什么是备忘录模式?
Without violating encapsulation, capture and externalize an object’s internal state so that the object can be returned to this state later.
其实‘人’如其名,备忘模式就是为了对一个对象做备忘,允许做类似“重播”、“倒带”等操作。能用这种模式的前提是需要备忘的对象能够抽象出一个状态对象。而且备忘录模式也不会违背封装原则公开内部状态。
类图结构:
Originator即是需要备忘的类,它里面包含内部状态state对象。Originator能够通过createMemento创建保存点,也可以通过setMemento从给定的备忘回复内部状态。Caretaker负责保存备忘。
Example:
例子模拟游戏里面备忘人物的移动,当然这里为了方便人物的状态简化为只有坐标,当需要备忘的地方,可以备忘人物的状态,只有可以通过此来恢复。代码如下:
#include <iostream>
#include <vector>
using namespace std;
struct State
{
public:
State(int xx, int yy) : x(xx), y(yy) {}
friend ostream& operator << (ostream& out, const State& state)
{
out << state.x << ", " << state.y;
return out;
}
int x;
int y;
};
class Memento
{
public:
Memento(State* pState) : m_pState(pState) {}
State* getState() const
{
return m_pState;
}
private:
State* m_pState;
};
class Player
{
public:
void setState(State* pState)
{
m_pState = pState;
cout << "Player move to " << *pState << endl;
}
Memento* createMemo()
{
return new Memento(m_pState);
}
void setMemo(Memento* pMemo)
{
setState(pMemo->getState());
}
private:
State* m_pState;
};
class Recorder
{
public:
Recorder(Player* pPlayer) : m_pPlayer(pPlayer) {}
void record()
{
m_memoList.push_back(m_pPlayer->createMemo());
}
void replay()
{
cout << "\nbegin replay..." << endl;
vector<Memento*>::const_iterator iter = m_memoList.begin();
for (; iter != m_memoList.end(); ++iter)
{
Memento* pMemo = *iter;
m_pPlayer->setMemo(pMemo);
}
cout << endl;
}
void rewind()
{
cout << "\nbegin rewind..." << endl;
vector<Memento*>::const_reverse_iterator iter = m_memoList.rbegin();
for (; iter != m_memoList.rend(); ++iter)
{
Memento* pMemo = *iter;
m_pPlayer->setMemo(pMemo);
}
}
void reset()
{
cout << "\nreset recorder" << endl;
vector<Memento*>::iterator iter = m_memoList.begin();
for (; iter != m_memoList.end(); ++iter)
{
Memento* pMemo = *iter;
delete pMemo;
}
m_memoList.clear();
}
private:
Player* m_pPlayer;
vector<Memento*> m_memoList;
};
int main()
{
State* pState1 = new State(1, 2);
State* pState2 = new State(3, 4);
Player* pPlayer = new Player();
Recorder* pRecorder = new Recorder(pPlayer);
pPlayer->setState(pState1);
pRecorder->record();
pPlayer->setState(pState2);
pRecorder->record();
pRecorder->replay();
pRecorder->rewind();
pRecorder->reset();
delete pState1;
delete pState2;
delete pPlayer;
delete pRecorder;
return 0;
}
运行结果如下:
参考资料:
PatternCraft – Memento Pattern
<<Design Patterns—Elements of Reusable Object-Oriented Software>>