建造者(Builder)角色:给出一个抽象接口,以规范产品对象的各个组成成分的建造。一般而言,此接口独立于应用程序的商业逻辑。模式中直接创建产品对象的是具体建造者(ConcreteBuilder)角色。具体建造者类必须实现这个接口所要求的方法:一个是建造方法,另一个是结果返还方法。
具体建造者(Concrete Builder)角色:担任这个角色的是于应用程序紧密相关的类,它们在应用程序调用下创建产品实例。这个角色主要完成的任务包括:
- 实现Builder角色提供的接口,一步一步完成创建产品实例的过程。
- 在建造过程完成后,提供产品的实例。
指导者(Director)角色:担任这个角色的类调用具体建造者角色以创建产品对象。导演者并没有产品类的具体知识,真正拥有产品类的具体知识的是具体建造者对象。
产品(Product)角色:产品便是建造中的复杂对象。
指导者角色是于客户端打交道的角色。导演者角色将客户端创建产品的请求划分为对各个零件的建造请求,再将这些请求委派给具体建造者角色。具体建造者角色是做具体建造工作的,但却不为客户端所知。
程序举例:该程序演示了Builder模式一步一步完成构件复杂产品的过程。用户可以控制生成过程以及生成不同对象。
// Builder pattern -- Structural example 
using System;
using System.Collections;
// "Director"
class Director
...{
// Methods
public void Construct( Builder builder )
...{
builder.BuildPartA();
builder.BuildPartB();
}
}
// "Builder"
abstract class Builder
...{
// Methods
abstract public void BuildPartA();
abstract public void BuildPartB();
abstract public Product GetResult();
}
// "ConcreteBuilder1"
class ConcreteBuilder1 : Builder
...{
// Fields
private Product product;
// Methods
override public void BuildPartA()
...{
product = new Product();
product.Add( "PartA" );
}
override public void BuildPartB()
...{
product.Add( "PartB" );
}
override public Product GetResult()
...{
return product;
}
}
// "ConcreteBuilder2"
class ConcreteBuilder2 : Builder
...{
// Fields
private Product product;
// Methods
override public void BuildPartA()
...{
product = new Product();
product.Add( "PartX" );
}
override public void BuildPartB()
...{
product.Add( "PartY" );
}
override public Product GetResult()
...{
return product;
}
}
// "Product"
class Product
...{
// Fields
ArrayList parts = new ArrayList();
// Methods
public void Add( string part )
...{
parts.Add( part );
}
public void Show()
...{
Console.WriteLine( " Product Parts -------" );
foreach( string part in parts )
Console.WriteLine( part );
}
}

/**//**//**//// <summary>
/// Client test
/// </summary>
public class Client
...{
public static void Main( string[] args )
...{
// Create director and builders
Director director = new Director( );
Builder b1 = new ConcreteBuilder1();
Builder b2 = new ConcreteBuilder2();
// Construct two products
director.Construct( b1 );
Product p1 = b1.GetResult();
p1.Show();
director.Construct( b2 );
Product p2 = b2.GetResult();
p2.Show();
}
}
// Builder pattern -- Real World example 
using System;
using System.Collections;
// "Director"
class Shop
...{
// Methods
public void Construct( VehicleBuilder vehicleBuilder )
...{
vehicleBuilder.BuildFrame();
vehicleBuilder.BuildEngine();
vehicleBuilder.BuildWheels();
vehicleBuilder.BuildDoors();
}
}
// "Builder"
abstract class VehicleBuilder
...{
// Fields
protected Vehicle vehicle;
// Properties
public Vehicle Vehicle
...{
get...{ return vehicle; }
}
// Methods
abstract public void BuildFrame();
abstract public void BuildEngine();
abstract public void BuildWheels();
abstract public void BuildDoors();
}
// "ConcreteBuilder1"
class MotorCycleBuilder : VehicleBuilder
...{
// Methods
override public void BuildFrame()
...{
vehicle = new Vehicle( "MotorCycle" );
vehicle[ "frame" ] = "MotorCycle Frame";
}
override public void BuildEngine()
...{
vehicle[ "engine" ] = "500 cc";
}
override public void BuildWheels()
...{
vehicle[ "wheels" ] = "2";
}
override public void BuildDoors()
...{
vehicle[ "doors" ] = "0";
}
}
// "ConcreteBuilder2"
class CarBuilder : VehicleBuilder
...{
// Methods
override public void BuildFrame()
...{
vehicle = new Vehicle( "Car" );
vehicle[ "frame" ] = "Car Frame";
}
override public void BuildEngine()
...{
vehicle[ "engine" ] = "2500 cc";
}
override public void BuildWheels()
...{
vehicle[ "wheels" ] = "4";
}
override public void BuildDoors()
...{
vehicle[ "doors" ] = "4";
}
}
// "ConcreteBuilder3"
class ScooterBuilder : VehicleBuilder
...{
// Methods
override public void BuildFrame()
...{
vehicle = new Vehicle( "Scooter" );
vehicle[ "frame" ] = "Scooter Frame";
}
override public void BuildEngine()
...{
vehicle[ "engine" ] = "none";
}
override public void BuildWheels()
...{
vehicle[ "wheels" ] = "2";
}
override public void BuildDoors()
...{
vehicle[ "doors" ] = "0";
}
}
// "Product"
class Vehicle
...{
// Fields
private string type;
private Hashtable parts = new Hashtable();
// Constructors
public Vehicle( string type )
...{
this.type = type;
}
// Indexers
public object this[ string key ]
...{
get...{ return parts[ key ]; }
set...{ parts[ key ] = value; }
}
// Methods
public void Show()
...{
Console.WriteLine( " ---------------------------");
Console.WriteLine( "Vehicle Type: "+ type );
Console.WriteLine( " Frame : " + parts[ "frame" ] );
Console.WriteLine( " Engine : "+ parts[ "engine"] );
Console.WriteLine( " #Wheels: "+ parts[ "wheels"] );
Console.WriteLine( " #Doors : "+ parts[ "doors" ] );
}
}

/**//**//**//// <summary>
/// BuilderApp test
/// </summary>
public class BuilderApp
...{
public static void Main( string[] args )
...{
// Create shop and vehicle builders
Shop shop = new Shop();
VehicleBuilder b1 = new ScooterBuilder();
VehicleBuilder b2 = new CarBuilder();
VehicleBuilder b3 = new MotorCycleBuilder();
// Construct and display vehicles
shop.Construct( b1 );
b1.Vehicle.Show();
shop.Construct( b2 );
b2.Vehicle.Show();
shop.Construct( b3 );
b3.Vehicle.Show();
}
}以下情况应当使用建造者模式:
1、 需要生成的产品对象有复杂的内部结构。
2、 需要生成的产品对象的属性相互依赖,建造者模式可以强迫生成顺序。
3、 在对象创建过程中会使用到系统中的一些其它对象,这些对象在产品对象的创建过程中不易得到。
使用建造者模式主要有以下效果:
1、 建造模式的使用使得产品的内部表象可以独立的变化。使用建造者模式可以使客户端不必知道产品内部组成的细节。
2、 每一个Builder都相对独立,而与其它的Builder无关。
3、 模式所建造的最终产品更易于控制。
本文介绍建造者模式的基本概念,通过示例代码展示了如何利用建造者模式来构建复杂对象,并总结了适用场景及带来的优势。
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