迭代器模式(Iterator Pattern)
模式定义
提供一种方法顺序访问一个聚合对象中各个元素,而又不需要暴露该对象的内部表示。
UML类图
- 抽象迭代角色(Iterator) 负责定义访问和遍历元素的接口(如
Next()
下一个元素,IsDone()
集合是否变量完,CurrentItem()
当前元素等) - 具体迭代角色(Concrete Iterator) 关联具体聚合角色,实现迭代器接口,并需要私有字段记录遍历中的当前位置。
- 聚集(Aggregate) 依赖迭代器角色,定义获得迭代器的接口。
- 具体聚集(Concrete Aggregate) 实现聚合角色接口,私有字段:需要遍历的集合;共有方法:集合的数量和集合的索引
代码结构
public static class IteratorApp
{
public static void Run()
{
ConcreteAggregate a = new ConcreteAggregate();
a[0] = "Item A";
a[1] = "Item B";
a[2] = "Item C";
a[3] = "Item D";
Iterator i = a.CreateIterator();
Console.WriteLine("Iterating over collection");
object item = i.Firest();
while (item != null)
{
Console.WriteLine(item);
item = i.Next();
}
}
}
abstract class Aggregate
{
public abstract Iterator CreateIterator();
}
class ConcreteAggregate : Aggregate
{
private ArrayList _items = new ArrayList();
public override Iterator CreateIterator()
{
return new ConcreteIterator(this);
}
public int Count
{
get { return _items.Count; }
}
public object this[int index]
{
get { return _items[index]; }
set { _items.Insert(index, value); }
}
}
abstract class Iterator
{
public abstract object Firest();
public abstract object Next();
public abstract bool IsDone();
public abstract object CurrentItem();
}
class ConcreteIterator : Iterator
{
private ConcreteAggregate _aggregate;
private int _current = 0;
public ConcreteIterator(ConcreteAggregate aggregate)
{
this._aggregate = aggregate;
}
public override object CurrentItem()
{
return _aggregate[_current];
}
public override object Firest()
{
return _aggregate[0];
}
public override bool IsDone()
{
return _current >= _aggregate.Count;
}
public override object Next()
{
object ret = null;
if (_current < _aggregate.Count - 1)
{
ret = _aggregate[++_current];
}
return ret;
}
}
情景案例
迭代器这种模式比较常见,主要是遍历集合。在C#中实现IEnumerable
和 IEnumerable<out T>
接口的都是可遍历的集合,而且可以通过语法糖foreach
遍历。
public static class IteratorRealWorld
{
public static void RunApp()
{
Friend friend = new Friend();
FriendCollection friendcollection = friend.GetAllFriends();
foreach (Friend f in friendcollection)
{
Console.WriteLine(f.Name);
}
}
}
public class Friend
{
public string Name { get; set; }
public FriendCollection GetAllFriends()
{
return new FriendCollection(new Friend[]
{
new Friend(){Name ="关羽"},
new Friend(){Name ="张飞"},
new Friend(){Name ="赵云"},
new Friend(){Name ="黄忠"},
new Friend(){Name ="马超"}
});
}
}
public class FriendCollection : IEnumerable<Friend>
{
private Friend[] _friendArray;
public FriendCollection(Friend[] friend)
{
this._friendArray = friend;
}
public Friend this[int index]
{
get { return _friendArray[index]; }
}
public int Count
{
get { return _friendArray.Length; }
}
public IEnumerator<Friend> GetEnumerator()
{
return new FriendIterator(this);
}
IEnumerator IEnumerable.GetEnumerator()
{
return new FriendIterator(this);
}
//为内部类
public class FriendIterator : IEnumerator<Friend>
{
private readonly FriendCollection friends;
private int index;
public FriendIterator(FriendCollection friends)
{
this.friends = friends;
index = -1;
}
public Friend Current
{
get { return this.friends[index]; }
}
public void Dispose()
{
}
object IEnumerator.Current
{
get { return this.friends[index]; }
}
public bool MoveNext()
{
index++;
if (index >= friends.Count)
{
return false;
}
else
{
return true;
}
}
public void Reset()
{
index = -1;
}
}
}