using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices.ComTypes;
using System.Text.Json.Serialization;
namespace ConsoleApp1
{
class Program
{
static void Main(string[] args)
{
// The client code usually creates a bunch of pre-populated
// flyweights in the initialization stage of the application.
var factory = new FlyweightFactory(
new Car { Company = "Chevrolet", Model = "Camaro2018", Color = "pink" },
new Car { Company = "Mercedes Benz", Model = "C300", Color = "black" },
new Car { Company = "Mercedes Benz", Model = "C500", Color = "red" },
new Car { Company = "BMW", Model = "M5", Color = "red" },
new Car { Company = "BMW", Model = "X6", Color = "white" }
);
factory.listFlyweights();
addCarToPoliceDatabase(factory, new Car
{
Number = "CL234IR",
Owner = "James Doe",
Company = "BMW",
Model = "M5",
Color = "red"
});
addCarToPoliceDatabase(factory, new Car
{
Number = "CL234IR",
Owner = "James Doe",
Company = "BMW",
Model = "X1",
Color = "red"
});
factory.listFlyweights();
}
public static void addCarToPoliceDatabase(FlyweightFactory factory, Car car)
{
Console.WriteLine("\nClient:Adding a car to database");
var flyweight = factory.GetFlyweight(new Car { Color = car.Color,Model = car.Model,Company = car.Company });
flyweight.Operation(car);
}
}
public class Flyweight
{
private Car _sharedState;
public Flyweight(Car car)
{
this._sharedState = car;
}
public void Operation(Car uniqueState)
{
string s = JsonConvert.SerializeObject(this._sharedState);
string u = JsonConvert.SerializeObject(uniqueState);
Console.WriteLine($"Flyweight:Displaying shared {s} and unique {u} state");
}
}
public class FlyweightFactory
{
private List<Tuple<Flyweight, string>> flyweights = new List<Tuple<Flyweight, string>>();
public FlyweightFactory(params Car[] args)
{
foreach (var elem in args)
{
flyweights.Add(new Tuple<Flyweight, string>(new Flyweight(elem), this.getKey(elem)));
}
}
public string getKey(Car key)
{
List<string> elements = new List<string>();
elements.Add(key.Model);
elements.Add(key.Color);
elements.Add(key.Company);
if (key.Owner != null && key.Number != null)
{
elements.Add(key.Number);
elements.Add(key.Owner);
}
elements.Sort();
return string.Join("_", elements);
}
public Flyweight GetFlyweight(Car sharedState)
{
string key = this.getKey(sharedState);
if (flyweights.Where(t => t.Item2 == key).Count() == 0)
{
Console.WriteLine("FlyweightFactory:Can't find a flyweight,creating new one.");
this.flyweights.Add(new Tuple<Flyweight, string>(new Flyweight(sharedState), key));
}
else
{
Console.WriteLine("FlyweightFactory:Reusing existing flyweight");
}
return this.flyweights.Where(t => t.Item2 == key).FirstOrDefault().Item1;
}
public void listFlyweights()
{
var count = flyweights.Count;
Console.WriteLine($"FlyweightFactory: I Have {count} flyweights\n");
foreach (var flyweight in flyweights)
Console.WriteLine(flyweight.Item2);
}
}
public class Car
{
public string Owner { get; set; }
public string Number { get; set; }
public string Company { get; set; }
public string Model { get; set; }
public string Color { get; set; }
}
}
C# 享元模式
最新推荐文章于 2025-01-02 11:25:54 发布