Java设计模式

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目录

  • 课程名:Java
    • 内容/作用:知识点/设计/实验/作业/练习
    • 学习:Java设计模式
    • Java设计模式
      • [1. 创建型模式](#1. 创建型模式)
        • [1.1 简单工厂模式(Simple Factory Pattern)](#1.1 简单工厂模式(Simple Factory Pattern))
        • [1.2 工厂方法模式(Factory Method Pattern)](#1.2 工厂方法模式(Factory Method Pattern))
        • [1.3 抽象工厂模式(Abstract Factory Pattern)](#1.3 抽象工厂模式(Abstract Factory Pattern))
      • [2. 结构型模式](#2. 结构型模式)
        • [2.1 适配器模式(Adapter Pattern)](#2.1 适配器模式(Adapter Pattern))
        • [2.2 装饰器模式(Decorator Pattern)](#2.2 装饰器模式(Decorator Pattern))
      • [3. 行为型模式](#3. 行为型模式)
        • [3.1 观察者模式(Observer Pattern)](#3.1 观察者模式(Observer Pattern))
        • [3.2 策略模式(Strategy Pattern)](#3.2 策略模式(Strategy Pattern))

课程名:Java

内容/作用:知识点/设计/实验/作业/练习

学习:Java设计模式

Java设计模式

1. 创建型模式

1.1 简单工厂模式(Simple Factory Pattern)

简单工厂模式通过一个工厂类来创建对象,根据不同的参数返回不同类的实例。

示例代码:

java 复制代码
public interface Shape {
    void draw();
}

public class Circle implements Shape {
    @Override
    public void draw() {
        System.out.println("Drawing a circle");
    }
}

public class Rectangle implements Shape {
    @Override
    public void draw() {
        System.out.println("Drawing a rectangle");
    }
}

public class ShapeFactory {
    public static Shape createShape(String shapeType) {
        if (shapeType.equalsIgnoreCase("circle")) {
            return new Circle();
        } else if (shapeType.equalsIgnoreCase("rectangle")) {
            return new Rectangle();
        }
        return null;
    }
}

public class Main {
    public static void main(String[] args) {
        Shape circle = ShapeFactory.createShape("circle");
        circle.draw();
        
        Shape rectangle = ShapeFactory.createShape("rectangle");
        rectangle.draw();
    }
}
1.2 工厂方法模式(Factory Method Pattern)

工厂方法模式定义了一个创建对象的接口,但由子类决定要实例化的类是哪一个。

示例代码:

java 复制代码
public interface Shape {
    void draw();
}

public class Circle implements Shape {
    @Override
    public void draw() {
        System.out.println("Drawing a circle");
    }
}

public class Rectangle implements Shape {
    @Override
    public void draw() {
        System.out.println("Drawing a rectangle");
    }
}

public interface ShapeFactory {
    Shape createShape();
}

public class CircleFactory implements ShapeFactory {
    @Override
    public Shape createShape() {
        return new Circle();
    }
}

public class RectangleFactory implements ShapeFactory {
    @Override
    public Shape createShape() {
        return new Rectangle();
    }
}

public class Main {
    public static void main(String[] args) {
        ShapeFactory circleFactory = new CircleFactory();
        Shape circle = circleFactory.createShape();
        circle.draw();
        
        ShapeFactory rectangleFactory = new RectangleFactory();
        Shape rectangle = rectangleFactory.createShape();
        rectangle.draw();
    }
}
1.3 抽象工厂模式(Abstract Factory Pattern)

抽象工厂模式提供一个创建一系列相关或相互依赖对象的接口,而无需指定它们具体的类。

示例代码:

java 复制代码
public interface Color {
    void fill();
}

public class Red implements Color {
    @Override
    public void fill() {
        System.out.println("Filling with red color");
    }
}

public class Blue implements Color {
    @Override
    public void fill() {
        System.out.println("Filling with blue color");
    }
}

public interface Shape {
    void draw();
}

public class Circle implements Shape {
    @Override
    public void draw() {
        System.out.println("Drawing a circle");
    }
}

public class Rectangle implements Shape {
    @Override
    public void draw() {
        System.out.println("Drawing a rectangle");
    }
}

public interface AbstractFactory {
    Color createColor();
    Shape createShape();
}

public class RedCircleFactory implements AbstractFactory {
    @Override
    public Color createColor() {
        return new Red();
    }

    @Override
    public Shape createShape() {
        return new Circle();
    }
}

public class BlueRectangleFactory implements AbstractFactory {
    @Override
    public Color createColor() {
        return new Blue();
    }

    @Override
    public Shape createShape() {
        return new Rectangle();
    }
}

public class Main {
    public static void main(String[] args) {
        AbstractFactory redCircleFactory = new RedCircleFactory();
        Color red = redCircleFactory.createColor();
        red.fill();

        Shape circle = redCircleFactory.createShape();
        circle.draw();

        AbstractFactory blueRectangleFactory = new BlueRectangleFactory();
        Color blue = blueRectangleFactory.createColor();
        blue.fill();

        Shape rectangle = blueRectangleFactory.createShape();
        rectangle.draw();
    }
}

2. 结构型模式

2.1 适配器模式(Adapter Pattern)

适配器模式将一个类的接口转换为客户端所期望的另一个接口。它可以让原本不兼容的类合作无间。

示例代码:

java 复制代码
public interface MediaPlayer {
    void play(String audioType, String fileName);
}

public interface AdvancedMediaPlayer {
    void playVlc(String fileName);
    void playMp4(String fileName);
}

public class VlcPlayer implements AdvancedMediaPlayer {
    @Override
    public void playVlc(String fileName) {
        System.out.println("Playing vlc file: " + fileName);
    }

    @Override
    public void playMp4(String fileName) {
        // Do nothing
    }
}

public class Mp4Player implements AdvancedMediaPlayer {
    @Override
    public void playVlc(String fileName) {
        // Do nothing
    }

    @Override
    public void playMp4(String fileName) {
        System.out.println("Playing mp4 file: " + fileName);
    }
}

public class MediaAdapter implements MediaPlayer {
    private AdvancedMediaPlayer advancedMediaPlayer;

    public MediaAdapter(String audioType) {
        if (audioType.equalsIgnoreCase("vlc")) {
            advancedMediaPlayer = new VlcPlayer();
        } else if (audioType.equalsIgnoreCase("mp4")) {
            advancedMediaPlayer = new Mp4Player();
        }
    }

    @Override
    public void play(String audioType, String fileName) {
        if (audioType.equalsIgnoreCase("vlc")) {
            advancedMediaPlayer.playVlc(fileName);
        } else if (audioType.equalsIgnoreCase("mp4")) {
            advancedMediaPlayer.playMp4(fileName);
        }
    }
}

public class AudioPlayer implements MediaPlayer {
    private MediaAdapter mediaAdapter;

    @Override
    public void play(String audioType, String fileName) {

        // 播放 mp3 音乐文件的内置支持
        if (audioType.equalsIgnoreCase("mp3")) {
            System.out.println("Playing mp3 file: " + fileName);
        }

        // 使用 MediaAdapter 来播放其他文件格式的音乐文件
        else if (audioType.equalsIgnoreCase("vlc")
                || audioType.equalsIgnoreCase("mp4")) {

            mediaAdapter = new MediaAdapter(audioType);
            mediaAdapter.play(audioType, fileName);
        }

        else {
            System.out.println("Invalid media. " + audioType + " format not supported");
        }
    }
}

public class Main {
    public static void main(String[] args) {
        MediaPlayer audioPlayer = new AudioPlayer();

        audioPlayer.play("mp3", "song.mp3");
        audioPlayer.play("vlc", "movie.vlc");
        audioPlayer.play("mp4", "video.mp4");
        audioPlayer.play("avi", "movie.avi");
    }
}
2.2 装饰器模式(Decorator Pattern)

装饰器模式动态地给一个对象添加一些额外的职责,同时又不改变其结构。

示例代码:

java 复制代码
public interface Car {
   void assemble();
}

public class BasicCar implements Car {

   @Override
   public void assemble() {
      System.out.println("Basic Car.");
   }
}

public abstract class CarDecorator implements Car {

   protected Car decoratedCar;

   public CarDecorator(Car decoratedCar){
      this.decoratedCar = decoratedCar;
   }

   public void assemble(){
      decoratedCar.assemble();
   }
}

public class SportsCar extends CarDecorator {

   public SportsCar(Car decoratedCar) {
      super(decoratedCar);
   }

   @Override
   public void assemble(){
      super.assemble();
      System.out.println("Adding features of Sports Car.");
   }
}

public class LuxuryCar extends CarDecorator {

   public LuxuryCar(Car decoratedCar) {
      super(decoratedCar);
   }

   @Override
   public void assemble(){
      super.assemble();
      System.out.println("Adding features of Luxury Car.");
   }
}

public class Main {

   public static void main(String[] args) {

      Car basicCar = new BasicCar();

      Car sportsCar = new SportsCar(basicCar);
      sportsCar.assemble();

      Car luxurySportsCar = new LuxuryCar(new SportsCar(basicCar));
      luxurySportsCar.assemble();
   }
}

3. 行为型模式

3.1 观察者模式(Observer Pattern)

观察者模式定义了对象之间的一对多依赖关系,当一个对象状态发生改变时,其相关依赖对象都会收到通知并自动更新。

示例代码:

java 复制代码
import java.util.ArrayList;
import java.util.List;

interface Observer {
   void update(String message);
}

class User implements Observer {

   private final String name;

   User(String name) {
      this.name = name;
   }

   @Override
   public void update(String message) {
      System.out.println(name + " received message: " + message);
   }
}

interface Subject {

   void registerObserver(Observer observer);

   void removeObserver(Observer observer);

   void notifyObservers(String message);
}

class NewsAgency implements Subject {

   private final List<Observer> observers;
   private String news;

   NewsAgency() {
      this.observers = new ArrayList<>();
   }

   @Override
   public void registerObserver(Observer observer) {
      observers.add(observer);
   }

   @Override
   public void removeObserver(Observer observer) {
      observers.remove(observer);
   }

   @Override
   public void notifyObservers(String message) {
      for (Observer observer : observers) {
         observer.update(message);
      }
   }

   public void setNews(String news) {
      this.news = news;
      notifyObservers(news);
   }
}

class Main {

   public static void main(String[] args) {

      NewsAgency newsAgency = new NewsAgency();

      User user1 = new User("User 1");
      User user2 = new User("User 2");

      newsAgency.registerObserver(user1);
      newsAgency.registerObserver(user2);

      newsAgency.setNews("Breaking news!");

      newsAgency.removeObserver(user2);

      newsAgency.setNews("Important news!");
   }
}
3.2 策略模式(Strategy Pattern)

策略模式定义了一系列算法,将每个算法封装起来,使它们可以互相替换,使得算法可以独立于使用它的客户端而变化。

示例代码:

java 复制代码
interface PaymentStrategy {

   void pay(double amount);
}

class CreditCardStrategy implements PaymentStrategy {

   private final String name;
   private final String cardNumber;
   private final String cvv;
   private final String dateOfExpiry;

   CreditCardStrategy(String name, String cardNumber, String cvv, String dateOfExpiry) {
      this.name = name;
      this.cardNumber = cardNumber;
      this.cvv = cvv;
      this.dateOfExpiry = dateOfExpiry;
   }

   @Override
   public void pay(double amount) {
      System.out.println(amount + " paid with credit/debit card");
   }
}

class PayPalStrategy implements PaymentStrategy {

   private final String emailId;
   private final String password;

   PayPalStrategy(String emailId, String password) {
      this.emailId = emailId;
      this.password = password;
   }

   @Override
   public void pay(double amount) {
      System.out.println(amount + " paid using PayPal.");
   }
}

class ShoppingCart {

   private final List<Item> items;

   ShoppingCart() {
      this.items = new ArrayList<>();
   }

   void addItem(Item item) {
      items.add(item);
   }

   double calculateTotal() {
      double total = 0;
      for (Item item : items) {
         total += item.getPrice();
      }
      return total;
   }

   void pay(PaymentStrategy paymentStrategy) {
      double amount = calculateTotal();
      paymentStrategy.pay(amount);
   }
}

class Item {

   private final String name;
   private final double price;

   Item(String name, double price) {
      this.name = name;
      this.price = price;
   }

   double getPrice() {
      return price;
   }
}

class Main {

   public static void main(String[] args) {

      ShoppingCart cart = new ShoppingCart();

      Item item1 = new Item("Item 1", 20);
      Item item2 = new Item("Item 2", 30);

      cart.addItem(item1);
      cart.addItem(item2);

      cart.pay(new CreditCardStrategy("John Doe", "1234567890123456", "123", "12/2025"));

      cart.pay(new PayPalStrategy("john.doe@example.com", "password"));
   }
}

以上是一些常见的Java设计模式,每种设计模式都有不同的应用场景和用途。使用这些设计模式可以提高代码的可维护性、可扩展性和重用性。

往期专栏
Java全栈开发
数据结构与算法
计算机组成原理
操作系统
数据库系统
物联网控制原理与技术
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