参考大话设计模式;
详细内容参见大话模式一书第六章,该书使用C#实现,本实验通过C++语言实现。
装饰模式(Decorator),动态地给一个对象添加一些额外的职责,就增加功能来说,装饰模式比生成子类更为灵活。[DP]
装饰模式(Decorator)结构图
聚合(Aggregation)关系:大雁和雁群,上图中空心菱形+箭头表示聚合关系
组合(Composition)关系:大雁和翅膀 ,实心菱形+箭头表示组合(Composition)关系
在startUML工具中,聚合使用空心菱形+直线,组合是菱形+直线。
c++测试代码:
#include
#include
#include //锁头文件using namespace std;class Component{
public:virtual void Operation() = 0;virtual ~Component(){}
};
class ConcreteComponent:public Component
{
public:void Operation(){cout << "ConcreteComponent" << endl;}
};class Decorator:public Component{
protected:Component *component = nullptr;
public:void SetComponent(Component *_component){this->component = _component;}void Operation(){if(component != nullptr){component->Operation();}}
};
class ConcreteDecoratorA:public Decorator
{
private:string addedState;
public:void Operation(){Decorator::Operation();addedState = "new State";cout << "具体装饰对象A的操作" << endl;}
};class ConcreteDecoratorB:public Decorator
{
public:void Operation(){Decorator::Operation();AddedBehavior();cout << "具体装饰对象B的操作" << endl;}
private:void AddedBehavior(){cout << "AddedBehavior" << endl;}
};
int main(void)
{ConcreteComponent *c = new ConcreteComponent();ConcreteDecoratorA *d1 = new ConcreteDecoratorA();ConcreteDecoratorB *d2 = new ConcreteDecoratorB();d1->SetComponent(c);d2->SetComponent(d1);d2->Operation();cout << "--endl--" << endl;return 0;
}
测试结果:
ConcreteComponent
具体装饰对象A的操作
AddedBehavior
具体装饰对象B的操作
--endl--
装饰模式是利用SetComponent来对对象进行包装的。这样每个装饰对象的实现就和如何使用这个对象分离开了,每个装饰对象只关心自己的功能,不需要关心如何被添加到对象链当中[DPE
如果只有一个ConcreteComponent类而没有抽象的Component类,那么Decorator类可以是ConcreteComponent的一个子类。同样道理,如果只有一个ConcreteDecorator类,那么就没有必要建立一个单独的Decorator类,而可以把Decorator和ConcreteDecorator的责任合并成一个类
根据这段文字的描述,UML结构图变身后的形态:
大框架是没变的,只是语言由C#变成了C++;
#include
#include
#include //锁头文件using namespace std;//“Person”类(ConcreteComponent)
class Person{
public:Person(){}Person(string _name):name(_name){}virtual void Show(){cout << "装扮的:" << this->name << endl;}
private:string name;
};
//服饰类(Decorator)
class Finery:public Person
{
public:Person *component = nullptr;void Decorate(Person *_component){this->component = _component;}virtual void Show(){if(component != nullptr){component->Show();}}
};
class fengyi:public Finery
{
public:virtual void Show(){cout << "风衣" << endl;Finery::Show();}
};class yundongxie:public Finery
{
public:virtual void Show(){cout << "运动鞋" << endl;Finery::Show();}
};
class mojing:public Finery
{
public:void Show(){cout << "墨镜" << endl;Finery::Show();}
};
class kouzhao:public Finery
{
public:void Show(){cout << "口罩" << endl;Finery::Show();}
};
class xifu:public Finery
{
public:void Show(){cout << "西服" << endl;Finery::Show();}
};
int main(void)
{cout << "装扮1" << endl;Person *p1 = new Person("lkmao");fengyi *fy = new fengyi();yundongxie *ydx = new yundongxie();fy->Decorate(p1);ydx->Decorate(fy);ydx->Show();cout << endl << "装扮2" << endl;Person *p2 = new Person("laoliu");mojing *mj = new mojing();kouzhao *kz = new kouzhao();xifu *xf = new xifu();mj->Decorate(p2);kz->Decorate(mj);xf->Decorate(kz);xf->Show();cout << "--endl--" << endl;return 0;
}
装扮1
运动鞋
风衣
装扮的:lkmao装扮2
西服
口罩
墨镜
装扮的:laoliu
--endl--
装饰模式是为已有功能动态地添加更多功能的一种方式
当系统需要新功能的时候,是向旧的类中添加新的代码。这些新加的代码通常装饰了原有类的核心职责或主要行为
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