一個文檔Document中隻有少數字元需要共享。結構如下圖所示
CharacterFactory類,享元工廠,用來建立和管理Charactor對象。如果請求的Charactor對象存在,怎傳回已經存在的對象。否則新建立一個新的對象傳回。
Character類:享元抽象類,通過這個接口,Character可以接受并作用與外部狀态。
CharacterA /CharacterB/CharacterC 類:實作享元抽象類,為内部狀态添加存儲空間。
1、字元工廠類CharacterFactory
class CharacterFactory
{
private Dictionary<char, Character> _characters = new Dictionary<char, Character>();
public Character GetCharacter(char key)
{
// Uses "lazy initialization"
Character character = null;
if (_characters.ContainsKey(key))
{
character = _characters[key];
}
else
switch (key)
{
case 'A': character = new CharacterA(); break;
case 'B': character = new CharacterB(); break;
//...
case 'Z': character = new CharacterZ(); break;
}
_characters.Add(key, character);
return character;
}
}
2、抽象資料對象類DataObject及其具體實作類CustomersData
/// <summary>
/// The 'Flyweight' abstract class
/// </summary>
abstract class Character
protected char symbol;
protected int width;
protected int height;
protected int ascent;
protected int descent;
protected int pointSize;
public abstract void Display(int pointSize);
/// A 'ConcreteFlyweight' class
class CharacterA : Character
public CharacterA()
this.symbol = 'A';
this.height = 100;
this.width = 120;
this.ascent = 70;
this.descent = 0;
public override void Display(int pointSize)
this.pointSize = pointSize;
Console.WriteLine(this.symbol + " (pointsize " + this.pointSize + ")");
class CharacterB : Character
public CharacterB()
this.symbol = 'B';
this.width = 140;
this.ascent = 72;
// ... C, D, E, etc.
class CharacterZ : Character
// Constructor
public CharacterZ()
this.symbol = 'Z';
this.width = 100;
this.ascent = 68;
Console.WriteLine(this.symbol +" (pointsize " + this.pointSize + ")");
3、用戶端代碼
static void Main(string[] args)
// Build a document with text
string document = "AAZZBBZB";
char[] chars = document.ToCharArray();
CharacterFactory factory = new CharacterFactory();
// extrinsic state
int pointSize = 10;
// For each character use a flyweight object
foreach (char c in chars)
pointSize++;
Character character = factory.GetCharacter(c);
character.Display(pointSize);
Console.ReadKey();
本文對享元模式(Flyweight Pattern)的概念、設計結構圖、代碼、使用場景、進行了描述。以一個享元模式執行個體進行了說明。如果一個應用程式使用了大量的對象,而大量的這些對象造成了很大的存儲開銷,這時可以考慮使用享元模式。
本文轉自 靈動生活 51CTO部落格,原文連結:http://blog.51cto.com/smartlife/269010,如需轉載請自行聯系原作者