
- **优点**:
|
||
1. 延迟加载,节省资源。
|
||
2. 内存优化,只有在需要时才实例化。
|
||
3. 减少不必要的初始化开销。
|
||
- **缺点**:
|
||
1. 传统懒汉模式线程不安全(多个线程可能会创建多个实例)。
|
||
2. 使用同步机制会有性能开销,特别是在多线程环境下。
|
||
3. 代码复杂性较高,容易引入错误。
|
||
4. 不适合高并发场景,特别是频繁访问时会影响性能。
|
||
|
||
### 饿汉模式
|
||
|
||
**饿汉模式**(Eager Initialization)是单例模式的一种实现方式,在该方式中,单例实例在类加载时就已经创建完成,而不是在首次使用时才创建。换句话说,**饿汉模式**
|
||
的单例实例在类被加载时就会立即初始化,确保了单例模式的唯一性。
|
||
|
||
```java
|
||
public class Singleton {
|
||
|
||
// 在类加载时就初始化单例对象
|
||
private static final Singleton INSTANCE = new Singleton();
|
||
|
||
// 私有构造函数,防止外部通过 new 创建实例
|
||
private Singleton() {
|
||
}
|
||
|
||
// 提供全局访问点
|
||
public static Singleton getInstance() {
|
||
return INSTANCE;
|
||
}
|
||
}
|
||
```
|
||
|
||
#### 适用场景
|
||
|
||
- **简单应用**:适合没有延迟初始化需求的小型应用,或者单例对象的创建非常轻量,不会影响系统性能的场景。
|
||
- **实例化不耗费太多资源**:如果单例对象的初始化过程非常轻量级且无须延迟初始化,可以使用饿汉模式。
|
||
- **类加载顺序固定**:如果不在乎单例对象在启动时是否初始化,且单例对象的初始化过程没有严重性能损失,可以选择饿汉模式。
|
||
|
||
- **优点**:简单、线程安全、性能高(没有锁机制)、实现方便。
|
||
- **缺点**:不支持延迟加载、可能会浪费资源(如果单例对象不常用时)。
|
||
|
||
饿汉模式是单例模式中最简单的实现方式,适用于大多数情况下单例对象的创建开销较小,且不需要延迟初始化的场景。如果单例对象的创建非常轻量且不依赖于后期加载时的资源,饿汉模式是一个不错的选择。
|
||
|
||
### 枚举类型实现
|
||
|
||
**枚举类型实现单例模式**(Enum Singleton)是实现单例模式的另一种方式,优点是更加简洁、可靠,并且避免了许多常见的单例实现方式(如懒汉模式和饿汉模式)可能出现的问题。使用枚举类型的单例实现方式自
|
||
**Java 5** 引入以来,已经成为了最推荐的单例模式实现方式之一。
|
||
|
||
**当你不需要懒加载或延迟初始化时,使用枚举实现单例模式是最理想的选择。**
|
||
|
||
```java
|
||
public enum Singleton {
|
||
|
||
// 唯一实例
|
||
INSTANCE;
|
||
|
||
// 可以添加其他的方法
|
||
public void someMethod() {
|
||
System.out.println("This is a singleton instance method.");
|
||
}
|
||
}
|
||
```
|
||
|
||
#### 使用示例
|
||
|
||
```java
|
||
public class Main {
|
||
public static void main(String[] args) {
|
||
// 获取单例对象
|
||
Singleton singleton = Singleton.INSTANCE;
|
||
|
||
// 调用单例方法
|
||
singleton.someMethod();
|
||
}
|
||
}
|
||
```
|
||
|
||
## 建造者模式
|
||
|
||
![image-20250201203116885](./images/设计模式-v2/image-20250201203116885.png)
|
||
|
||
### 简单示例
|
||
|
||
比如我们要构建一个复杂的 `Computer`(计算机)对象。我们可以定义一个 `ComputerBuilder`,它将按顺序设置计算机的 CPU、内存、硬盘等组件,最后得到一个完整的 `Computer` 对象。
|
||
|
||
#### 代码示例
|
||
|
||
```java
|
||
public class CommandDemo {
|
||
public static void main(String[] args) {
|
||
ConcreteLowComputerBuilder concreteLowComputerBuilder = new ConcreteLowComputerBuilder();
|
||
Director director = new Director(concreteLowComputerBuilder);
|
||
director.constructComputer();
|
||
System.out.println(concreteLowComputerBuilder.getComputer());
|
||
|
||
System.out.println("\n-----------------分割线-----------------\n");
|
||
|
||
ConcreteHighComputerBuilder concreteHighComputerBuilder = new ConcreteHighComputerBuilder();
|
||
director = new Director(concreteHighComputerBuilder);
|
||
director.constructComputer();
|
||
System.out.println(concreteHighComputerBuilder.getComputer());
|
||
}
|
||
|
||
// 构建产品接口
|
||
interface ComputerBuilder {
|
||
|
||
/**
|
||
* 构建 CPU 方法
|
||
*/
|
||
void buildCPU();
|
||
|
||
/**
|
||
* 构建 RAM 方法
|
||
*/
|
||
void buildRAM();
|
||
|
||
/**
|
||
* 构建 磁盘 方法
|
||
*/
|
||
void buildHardDrive();
|
||
|
||
/**
|
||
* 返回产品
|
||
*
|
||
* @return Computer
|
||
*/
|
||
Computer getComputer();
|
||
}
|
||
|
||
// 产品类
|
||
@Data
|
||
static class Computer {
|
||
private String CPU;
|
||
private String RAM;
|
||
private String hardDrive;
|
||
}
|
||
|
||
// 构建低端产品
|
||
static class ConcreteLowComputerBuilder implements ComputerBuilder {
|
||
private final Computer computer = new Computer();
|
||
|
||
/**
|
||
* 构建 CPU 方法
|
||
*/
|
||
@Override
|
||
public void buildCPU() {
|
||
computer.setCPU("Low CPU");
|
||
}
|
||
|
||
/**
|
||
* 构建 RAM 方法
|
||
*/
|
||
@Override
|
||
public void buildRAM() {
|
||
computer.setRAM("Low RAM");
|
||
}
|
||
|
||
/**
|
||
* 构建 磁盘 方法
|
||
*/
|
||
@Override
|
||
public void buildHardDrive() {
|
||
computer.setHardDrive("Low Driver");
|
||
}
|
||
|
||
/**
|
||
* 返回产品
|
||
*
|
||
* @return Computer
|
||
*/
|
||
@Override
|
||
public Computer getComputer() {
|
||
return computer;
|
||
}
|
||
}
|
||
|
||
// 构建高端产品
|
||
static class ConcreteHighComputerBuilder implements ComputerBuilder {
|
||
private final Computer computer = new Computer();
|
||
|
||
/**
|
||
* 构建 CPU 方法
|
||
*/
|
||
@Override
|
||
public void buildCPU() {
|
||
computer.setCPU("High CPU");
|
||
}
|
||
|
||
/**
|
||
* 构建 RAM 方法
|
||
*/
|
||
@Override
|
||
public void buildRAM() {
|
||
computer.setRAM("High RAM");
|
||
}
|
||
|
||
/**
|
||
* 构建 磁盘 方法
|
||
*/
|
||
@Override
|
||
public void buildHardDrive() {
|
||
computer.setHardDrive("High Driver");
|
||
}
|
||
|
||
/**
|
||
* 返回产品
|
||
*
|
||
* @return Computer
|
||
*/
|
||
@Override
|
||
public Computer getComputer() {
|
||
return computer;
|
||
}
|
||
}
|
||
|
||
// 构建者
|
||
public static class Director {
|
||
private final ComputerBuilder builder;
|
||
|
||
public Director(ComputerBuilder builder) {
|
||
this.builder = builder;
|
||
}
|
||
|
||
public void constructComputer() {
|
||
builder.buildCPU();
|
||
builder.buildRAM();
|
||
builder.buildHardDrive();
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
#### 运行结果:
|
||
|
||
```java
|
||
CommandDemo.Computer(CPU=Low CPU, RAM=Low RAM, hardDrive=Low Driver)
|
||
|
||
-----------------分割线-----------------
|
||
|
||
CommandDemo.Computer(CPU=High CPU, RAM=High RAM, hardDrive=High Driver)
|
||
```
|
||
|
||
---
|
||
|
||
## 原型模式
|
||
|
||
![image-20250202214232289](./images/设计模式-v2/image-20250202214232289.png)
|
||
|
||
需要三个角色:抽象原型类(Abstract Prototype)、具体原型类(Concrete Prototype)、访问类(Client)
|
||
|
||
### 简单示例
|
||
|
||
提示:需要做深克隆,当类中还存在另一个类时
|
||
|
||
#### 错误示例代码
|
||
|
||
当我们对school对象进行设置时,对`resume1`进行设置结果`resume`也发生了改变。需要修改`Resume`类中的`clone`方法
|
||
|
||
```java
|
||
public class Prototype {
|
||
public static void main(String[] args) {
|
||
Resume resume = new Resume();
|
||
resume.name = "Bunny";
|
||
resume.position = "架构师";
|
||
resume.salary = 15000;
|
||
|
||
School school = new School();
|
||
school.schoolName = "江南大学";
|
||
school.time = "2025年2月2日21:38:07";
|
||
resume.school = school;
|
||
System.out.println(resume);
|
||
|
||
Resume resume1 = resume.clone();
|
||
resume1.salary = 19000;
|
||
resume1.school.schoolName = "清华大学";
|
||
System.out.println(resume1);
|
||
|
||
Resume resume2 = resume.clone();
|
||
resume2.salary = 20000;
|
||
System.out.println(resume2);
|
||
|
||
System.out.println(resume1 == resume2);// false
|
||
System.out.println(resume1.school == resume2.school);// true
|
||
}
|
||
|
||
@Data
|
||
static class Resume implements Cloneable {
|
||
private String name;
|
||
private String position;
|
||
private Integer salary;
|
||
private School school;
|
||
|
||
@Override
|
||
public Resume clone() {
|
||
try {
|
||
return (Resume) super.clone();
|
||
} catch (CloneNotSupportedException e) {
|
||
throw new AssertionError();
|
||
}
|
||
}
|
||
}
|
||
|
||
@Data
|
||
static class School implements Cloneable {
|
||
private String schoolName;
|
||
private String time;
|
||
|
||
@Override
|
||
public School clone() {
|
||
try {
|
||
return (School) super.clone();
|
||
} catch (CloneNotSupportedException e) {
|
||
throw new AssertionError();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
#### 运行结果:
|
||
|
||
```java
|
||
Prototype.Resume(name=Bunny, position=架构师, salary=15000, school=Prototype.School(schoolName=江南大学, time=2025年2月2日21:38:07))
|
||
Prototype.Resume(name=Bunny, position=架构师, salary=19000, school=Prototype.School(schoolName=清华大学, time=2025年2月2日21:38:07))
|
||
Prototype.Resume(name=Bunny, position=架构师, salary=20000, school=Prototype.School(schoolName=清华大学, time=2025年2月2日21:38:07))
|
||
false
|
||
true
|
||
```
|
||
|
||
#### 正确示例代码
|
||
|
||
##### 修改`conle`
|
||
|
||
```java
|
||
@Data
|
||
static class Resume implements Cloneable {
|
||
private String name;
|
||
private String position;
|
||
private Integer salary;
|
||
private School school;
|
||
|
||
@Override
|
||
public Resume clone() {
|
||
Resume resume = null;
|
||
try {
|
||
resume = (Resume) super.clone();
|
||
if (school != null) {
|
||
resume.school = school.clone();
|
||
}
|
||
} catch (CloneNotSupportedException e) {
|
||
throw new AssertionError();
|
||
}
|
||
|
||
return resume;
|
||
}
|
||
}
|
||
```
|
||
|
||
##### 示例
|
||
|
||
```java
|
||
public class Prototype {
|
||
public static void main(String[] args) {
|
||
Resume resume = new Resume();
|
||
resume.name = "Bunny";
|
||
resume.position = "架构师";
|
||
resume.salary = 15000;
|
||
|
||
School school = new School();
|
||
school.schoolName = "江南大学";
|
||
school.time = "2025年2月2日21:38:07";
|
||
resume.school = school;
|
||
System.out.println(resume);
|
||
|
||
Resume resume1 = resume.clone();
|
||
resume1.salary = 19000;
|
||
resume1.school.schoolName = "清华大学";
|
||
System.out.println(resume1);
|
||
|
||
Resume resume2 = resume.clone();
|
||
resume2.salary = 20000;
|
||
System.out.println(resume2);
|
||
|
||
System.out.println(resume1 == resume2);// false
|
||
System.out.println(resume1.school == resume2.school);// false
|
||
}
|
||
|
||
@Data
|
||
static class Resume implements Cloneable {
|
||
private String name;
|
||
private String position;
|
||
private Integer salary;
|
||
private School school;
|
||
|
||
@Override
|
||
public Resume clone() {
|
||
Resume resume = null;
|
||
try {
|
||
resume = (Resume) super.clone();
|
||
if (school != null) {
|
||
resume.school = school.clone();
|
||
}
|
||
} catch (CloneNotSupportedException e) {
|
||
throw new AssertionError();
|
||
}
|
||
|
||
return resume;
|
||
}
|
||
}
|
||
|
||
@Data
|
||
static class School implements Cloneable {
|
||
private String schoolName;
|
||
private String time;
|
||
|
||
@Override
|
||
public School clone() {
|
||
try {
|
||
return (School) super.clone();
|
||
} catch (CloneNotSupportedException e) {
|
||
throw new AssertionError();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
```
|
||
|
||
#### 运行结果:
|
||
|
||
```java
|
||
Prototype.Resume(name=Bunny, position=架构师, salary=15000, school=Prototype.School(schoolName=江南大学, time=2025年2月2日21:38:07))
|
||
Prototype.Resume(name=Bunny, position=架构师, salary=19000, school=Prototype.School(schoolName=清华大学, time=2025年2月2日21:38:07))
|
||
Prototype.Resume(name=Bunny, position=架构师, salary=20000, school=Prototype.School(schoolName=江南大学, time=2025年2月2日21:38:07))
|
||
false
|
||
false
|
||
```
|
||
|
||
---
|
||
|
||
## 责任链模式-未完成。。。
|
||
|
||
主要有两个角色:抽象处理者(Handler)、具体处理者(Concrete Handler)
|
||
|
||
![image-20250202201204954](./images/设计模式-v2/image-20250202201204954.png)
|
||
|
||
### 简单示例
|
||
|
||
#### 代码示例
|
||
|
||
```java
|
||
public class Chain {
|
||
|
||
// 过滤垃圾请求,为了演示需要清除【垃圾,辣鸡,腊鸡】这些词
|
||
public static void main(String[] args) {
|
||
Handler handlerA = new ConcreteHandlerA();
|
||
Handler handlerB = new ConcreteHandlerB();
|
||
Handler handlerC = new ConcreteHandlerC();
|
||
|
||
// 设置责任链
|
||
handlerA.setNextHandler(handlerB);
|
||
handlerB.setNextHandler(handlerC);
|
||
|
||
// 发起请求
|
||
handlerA.handleRequest("过滤垃圾请求,为了演示需要清除【垃圾,辣鸡,腊鸡】这些词");
|
||
}
|
||
|
||
// ConcreteHandler类
|
||
static class ConcreteHandlerA extends Handler {
|
||
@Override
|
||
public void handleRequest(String request) {
|
||
// 处理"垃圾"
|
||
String updatedRequest = request.replaceAll("垃圾", "");
|
||
System.out.println("Handler A处理后: " + updatedRequest);
|
||
|
||
if (nextHandler != null) {
|
||
nextHandler.handleRequest(updatedRequest); // 传递修改后的请求
|
||
}
|
||
}
|
||
}
|
||
|
||
static class ConcreteHandlerB extends Handler {
|
||
@Override
|
||
public void handleRequest(String request) {
|
||
// 处理"辣鸡"
|
||
String updatedRequest = request.replaceAll("辣鸡", "");
|
||
System.out.println("Handler B处理后: " + updatedRequest);
|
||
|
||
if (nextHandler != null) {
|
||
nextHandler.handleRequest(updatedRequest); // 传递修改后的请求
|
||
}
|
||
}
|
||
}
|
||
|
||
static class ConcreteHandlerC extends Handler {
|
||
@Override
|
||
public void handleRequest(String request) {
|
||
// 处理"腊鸡"
|
||
String updatedRequest = request.replaceAll("腊鸡", "");
|
||
System.out.println("Handler C处理后: " + updatedRequest);
|
||
|
||
if (nextHandler != null) {
|
||
nextHandler.handleRequest(updatedRequest); // 传递修改后的请求
|
||
}
|
||
}
|
||
}
|
||
|
||
// Handler类
|
||
@Setter
|
||
abstract static class Handler {
|
||
protected Handler nextHandler;
|
||
|
||
public abstract void handleRequest(String request);
|
||
}
|
||
}
|
||
```
|
||
|
||
#### 运行结果:
|
||
|
||
```java
|
||
Handler A处理后: 过滤请求,为了演示需要清除【,辣鸡,腊鸡】这些词
|
||
Handler B处理后: 过滤请求,为了演示需要清除【,,腊鸡】这些词
|
||
Handler C处理后: 过滤请求,为了演示需要清除【,,】这些词
|
||
```
|
||
|
||
###
|