这是有关设计模式的一系列博客的开始。在本博客中,我们将讨论第一种设计模式,即创建模式。这里将通过一些现实世界的例子来讨论属于创造模式的类型。我将使用 java 作为我的选择语言。
设计模式在软件开发中发挥着至关重要的作用,为常见问题提供经过验证的解决方案并推广最佳实践。它们就像预制的蓝图,您可以自定义它们来解决代码中反复出现的设计问题。
在面向对象编程中,创建设计模式发挥着重要作用,因为它们使对象实例化与其使用分离成为可能,从而提高了对象创建的灵活性和可扩展性。这篇博文将重点关注五种主要类型的创建设计模式:工厂方法、抽象工厂、构建器、原型和单例。为了展示每个方法的工作原理,我们将使用 java 中的真实示例。
1.工厂方法
工厂方法模式定义了一个用于创建对象的接口,但允许子类更改将创建的对象的类型。此模式支持 java 中的松耦合,无需将特定于应用程序的类绑定到代码中。
现实场景:假设一家物流公司使用卡车和船舶等各种车辆运输货物。车辆类型取决于所需的运输方式。
// product interface interface transport { void deliver(); } // concrete products class truck implements transport { @override public void deliver() { system.out.println("deliver by land in a truck."); } } class ship implements transport { @override public void deliver() { system.out.println("deliver by sea in a ship."); } } // creator abstract class logistics { public abstract transport createtransport(); public void plandelivery() { transport transport = createtransport(); transport.deliver(); } } // concrete creators class roadlogistics extends logistics { @override public transport createtransport() { return new truck(); } } class sealogistics extends logistics { @override public transport createtransport() { return new ship(); } } // let's call the main class public class main { public static void main(string[] args) { logistics logistics = new roadlogistics(); logistics.plandelivery(); logistics = new sealogistics(); logistics.plandelivery(); } }
2.抽象工厂
抽象工厂模式提供了一个接口,用于创建相关或依赖对象系列,而无需指定它们的具体类。当系统需要独立于其对象的创建方式时,它非常有用。
现实生活场景:想象一家家具店,出售不同类型的家具套装,例如维多利亚式和现代式。每套都包含椅子和沙发等产品。
// abstract products interface chair { void siton(); } interface sofa { void lieon(); } // concrete products class victorianchair implements chair { @override public void siton() { system.out.println("sitting on a victorian chair."); } } class modernchair implements chair { @override public void siton() { system.out.println("sitting on a modern chair."); } } class victoriansofa implements sofa { @override public void lieon() { system.out.println("lying on a victorian sofa."); } } class modernsofa implements sofa { @override public void lieon() { system.out.println("lying on a modern sofa."); } } // abstract factory interface furniturefactory { chair createchair(); sofa createsofa(); } // concrete factories class victorianfurniturefactory implements furniturefactory { @override public chair createchair() { return new victorianchair(); } @override public sofa createsofa() { return new victoriansofa(); } } class modernfurniturefactory implements furniturefactory { @override public chair createchair() { return new modernchair(); } @override public sofa createsofa() { return new modernsofa(); } } // client code public class main { private static void createfurniture(furniturefactory factory) { chair chair = factory.createchair(); sofa sofa = factory.createsofa(); chair.siton(); sofa.lieon(); } public static void main(string[] args) { furniturefactory victorianfactory = new victorianfurniturefactory(); createfurniture(victorianfactory); furniturefactory modernfactory = new modernfurniturefactory(); createfurniture(modernfactory); } }
3.建设者
builder 模式将复杂对象的构造与其表示分离,允许相同的构造过程创建不同的表示。它对于创建具有许多可选属性的对象特别有用。
现实生活场景:考虑一个在线披萨订购系统,客户可以使用各种配料、尺寸和外皮类型定制披萨。
// product class pizza { private string dough = ""; private string sauce = ""; private string topping = ""; public void setdough(string dough) { this.dough = dough; } public void setsauce(string sauce) { this.sauce = sauce; } public void settopping(string topping) { this.topping = topping; } @override public string tostring() { return "pizza [dough=" + dough + ", sauce=" + sauce + ", topping=" + topping + "]"; } } // builder interface interface pizzabuilder { void builddough(); void buildsauce(); void buildtopping(); pizza getpizza(); } // concrete builders class hawaiianpizzabuilder implements pizzabuilder { private pizza pizza; public hawaiianpizzabuilder() { this.pizza = new pizza(); } @override public void builddough() { pizza.setdough("cross"); } @override public void buildsauce() { pizza.setsauce("mild"); } @override public void buildtopping() { pizza.settopping("ham+pineapple"); } @override public pizza getpizza() { return this.pizza; } } class spicypizzabuilder implements pizzabuilder { private pizza pizza; public spicypizzabuilder() { this.pizza = new pizza(); } @override public void builddough() { pizza.setdough("pan baked"); } @override public void buildsauce() { pizza.setsauce("hot"); } @override public void buildtopping() { pizza.settopping("pepperoni+salami"); } @override public pizza getpizza() { return this.pizza; } } // director class waiter { private pizzabuilder pizzabuilder; public void setpizzabuilder(pizzabuilder pb) { pizzabuilder = pb; } public pizza getpizza() { return pizzabuilder.getpizza(); } public void constructpizza() { pizzabuilder.builddough(); pizzabuilder.buildsauce(); pizzabuilder.buildtopping(); } } // client code public class main { public static void main(string[] args) { waiter waiter = new waiter(); pizzabuilder hawaiianpizzabuilder = new hawaiianpizzabuilder(); pizzabuilder spicypizzabuilder = new spicypizzabuilder(); waiter.setpizzabuilder(hawaiianpizzabuilder); waiter.constructpizza(); pizza pizza1 = waiter.getpizza(); system.out.println("pizza built: " + pizza1); waiter.setpizzabuilder(spicypizzabuilder); waiter.constructpizza(); pizza pizza2 = waiter.getpizza(); system.out.println("pizza built: " + pizza2); } }
4.原型
原型模式用于通过复制现有对象(称为原型)来创建新对象。当创建新对象的成本昂贵时,此模式很有用。
现实场景:想象一个图形编辑器,您可以在其中创建、复制和编辑形状。
import java.util.hashmap; import java.util.map; // prototype abstract class shape implements cloneable { private string id; protected string type; abstract void draw(); public string gettype() { return type; } public string getid() { return id; } public void setid(string id) { this.id = id; } public object clone() { object clone = null; try { clone = super.clone(); } catch (clonenotsupportedexception e) { e.printstacktrace(); } return clone; } } // concrete prototypes class rectangle extends shape { public rectangle() { type = "rectangle"; } @override public void draw() { system.out.println("drawing a rectangle."); } } class circle extends shape { public circle() { type = "circle"; } @override public void draw() { system.out.println("drawing a circle."); } } // prototype registry class shapecache { private static map<string, shape> shapemap = new hashmap<>(); public static shape getshape(string shapeid) { shape cachedshape = shapemap.get(shapeid); return (shape) cachedshape.clone(); } public static void loadcache() { rectangle rectangle = new rectangle(); rectangle.setid("1"); shapemap.put(rectangle.getid(), rectangle); circle circle = new circle(); circle.setid("2"); shapemap.put(circle.getid(), circle); } } // client code public class main { public static void main(string[] args) { shapecache.loadcache(); shape clonedshape1 = shapecache.getshape("1"); system.out.println("shape: " + clonedshape1.gettype()); shape clonedshape2 = shapecache.getshape("2"); system.out.println("shape: " + clonedshape2.gettype()); } }
5.单例
单例模式确保一个类只有一个实例并提供对其的全局访问点。这种模式通常用于日志记录、缓存和线程池。
现实场景:想象一个打印机后台处理程序,其中只有一个实例应该管理所有打印作业。
class PrinterSpooler { private static PrinterSpooler instance; private PrinterSpooler() { // private constructor to prevent instantiation } public static PrinterSpooler getInstance() { if (instance == null) { instance = new PrinterSpooler(); } return instance; } public void print(String document) { System.out.println("Printing document: " + document); } } // Client code public class Main { public static void main(String[] args) { PrinterSpooler spooler1 = PrinterSpooler.getInstance(); PrinterSpooler spooler2 = PrinterSpooler.getInstance(); spooler1.print("Document 1"); spooler2.print("Document 2"); System.out.println("Are both spoolers the same instance? " + (spooler1 == spooler2)); } }
https://refactoring.guru/
https://www.javatpoint.com/design-patterns-in-java
https://www.digitalocean.com/community/tutorials/java-design-patterns-example-tutorial