享元模式——java实现
问题描述:
设计一个围棋软件,在系统中只存在一个白棋对象和一个黑棋对象,但是它们可以在棋盘的不同位置显示多次。
类图:
代码:
//Coordinates.java package shiyan13; //外部状态类——坐标类 class Coordinates { private int x; private int y; public Coordinates(int x,int y) { // TODO Auto-generated constructor stub this.x = x; this.y = y; } public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } } //Chess.java package shiyan13; abstract class Chess { public abstract String getColor(); public void locate(Coordinates co) { System.out.println(this.getColor()+"棋的位置:"+co.getX()+","+co.getY()); } } //ChessFactory.java package shiyan13; import java.util.Hashtable; public class ChessFactory { private static ChessFactory instance=new ChessFactory(); private static Hashtable ht; public ChessFactory() { ht=new Hashtable(); Chess black,white; black=new BlackChess(); ht.put("b", black); white=new WhiteChess(); ht.put("w", white); } public static ChessFactory getInstance() { return instance; } public static Chess getChess(String color) { return (Chess)ht.get(color) ; } } //BlackChess.java package shiyan13; public class BlackChess extends Chess{ @Override public String getColor() { // TODO 自动生成的方法存根 return "黑"; } } //WhiteChess.java package shiyan13; public class WhiteChess extends Chess{ @Override public String getColor() { // TODO 自动生成的方法存根 return "白"; } } //Client.java package shiyan13; public class Client { public static void main(String[] args) { Chess black1,black2,black3,white1,white2; ChessFactory factory; factory = ChessFactory.getInstance(); black1 = ChessFactory.getChess("b"); black2 = ChessFactory.getChess("b"); black3 = ChessFactory.getChess("b"); white1 = ChessFactory.getChess("w"); white2 = ChessFactory.getChess("w"); black1.locate(new Coordinates(5, 5)); black2.locate(new Coordinates(-3, 4)); black3.locate(new Coordinates(3, 1)); white1.locate(new Coordinates(-1, 5)); white2.locate(new Coordinates(2, 4)); } }
运行截图: