// "Charactor" public abstract class Charactor { //Fields protected char _symbol; protected int _width; protected int _height; protected int _ascent; protected int _descent; protected int _pointSize; //Method public abstract void SetPointSize(int size); public abstract void Display(); } // "CharactorA" public class CharactorA : Charactor { // Constructor public CharactorA() { this._symbol = 'A'; this._height = 100; this._width = 120; this._ascent = 70; this._descent = 0; } //Method public override void SetPointSize(int size) { this._pointSize = size; } public override void Display() { Console.WriteLine(this._symbol + "pointsize:" + this._pointSize); } } // "CharactorB" public class CharactorB : Charactor { // Constructor public CharactorB() { this._symbol = 'B'; this._height = 100; this._width = 140; this._ascent = 72; this._descent = 0; } //Method public override void SetPointSize(int size) { this._pointSize = size; } public override void Display() { Console.WriteLine(this._symbol + "pointsize:" + this._pointSize); } } // "CharactorC" public class CharactorC : Charactor { // Constructor public CharactorC() { this._symbol = 'C'; this._height = 100; this._width = 160; this._ascent = 74; this._descent = 0; } //Method public override void SetPointSize(int size) { this._pointSize = size; } public override void Display() { Console.WriteLine(this._symbol + "pointsize:" + this._pointSize); } } // "CharactorFactory" public class CharactorFactory { // Fields private Hashtable charactors = new Hashtable(); // Constructor public CharactorFactory() { charactors.Add("A", new CharactorA()); charactors.Add("B", new CharactorB()); charactors.Add("C", new CharactorC()); } // Method public Charactor GetCharactor(string key) { Charactor charactor = charactors[key] as Charactor; if (charactor == null) { switch (key) { case "A": charactor = new CharactorA(); break; case "B": charactor = new CharactorB(); break; case "C": charactor = new CharactorC(); break; // } charactors.Add(key, charactor); } return charactor; } } public class Program { public static void Main() { CharactorFactory factory = new CharactorFactory(); // Charactor "A" CharactorA ca = (CharactorA)factory.GetCharactor("A"); ca.SetPointSize(12); ca.Display(); // Charactor "B" CharactorB cb = (CharactorB)factory.GetCharactor("B"); ca.SetPointSize(10); ca.Display(); // Charactor "C" CharactorC cc = (CharactorC)factory.GetCharactor("C"); ca.SetPointSize(14); ca.Display(); } }
结构型模式篇-享元模式(Flyweight Pattern)
按照这样的实现思路,可以发现如果有多个客户端程序使用的话,会出现大量的重复性的逻辑,用重构的术语来说是出现了代码的坏味道,不利于代码的复用和维护;另外把这些状态和行为移到客户程序里面破坏了封装性的原则。再次转变我们的实现思路,可以确定的是这些状态仍然属于Charactor对象,所以它还是应该出现在Charactor类中,对于不同的状态可以采取在客户程序中通过参数化的方式传入。类结构图如下:
0
相关文章