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

设计模式——策略模式_封装

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