• 设计模式——策略模式


    定义

    定义算法族,分别封装起来,让他们之间可以互相替换,此模式让 算法的吧变化独立于使用算法的客户

    UML

    参考代码

    #Character

    package designmodel;
    
    public abstract class Character {
        WeaponBehavior weaponBehavior;
    
        public void setWeaponBehavior(WeaponBehavior weaponBehavior) {
            this.weaponBehavior = weaponBehavior;
        }
    
        public void showWeapon() {
            weaponBehavior.useWeapon();
        }
    
        public abstract void fight();
    }

    #King

    package designmodel;
    
    public class King extends Character{
        public King() {
            this.weaponBehavior = new SwordBehavior();
        }
    
        @Override
        public void fight() {
            System.out.println("King fight");
    
        }
    }

    #Queen

    package designmodel;
    
    public class Queen extends Character{
        public Queen() {
            this.weaponBehavior = new KnifeBehavior();
        }
        @Override
        public void fight() {
            System.out.println("Queen fight");
        }
    }

    #Knight

    package designmodel;
    
    public class Knight extends Character{
        public Knight() {
            weaponBehavior = new BowAndArrowBehavior();
        }
    
        @Override
        public void fight() {
            System.out.println("Knigh fight");
        }
    }

    #WeaponBehavior

    package designmodel;
    
    public interface WeaponBehavior {
        public void useWeapon();
    }

    #AxeBehavior

    package designmodel;
    
    public class AxeBehavior implements WeaponBehavior{
        @Override
        public void useWeapon() {
            System.out.println("使用斧子砍劈");
        }
    }

    #BowANdArrowBehavior

    package designmodel;
    
    public class BowAndArrowBehavior implements WeaponBehavior{
        @Override
        public void useWeapon() {
            System.out.println("使用弓箭射击");
        }
    }

    #KnifeBehavior

    package designmodel;
    
    public class KnifeBehavior implements WeaponBehavior{
        @Override
        public void useWeapon() {
            System.out.println("使用匕首刺杀");
        }
    }

    #SwordBehavior

    package designmodel;
    
    public class SwordBehavior implements WeaponBehavior{
        @Override
        public void useWeapon() {
            System.out.println("使用宝剑挥舞");
        }
    }

    自测

    package designmodel;
    
    public class Main {
        public static void main(String[] args) {
            Character queue = new Queen();
            queue.showWeapon();
            queue.setWeaponBehavior(new AxeBehavior());
            queue.showWeapon();
        }
    }

    结果

    使用匕首刺杀
    使用斧子砍劈  

    使用到的三个设计原则

    找出应用中可能需要变化的部分,把它们独立出来,不要和不需要变化的代码混在一起(本利中使用武器不同,单独出来)
    针对接口编程,而不是针对实现编程(绑的太死不容易修改)

    多用组合,少用继承

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  • 原文地址:https://www.cnblogs.com/kaituorensheng/p/11107009.html
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