前进中的蜗牛

番茄大叔

水滴穿石,非一日之功;没有量变,何来质变。

建造者模式(Builder Pattern)

模式定义

造者模式(Builder Pattern):将一个复杂对象的构建与它的表示分离,使得同样的构建过程可以创建不同的表示。

UML类图

  • Builder:抽象建造者 定义一个产品对象的各个部件接口和返回对象方法getResult()
  • ConcreteBuilder:具体建造者 实现抽象建造者定义的接口,需要关联产品角色,为产品部件组装
  • Director:指挥者 负责安排复杂对象的建造次序,指挥者依赖抽象创建者
  • Product:产品角色 构建的复杂对象,包含多个组成部件

代码结构

public static class BuilderApp
	{
		public static void Run()
		{
			Director director = new Director();

			Builder b1 = new ConcreteBuilder1();
			Builder b2 = new ConcreteBuilder2();

			director.Construct(b1);
			Product p1 = b1.GetResult();
			p1.Show();

			director.Construct(b2);
			Product p2 = b2.GetResult();
			p2.Show();
		}
	}

	public class Product
	{
		private List<string> _parts = new List<string>();

		public void Add(string part)
		{
			_parts.Add(part);
		}

		public void Show()
		{
			Console.WriteLine("\n Product Parts -----");

			foreach (string part in _parts)
			{
				Console.WriteLine(part);
			}
		}
	}

	public abstract class Builder
	{
		public abstract void BuildPartA();
		public abstract void BuildPartB();
		public abstract Product GetResult();
	}

	public class ConcreteBuilder1 : Builder
	{
		private Product _product = new Product();
		public override void BuildPartA()
		{
			_product.Add("PartA");
		}

		public override void BuildPartB()
		{
			_product.Add("PartB");
		}

		public override Product GetResult()
		{
			return _product;
		}
	}

	public class ConcreteBuilder2 : Builder
	{
		private Product _product = new Product();
		public override void BuildPartA()
		{
			_product.Add("PartX");
		}

		public override void BuildPartB()
		{
			_product.Add("PartY");
		}

		public override Product GetResult()
		{
			return _product;
		}
	}

	public class Director
	{
		public void Construct(Builder builder)
		{
			builder.BuildPartA();
			builder.BuildPartB();
		}
	}

情景模式

本次再拿麦当劳举例(不过我是比较喜欢吃中餐的)。麦当劳中的经典套餐有:鸡腿套餐、巨无霸套餐。套餐做为产品(Product)有汉堡、小食、饮品组成,厨师为具体建造者(ConcreteBuilder),顾客为指挥者(Director)。

public static class BuilderRealWorldApp
	{
		public static void Run()
		{
			Customer customer = new Customer();

			Cook b1 = new ChickenPackageCook();
			Cook b2 = new BigMacCook();

			customer.Construct(b1);
			Package p1 = b1.GetResult();
			p1.Show();

			customer.Construct(b2);
			Package p2 = b2.GetResult();
			p2.Show();
		}
	}

	public class Package
	{
		private string _name = string.Empty;
		private List<string> _parts = new List<string>();

		public void Add(string part)
		{
			_parts.Add(part);
		}

		public Package(string name)
		{
			_name = name;
		}

		public void Show()
		{
			Console.WriteLine("\n {0} Parts is as below: -----",_name);

			foreach (string part in _parts)
			{
				Console.WriteLine(part);
			}
		}
	}

	public abstract class Cook
	{
		public abstract void Burger();
		public abstract void Snack();
		public abstract void Drink();
		public abstract Package GetResult();
	}

	public class ChickenPackageCook : Cook
	{
		private Package _product = new Package("Chicken Package");
		public override void Burger()
		{
			_product.Add("Chicken Burger");
		}

		public override void Snack()
		{
			_product.Add("French fries");
		}
		public override void Drink()
		{
			_product.Add("Milk");
		}

		public override Package GetResult()
		{
			return _product;
		}

		
	}

	public class BigMacCook : Cook
	{
		private Package _product = new Package("Big Mac Package");
		public override void Burger()
		{
			_product.Add("Big Mac Burger");
		}

		public override void Snack()
		{
			_product.Add("Vegetables");
		}
		public override void Drink()
		{
			_product.Add("Cola");
		}

		public override Package GetResult()
		{
			return _product;
		}
	}

	public class Customer
	{
		public void Construct(Cook builder)
		{
			builder.Burger();
			builder.Snack();
			builder.Drink();
		}
	}

扩展

1、省略抽象建造者角色:
如果系统中只需要一个具体建造者的话,可以省略掉抽象建造者。
2、省略指挥者角色:
在具体建造者只有一个的情况下,如果抽象建造者角色已经被省略掉,那么还可以省略指挥者角色,
让Builder角色扮演指挥者与建造者双重角色。

posted @ 2018-01-25 18:33  LoveTomato  阅读(222)  评论(0编辑  收藏  举报