软件设计实验13:享元模式

实验13:享元模式

本次实验属于模仿型实验,通过本次实验学生将掌握以下内容:

1、理解享元模式的动机,掌握该模式的结构;

2、能够利用享元模式解决实际问题。

 

[实验任务一]:围棋

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。

实验要求:

1. 提交类图;

 

2. 提交源代码;

import java.util.Hashtable;

public class IgoChessmanFactory {
    private static IgoChessmanFactory instance = new IgoChessmanFactory();
    private static Hashtable ht;

    public IgoChessmanFactory() {
        // TODO Auto-generated constructor stub
        ht = new Hashtable();
        IgoChessman black,white;
        black = new BlackIgoChessman();
        ht.put("b", black);
        white = new WhiteIgoChessman();
        ht.put("w", white);
    }

    public static IgoChessmanFactory getInstance(){
        return instance;
    }

    public static IgoChessman getIgoChessman(String color){
        return (IgoChessman)ht.get(color);
    }

}

 

 

public abstract class IgoChessman {
    public abstract String getColor();
    public void locate(Coordinates coord){
        System.out.println("棋子颜色:"+this.getColor()+",棋子位置:"+coord.getX()+","+coord.getY());
    }
}
class BlackIgoChessman extends IgoChessman{

    @Override
    public String getColor() {
        // TODO Auto-generated method stub
        return "黑色";
    }

}
class WhiteIgoChessman extends IgoChessman{

    @Override
    public String getColor() {
        // TODO Auto-generated method stub
        return "白色";
    }

}

 

 

public 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;
    }

}

 

 

 

public class Client {
    public static void main(String[] args) {
        IgoChessman black1,black2,black3,white1,white2;
        IgoChessmanFactory factory;
        factory = IgoChessmanFactory.getInstance();
        black1 = factory.getIgoChessman("b");
        black2 = factory.getIgoChessman("b");
        black3 = factory.getIgoChessman("b");
        System.out.println("判断两颗黑棋是否相同:"+(black1==black2));

        white1 = factory.getIgoChessman("w");
        white2 = factory.getIgoChessman("w");
        System.out.println("判断两颗白棋是否相同:"+(white1==white2));

        black1.locate(new Coordinates(1, 1));
        black2.locate(new Coordinates(2, 4));
        black3.locate(new Coordinates(2, 3));
        white1.locate(new Coordinates(3, 5));
        white2.locate(new Coordinates(2, 6));
    }

}

 

 

 

3.注意编程规范;

4.要求用简单工厂模式和单例模式实现享元工厂类的设计

 

posted @ 2023-11-17 22:37  STDU_DREAM  阅读(9)  评论(0编辑  收藏  举报