享元模式
1.1 分类
(对象)结构型
1.2 提出问题
做一个车管所系统,将会产生大量的车辆实体,如果每一个实例都保存自己的所有信息,将会需要大量内存,甚至导致程序崩溃。
1.3 解决方案
运用共享技术有效的支持大量细粒度的对象。
1.4 实现类图
![](https://i-blog.csdnimg.cn/direct/b9d0bfb270b445059eba3ab22a26074c.png)
- 享元模式只是一种优化。只有存在大量类似对象销毁内存的情况,才考虑使用。
- 享元(Flyweight)类包含原始对象中部分能在多个对象中共享的状态。享元中存储的状态被称为"内在状态"。传递给享元方法的状态被称为"外在状态"。
- 上下文(Context)类包含原始对象中各不相同的外在状态。上下文与享元对象组合在一起就能表示原始对象的全部状态。
- 通常情况下,原始对象的行为保留在享元类中。因此调用享元方法必须提供部分外在状态作为参数。但也可将行为移动到上下文类中,将连入的享元作为单纯的数据对象。
- 客户端(Client)负责计算或存储享元的外在状态。在客户端看来,享元是一种可在运行时进行配置的模板对象,具体的配置方式为向其方法中传入一些上下文数据参数。
- 享元工厂(Flyweight Factory)会对已有享元的缓存池进行管理。有了工厂后,客户端就无需直接创建享元,只需调用工厂并向其传递目标享元的一些内在状态即可。工厂会根据参数在之前已创建的享元中进行查找,如果找到满足条件的享元就将其返回;如果没有找到就根据参数新建享元。
1.5 示例代码
cpp
#include <iostream>
#include <string>
#include <unordered_map>
using std::string;
//内部状态
struct SharedState {
string m_brand;
string m_model;
string m_color;
SharedState(const string& brand, const string model, const string color):
m_brand(brand), m_model(model), m_color(color) {}
friend std::ostream& operator<<(std::ostream& os, const SharedState& ss) {
return os << "[" << ss.m_brand << "," << ss.m_model << "," << ss.m_color << "]";
}
};
//外部状态
struct UniqueState
{
std::string m_owner;
std::string m_plates;
UniqueState(const std::string& owner, const std::string& plates)
: m_owner(owner), m_plates(plates) {}
friend std::ostream& operator<<(std::ostream& os, const UniqueState& us) {
return os << "[ " << us.m_owner << " , " << us.m_plates << " ]";
}
};
//享元,存放共享状态,内部状态
class Flyweight {
private:
SharedState m_sharedState;
public:
Flyweight(const SharedState sharedState) : m_sharedState(sharedState) {}
//使用的时候,使用外部状态作为参数,对整个context做出操作
void operation(UniqueState uniqueState) const {
std::cout << "Flyweight:显示内部状态("
<< m_sharedState << "),显示外部状态:("
<< uniqueState << ")\n";
}
};
//享元工厂
class FlyweightFactory {
private:
std::unordered_map<string, Flyweight> m_Flyweights;
string getKey(const SharedState& ss) const {
return ss.m_brand + "_" + ss.m_model + "_" + ss.m_color;
}
public:
FlyweightFactory(std::initializer_list<SharedState> share_states) {
for (const SharedState& ss : share_states) {
m_Flyweights.insert({ getKey(ss),Flyweight(ss) });
}
}
Flyweight* getFlyWeight(const SharedState& shared_state) {
string key = getKey(shared_state);
if (m_Flyweights.find(key) == m_Flyweights.end()) {
std::cout << "FlyweightFactory:没有找到需要的享元,创建一个新的。\n";
m_Flyweights.insert({ key,shared_state });
} else {
std::cout << "FlyweightFactory:返回一个现有的享元。\n";
}
return &m_Flyweights.at(key);
}
void listFlyWeights() const {
int count = m_Flyweights.size();
std::cout << "\nFlyweightFactory:我有" << count << "个享元:\n";
for (std::pair<std::string, Flyweight> item : m_Flyweights) {
std::cout << item.first << "\n";
}
}
};
//上下文
class CarInfoContext {
private:
Flyweight* m_flyWeight = nullptr;//内部状态
UniqueState m_uniqueState;//外部状态
public:
CarInfoContext(Flyweight* flyWeight, const UniqueState * unique_state) :
m_flyWeight(flyWeight), m_uniqueState(*unique_state) {}
void operation() {
m_flyWeight->operation(m_uniqueState);
}
};
//Client
class PoliceCarDatabase {
private:
std::list<CarInfoContext*> carInfoDatabase;
public:
~PoliceCarDatabase() {
for (auto item : carInfoDatabase)
delete item;
}
void addCarToPoliceDatabase(FlyweightFactory &ff,
const string& owner, const string& plates,
const string& brand, const string& model, const string& color) {
std::cout << "\n客户端:添加车辆信息到数据库。\n";
Flyweight* flyWeight = ff.getFlyWeight({ brand, model, color });//内部状态
UniqueState uniqueState(owner, plates);//外部状态
carInfoDatabase.push_back(new CarInfoContext(flyWeight, &uniqueState));
std::cout << "\n客户端:数据库当前状态:\n";
for (auto item : carInfoDatabase) {
item->operation();
}
}
};
int main()
{
FlyweightFactory factory({
SharedState("奔驰","GLC","白色"),
SharedState("奥迪","A7","黑色"),
SharedState("宝马","X1","白色")
});
factory.listFlyWeights();
PoliceCarDatabase database;
database.addCarToPoliceDatabase(factory,
"阿西拜", "赣ABC888", "奔驰", "GLC", "白色");
factory.listFlyWeights();
database.addCarToPoliceDatabase(factory,
"阿西拜", "赣ABC999", "比亚迪", "唐EV", "蓝色");
database.addCarToPoliceDatabase(factory,
"阿西拜", "赣ABC666", "奔驰", "GLC", "白色");
factory.listFlyWeights();
}
1.6 举个栗子
享元模式能有效减少在画布上渲染数百万个树状 对象时所需的内存。
1.7 总结
- 优点:如果程序中有很多相似对象,那么你将可以节省大量内存。
- 缺点:可能需要牺牲执行速度来换取内存,因为他人每次调用享元方法时都需要重新计算部分情景数据。