注意:复现代码时,确保 VS2022 使用 C++17/20 标准以支持现代特性。
分步骤构造复杂对象,实现灵活装配
1. 模式定义与用途
核心目标 :将复杂对象的构建过程分离,使得同样的构建步骤可以创建不同的表示形式。
常见场景:
- 创建包含多个组件的复杂对象(如游戏角色、文档格式)
 - 需要逐步构造对象,并支持不同配置选项
 - 避免构造函数参数爆炸(尤其是可选参数众多时)
 
2. 模式结构解析

Builder:定义构造步骤的抽象接口(如buildHead(),buildBody())ConcreteBuilder:实现具体构造逻辑,提供获取结果的接口Director:控制构造流程(可选,可让客户端直接操作Builder)Product:最终构造的复杂对象
3. 现代 C++ 实现示例:游戏角色构造
3.1 基础实现
            
            
              cpp
              
              
            
          
          #include <iostream>
#include <memory>
#include <string>
// 产品:游戏角色
class GameCharacter {
public:
    void setHead(const std::string& head) { head_ = head; }
    void setBody(const std::string& body) { body_ = body; }
    void setWeapon(const std::string& weapon) { weapon_ = weapon; }
    void describe() const {
        std::cout << "Character: " << head_ << ", " << body_ 
                  << ", wielding " << weapon_ << "\n";
    }
private:
    std::string head_;
    std::string body_;
    std::string weapon_;
};
// 抽象建造者
class CharacterBuilder {
public:
    virtual ~CharacterBuilder() = default;
    virtual void buildHead() = 0;
    virtual void buildBody() = 0;
    virtual void buildWeapon() = 0;
    virtual std::unique_ptr<GameCharacter> getResult() = 0;
};
// 具体建造者:骑士
class KnightBuilder : public CharacterBuilder {
public:
    KnightBuilder() { character_ = std::make_unique<GameCharacter>(); }
    void buildHead() override { character_->setHead("Steel Helmet"); }
    void buildBody() override { character_->setBody("Plate Armor"); }
    void buildWeapon() override { character_->setWeapon("Longsword"); }
    std::unique_ptr<GameCharacter> getResult() override { return std::move(character_); }
private:
    std::unique_ptr<GameCharacter> character_;
};
// 具体建造者:法师
class MageBuilder : public CharacterBuilder {
public:
    MageBuilder() { character_ = std::make_unique<GameCharacter>(); }
    void buildHead() override { character_->setHead("Pointed Hat"); }
    void buildBody() override { character_->setBody("Robe"); }
    void buildWeapon() override { character_->setWeapon("Staff"); }
    std::unique_ptr<GameCharacter> getResult() override { return std::move(character_); }
private:
    std::unique_ptr<GameCharacter> character_;
};
// 指挥者(可选)
class CharacterDirector {
public:
    std::unique_ptr<GameCharacter> createCharacter(CharacterBuilder& builder) {
        builder.buildHead();
        builder.buildBody();
        builder.buildWeapon();
        return builder.getResult();
    }
};
// 客户端代码
int main() {
    KnightBuilder knightBuilder;
    MageBuilder mageBuilder;
    CharacterDirector director;
    auto knight = director.createCharacter(knightBuilder);
    auto mage = director.createCharacter(mageBuilder);
    knight->describe(); // Character: Steel Helmet, Plate Armor, wielding Longsword
    mage->describe();   // Character: Pointed Hat, Robe, wielding Staff
    return 0;
}
        代码解析:
- 将角色构造分解为独立步骤,新增角色类型只需添加新的 
ConcreteBuilder - 使用 
std::unique_ptr明确所有权转移,防止资源泄漏 
3.2 支持链式调用的增强实现
            
            
              cpp
              
              
            
          
          // 流畅接口(Fluent Interface)改进
class AdvancedCharacterBuilder {
public:
    AdvancedCharacterBuilder& withHead(const std::string& head) {
        head_ = head;
        return *this;
    }
    AdvancedCharacterBuilder& withBody(const std::string& body) {
        body_ = body;
        return *this;
    }
    AdvancedCharacterBuilder& withWeapon(const std::string& weapon) {
        weapon_ = weapon;
        return *this;
    }
    std::unique_ptr<GameCharacter> build() {
        auto character = std::make_unique<GameCharacter>();
        character->setHead(head_);
        character->setBody(body_);
        character->setWeapon(weapon_);
        return character;
    }
private:
    std::string head_;
    std::string body_;
    std::string weapon_;
};
// 客户端使用
void createCustomCharacter() {
    auto builder = AdvancedCharacterBuilder();
    auto character = builder.withHead("Hood")
                             .withBody("Leather Armor")
                             .withWeapon("Dagger")
                             .build();
    character->describe();
}
        代码解析:
- 通过返回 
this指针实现链式调用,提升代码可读性 - 支持可选参数和任意顺序设置属性
 
4. 应用场景示例:HTTP请求构造
            
            
              cpp
              
              
            
          
          class HttpRequest {
public:
    void setMethod(const std::string& method) { method_ = method; }
    void setUrl(const std::string& url) { url_ = url; }
    void addHeader(const std::string& key, const std::string& value) {
        headers_[key] = value;
    }
    void setBody(const std::string& body) { body_ = body; }
    void send() const {
        std::cout << "Sending " << method_ << " " << url_ 
                  << " with body: " << body_ << "\n";
    }
private:
    std::string method_;
    std::string url_;
    std::map<std::string, std::string> headers_;
    std::string body_;
};
class HttpRequestBuilder {
public:
    HttpRequestBuilder() : request_(std::make_unique<HttpRequest>()) {}
    HttpRequestBuilder& method(const std::string& method) {
        request_->setMethod(method);
        return *this;
    }
    HttpRequestBuilder& url(const std::string& url) {
        request_->setUrl(url);
        return *this;
    }
    HttpRequestBuilder& header(const std::string& key, const std::string& value) {
        request_->addHeader(key, value);
        return *this;
    }
    HttpRequestBuilder& body(const std::string& body) {
        request_->setBody(body);
        return *this;
    }
    std::unique_ptr<HttpRequest> build() {
        return std::move(request_);
    }
private:
    std::unique_ptr<HttpRequest> request_;
};
// 使用示例
void sendPostRequest() {
    auto request = HttpRequestBuilder()
        .method("POST")
        .url("https://api.example.com/data")
        .header("Content-Type", "application/json")
        .body(R"({"key": "value"})")
        .build();
    request->send();
}
        5. 优缺点分析
| 优点 | 缺点 | 
|---|---|
| 分步骤构造复杂对象,代码清晰 | 需定义多个Builder类,增加代码量 | 
| 支持不同配置和构造顺序 | 对简单对象可能过度设计 | 
| 隔离复杂构造逻辑与业务代码 | 需维护Builder与Product的同步 | 
6. 调试与优化策略
- 参数验证:在Builder方法中添加有效性检查,防止非法状态
 - 对象复用:对频繁创建的对象,实现reset()方法重用Builder实例
 - 性能分析:使用std::move优化字符串等大型数据成员的传递效率
 
模式结构解析网图备份
