大话设计模式_策略模式

本文以 商场促销 为例子来实现这种模式。

商场三种活动:

1.按照原来价格收费

2.八折收费

3.满300反100


一:工厂模式实现

二:策略模式实现

三:工厂+策略模式实现

package com.wzs.design;

/**
 * 工厂模式的实现
 * 
 * @author Administrator
 * 
 */
public class SimpleFactory_1 {
	public static void main(String[] args) {
		CashFactory cashFactory = new CashFactory();
		System.out.println(cashFactory.createCashAccept(1).acceptCash(500));
		System.out.println(cashFactory.createCashAccept(2).acceptCash(500));
		System.out.println(cashFactory.createCashAccept(3).acceptCash(500));
		System.out.println(cashFactory.createCashAccept(4).acceptCash(500));
	}
}

/*
 * 现金收费工厂
 */
class CashFactory {
	public CashSuper createCashAccept(int type) {
		CashSuper cashSuper = null;
		switch (type) {
		case 1:
			System.out.println("正常收费.");
			cashSuper = new CashNormal();
			break;
		case 2:
			System.out.println("八折收费.");
			cashSuper = new CashRebate(0.8);
			break;
		case 3:
			System.out.println("满300反100.");
			cashSuper = new CashReturn(300, 100);
			break;
		default:
			System.out.println("默认正常收费.");
			cashSuper = new CashNormal();
			break;
		}
		return cashSuper;
	}
}

/*
 * 现金收取抽象类
 */
abstract class CashSuper {
	public abstract double acceptCash(double money);
}

/*
 * 正常收费
 */
class CashNormal extends CashSuper {
	@Override
	public double acceptCash(double money) {
		return money;
	}
}

/*
 * 打折收费
 */
class CashRebate extends CashSuper {
	private double moneyRebate = 1d;// 打折率

	public CashRebate(double moneyRebate) {
		this.moneyRebate = moneyRebate;
	}

	@Override
	public double acceptCash(double money) {
		return money * moneyRebate;
	}
}

/*
 * 返利
 */
class CashReturn extends CashSuper {
	private double moneyCondition = 0d;// 返利条件
	private double moneyReturn = 0d;// 返利值

	public CashReturn(double moneyCondition, double moneyReturn) {
		this.moneyCondition = moneyCondition;
		this.moneyReturn = moneyReturn;
	}

	@Override
	public double acceptCash(double money) {
		if (money >= moneyCondition) {
			return money - Math.floor(money / moneyCondition) * moneyReturn;
		}
		return money;
	}

}

---------------------------------------------------

package com.wzs.two;

import java.util.Scanner;

/**
 * 策略模式
 * 
 * @author Administrator
 * 
 */
public class StrategyPattern {
	public static void main(String[] args) {
		System.out.println("请输入收费模式:(1.正常收费 2.八折收费 3.满300反100)");
		Scanner input = new Scanner(System.in);
		int type = input.nextInt();

		CashContext cashContext;
		switch (type) {
		case 1:
			System.out.println("正常收费.");
			cashContext = new CashContext(new CashNormal());
			break;
		case 2:
			System.out.println("八折收费.");
			cashContext = new CashContext(new CashRebate(0.8));
			break;
		case 3:
			System.out.println("满300反100.");
			cashContext = new CashContext(new CashReturn(300, 100));
			break;
		default:
			System.out.println("默认正常收费.");
			cashContext = new CashContext(new CashNormal());
			break;
		}
		System.out.println(cashContext.getResult(500));
	}
}

/*
 * 收费策略
 */
class CashContext {
	private CashSuper cashSuper;

	public CashContext(CashSuper cashSuper) {
		this.cashSuper = cashSuper;
	}

	public double getResult(double money) {
		return cashSuper.acceptCash(money);
	}

}

/*
 * 现金收取抽象类
 */
abstract class CashSuper {
	public abstract double acceptCash(double money);
}

/*
 * 正常收费
 */
class CashNormal extends CashSuper {
	@Override
	public double acceptCash(double money) {
		return money;
	}
}

/*
 * 打折收费
 */
class CashRebate extends CashSuper {
	private double moneyRebate = 1d;// 打折率

	public CashRebate(double moneyRebate) {
		this.moneyRebate = moneyRebate;
	}

	@Override
	public double acceptCash(double money) {
		return money * moneyRebate;
	}
}

/*
 * 返利
 */
class CashReturn extends CashSuper {
	private double moneyCondition = 0d;// 返利条件
	private double moneyReturn = 0d;// 返利值

	public CashReturn(double moneyCondition, double moneyReturn) {
		this.moneyCondition = moneyCondition;
		this.moneyReturn = moneyReturn;
	}

	@Override
	public double acceptCash(double money) {
		if (money >= moneyCondition) {
			return money - Math.floor(money / moneyCondition) * moneyReturn;
		}
		return money;
	}

}


---------------------------------------------------

package com.wzs.three;

/**
 * 策略模式和工厂模式结合
 * 
 * @author Administrator
 * 
 */
public class StrategyAndFactory {
	public static void main(String[] args) {
		System.out.println(new CashContext(1).getResult(500));
		System.out.println(new CashContext(2).getResult(500));
		System.out.println(new CashContext(3).getResult(500));
		System.out.println(new CashContext(4).getResult(500));
	}
}

/*
 * 收费策略
 */
class CashContext {
	private CashSuper cashSuper;

	public CashContext(int type) {
		switch (type) {
		case 1:
			System.out.println("正常收费.");
			cashSuper = new CashNormal();
			break;
		case 2:
			System.out.println("八折收费.");
			cashSuper = new CashRebate(0.8);
			break;
		case 3:
			System.out.println("满300反100.");
			cashSuper = new CashReturn(300, 100);
			break;
		default:
			System.out.println("默认正常收费.");
			cashSuper = new CashNormal();
			break;
		}
	}

	public double getResult(double money) {
		return cashSuper.acceptCash(money);
	}

}

/*
 * 现金收取抽象类
 */
abstract class CashSuper {
	public abstract double acceptCash(double money);
}

/*
 * 正常收费
 */
class CashNormal extends CashSuper {
	@Override
	public double acceptCash(double money) {
		return money;
	}
}

/*
 * 打折收费
 */
class CashRebate extends CashSuper {
	private double moneyRebate = 1d;// 打折率

	public CashRebate(double moneyRebate) {
		this.moneyRebate = moneyRebate;
	}

	@Override
	public double acceptCash(double money) {
		return money * moneyRebate;
	}
}

/*
 * 返利
 */
class CashReturn extends CashSuper {
	private double moneyCondition = 0d;// 返利条件
	private double moneyReturn = 0d;// 返利值

	public CashReturn(double moneyCondition, double moneyReturn) {
		this.moneyCondition = moneyCondition;
		this.moneyReturn = moneyReturn;
	}

	@Override
	public double acceptCash(double money) {
		if (money >= moneyCondition) {
			return money - Math.floor(money / moneyCondition) * moneyReturn;
		}
		return money;
	}

}


### C++ 中的策略模式 #### 策略模式概述 策略模式是一种行为型设计模式,它定义了一系列算法,并将每个算法封装起来,使它们可以互换。这种模式使得算法可以在不影响客户端的情况下发生变化[^3]。 #### UML 图解 在策略模式中,通常有一个上下文(Context)类用于维持对某个具体策略(Concrete Strategy)实例的引用。而所有的具体策略都实现了相同的接口(Strategies Interface),这允许Context能够调用任何具体的策略而不必关心其内部细节[^4]。 #### 实现步骤 为了实现这一模式,在C++里首先要创建一个表示不同策略的行为接口: ```cpp // 定义策略基类 class IStrategy { public: virtual ~IStrategy() {} virtual void execute() const = 0; }; ``` 接着为各种可能的具体操作提供多个派生自`IStrategy`的不同版本: ```cpp // 具体策略A class ConcreteStrategyA : public IStrategy { public: void execute() const override { std::cout << "Executing strategy A\n"; } }; // 具体策略B class ConcreteStrategyB : public IStrategy { public: void execute() const override { std::cout << "Executing strategy B\n"; } }; ``` 最后构建一个持有并能切换当前所使用的策略的对象——即所谓的“环境”或“上下文”。 ```cpp // 上下文类 class Context { private: IStrategy* _strategy; public: // 构造函数接收一个初始策略 explicit Context(IStrategy& s):_strategy(&s){} // 设置新的策略 void set_strategy(IStrategy& new_strategy){ _strategy=&new_strategy; } // 执行选定的策略 void perform_operation(){ if (_strategy != nullptr) _strategy->execute(); else std::cerr<<"No strategy selected.\n"; } }; ``` 这样就完成了简单的策略模式框架搭建。当需求改变时只需新增加对应的策略类即可满足扩展性的要求[^5]。
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