• 设计模式(二)策略模式(Strategy)


    1.分析项目中变化部分与不变部分

    2.多用组合,少用继承;用行为类组合,而不是行为的继承

    案例:

    第一步,把行为抽象为接口

    package top.littlepage.designPattern.Strategy;
    
    public interface FlyBehavior {
        void fly();
    }

    第二步,把具体行为用实体类实现

    package top.littlepage.designPattern.Strategy;
    
    public class BadFly implements FlyBehavior{
    
        @Override
        public void fly() {
            System.out.println("--bad fly--");
        }
        
    }
    package top.littlepage.designPattern.Strategy;
    
    public class NotFly implements FlyBehavior{
    
        @Override
        public void fly() {
            System.out.println("--not fly--");
        }
    
    }
    package top.littlepage.designPattern.Strategy;
    
    public class GoodFly implements FlyBehavior{
    
        @Override
        public void fly() {
            System.out.println("--good fly--");
        }
    
    }

    第三步,做出具体的环境进行实现该实体

    package top.littlepage.designPattern.Strategy;
    
    public class Bird {
        private String name;
        private int age;
        private GoodFly goodfly;
        private BadFly badfly;
        private NotFly notfly;
        
        public Bird() {
            name="";
            age=0;
            goodfly=new GoodFly();
            badfly=new BadFly();
            notfly=new NotFly();
        }
        public GoodFly getGoodfly() {
            return goodfly;
        }
        public void setGoodfly(GoodFly goodfly) {
            this.goodfly = goodfly;
        }
        public BadFly getBadfly() {
            return badfly;
        }
        public void setBadfly(BadFly badfly) {
            this.badfly = badfly;
        }
        public NotFly getNotfly() {
            return notfly;
        }
        public void setNotfly(NotFly notfly) {
            this.notfly = notfly;
        }
        public Bird(String name, int age) {
            this.name = name;
            this.age = age;
            goodfly=new GoodFly();
            badfly=new BadFly();
            notfly=new NotFly();
        }
        public String getName() {
            return name;
        }
        public void setName(String name) {
            this.name = name;
        }
        public int getAge() {
            return age;
        }
        public void setAge(int age) {
            this.age = age;
        }
        
    }

    测试:

    package top.littlepage.designPattern.Strategy;
    
    public class Test {
        public static void main(String[] args) {
            Bird b=new Bird("小鸟",2);
            System.out.print(b.getName());
            b.getGoodfly().fly();
            
            System.out.print(b.getName());
            b.getBadfly().fly();
            
            System.out.print(b.getName());
            b.getNotfly().fly();
        }
    }

    控制台截图

    策略模式(strategy)利用接口进行抽象,利用实体进行实现抽象,再做出环境进行实现具体的实体

    在我们面向对象后,经常利用这种设计模式进行编程,应该是比较简单的一种模式

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  • 原文地址:https://www.cnblogs.com/littlepage/p/9936833.html
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