Prototype(原型模式)
简单的讲,就是一种克隆模式,使得一个系统独立于它的产品的创建、构成和表示。
它有和Abstract Factory和Builder一样的效果:它对客户隐藏了具体的产品类。另外,Prototype模式还有另外一些优点:
1、运行时刻增加和删除产品
2、用类动态配置应用。
它的主要缺陷是每一个Prototype的子类都必需实现Clone操作,这可能很困难。例如,当所考虑的类已经存在时就难以新增Clone操作。
当内部包括一些不支持拷贝或有循环引用的对象时,实现克隆可能也会很困难的。
我们将定义MazeFactory的子类MazePrototypeFactory.该子类将使用它要创建的对象的原型来为初始化,这样我们就不需要仅仅为了改变它所
创建的墙壁或房间的类而生子类了。
以下为示例代码:(VC6+sp6)下测试通过
//MapSite.h
#pragma warning(disable: 4786)


#include <vector>
#include <map>
#include <iostream>
using namespace std;


//##ModelId=48059C280115
enum Direction

...{
North, South, East, West
};


/**///////////////////////////////////////////////////////////////////////////
//申明所有类
class Door;
class MapSite;
class Maze;
class MazeBuilder;
class MazeFactory;
class MazeGame;
class Room;
class StandardMazeBuilder;
class Wall;
class MazePrototypeFactory;

/**///////////////////////////////////////////////////////////////////////////
//##ModelId=48059C2800E6
class MapSite

...{
public:
//##ModelId=48059C280105
virtual void Enter() = 0;
};

//##ModelId=48059C280172
class Wall: public MapSite

...{
public:
//##ModelId=48059C280183

Wall()...{}

virtual Wall* Clone() const;

//##ModelId=48059C280184

virtual void Enter()...{printf("Wall::Enter() "); }
};


//##ModelId=48059C280134
class Room: public MapSite

...{
public:
//##ModelId=48059C280144

Room (int roomNo = 0)...{ _roomNumber = roomNo; }
//##ModelId=48059C280146

MapSite* GetSide(Direction d)const...{ return _sides[d]; }
//##ModelId=48059C280154

void SetSide (Direction d, MapSite* s)...{ _sides[d] = s; }
Room(const Room& other);
virtual Room* Clone();
virtual void Initialize(int n);
//##ModelId=48059C280157

virtual void Enter()...{ printf("Room::Enter() "); }
//##ModelId=48059C280159

int GetRoomNo()const...{ return _roomNumber; }
private:
//##ModelId=48059C280164
MapSite* _sides[4];
//##ModelId=48059C280168
int _roomNumber;
};

//##ModelId=48059C280191
class Door: public MapSite

...{
public:
//##ModelId=48059C2801A1

Door(Room* r1= 0, Room* r2= 0)...{ _room1 = r1;_room2 = r2; }

Door(const Door& other);
virtual void Initialize(Room *r1, Room* r2);
virtual Door* Clone() const;
//##ModelId=48059C2801A4

virtual void Enter()...{ printf("Door::Enter() "); };
//##ModelId=48059C2801A6
Room* OtherSideFrom(Room*);
private:
//##ModelId=48059C2801A9
Room * _room1;
//##ModelId=48059C2801B2
Room * _room2;
//##ModelId=48059C2801B6
bool _isOpen;
};

//##ModelId=48059C2801C0
class Maze

...{
public:
//##ModelId=48059C2801D0

Maze()...{ }
Maze(const Maze& other);
virtual Maze* Clone();

//##ModelId=48059C2801D1
void AddRoom(Room* r)

...{
maproom[r->GetRoomNo()] = r;
}
//##ModelId=48059C2801D3

Room* RoomNo(int no)...{ return maproom[no]; }
private:
//##ModelId=48059C2801EF
map<int, Room*> maproom;
//
};


//建造迷宫的程序将MazeFactory作为一个参数,这样程序员就能指定要创建的房间,
//墙壁和门等类
//##ModelId=48059C2801FF
class MazeFactory

...{
public:
//##ModelId=48059C280200

MazeFactory()...{}
//##ModelId=48059C280201
virtual Maze* MakeMaze()const

...{
return new Maze;
}
//##ModelId=48059C280203
virtual Wall* MakeWall()const

...{
return new Wall;
}
//##ModelId=48059C28020F
virtual Room* MakeRoom(int n)const

...{
return new Room(n);
}
//##ModelId=48059C280212
virtual Door* MakeDoor(Room* r1, Room* r2)const

...{
return new Door(r1, r2);
}
};


//创建各个部件,作用类似于MazeGame::CreateMaze();
//##ModelId=48059C28021E
class MazeBuilder

...{
public:
//##ModelId=48059C28021F

virtual void BuildMaze()...{}
//##ModelId=48059C280221

virtual void BuildRoom(int room)...{}
//##ModelId=48059C28022F

virtual void BuildDoor(int roomFrom,int roomTo)...{}

//##ModelId=48059C280233

virtual Maze* GetMaze()...{ return 0; }
protected:
//##ModelId=48059C280235

MazeBuilder()...{}

};

class StandardMazeBuilder: public MazeBuilder

...{
public:

StandardMazeBuilder()...{ _currentMaze = 0; }


virtual void BuildMaze()...{ _currentMaze = (Maze*) new StandardMazeBuilder; }
virtual void BuildRoom(int);
virtual void BuildDoor(int,int);


virtual Maze* GetMaze()...{ return _currentMaze; }
private:
Direction CommonWall(Room*, Room*);//决定哪两个相邻的墙可以有门。
Maze* _currentMaze;
};


//创建迷宫的类
//##ModelId=48059C28023D
class MazeGame: public Maze

...{
public:
//##ModelId=48059C28023F
Maze* CreateMaze();//普通方法创建迷宫,硬编码方式
//##ModelId=48059C28024D
Maze* CreateMaze2(MazeFactory& factory);//工厂类方式建造

Maze* CreateMaze3(StandardMazeBuilder& builder);//builder模式,建分部

Maze* CreateMaze4(MazePrototypeFactory& prototype);//原型模式
//##ModelId=48059C28024F
void printMaze()

...{
//好像比较麻烦
}
};


class MazePrototypeFactory: public MazeFactory

...{
public:
MazePrototypeFactory(Maze* m,Wall* w, Room* r, Door* d)

...{
_prototypeMaze = m;
_prototypeRoom = r;
_prototypeWall = w;
_prototypeDoor = d;
}

virtual Maze* MakeMaze() const;
virtual Room* MakeRoom(int n) const;
virtual Wall* MakeWall() const;
virtual Door* MakeDoor(Room* r1, Room* r2) const;

private:
Maze* _prototypeMaze;
Room* _prototypeRoom;
Wall* _prototypeWall;
Door* _prototypeDoor;
};

// MapSite.cpp : Defines the entry point for the console application.
//

#include "stdafx.h"

#include "MapSite.h"
Wall* Wall::Clone() const

...{
return new Wall(*this);
}


Room::Room(const Room& other)

...{
this->_roomNumber = other._roomNumber;
memcpy(this->_sides,other._sides,sizeof(_sides));
}
Room* Room::Clone()

...{
return new Room(*this);
}
void Room::Initialize(int n)

...{
this->_roomNumber = n;
}


Door::Door(const Door& other)

...{
_room1 = other._room1;
_room2 = other._room2;
}

void Door::Initialize(Room *r1, Room* r2)

...{
_room1 = r1;
_room2 = r2;
}

Door* Door::Clone() const

...{
return new Door(*this);
}

Maze::Maze(const Maze& other)

...{
maproom.clear();
//maproom.insert(other.maproom.begin(),other.maproom.end());
map<int, Room*>::const_iterator it;
it = other.maproom.begin();
for ( ;it != other.maproom.end(); it++)

...{
maproom.insert(*it);
}
}

Maze* Maze::Clone()

...{
return new Maze(*this);
}

void StandardMazeBuilder::BuildRoom(int n)

...{
if(!_currentMaze->RoomNo(n))

...{
Room* room = new Room(n);
_currentMaze->AddRoom(room);

room->SetSide(North, new Wall);
room->SetSide(South, new Wall);
room->SetSide(East, new Wall);
room->SetSide(West, new Wall);
}
}

void StandardMazeBuilder::BuildDoor(int n1, int n2)

...{
Room* r1 = _currentMaze->RoomNo(n1);
Room* r2 = _currentMaze->RoomNo(n2);
Door* d = new Door(r1, r2);

r1->SetSide(CommonWall(r1, r2), d);
r2->SetSide(CommonWall(r2, r1), d);
}

Direction StandardMazeBuilder::CommonWall(Room* r1, Room* r2)

...{
if(r1 == NULL || r2 == NULL )
return North;
if(r1->GetSide(North) == r2->GetSide(South))
return North;
if(r1->GetSide(South) == r2->GetSide(North))
return South;
if(r1->GetSide(West) == r2->GetSide(East))
return West;
if(r1->GetSide(East) == r2->GetSide(West))
return East;
return North;
}



//##ModelId=48059C28023F
Maze* MazeGame::CreateMaze()

...{
Maze* aMaze = new Maze;
Room* r1 = new Room(1);
Room* r2 = new Room(2);
Door* theDoor = new Door(r1,r2);
aMaze->AddRoom(r1);
aMaze->AddRoom(r2);
r1->SetSide(North, new Wall);
r1->SetSide(East, theDoor);
r1->SetSide(South, new Wall);
r1->SetSide(West, new Wall);
r2->SetSide(North, new Wall);
r2->SetSide(East, new Wall);
r2->SetSide(South, new Wall);
r2->SetSide(West, theDoor);
return aMaze;
}


//##ModelId=48059C28024D
Maze* MazeGame::CreateMaze2(MazeFactory& factory)

...{
Maze* aMaze = factory.MakeMaze();
Room* r1 = factory.MakeRoom(1);
Room* r2 = factory.MakeRoom(2);
Door* aDoor = factory.MakeDoor(r1, r2);
aMaze->AddRoom(r1);
aMaze->AddRoom(r2);
r1->SetSide(North, factory.MakeWall());
r1->SetSide(East, aDoor);
r1->SetSide(South, factory.MakeWall());
r1->SetSide(West, factory.MakeWall());
r2->SetSide(North, factory.MakeWall());
r2->SetSide(East, factory.MakeWall());
r2->SetSide(South, factory.MakeWall());
r2->SetSide(West, aDoor);
return aMaze;
}

Maze* MazeGame::CreateMaze3(StandardMazeBuilder& builder)

...{
builder.BuildMaze();

builder.BuildRoom(1);
builder.BuildRoom(2);
builder.BuildDoor(1, 2);

return builder.GetMaze();
}

Maze* MazeGame::CreateMaze4(MazePrototypeFactory& prototype)

...{
Maze* aMaze = prototype.MakeMaze();
Room* r1 = prototype.MakeRoom(1);
Room* r2 = prototype.MakeRoom(2);
Door* aDoor = prototype.MakeDoor(r1, r2);
aMaze->AddRoom(r1);
aMaze->AddRoom(r2);
r1->SetSide(North, prototype.MakeWall());
r1->SetSide(East, aDoor);
r1->SetSide(South, prototype.MakeWall());
r1->SetSide(West, prototype.MakeWall());
r2->SetSide(North, prototype.MakeWall());
r2->SetSide(East, prototype.MakeWall());
r2->SetSide(South, prototype.MakeWall());
r2->SetSide(West, aDoor);

return aMaze;
}

Maze* MazePrototypeFactory::MakeMaze() const

...{
return _prototypeMaze->Clone();
}

Wall* MazePrototypeFactory::MakeWall() const

...{
return _prototypeWall->Clone();
}

Room* MazePrototypeFactory::MakeRoom(int n) const

...{
Room* room = _prototypeRoom->Clone();
room->Initialize(n);
return room;
}

Door* MazePrototypeFactory::MakeDoor (Room* r1, Room* r2) const

...{
Door* door = _prototypeDoor->Clone();
door->Initialize(r1, r2);
return door;
}

// testMapSite.cpp : Defines the entry point for the console application.
//

#include "stdafx.h"
#include "MapSite.h"
int main(int argc, char* argv[])

...{
printf("Hello World! ");

MazeGame game;
MazePrototypeFactory simpleMazeFactory(new Maze, new Wall, new Room, new Door);
Maze* maze = game.CreateMaze4(simpleMazeFactory);
return 0;
}
