最近在学习简单工厂模式与策略模式时,发现他们有很多相同之处,他们都是通过多态来实现不同子类的选取,比较难分辨,于是做了一下总结。
简单工厂模式用于比如算法之于加减乘除、水果之于苹果梨香蕉、文具之于笔尺,这些例子的共同特点就是具体、数量有限,不涉及复杂的算法,简单工厂模式只是解决了对象的创建问题,工厂类中封装了所有的选择过程,如果对象要增加、减少、变化,就要改动工厂,以至于代码的重写量增大,并且在操作过程中,客户需要指定一个参数给工厂,工厂按照参数选择出需要实例化的派生类。在简单工厂模式中,客户需要知道抽象基类和工厂类,工厂类用来生成对象,使用抽象基类的接口来完成工作。它的核心是“简单模式是用来封装所有对象的”。
下面是一个简单工厂模式的例子:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace 简单工厂模式
{
class Program
{
static void Main(string[] args)
{
Operation oper;
oper = OperationFactory.createOperate("+");
oper.NumberA = 1;
oper.NumberB = 4;
double result = oper.GetResult();
Console.WriteLine("结果是:" + result);
}
public class Operation//抽象类
{
private double _numberA = 0;
private double _numberB = 0;
public double NumberA
{
get { return _numberA; }
set { _numberA = value; }
}
public double NumberB
{
get { return _numberB; }
set { _numberB = value; }
}
public virtual double GetResult()
{
double result = 0;
return result;
}
}
class OperationAdd : Operation//基类:加法
{
public override double GetResult()
{
double result = 0;
result = NumberA + NumberB;
return result;
}
}
class OperationSub : Operation//减法
{
public override double GetResult()
{
double result = 0;
result = NumberA - NumberB;
return result;
}
}
class OperationMul : Operation//乘法
{
public override double GetResult()
{
double result = 0;
result = NumberA * NumberB;
return result;
}
}
class OperationDiv : Operation//除法
{
public override double GetResult()
{
double result = 0;
if (NumberB == 0)
throw new Exception("除数不能为0。");
result = NumberA / NumberB;
return result;
}
}
//工厂类
public class OperationFactory
{
public static Operation createOperate(string operate)
{
Operation oper = null;
switch (operate )
{
case "+":
oper = new OperationAdd();
break;
case "-":
oper = new OperationSub();
break;
case "*":
oper = new OperationMul();
break;
case "/":
oper = new OperationDiv();
break;
}
return oper;
}
}
}
}
由于产品对象形式经常改变,使用简单工厂模式则会导致代码重新编写,而策略模式则避免了这一点,它定义了算法家族,分别封装起来,让他们之间可以相互替换,算法的变化不会影响到客户对算法的使用,适用于大量复杂运算,它和简单工厂模式的区别就是,它没有工厂类,而是将工厂类的代码写到了客户端,客户端包括具有各种功能的代码,策略模式在使用时首先要创建一个类,将该类的对象传递进去,通过该对象调用不同的算法,下面的Context就是这个作用,它将使用选择对象的工厂交给了使用该模式的用户.它的核心是:策略模式是用来封装算法的,但在实践中,我们发现可以用它来封装几乎任何类型的规则,只要在分析过程中遇到需要在不同时间应用不同的业务规则,就可以考虑使用策略模式处理这种变化的可能性.
下面是一段策略模式的例子:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace ce
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
cbxType.Items.Add("正常收费");
cbxType .Items .Add ("打折收费");
cbxType .Items.Add ("返利收费");
}
private void btnOk_Click(object sender, EventArgs e)
{
CashSuper csuper=CashFactory .CreateCashAccept (cbxType.SelectedItem.ToString());
}
//现金收取抽象类
abstract class CashSuper
{
public abstract double acceptCash(double money);
}
//正常收费子类
class CashNormal:CashSuper
{
public override double acceptCash(double money)
{
return money;
}
}
//打折收费子类
class CashRebate:CashSuper
{
private double moneyRebate = 1d;
public CashRebate (string moneyRebate)
{
this.moneyRebate = double.Parse(moneyRebate);
}
public override double acceptCash(double money)
{
return money * moneyRebate;
}
}
//返利收费子类
class CashReturn:CashSuper
{
private double moneyCondition = 0.0d;
private double moneyReturn = 0.0d;
public CashReturn (string moneyCondition,string moneyReturn)
{
this.moneyCondition = double.Parse(moneyCondition);
this.moneyReturn = double.Parse(moneyReturn);
}
public override double acceptCash(double money)
{
double result = money;
if (money >= moneyCondition)
result = money - Math.Floor(money / moneyCondition) * moneyReturn;
return result;
}
}
//现金收费工厂类
class CashFactory
{
public static CashSuper CreateCashAccept(string type)//现金收取工厂
{
CashSuper cs=null;
switch (type)
{
case "正常收费":
cs=new CashNormal ();
break ;
case "满300返100":
CashReturn cr1=new CashReturn ("300","100");
cs=cr1;
break ;
case "打8折":
CashRebate cr2=new CashRebate ("0.8");
cs=cr2;
break ;
}
return cs ;
}
}
class CashContext
{
private CashSuper cs;//声明一个CashSuper对象;
public CashContext (CashSuper csuper)//通过构造方法,传入具体的收费策略;
{
this.cs=csuper ;
}
public double GetResult(double money)
{
return cs.acceptCash (money );//根据收费策略不同获得计算结果;
}
}
//客户端窗体程序
double total=0.0d;
private void bntOk_Click(object sender, EventArgs e)
{
CashContext cc=null ;
switch (cbxType .SelectedItem .ToString ())
{
case "正常收费":
cc=new CashContext (new CashNormal ());
break;
case "满300返100":
cc=new CashContext (new CashReturn ("300","100"));
break ;
case "打8折":
cc=new CashContext (new CashRebate ("0.8"));
break ;
}
CashSuper csuper = CashFactory.CreateCashAccept(cbxType.SelectedItem.ToString());
double totalPrices=0d;
//通过多态,可以得到收费的结果
totalPrices =csuper .acceptCash (Convert .ToDouble(txtPrice .Text)*Convert.ToDouble (txtNum.Text ) );
total=total+totalPrices;
lbxList .Items.Add("单价:"+txtPrice.Text +"数量:"+txtNum.Text +" "+cbxType.SelectedItem +"合计:" +totalPrices .ToString ());
lblResult.Text =total .ToString ();
}
}
}
大家通过这两段代码和我的描述应该对这两种模式有所了解了,理解的还不够深刻,希望大家多多指出!