《软件设计》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;
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。
1. 类图
2. 源代码
Coordinates.JAVA
//坐标类:外部状态
//内部状态:x、y
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;
}
}
IgoChessman.java
package org.example;
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";
}
}
IgoChessmanFactory.JAVA
package org.example;
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);
}
}
Main.java
package org.example;
public class Main {
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));
}
}