设计模式是软件开发中重要的概念之一,它们提供了一套常用的解决方案来解决软件设计中的常见问题。了解并应用设计模式可以帮助我们提升代码质量和可维护性,让我们的代码更易于理解、扩展和修改。在本文中,我们将简要介绍一些常见的设计模式,并探讨它们的重要性和应用。
1. 创建型设计模式
单例模式
单例模式确保一个类只有一个实例,并提供了一个全局访问点。这对于需要共享资源或全局状态的类非常有用,比如数据库连接类或配置管理类。单例模式可以通过私有化构造函数和一个静态方法来实现,该静态方法返回当前类的实例。
public class Singleton {
private static Singleton instance;
private Singleton() {
// 私有化构造函数
}
public static synchronized Singleton getInstance() {
if (instance == null) {
instance = new Singleton();
}
return instance;
}
}
工厂模式
工厂模式提供了一个统一的接口来创建对象,将对象的创建逻辑封装在工厂类中。工厂模式可以根据输入参数的不同,创建不同类型的对象,从而提供灵活性和可扩展性。
public interface Shape {
void draw();
}
public class Circle implements Shape {
@Override
public void draw() {
System.out.println("Inside Circle::draw() method.");
}
}
public class Rectangle implements Shape {
@Override
public void draw() {
System.out.println("Inside Rectangle::draw() method.");
}
}
public class ShapeFactory {
public Shape getShape(String shapeType) {
if (shapeType == null) {
return null;
}
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) {
ShapeFactory shapeFactory = new ShapeFactory();
Shape shape1 = shapeFactory.getShape("CIRCLE");
shape1.draw();
Shape shape2 = shapeFactory.getShape("RECTANGLE");
shape2.draw();
}
}
2. 结构型设计模式
适配器模式
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。这种转换使得原本由于接口不兼容而不能一起工作的类能够一起工作。适配器模式可以通过继承或组合的方式实现。
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. Name: " + fileName);
}
@Override
public void playMp4(String fileName) {
// 什么也不做
}
}
public class Mp4Player implements AdvancedMediaPlayer {
@Override
public void playVlc(String fileName) {
// 什么也不做
}
@Override
public void playMp4(String fileName) {
System.out.println("Playing mp4 file. Name: " + 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) {
if (audioType.equalsIgnoreCase("mp3")) {
System.out.println("Playing mp3 file. Name: " + fileName);
} 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) {
AudioPlayer audioPlayer = new AudioPlayer();
audioPlayer.play("mp3", "beyond_the_horizon.mp3");
audioPlayer.play("mp4", "alone.mp4");
audioPlayer.play("vlc", "far_far_away.vlc");
audioPlayer.play("avi", "mind_me.avi");
}
}
装饰器模式
装饰器模式允许向对象动态地添加额外的功能,而不需修改其原始类的结构。装饰器模式通过创建包装器来实现,该包装器将原始类作为构造函数的参数,然后在调用原始类的方法时,添加额外的功能。
public interface Shape {
void draw();
}
public class Circle implements Shape {
@Override
public void draw() {
System.out.println("Shape: Circle");
}
}
public abstract class ShapeDecorator implements Shape {
protected Shape decoratedShape;
public ShapeDecorator(Shape decoratedShape) {
this.decoratedShape = decoratedShape;
}
public void draw() {
decoratedShape.draw();
}
}
public class RedShapeDecorator extends ShapeDecorator {
public RedShapeDecorator(Shape decoratedShape) {
super(decoratedShape);
}
@Override
public void draw() {
decoratedShape.draw();
setRedBorder(decoratedShape);
}
private void setRedBorder(Shape decoratedShape) {
System.out.println("Border Color: Red");
}
}
public class Main {
public static void main(String[] args) {
Shape circle = new Circle();
Shape redCircle = new RedShapeDecorator(new Circle());
Shape redRectangle = new RedShapeDecorator(new Rectangle());
System.out.println("Circle with normal border");
circle.draw();
System.out.println("\nCircle of red border");
redCircle.draw();
System.out.println("\nRectangle of red border");
redRectangle.draw();
}
}
3. 行为型设计模式
观察者模式
观察者模式定义了一种一对多的依赖关系,让多个观察者对象同时监听某一个主题对象。当主题对象发生变化时,它会通知所有观察者对象进行更新。
public interface Observer {
void update();
}
public class ConcreteObserver implements Observer {
@Override
public void update() {
System.out.println("Updating observer...");
}
}
public interface Subject {
void attach(Observer observer);
void detach(Observer observer);
void notifyObservers();
}
public class ConcreteSubject implements Subject {
private List<Observer> observers = new ArrayList<>();
@Override
public void attach(Observer observer) {
observers.add(observer);
}
@Override
public void detach(Observer observer) {
observers.remove(observer);
}
@Override
public void notifyObservers() {
for (Observer observer : observers) {
observer.update();
}
}
}
public class Main {
public static void main(String[] args) {
Subject subject = new ConcreteSubject();
Observer observer = new ConcreteObserver();
subject.attach(observer);
subject.notifyObservers();
subject.detach(observer);
}
}
策略模式
策略模式定义了一系列算法,并将每个算法封装在独立的策略类中,使得它们可以相互替换。这样可以使得算法的变化独立于使用它们的客户端。
public interface Strategy {
int doOperation(int num1, int num2);
}
public class OperationAdd implements Strategy {
@Override
public int doOperation(int num1, int num2) {
return num1 + num2;
}
}
public class OperationSubtract implements Strategy {
@Override
public int doOperation(int num1, int num2) {
return num1 - num2;
}
}
public class Context {
private Strategy strategy;
public Context(Strategy strategy) {
this.strategy = strategy;
}
public int executeStrategy(int num1, int num2) {
return strategy.doOperation(num1, num2);
}
}
public class Main {
public static void main(String[] args) {
Context context = new Context(new OperationAdd());
System.out.println("10 + 5 = " + context.executeStrategy(10, 5));
context = new Context(new OperationSubtract());
System.out.println("10 - 5 = " + context.executeStrategy(10, 5));
}
}
总结
设计模式是软件开发中的重要组成部分,它们提供了常见问题的解决方案,并帮助我们提升代码质量和可维护性。本文涵盖了一些常见的创建型、结构型和行为型设计模式的示例代码,希望能够帮助您更好地理解设计模式的重要性和应用。使用设计模式可以使我们的代码更易于理解、扩展和修改,从而提高我们的开发效率和代码质量。
本文来自极简博客,作者:柔情似水,转载请注明原文链接:了解并应用设计模式:提升代码质量和可维护性