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使多个对象都有机会处理请求,从而避免请求的发送者和接收者之间的耦合关系。将这些对象连成一条链,并沿着这条链发送该请求,直到有一个对象处理它为止。
发出请求的客户端并不知道当中哪个对象会最终处理这个请求,对于一个具体的处理者(handler),如果可以处理该请求,则处理之,否则就将该请求转发给它的后继者。
public abstract class Handler { protected Handler successor; public Handler(Handler successor) { this.successor = successor; } protected abstract void handleRequest(Request request);}
public class ConcreteHandler1 extends Handler { public ConcreteHandler1(Handler successor) { super(successor); } @Override protected void handleRequest(Request request) { if (request.getType() == RequestType.TYPE1) { System.out.println(request.getName() + " is handle by ConcreteHandler1"); return; } if (successor != null) { successor.handleRequest(request); } }}
public class ConcreteHandler2 extends Handler { public ConcreteHandler2(Handler successor) { super(successor); } @Override protected void handleRequest(Request request) { if (request.getType() == RequestType.TYPE2) { System.out.println(request.getName() + " is handle by ConcreteHandler2"); return; } if (successor != null) { successor.handleRequest(request); } }}
public class Request { private RequestType type; private String name; public Request(RequestType type, String name) { this.type = type; this.name = name; } public RequestType getType() { return type; } public String getName() { return name; }}
public enum RequestType { TYPE1, TYPE2}
先生成一条责任链,先用头结点去处理
public class Client { public static void main(String[] args) { Handler handler1 = new ConcreteHandler1(null); Handler handler2 = new ConcreteHandler2(handler1); Request request1 = new Request(RequestType.TYPE1, "request1"); handler2.handleRequest(request1); Request request2 = new Request(RequestType.TYPE2, "request2"); handler2.handleRequest(request2); }}
request1 is handle by ConcreteHandler1request2 is handle by ConcreteHandler2
servlet中的Filter类的核心是传递FilterChain对象,这个对象保存了到最终Servlet对象的所有Filter对象,这些对象都保存在ApplicationFilterChain对象的filters数组中。FilterChain链上每执行一个Filter对象,数组计数器加1,直到遍历完毕。
public final class ApplicationFilterChain implements FilterChain { private int pos = 0; //当前执行filter的offset private int n; //当前filter的数量 private ApplicationFilterConfig[] filters; //filter配置类,通过getFilter()方法获取Filter private Servlet servlet @Override public void doFilter(ServletRequest request, ServletResponse response) { if (pos < n) { ApplicationFilterConfig filterConfig = filters[pos++]; Filter filter = filterConfig.getFilter(); filter.doFilter(request, response, this); } else { // filter都处理完毕后,执行servlet servlet.service(request, response); } } }
将命令封装成对象中,具有以下作用:
设计一个遥控器,可以控制电灯开关。
public interface Command { void execute();}
public class LightOnCommand implements Command { Light light; public LightOnCommand(Light light) { this.light = light; } @Override public void execute() { light.on(); }}
public class LightOffCommand implements Command { Light light; public LightOffCommand(Light light) { this.light = light; } @Override public void execute() { light.off(); }}
public class Light { public void on() { System.out.println("Light is on!"); } public void off() { System.out.println("Light is off!"); }}
/** * 遥控器 */public class Invoker { private Command[] onCommands; private Command[] offCommands; private final int slotNum = 7; public Invoker() { this.onCommands = new Command[slotNum]; this.offCommands = new Command[slotNum]; } public void setOnCommand(Command command, int slot) { onCommands[slot] = command; } public void setOffCommand(Command command, int slot) { offCommands[slot] = command; } public void onButtonWasPushed(int slot) { onCommands[slot].execute(); } public void offButtonWasPushed(int slot) { offCommands[slot].execute(); }}
public class Client { public static void main(String[] args) { Invoker invoker = new Invoker(); Light light = new Light(); Command lightOnCommand = new LightOnCommand(light); Command lightOffCommand = new LightOffCommand(light); invoker.setOnCommand(lightOnCommand, 0); invoker.setOffCommand(lightOffCommand, 0); invoker.onButtonWasPushed(0); invoker.offButtonWasPushed(0); }}
为语言创建解释器,通常由语言的语法和语法分析来定义。
以下是一个规则检验器实现,具有 and 和 or 规则,通过规则可以构建一颗解析树,用来检验一个文本是否满足解析树定义的规则。
例如一颗解析树为 D And (A Or (B C)),文本 “D A” 满足该解析树定义的规则。
这里的 Context 指的是 String。
public abstract class Expression { public abstract boolean interpret(String str);}
public class TerminalExpression extends Expression { private String literal = null; public TerminalExpression(String str) { literal = str; } public boolean interpret(String str) { StringTokenizer st = new StringTokenizer(str); while (st.hasMoreTokens()) { String test = st.nextToken(); if (test.equals(literal)) { return true; } } return false; }}
public class AndExpression extends Expression { private Expression expression1 = null; private Expression expression2 = null; public AndExpression(Expression expression1, Expression expression2) { this.expression1 = expression1; this.expression2 = expression2; } public boolean interpret(String str) { return expression1.interpret(str) && expression2.interpret(str); }}
public class OrExpression extends Expression { private Expression expression1 = null; private Expression expression2 = null; public OrExpression(Expression expression1, Expression expression2) { this.expression1 = expression1; this.expression2 = expression2; } public boolean interpret(String str) { return expression1.interpret(str) || expression2.interpret(str); }}
public class Client { /** * 构建解析树 */ public static Expression buildInterpreterTree() { // Literal Expression terminal1 = new TerminalExpression("A"); Expression terminal2 = new TerminalExpression("B"); Expression terminal3 = new TerminalExpression("C"); Expression terminal4 = new TerminalExpression("D"); // B C Expression alternation1 = new OrExpression(terminal2, terminal3); // A Or (B C) Expression alternation2 = new OrExpression(terminal1, alternation1); // D And (A Or (B C)) return new AndExpression(terminal4, alternation2); } public static void main(String[] args) { Expression define = buildInterpreterTree(); String context1 = "D A"; String context2 = "A B"; System.out.println(define.interpret(context1)); System.out.println(define.interpret(context2)); }}
truefalse
提供一种顺序访问聚合对象元素的方法,并且不暴露聚合对象的内部表示。
public interface Aggregate { Iterator createIterator();}
public class ConcreteAggregate implements Aggregate { private Integer[] items; public ConcreteAggregate() { items = new Integer[10]; for (int i = 0; i < items.length; i++) { items[i] = i; } } @Override public Iterator createIterator() { return new ConcreteIterator(items); }}
public interface Iterator- { Item next(); boolean hasNext();}
public class ConcreteIterator- implements Iterator { private Item[] items; private int position = 0; public ConcreteIterator(Item[] items) { this.items = items; } @Override public Object next() { return items[position++]; } @Override public boolean hasNext() { return position < items.length; }}
public class Client { public static void main(String[] args) { Aggregate aggregate = new ConcreteAggregate(); Iteratoriterator = aggregate.createIterator(); while (iterator.hasNext()) { System.out.println(iterator.next()); } }}
如果多个对象之间交互复杂,用一个中介对象来封装一系列对象的交互,从而使其耦合松散。每个具体的同事对象彼此不认识,只认识中介者,而中介者需要认识所有同事,从具体同事接收消息,向具体的同事发出指令。
Alarm(闹钟)、CoffeePot(咖啡壶)、Calendar(日历)、Sprinkler(喷头)是一组相关的对象,在某个对象的事件产生时需要去操作其它对象,形成了下面这种依赖结构:
使用中介者模式可以将复杂的依赖结构变成星形结构:
public abstract class Colleague { public abstract void onEvent(Mediator mediator);}
public class Alarm extends Colleague { @Override public void onEvent(Mediator mediator) { mediator.doEvent("alarm"); } public void doAlarm() { System.out.println("doAlarm()"); }}
public class CoffeePot extends Colleague { @Override public void onEvent(Mediator mediator) { mediator.doEvent("coffeePot"); } public void doCoffeePot() { System.out.println("doCoffeePot()"); }}
public class Calender extends Colleague { @Override public void onEvent(Mediator mediator) { mediator.doEvent("calender"); } public void doCalender() { System.out.println("doCalender()"); }}
public class Sprinkler extends Colleague { @Override public void onEvent(Mediator mediator) { mediator.doEvent("sprinkler"); } public void doSprinkler() { System.out.println("doSprinkler()"); }}
public abstract class Mediator { public abstract void doEvent(String eventType);}
public class ConcreteMediator extends Mediator { private Alarm alarm; private CoffeePot coffeePot; private Calender calender; private Sprinkler sprinkler; public ConcreteMediator(Alarm alarm, CoffeePot coffeePot, Calender calender, Sprinkler sprinkler) { this.alarm = alarm; this.coffeePot = coffeePot; this.calender = calender; this.sprinkler = sprinkler; } @Override public void doEvent(String eventType) { switch (eventType) { case "alarm": doAlarmEvent(); break; case "coffeePot": doCoffeePotEvent(); break; case "calender": doCalenderEvent(); break; default: doSprinklerEvent(); } } public void doAlarmEvent() { alarm.doAlarm(); coffeePot.doCoffeePot(); calender.doCalender(); sprinkler.doSprinkler(); } public void doCoffeePotEvent() { // ... } public void doCalenderEvent() { // ... } public void doSprinklerEvent() { // ... }}
public class Client { public static void main(String[] args) { Alarm alarm = new Alarm(); CoffeePot coffeePot = new CoffeePot(); Calender calender = new Calender(); Sprinkler sprinkler = new Sprinkler(); Mediator mediator = new ConcreteMediator(alarm, coffeePot, calender, sprinkler); // 闹钟事件到达,调用中介者就可以操作相关对象 alarm.onEvent(mediator); }}
doAlarm()doCoffeePot()doCalender()doSprinkler()
在不违反封装的情况下获得对象的内部状态,并在该对象之外保存这个状态,从而在需要时可以将对象恢复到最初状态,可以类比游戏存档。
参考https://www.runoob.com/design-pattern/memento-pattern.html
观察者模式定义了对象之间的一对多依赖,让多个观察者对象同时监听某一个主题对象,当主题对象状态改变时,会通知所有观察者对象,使它们能够自动更新自己。 主题(Subject)是被观察的对象,而其所有依赖者(Observer)称为观察者。
主题(Subject)具有注册和移除观察者、并通知所有观察者的功能,主题是通过维护一张观察者列表来实现这些操作的。
观察者(Observer)的注册功能需要调用主题的 registerObserver() 方法。
天气数据布告板会在天气信息发生改变时更新其内容,布告板有多个,并且在将来会继续增加。
public interface Subject { void registerObserver(Observer o); void removeObserver(Observer o); void notifyObserver();}
public class WeatherData implements Subject { private Listobservers; private float temperature; private float humidity; private float pressure; public WeatherData() { observers = new ArrayList<>(); } public void setMeasurements(float temperature, float humidity, float pressure) { this.temperature = temperature; this.humidity = humidity; this.pressure = pressure; notifyObserver(); } @Override public void registerObserver(Observer o) { observers.add(o); } @Override public void removeObserver(Observer o) { int i = observers.indexOf(o); if (i >= 0) { observers.remove(i); } } @Override public void notifyObserver() { for (Observer o : observers) { o.update(temperature, humidity, pressure); } }}
public interface Observer { void update(float temp, float humidity, float pressure);}
public class StatisticsDisplay implements Observer { public StatisticsDisplay(Subject weatherData) { weatherData.reisterObserver(this); } @Override public void update(float temp, float humidity, float pressure) { System.out.println("StatisticsDisplay.update: " + temp + " " + humidity + " " + pressure); }}
public class CurrentConditionsDisplay implements Observer { public CurrentConditionsDisplay(Subject weatherData) { weatherData.registerObserver(this); } @Override public void update(float temp, float humidity, float pressure) { System.out.println("CurrentConditionsDisplay.update: " + temp + " " + humidity + " " + pressure); }}
public class WeatherStation { public static void main(String[] args) { WeatherData weatherData = new WeatherData(); CurrentConditionsDisplay currentConditionsDisplay = new CurrentConditionsDisplay(weatherData); StatisticsDisplay statisticsDisplay = new StatisticsDisplay(weatherData); weatherData.setMeasurements(0, 0, 0); weatherData.setMeasurements(1, 1, 1); }}
CurrentConditionsDisplay.update: 0.0 0.0 0.0StatisticsDisplay.update: 0.0 0.0 0.0CurrentConditionsDisplay.update: 1.0 1.0 1.0StatisticsDisplay.update: 1.0 1.0 1.0
允许对象在内部状态改变时改变它的行为,对象看起来好像修改了它所属的类。 状态模式主要解决的是当控制一个对象转换的条件表达式过于复杂时,把状态的判断逻辑转移到表示不同状态的一系列类当中,可以把复杂的判断逻辑简化。
糖果销售机有多种状态,每种状态下销售机有不同的行为,状态可以发生转移,使得销售机的行为也发生改变。
public interface State { /** * 投入 25 分钱 */ void insertQuarter(); /** * 退回 25 分钱 */ void ejectQuarter(); /** * 转动曲柄 */ void turnCrank(); /** * 发放糖果 */ void dispense();}
public class HasQuarterState implements State { private GumballMachine gumballMachine; public HasQuarterState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } @Override public void insertQuarter() { System.out.println("You can't insert another quarter"); } @Override public void ejectQuarter() { System.out.println("Quarter returned"); gumballMachine.setState(gumballMachine.getNoQuarterState()); } @Override public void turnCrank() { System.out.println("You turned..."); gumballMachine.setState(gumballMachine.getSoldState()); } @Override public void dispense() { System.out.println("No gumball dispensed"); }}
public class NoQuarterState implements State { GumballMachine gumballMachine; public NoQuarterState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } @Override public void insertQuarter() { System.out.println("You insert a quarter"); gumballMachine.setState(gumballMachine.getHasQuarterState()); } @Override public void ejectQuarter() { System.out.println("You haven't insert a quarter"); } @Override public void turnCrank() { System.out.println("You turned, but there's no quarter"); } @Override public void dispense() { System.out.println("You need to pay first"); }}
public class SoldOutState implements State { GumballMachine gumballMachine; public SoldOutState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } @Override public void insertQuarter() { System.out.println("You can't insert a quarter, the machine is sold out"); } @Override public void ejectQuarter() { System.out.println("You can't eject, you haven't inserted a quarter yet"); } @Override public void turnCrank() { System.out.println("You turned, but there are no gumballs"); } @Override public void dispense() { System.out.println("No gumball dispensed"); }}
public class SoldState implements State { GumballMachine gumballMachine; public SoldState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } @Override public void insertQuarter() { System.out.println("Please wait, we're already giving you a gumball"); } @Override public void ejectQuarter() { System.out.println("Sorry, you already turned the crank"); } @Override public void turnCrank() { System.out.println("Turning twice doesn't get you another gumball!"); } @Override public void dispense() { gumballMachine.releaseBall(); if (gumballMachine.getCount() > 0) { gumballMachine.setState(gumballMachine.getNoQuarterState()); } else { System.out.println("Oops, out of gumballs"); gumballMachine.setState(gumballMachine.getSoldOutState()); } }}
public class GumballMachine { private State soldOutState; private State noQuarterState; private State hasQuarterState; private State soldState; private State state; private int count = 0; public GumballMachine(int numberGumballs) { count = numberGumballs; soldOutState = new SoldOutState(this); noQuarterState = new NoQuarterState(this); hasQuarterState = new HasQuarterState(this); soldState = new SoldState(this); if (numberGumballs > 0) { state = noQuarterState; } else { state = soldOutState; } } public void insertQuarter() { state.insertQuarter(); } public void ejectQuarter() { state.ejectQuarter(); } public void turnCrank() { state.turnCrank(); state.dispense(); } public void setState(State state) { this.state = state; } public void releaseBall() { System.out.println("A gumball comes rolling out the slot..."); if (count != 0) { count -= 1; } } public State getSoldOutState() { return soldOutState; } public State getNoQuarterState() { return noQuarterState; } public State getHasQuarterState() { return hasQuarterState; } public State getSoldState() { return soldState; } public int getCount() { return count; }}
public class Client { public static void main(String[] args) { GumballMachine gumballMachine = new GumballMachine(5); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); gumballMachine.insertQuarter(); gumballMachine.ejectQuarter(); gumballMachine.turnCrank(); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); gumballMachine.ejectQuarter(); gumballMachine.insertQuarter(); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); }}
You insert a quarterYou turned...A gumball comes rolling out the slot...You insert a quarterQuarter returnedYou turned, but there's no quarterYou need to pay firstYou insert a quarterYou turned...A gumball comes rolling out the slot...You insert a quarterYou turned...A gumball comes rolling out the slot...You haven't insert a quarterYou insert a quarterYou can't insert another quarterYou turned...A gumball comes rolling out the slot...You insert a quarterYou turned...A gumball comes rolling out the slot...Oops, out of gumballsYou can't insert a quarter, the machine is sold outYou turned, but there are no gumballsNo gumball dispensed
定义一系列算法,封装每个算法,并使它们可以互换,此模式让算法的变化不会影响到使用算法的客户端。
策略模式可以让算法独立于使用它的客户端。
状态模式的类图和策略模式类似,并且都是能够动态改变对象的行为。但是状态模式是通过状态转移来改变 Context 所组合的 State 对象,而策略模式是通过 Context 本身的决策来改变组合的 Strategy 对象。所谓的状态转移,是指 Context 在运行过程中由于一些条件发生改变而使得 State 对象发生改变,注意必须要是在运行过程中。
状态模式主要是用来解决状态转移的问题,当状态发生转移了,那么 Context 对象就会改变它的行为;而策略模式主要是用来封装一组可以互相替代的算法族,并且可以根据需要动态地去替换 Context 使用的算法。
设计一个鸭子,它可以动态地改变叫声。这里的算法族是鸭子的叫声行为。
public interface QuackBehavior { void quack();}
public class Quack implements QuackBehavior { @Override public void quack() { System.out.println("quack!"); }}
public class Squeak implements QuackBehavior{ @Override public void quack() { System.out.println("squeak!"); }}
public class Duck { private QuackBehavior quackBehavior; public void performQuack() { if (quackBehavior != null) { quackBehavior.quack(); } } public void setQuackBehavior(QuackBehavior quackBehavior) { this.quackBehavior = quackBehavior; }}
public class Client { public static void main(String[] args) { Duck duck = new Duck(); duck.setQuackBehavior(new Squeak()); duck.performQuack(); duck.setQuackBehavior(new Quack()); duck.performQuack(); }}
squeak!quack!
定义算法框架,并将一些步骤的实现延迟到子类。
通过模板方法,子类可以重新定义算法的某些步骤,而不用改变算法的结构。
冲咖啡和冲茶都有类似的流程,但是某些步骤会有点不一样,要求复用那些相同步骤的代码。
public abstract class CaffeineBeverage { final void prepareRecipe() { boilWater(); brew(); pourInCup(); addCondiments(); } abstract void brew(); abstract void addCondiments(); void boilWater() { System.out.println("boilWater"); } void pourInCup() { System.out.println("pourInCup"); }}
public class Coffee extends CaffeineBeverage { @Override void brew() { System.out.println("Coffee.brew"); } @Override void addCondiments() { System.out.println("Coffee.addCondiments"); }}
public class Tea extends CaffeineBeverage { @Override void brew() { System.out.println("Tea.brew"); } @Override void addCondiments() { System.out.println("Tea.addCondiments"); }}
public class Client { public static void main(String[] args) { CaffeineBeverage caffeineBeverage = new Coffee(); caffeineBeverage.prepareRecipe(); System.out.println("-----------"); caffeineBeverage = new Tea(); caffeineBeverage.prepareRecipe(); }}
boilWaterCoffee.brewpourInCupCoffee.addCondiments-----------boilWaterTea.brewpourInCupTea.addCondiments
表示一个作用于某对象结构中的各元素的操作,它可以使你在不改变各元素的类的前提下定义作用于这些元素的新操作。
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