设计模式——策略模式
定义
定义算法族,分别封装起来,让他们之间可以互相替换,此模式让 算法的吧变化独立于使用算法的客户
UML
参考代码
#Character
package designmodel; public abstract class Character { WeaponBehavior weaponBehavior; public void setWeaponBehavior(WeaponBehavior weaponBehavior) { this.weaponBehavior = weaponBehavior; } public void showWeapon() { weaponBehavior.useWeapon(); } public abstract void fight(); }
#King
package designmodel; public class King extends Character{ public King() { this.weaponBehavior = new SwordBehavior(); } @Override public void fight() { System.out.println("King fight"); } }
#Queen
package designmodel; public class Queen extends Character{ public Queen() { this.weaponBehavior = new KnifeBehavior(); } @Override public void fight() { System.out.println("Queen fight"); } }
#Knight
package designmodel; public class Knight extends Character{ public Knight() { weaponBehavior = new BowAndArrowBehavior(); } @Override public void fight() { System.out.println("Knigh fight"); } }
#WeaponBehavior
package designmodel; public interface WeaponBehavior { public void useWeapon(); }
#AxeBehavior
package designmodel; public class AxeBehavior implements WeaponBehavior{ @Override public void useWeapon() { System.out.println("使用斧子砍劈"); } }
#BowANdArrowBehavior
package designmodel; public class BowAndArrowBehavior implements WeaponBehavior{ @Override public void useWeapon() { System.out.println("使用弓箭射击"); } }
#KnifeBehavior
package designmodel; public class KnifeBehavior implements WeaponBehavior{ @Override public void useWeapon() { System.out.println("使用匕首刺杀"); } }
#SwordBehavior
package designmodel; public class SwordBehavior implements WeaponBehavior{ @Override public void useWeapon() { System.out.println("使用宝剑挥舞"); } }
自测
package designmodel; public class Main { public static void main(String[] args) { Character queue = new Queen(); queue.showWeapon(); queue.setWeaponBehavior(new AxeBehavior()); queue.showWeapon(); } }
结果
使用匕首刺杀 使用斧子砍劈
使用到的三个设计原则
找出应用中可能需要变化的部分,把它们独立出来,不要和不需要变化的代码混在一起(本利中使用武器不同,单独出来)
针对接口编程,而不是针对实现编程(绑的太死不容易修改)
多用组合,少用继承