鸭子应用--策略模式


策略模式定义了算法族,分别封装起来,让他们之间能够互相替换,此模式让算法的变化独立于使用算法的客户。
    abstract class Strategy
    {
        // Methods
        abstract public void AlgorithmInterface();
    }

    // "ConcreteStrategyA"
    class ConcreteStrategyA : Strategy
    {
        // Methods
        override public void AlgorithmInterface()
        {
            Console.WriteLine("Called ConcreteStrategyA.AlgorithmInterface()");
        }
    }

    // "ConcreteStrategyB"
    class ConcreteStrategyB : Strategy
    {
        // Methods
        override public void AlgorithmInterface()
        {
            Console.WriteLine("Called ConcreteStrategyB.AlgorithmInterface()");
        }
    }

    // "Context"
    class Context
    {
        // Fields
        Strategy strategy;

        // Constructors
        public Context(Strategy strategy)
        {
            this.strategy = strategy;
        }

        // Methods
        public void ContextInterface()
        {
            strategy.AlgorithmInterface();
        }
    }

    /// <summary>
    /// Client test
    /// </summary>
    public class Client
    {
        public static void Main(string[] args)
        {
            // Three contexts following different strategies
            Context c = new Context(new ConcreteStrategyA());
            c.ContextInterface();
        }
    }

using
System; namespace ConsoleApplication1 { #region 继承实现 public class Duck { public void Quack() { Console.WriteLine("Quack"); } public virtual void DisPlay() { Console.WriteLine("DisPlay"); } } public class MallardDuck : Duck { public override void DisPlay() { Console.WriteLine("green"); } } public class RedHeadDuck : Duck { public override void DisPlay() { Console.WriteLine("red"); } } public class RubberDuck : Duck { public override void DisPlay() { Console.WriteLine("black"); } } /* 新需求:须要加入Fly方法,但RubberDuck不该该有Fly的属性 * 新需求:须要加入新的Duck种类DecoyDuck,但DecoyDuck不会飞也不会叫*/ /*问题 * 代码在多个子类中重复 * 新增长的Duck很难预知其行为 * 运行时的行为不容易改变 * 牵一发动全身*/ #endregion #region 接口实现 public class Duck1 { public void Quack() { Console.WriteLine("Quack"); } public virtual void DisPlay() { Console.WriteLine("DisPlay"); } } public interface IFly { void Fly(); } public class MallardDuck1 : Duck1, IFly { public override void DisPlay() { Console.WriteLine("green"); } public void Fly() { Console.WriteLine("MallardFly"); } } public class RedHeadDuck1 : Duck1, IFly { public override void DisPlay() { Console.WriteLine("red"); } public void Fly() { Console.WriteLine("RedHeadFly"); } } public class RubberDuck1 : Duck1 { public override void DisPlay() { Console.WriteLine("black"); } } /* 多种Duck实现IFly内的Fly接口都要编写相关Fly的代码,相同的Fly功能代码没法重用。 */ #endregion #region 优化 /* 方案 * 多个Duck相同代码的提取重复利用 * 将变化的功能(Fly)提取成单独的行为实现类 * 运行时能够动态的赋予Duck的Fly类型 */


  /* 这例子真是绝了。。。Duck2基类里有IFlyBehavior接口。。。不会飞的鸭子继承了,看起来是什么鬼样子。。。
*/


    public class Duck2 { public void Quack() { Console.WriteLine("Quack"); } public virtual void DisPlay() { Console.WriteLine("Black"); } public IFlyBehavior m_flyBehavior; public void FlyPerform() { m_flyBehavior.Fly(); } } // 行为类
    public interface IFlyBehavior { void Fly(); } public class FlyBehaviorA : IFlyBehavior { public void Fly() { Console.WriteLine("FlyA"); } } public class FlyBehaviorB : IFlyBehavior { public void Fly() { Console.WriteLine("FlyB"); } } public class MallardDuck2 : Duck2 { public MallardDuck2(IFlyBehavior iFly) { m_flyBehavior = iFly; } public override void DisPlay() { Console.WriteLine("green"); } } public class RedHeadDuck2 : Duck2 { public RedHeadDuck2(IFlyBehavior iFly) { m_flyBehavior = iFly; } public override void DisPlay() { Console.WriteLine("red"); } } public class RubberDuck2 : Duck2 { public override void DisPlay() { base.DisPlay(); } } #endregion

    class DuckFactory { public enum DuckType { MALLARD, REDHEAD, RUBBER } public static Duck2 CreateDuck(DuckType type) { switch (type) { case DuckType.MALLARD: return new MallardDuck2(new FlyBehaviorA()); case DuckType.REDHEAD: return new RedHeadDuck2(new FlyBehaviorB()); case DuckType.RUBBER: return new RubberDuck2(); default: Console.WriteLine("Type Error..................."); return null; } } } class Program { static void Main(string[] args) { Duck2 mallard = DuckFactory.CreateDuck(DuckFactory.DuckType.MALLARD); mallard.m_flyBehavior.Fly(); Console.ReadKey(); } } }
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