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大话设计模式8—建造者模式(建造小人)1.需求:建造小人2.普通实现3.建造者模式实现4.建造者模式

大话设计模式8—建造者模式(建造小人)

  • 1.需求:建造小人
  • 2.普通实现
  • 3.建造者模式实现
  • 4.建造者模式

1.需求:建造小人

假设需要使用画笔和图片画两个小人,小人只需要包含头部、身体和腿就可以。这两个小人一个是瘦人、一个是胖子。现给出画笔和图片两个类如下:

class Pen {
public:
	Pen();
};

class Graphics {
public:
	Graphics();
};
           

构造函数

Pen::Pen() {
	cout << "use yellow pen" << endl;
}

Graphics::Graphics() {
	cout << "start to write" << endl;
}
           

main函数

int main()
{
	Pen *p = new Pen();
	Graphics *g = new Graphics();
	//自己添加
	return 0;
}
           

请设计BuildThinPerson和BuildFatPerson两个类完成最终需要输出如下。

大话设计模式8—建造者模式(建造小人)1.需求:建造小人2.普通实现3.建造者模式实现4.建造者模式

2.普通实现

设计两个类BuildThinPerson 和BuildFatPerson,这两个类十分相似,都有两个成员变量m_pen和m_graphics指针,来自题设给定的Pen和Graphics 两个类,BuildThinPerson的方法就是画头、身子、腿如下。

class BuildThinPerson {
public:
	BuildThinPerson(Pen *pen, Graphics *graphics);
	void BuildHead();
	void BuildBody();
	void BuildLeg();
	void BuildThin();
private:
	Pen *m_pen;
	Graphics *m_graphics;
};
           

BuildThinPerson 类的实现很简单,由于main函数已经实现了一部分,所以BuildThinPerson 类的构造函数传参即可。在BuildHead(); BuildBody();BuildLeg()三个函数中打印需要的输出,而BuildThin()函数负责调用三个函数封装起来。

BuildThinPerson::BuildThinPerson(Pen * pen, Graphics * graphics) :m_pen(pen), m_graphics(graphics) {
}

void BuildThinPerson::BuildHead() {
	cout << "build Head of thin person" << endl;
}

void BuildThinPerson::BuildBody() {
	cout << "build Body of thin person" << endl;
}

void BuildThinPerson::BuildLeg() {
	cout << "build Leg of thin person" << endl;
}

void BuildThinPerson::BuildThin()
{
	BuildHead();
	BuildBody();
	BuildLeg();
}
           

BuildFatPerson类的实现只有打印语句和BuildThinPerson不同略去实现。那么补全的main函数如下

int main()
{
	Pen *p = new Pen();
	Graphics *g = new Graphics();

	BuildThinPerson *thin_person = new BuildThinPerson(p, g);
	thin_person->BuildThin();
	
	BuildFatPerson *fat_person = new BuildFatPerson(p, g);
	fat_person->BuildFat();
	return 0;
}
           

达到建造两个小人的要求

大话设计模式8—建造者模式(建造小人)1.需求:建造小人2.普通实现3.建造者模式实现4.建造者模式

3.建造者模式实现

查看上述代码,可以发现两个类BuildThinPerson 和BuildFatPerson相似度很高,所以第一步,我们考虑把共同的东西放到新设计的父类PersonBuilder中,BuildThinPerson 和BuildFatPerson继承他,三类如下:

class PersonBuilder {
protected:
	Pen *m_pen;
	Graphics *m_graphics;
public:
	PersonBuilder(Pen *pen,Graphics *graphics);
	virtual ~PersonBuilder() {};
	virtual void BuildHead() {};
	virtual void BuildBody() {};
	virtual void BuildLeg() {};
};

class BuildThinPerson:public PersonBuilder{
public:
	BuildThinPerson(Pen *pen, Graphics *graphics);
	virtual void BuildHead();
	virtual void BuildBody();
	virtual void BuildLeg();
};

class BuildFatPerson:public PersonBuilder {
public:
	BuildFatPerson(Pen *pen, Graphics *graphics);
	virtual void BuildHead();
	virtual void BuildBody();
	virtual void BuildLeg();
};
           

这三个类实现也很简单,子类重写父类的BuildHead(); BuildBody();BuildLeg()函数。

PersonBuilder::PersonBuilder(Pen* pen, Graphics* graphics) : m_pen(pen), m_graphics(graphics) {
}

BuildThinPerson::BuildThinPerson(Pen* pen, Graphics* graphics): PersonBuilder(pen,graphics){
}

void BuildThinPerson::BuildHead() {
	cout << "build Head of thin person" << endl;
}

void BuildThinPerson::BuildBody() {
	cout << "build Body of thin person" << endl;
}

void BuildThinPerson::BuildLeg() {
	cout << "build Leg of thin person" << endl;
}

BuildFatPerson::BuildFatPerson(Pen * pen, Graphics * graphics) :PersonBuilder(pen, graphics){
}

void BuildFatPerson::BuildHead() {
	cout << "build Head of fat person" << endl;
}

void BuildFatPerson::BuildBody() {
	cout << "build Body of fat person" << endl;
}

void BuildFatPerson::BuildLeg() {
	cout << "build Leg of fat person" << endl;
}
           

重点来了,客户端调用时还是需要知道建造头、身子、腿的方法,我们想要隔绝用户和建造过程的关联,不让用户知道建造的过程和细节。所以我们还需要一个指挥者的类来控制建造过程。

指挥者PersonDirector 类管理抽象建造者类的指针,通过调用CreatPerson进行建造。

class PersonDirector {
private:
	PersonBuilder* m_person_builder;
public:
	PersonDirector(PersonBuilder* person_builder);
	void CreatPerson();
};
           

PersonDirector类实现,构造函数通过用户告诉指挥者需要建造什么小人,而CreatPerson调用建造过程就行

PersonDirector::PersonDirector(PersonBuilder * person_builder):m_person_builder(person_builder){
}

void PersonDirector::CreatPerson()
{
	m_person_builder->BuildHead();
	m_person_builder->BuildBody();
	m_person_builder->BuildLeg();
}
           

以上完成了所有类的实现,各类之间关系如下

大话设计模式8—建造者模式(建造小人)1.需求:建造小人2.普通实现3.建造者模式实现4.建造者模式

main函数就很好写出来了,只需要向指挥者传入想创建的小人就行

int main()
{
	Pen *p = new Pen;
	Graphics *g = new Graphics;
	
	PersonBuilder *build1 = new BuildThinPerson(p,g);
	PersonDirector *dir = new PersonDirector(build1);
	dir->CreatPerson();

	PersonBuilder *build2 = new BuildFatPerson(p, g);
	dir = new PersonDirector(build2);
	dir->CreatPerson();

	delete p;
	delete g;
	delete build1;
	delete dir;
	return 0;
}
           

完成题设要求

大话设计模式8—建造者模式(建造小人)1.需求:建造小人2.普通实现3.建造者模式实现4.建造者模式

所有代码如下:

build.h

#ifndef BUILD_H
#define BUILD_H
class Pen {
public:
	Pen();
};

class Graphics {
public:
	Graphics();
};

class PersonBuilder {
protected:
	Pen *m_pen;
	Graphics *m_graphics;
public:
	PersonBuilder(Pen *pen,Graphics *graphics);
	virtual ~PersonBuilder() {};
	virtual void BuildHead() {};
	virtual void BuildBody() {};
	virtual void BuildLeg() {};
};

class BuildThinPerson:public PersonBuilder{
public:
	BuildThinPerson(Pen *pen, Graphics *graphics);
	virtual void BuildHead();
	virtual void BuildBody();
	virtual void BuildLeg();
};

class BuildFatPerson:public PersonBuilder {
public:
	BuildFatPerson(Pen *pen, Graphics *graphics);
	virtual void BuildHead();
	virtual void BuildBody();
	virtual void BuildLeg();
};

class PersonDirector {
private:
	PersonBuilder* m_person_builder;
public:
	PersonDirector(PersonBuilder* person_builder);
	void CreatPerson();
};

#endif

           

build.cpp

#include"build.h"
#include<iostream>
using namespace std;
Pen::Pen(){
	cout << "use yellow pen" << endl;
}

Graphics::Graphics(){
	cout << "start to write" << endl;
}

PersonBuilder::PersonBuilder(Pen* pen, Graphics* graphics) : m_pen(pen), m_graphics(graphics) {

}

BuildThinPerson::BuildThinPerson(Pen* pen, Graphics* graphics): PersonBuilder(pen,graphics){
}


void BuildThinPerson::BuildHead() {
	cout << "build Head of thin person" << endl;
}

void BuildThinPerson::BuildBody() {
	cout << "build Body of thin person" << endl;
}

void BuildThinPerson::BuildLeg() {
	cout << "build Leg of thin person" << endl;
}


BuildFatPerson::BuildFatPerson(Pen * pen, Graphics * graphics) :PersonBuilder(pen, graphics){
}

void BuildFatPerson::BuildHead() {
	cout << "build Head of fat person" << endl;
}

void BuildFatPerson::BuildBody() {
	cout << "build Body of fat person" << endl;
}

void BuildFatPerson::BuildLeg() {
	cout << "build Leg of fat person" << endl;
}

PersonDirector::PersonDirector(PersonBuilder * person_builder):m_person_builder(person_builder){
}

void PersonDirector::CreatPerson()
{
	m_person_builder->BuildHead();
	m_person_builder->BuildBody();
	m_person_builder->BuildLeg();
}

           

main.cpp

#include"build.h"

int main()
{
	Pen *p = new Pen;
	Graphics *g = new Graphics;
	PersonBuilder *build1 = new BuildThinPerson(p,g);
	PersonDirector *dir = new PersonDirector(build1);
	dir->CreatPerson();

	PersonBuilder *build2 = new BuildFatPerson(p, g);
	dir = new PersonDirector(build2);
	dir->CreatPerson();

	delete p;
	delete g;
	delete build1;
	delete dir;
	return 0;
}
           

4.建造者模式

建造者模式:将一个复杂对象的构建与它的表示分离,使得同样的构建过程可以创建不同的表示。用户只需要指定需要建造的类型就可以的得到他们,而具体的构建过程和细节不需要知道。

如下图所示,Builder是创建小人的抽象类,具体建造者继承他进行构造和装配。

大话设计模式8—建造者模式(建造小人)1.需求:建造小人2.普通实现3.建造者模式实现4.建造者模式

建造者模式主要用于创建一些复杂对象,这些对象内部构造间的顺序通常是稳定的,但对象内部的构造通常面临复杂变化。

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