六:命令模式

适用的情况:一个调用者,可以调用好多不同类型的物件的命令,那么把这么多的物件的定义成一个统一的接口,这个接口有一个统一的执行方法。

public interface Command {
 public void execute();
}

 子类:

public class LightOnCommand implements Command {
 Light light;
  
 public LightOnCommand(Light light) {
  this.light = light;
 }
 
 public void execute() {
  light.on();
 }
}

 

public class LightOffCommand implements Command {
	Light light;
 
	public LightOffCommand(Light light) {
		this.light = light;
	}
 
	public void execute() {
		light.off();
	}
}

 

具体类:

public class Light {

	public Light() {
	}

	public void on() {
		System.out.println("Light is on");
	}

	public void off() {
		System.out.println("Light is off");
	}
}

 

控制类:

public class SimpleRemoteControl {
	Command slot;
 
	public SimpleRemoteControl() {}
 
	public void setCommand(Command command) {
		slot = command;
	}
 
	public void buttonWasPressed() {
		slot.execute();
	}
}

 

测试类:

public class RemoteControlTest {
	public static void main(String[] args) {
		SimpleRemoteControl remote = new SimpleRemoteControl();
		Light light = new Light();
				LightOnCommand lightOn = new LightOnCommand(light);
		
 
		remote.setCommand(lightOn);
		remote.buttonWasPressed();
		
    }
}

 

关键是每个动作都是以个动作类。(*^.^*)

七。适配器模式:

   当你的代码是旧的代码,而用户使用的是新的接口,你的代码提供的接口不符合用户的接口,可以使用适配器模式,

  适配器模式有两种,

一种是对象适配器,一种是类适配器(通过多重继承可以是实现,但java不允许多重继承)。

   对象适配器:

               用户接口  -------------》接口

                                  有一个        ^

                                                    |

                                                适配器-----》有一个  你的接口

 

这样在适配器种的方法就可以用你的具体类来实现了。

类适配器就是 适配器既实现用户的接口,又实现你的接口。这样用户就可以使用了。

        外观模式:

    把很多类变量放到一个接口中,当使用一个方法时,会调用很多的类变量,这样 就把复杂的业务封装到一个系统中只提供给用户已个使用方法。

public class prarent{
     var1;
     var2;
     var3;
 public void method()
{
     var1.domethod();
     var2.domethod();
    var3.domethod();
}

}

 这样把复杂的业务就封装到了方法中,外部的用户看不到。

     和适配器模式不一样,适配器要实现别的接口,要有被实现接口的实例,而外观则只是把复杂的子系统封装在,一个接口中,一个方法调用 实现中会有子的来实现。

八.  模板方法--封装算法。

public  class parent{

             public final do()

           {

                  do1();

                 do2();

                do3();

                  do4();

             if(getAddDo5())//钩子
            {

                   do5();
            }



           }

     public do1(){  println("in do 1");}
       public do2(){  println("in do 2");}
      public  abstract do3();
      public do4(){println("in do 4");}
       
     public boolean getAddDo5()
    {
         return true;
     }

}

 子类:

public child extends parent{
      public void do3()
      {
          println("in do3 ");
        }
        public boolean getaddDo5()//覆盖父类的钩子方法
      {
             //根据获取用户输入来返回
            true 
                      false;
       }
}
Arrays的

 public static void sort(Object[] a) {//模板方法,虽然不是很正统 但是排序也是由传入的数组的compareTo实现的
        Object[] aux = (Object[])a.clone();
        mergeSort(aux, a, 0, a.length, 0);
    }

            

以及IFrame extends JFrame

{

 

   中的paint()方法

}

     八。迭代器:

     继承自一个iterator 接口,

     女招待,有个菜单接口,可以传入不同菜单实现,每个菜单有一个创建迭代器的接口,可以创建迭代器,最后菜单传入的时候最好是以个集合,这样可以执行中传入菜单。

 

 

                                              菜单接口< ------------ 女招待------------>  interface   Iterator

                                                                                                                                 ^

                                                                                                                                 |

                                                   ^ ^                                                                        |

                                                    |  \                                                                         |

                                                    |     \                                                                      |

                                                    |      \                                                                     |

                                                    菜单1 \                                                                    |

                                                             菜单2                                                             |

                                                          |                                                                       |

                                                          |

                                                           ————————> createIterator---------------  不同的Iterator 实现

 

 

当菜单中子菜单又有子菜单的时候这个时候这个就不适合了,要用树的概念来完成这个。整体是一个组合,包含组件,组件又分组合和叶子,这时候组件接口中有他们的功用方法

public abstract class MenuComponent {
   
	public void add(MenuComponent menuComponent) {
		throw new UnsupportedOperationException();
	}
	public void remove(MenuComponent menuComponent) {
		throw new UnsupportedOperationException();
	}
	public MenuComponent getChild(int i) {
		throw new UnsupportedOperationException();
	}
  
	public String getName() {
		throw new UnsupportedOperationException();
	}
	public String getDescription() {
		throw new UnsupportedOperationException();
	}
	public double getPrice() {
		throw new UnsupportedOperationException();
	}
	public boolean isVegetarian() {
		throw new UnsupportedOperationException();
	}

	public abstract Iterator createIterator();
 
	public void print() {
		throw new UnsupportedOperationException();
	}
}

 

菜单为:

import java.util.Iterator;
import java.util.ArrayList;

public class Menu extends MenuComponent {
 
	ArrayList menuComponents = new ArrayList();
	String name;
	String description;
  
	public Menu(String name, String description) {
		this.name = name;
		this.description = description;
	}
 
	public void add(MenuComponent menuComponent) {
		menuComponents.add(menuComponent);
	}
 
	public void remove(MenuComponent menuComponent) {
		menuComponents.remove(menuComponent);
	}
 
	public MenuComponent getChild(int i) {
		return (MenuComponent)menuComponents.get(i);
	}
 
	public String getName() {
		return name;
	}
 
	public String getDescription() {
		return description;
	}

  
	public Iterator createIterator() {
		return new CompositeIterator(menuComponents.iterator());
	}
 
 
	public void print() {
		System.out.print("\n" + getName());
		System.out.println(", " + getDescription());
		System.out.println("---------------------");
  
		Iterator iterator = menuComponents.iterator();
		while (iterator.hasNext()) {
			MenuComponent menuComponent = 
				(MenuComponent)iterator.next();
			menuComponent.print();
		}
	}
}

 叶子节点为:

import java.util.Iterator;
import java.util.ArrayList;

public class MenuItem extends MenuComponent {
 
	String name;
	String description;
	boolean vegetarian;
	double price;
    
	public MenuItem(String name, 
	                String description, 
	                boolean vegetarian, 
	                double price) 
	{ 
		this.name = name;
		this.description = description;
		this.vegetarian = vegetarian;
		this.price = price;
	}
  
	public String getName() {
		return name;
	}
  
	public String getDescription() {
		return description;
	}
  
	public double getPrice() {
		return price;
	}
  
	public boolean isVegetarian() {
		return vegetarian;
	}

	public Iterator createIterator() {
		return new NullIterator();
	}
 
	public void print() {
		System.out.print("  " + getName());
		if (isVegetarian()) {
			System.out.print("(v)");
		}
		System.out.println(", " + getPrice());
		System.out.println("     -- " + getDescription());
	}
//vv MenuItemCompositeV2Main
}

 

这样就实现了,获得一个总的菜单组合可以直接调用print()方法打印出来它所有的子菜单。

如果要想获得外部迭代的功能,如侍者打印所有的素食菜单。主要是在组件上加上createIterator()方法。

 九。状态模式:

 一个物件有很多种状态,对于每种状态的不同操作,会有不同的反应。这样把状态设计成类,都继承自已个状态接口,若想在状态类中操作物体的方法,则可以把物体传入,在物体类中分别有不同的状态,还有一个当前状态,这样对物体的操作变成对当前状态的操作,又委托给状态类来操作。

主部件:

public class GumballMachine {
 
	State soldOutState;
	State noQuarterState;
	State hasQuarterState;
	State soldState;
 
	State state = soldOutState;
	int count = 0;
 
	public GumballMachine(int numberGumballs) {
		soldOutState = new SoldOutState(this);
		noQuarterState = new NoQuarterState(this);
		hasQuarterState = new HasQuarterState(this);
		soldState = new SoldState(this);

		this.count = numberGumballs;
 		if (numberGumballs > 0) {
			state = noQuarterState;
		} 
	}
 
	public void insertQuarter() {
		state.insertQuarter();
	}
 
	public void ejectQuarter() {
		state.ejectQuarter();
	}
 
	public void turnCrank() {
		state.turnCrank();
		state.dispense();
	}

	void setState(State state) {
		this.state = state;
	}
 
	void releaseBall() {
		System.out.println("A gumball comes rolling out the slot...");
		if (count != 0) {
			count = count - 1;
		}
	}
 
	int getCount() {
		return count;
	}
 
	void refill(int count) {
		this.count = count;
		state = noQuarterState;
	}

    public State getState() {
        return state;
    }

    public State getSoldOutState() {
        return soldOutState;
    }

    public State getNoQuarterState() {
        return noQuarterState;
    }

    public State getHasQuarterState() {
        return hasQuarterState;
    }

    public State getSoldState() {
        return soldState;
    }
 
	public String toString() {
		StringBuffer result = new StringBuffer();
		result.append("\nMighty Gumball, Inc.");
		result.append("\nJava-enabled Standing Gumball Model #2004");
		result.append("\nInventory: " + count + " gumball");
		if (count != 1) {
			result.append("s");
		}
		result.append("\n");
		result.append("Machine is " + state + "\n");
		return result.toString();
	}
}

 状态接口:

public interface State {
 
	public void insertQuarter();
	public void ejectQuarter();
	public void turnCrank();
	public void dispense();
}

 

其中的有币状态:

import java.util.Random;

public class HasQuarterState implements State {
	Random randomWinner = new Random(System.currentTimeMillis());
	GumballMachine gumballMachine;
 
	public HasQuarterState(GumballMachine gumballMachine) {
		this.gumballMachine = gumballMachine;
	}
  
	public void insertQuarter() {
		System.out.println("You can't insert another quarter");
	}
 
	public void ejectQuarter() {
		System.out.println("Quarter returned");
		gumballMachine.setState(gumballMachine.getNoQuarterState());
	}
 
	public void turnCrank() {
		System.out.println("You turned...");
		int winner = randomWinner.nextInt(10);
		if ((winner == 0) && (gumballMachine.getCount() > 1)) {
			gumballMachine.setState(gumballMachine.getWinnerState());
		} else {
			gumballMachine.setState(gumballMachine.getSoldState());
		}
	}

    public void dispense() {
        System.out.println("No gumball dispensed");
    }
 
	public String toString() {
		return "waiting for turn of crank";
	}
}

 winer状态以及普通的只出来一个状态:

public class SoldState implements State {
    GumballMachine gumballMachine;
 
    public SoldState(GumballMachine gumballMachine) {
        this.gumballMachine = gumballMachine;
    }
       
	public void insertQuarter() {
		System.out.println("Please wait, we're already giving you a gumball");
	}
 
	public void ejectQuarter() {
		System.out.println("Sorry, you already turned the crank");
	}
 
	public void turnCrank() {
		System.out.println("Turning twice doesn't get you another gumball!");
	}
 
	public void dispense() {
		gumballMachine.releaseBall();
		if (gumballMachine.getCount() > 0) {
			gumballMachine.setState(gumballMachine.getNoQuarterState());
		} else {
			System.out.println("Oops, out of gumballs!");
			gumballMachine.setState(gumballMachine.getSoldOutState());
		}
	}
 
	public String toString() {
		return "dispensing a gumball";
	}
}
 




public class WinnerState implements State {
    GumballMachine gumballMachine;
 
    public WinnerState(GumballMachine gumballMachine) {
        this.gumballMachine = gumballMachine;
    }
 
	public void insertQuarter() {
		System.out.println("Please wait, we're already giving you a Gumball");
	}
 
	public void ejectQuarter() {
		System.out.println("Please wait, we're already giving you a Gumball");
	}
 
	public void turnCrank() {
		System.out.println("Turning again doesn't get you another gumball!");
	}
 
	public void dispense() {
		System.out.println("YOU'RE A WINNER! You get two gumballs for your quarter");
		gumballMachine.releaseBall();
		if (gumballMachine.getCount() == 0) {
			gumballMachine.setState(gumballMachine.getSoldOutState());
		} else {
			gumballMachine.releaseBall();
			if (gumballMachine.getCount() > 0) {
				gumballMachine.setState(gumballMachine.getNoQuarterState());
			} else {
            	System.out.println("Oops, out of gumballs!");
				gumballMachine.setState(gumballMachine.getSoldOutState());
			}
		}
	}
 
	public String toString() {
		return "despensing two gumballs for your quarter, because YOU'RE A WINNER!";
	}
}

 其中的winer状态是后面添加的这样比if--else的修改省事多了。