设计模式--策略模式
策略模式的用例图
定义一个算法抽象策略类
//抽象算法类 abstract class Strategy { //算法方法 public abstract void AlgorithmInterface(); }
通过继承实现具体的算法
//具体算法A class ConcreteStrategyA : Strategy { //算法A实现方法 public override void AlgorithmInterface() { Console.WriteLine("算法A实现"); } } //具体算法B class ConcreteStrategyB : Strategy { //算法B实现方法 public override void AlgorithmInterface() { Console.WriteLine("算法B实现"); } } //具体算法C class ConcreteStrategyC : Strategy { //算法C实现方法 public override void AlgorithmInterface() { Console.WriteLine("算法C实现"); } }
//上下文 class Context { Strategy strategy; public Context(Strategy strategy) { this.strategy = strategy; } //上下文接口 public void ContextInterface() { strategy.AlgorithmInterface(); } }
客户端实现
Context context; context = new Context(new ConcreteStrategyA()); context.ContextInterface(); context = new Context(new ConcreteStrategyB()); context.ContextInterface(); context = new Context(new ConcreteStrategyC()); context.ContextInterface(); Console.Read();
运行效果
这个是基本的策略模式的应用
在这里我们解决一个问题,超市中卖商品会存在不同的情况,假如现在存在三种情况 原价销售/打八七折销售/满500减100三种营销策略
那么我们考虑可以通过简单工厂类来实现
工厂类定义
//现金收取工厂 class CashFactory { //根据条件返回相应的对象 public static CashSuper createCashAccept(string type) { CashSuper cs = null; switch (type) { case "正常收费": cs = new CashNormal(); break; case "满300返100": CashReturn cr1 = new CashReturn("300", "100"); cs = cr1; break; case "打8折": CashRebate cr2 = new CashRebate("0.8"); cs = cr2; break; } return cs; }
收取现金父类
//现金收取父类 abstract class CashSuper { //抽象方法:收取现金,参数为原价,返回为当前价 public abstract double acceptCash(double money); }
继承父类
//正常收费,继承CashSuper class CashNormal : CashSuper { public override double acceptCash(double money) { return money; } }
//打折收费,继承CashSuper class CashRebate : CashSuper { private double moneyRebate = 1d; //初始化时,必需要输入折扣率,如八折,就是0.8 public CashRebate(string moneyRebate) { this.moneyRebate = double.Parse(moneyRebate); } public override double acceptCash(double money) { return money * moneyRebate; } }
//返利收费,继承CashSuper class CashReturn : CashSuper { private double moneyCondition = 0.0d; private double moneyReturn = 0.0d; //初始化时必须要输入返利条件和返利值,比如满300返100,则moneyCondition为300,moneyReturn为100 public CashReturn(string moneyCondition, string moneyReturn) { this.moneyCondition = double.Parse(moneyCondition); this.moneyReturn = double.Parse(moneyReturn); } public override double acceptCash(double money) { double result = money; //若大于返利条件,则需要减去返利值 if (money >= moneyCondition) result = money - Math.Floor(money / moneyCondition) * moneyReturn; return result; }
客户端调用如下
//利用简单工厂模式根据下拉选择框,生成相应的对象 CashSuper csuper = CashFactory.createCashAccept(cbxType.SelectedItem.ToString()); double totalPrices = 0d; //通过多态,可以得到收取费用的结果 totalPrices = csuper.acceptCash(Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text)); total = total + totalPrices; lbxList.Items.Add("单价:" + txtPrice.Text + " 数量:" + txtNum.Text + " " + cbxType.SelectedItem + " 合计:" + totalPrices.ToString()); lblResult.Text = total.ToString();
还是存在之前研究的问题,假如商家存在其他营销策略时,要修改到工厂类等等
所以我们考虑用策略模式
如下用策略模式实现
//定义一个收费策略Context class CashContext { //声明一个现金收费父类对象 private CashSuper cs; //设置策略行为,参数为具体的现金收费子类(正常,打折或返利) public CashContext(CashSuper csuper) { this.cs = csuper; } //得到现金促销计算结果(利用了多态机制,不同的策略行为导致不同的结果) public double GetResult(double money) { return cs.acceptCash(money); } }
定义一个结账的抽象类
abstract class CashSuper { public abstract double acceptCash(double money); }
继承结账父类后的各种优惠手段
class CashNormal : CashSuper { public override double acceptCash(double money) { return money; } }
class CashRebate : CashSuper { private double moneyRebate = 1d; public CashRebate(string moneyRebate) { this.moneyRebate = double.Parse(moneyRebate); } public override double acceptCash(double money) { return money * moneyRebate; } }
class CashReturn : CashSuper { private double moneyCondition = 0.0d; private double moneyReturn = 0.0d; public CashReturn(string moneyCondition,string moneyReturn) { this.moneyCondition = double.Parse(moneyCondition); this.moneyReturn = double.Parse(moneyReturn); } public override double acceptCash(double money) { double result = money; if (money >= moneyCondition) result=money- Math.Floor(money / moneyCondition) * moneyReturn; return result; } }
客户端调用情况如下
CashContext cc = null; switch (cbxType.SelectedItem.ToString()) { case "正常收费": cc = new CashContext(new CashNormal()); break; case "满300返100": cc = new CashContext(new CashReturn("300", "100")); break; case "打8折": cc = new CashContext(new CashRebate("0.8")); break; } double totalPrices = 0d; totalPrices = cc.GetResult(Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text)); total = total + totalPrices;
这样如果商家再加上某种活动可以在客户端进行处理,判断条件就放到了客户端调用这边.
策略模式和简单工厂模式的结合--和上面的只是客户端调用和context存在差异
//现金收取工厂 class CashContext { CashSuper cs = null; //根据条件返回相应的对象 public CashContext(string type) { switch (type) { case "正常收费": CashNormal cs0 = new CashNormal(); cs = cs0; break; case "满300返100": CashReturn cr1 = new CashReturn("300", "100"); cs = cr1; break; case "打8折": CashRebate cr2 = new CashRebate("0.8"); cs = cr2; break; } } public double GetResult(double money) { return cs.acceptCash(money); } }
客户端调用
CashContext csuper = new CashContext(cbxType.SelectedItem.ToString()); double totalPrices = 0d; //通过多态,可以得到收取费用的结果 totalPrices = csuper.GetResult(Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text)); total = total + totalPrices;