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            建造者模式

            前序

            小菜和大鳥兩人出去吃夜宵,大鳥要了份炒飯,小菜要了份炒面。炒完后大鳥看到炒面感覺不錯(cuò),于是也叫了一份。大鳥嘗后感覺淡而無味,于是便問小菜:“為什么你的炒面好吃,而我再要的炒面卻沒有放鹽?這好吃不好吃是由誰決定的?”小菜答道:“當(dāng)然是燒菜的人,他感覺好,就是一盤好面,要是心情不好,或者粗心大意,就是一盤垃圾。”“:)好,那再想想,老麥老肯他們的產(chǎn)品,味道是由什么決定的?”“我知道,那是由他們的工作流程決定的,由于他們制定了非常規(guī)范的工作流程,原料放多少,加熱幾分鐘,都有嚴(yán)格規(guī)定,估計(jì)放多少鹽都是用克來計(jì)量的。而這個(gè)工作流程是在所有的門店都必須要遵照執(zhí)行的,所以我們吃到的東西不管在哪在什么時(shí)候味道都一樣。這里我們要吃的食物都依賴工作流程。”

            于是大鳥出題讓小菜實(shí)現(xiàn)一個(gè)畫小人的程序。

            建造小人第一版

            #include <stdio.h>

             

            class Graphics

            {

            public:

                   void DrawEllipse(int x1,int y1,int x2,int y2)

                   {

                          printf("DrawEllipse %d,%d,%d,%d\n",x1,y1,x2,y2);

                   }

                  

                   void DrawRectangle(int x1,int y1,int x2,int y2)

                   {

                          printf("DrawRectangle %d,%d,%d,%d\n",x1,y1,x2,y2);

                   }

                  

                   void DrawLine(int x1,int y1,int x2,int y2)

                   {

                          printf("DrawLine %d,%d,%d,%d\n",x1,y1,x2,y2);

                   }

            };

             

            class PersonThinBuilder

            {

            public:

                   PersonThinBuilder(Graphics _g) : g(_g){}

                  

                   void Build()

                   {

                          g.DrawEllipse(50,20,30,30);

                          g.DrawRectangle(60,50,10,50);

                          g.DrawLine(60,50,40,100);

                          g.DrawLine(70,50,90,100);

                          g.DrawLine(60,100,45,150);

                          g.DrawLine(70,100,85,150);

                   }

            protected:

                   Graphics g;

            };

             

            class PersonFatBuilder

            {

            public:

                   PersonFatBuilder(Graphics _g) : g(_g){}

                  

                   void Build()

                   {

                          g.DrawEllipse(50,20,30,30);

                          g.DrawEllipse(60,50,10,50);

                          g.DrawLine(60,50,40,100);

                          g.DrawLine(70,50,90,100);

                          g.DrawLine(60,100,45,150);

                          g.DrawLine(70,100,85,150);

                   }

            protected:

                   Graphics g;

            };

             

            int main()

            {

                   Graphics gThin,gFat;

                  

                   PersonThinBuilder* ptb = new PersonThinBuilder(gThin);

                   ptb->Build();

                  

                   PersonFatBuilder* pfb = new PersonFatBuilder(gFat);

                   pfb->Build();

                  

                   delete ptb;

                   delete pfb;

                   return 0;

            }

            “炒面忘記放鹽的問題依然沒有解決。比如我們現(xiàn)在需要你加一個(gè)高個(gè)的小人,你會(huì)不會(huì)因?yàn)榫幊滩蛔⒁猓肿屗备觳采偻饶兀?#8221;

            “是呀,最好的辦法是規(guī)定,凡是建造小人,都必須要有頭和身體,以及兩收兩腳。”

            建造者模式

            將產(chǎn)品的內(nèi)部表象和產(chǎn)品的生成過程分割開來,從而使一個(gè)建造過程生成具有不同的內(nèi)部表象的產(chǎn)品對象。建造模式使得產(chǎn)品內(nèi)部表象可以獨(dú)立的變化,客戶不必知道產(chǎn)品內(nèi)部組成的細(xì)節(jié)。建造模式可以強(qiáng)制實(shí)行一種分步驟進(jìn)行的建造過程。

            實(shí)現(xiàn)方式(UML類圖)


            實(shí)現(xiàn)代碼

            #include <stdio.h>

             

            class Graphics

            {

            public:

                   void DrawEllipse(int x1,int y1,int x2,int y2)

                   {

                          printf("DrawEllipse %d,%d,%d,%d\n",x1,y1,x2,y2);

                   }

                  

                   void DrawRectangle(int x1,int y1,int x2,int y2)

                   {

                          printf("DrawRectangle %d,%d,%d,%d\n",x1,y1,x2,y2);

                   }

                  

                   void DrawLine(int x1,int y1,int x2,int y2)

                   {

                          printf("DrawLine %d,%d,%d,%d\n",x1,y1,x2,y2);

                   }

            };

             

            class PersonBuilder

            {

            public:

                   PersonBuilder(Graphics _g) : g(_g){}

                  

                   virtual void BuildHead()=0;

                   virtual void BuildBody()=0;

                   virtual void BuildArmLeft()=0;

                   virtual void BuildArmRight()=0;

                   virtual void BuildLegLeft()=0;

                   virtual void BuildLegRight()=0;

            protected:

                   Graphics g;

            };

             

            class PersonThinBuilder : public PersonBuilder

            {

            public:

                   PersonThinBuilder(Graphics g) : PersonBuilder(g){}

                  

                   virtual void BuildHead()

                   {

                          g.DrawEllipse(50,20,30,30);

                   }

                  

                   virtual void BuildBody()

                   {

                          g.DrawRectangle(60,50,10,50);

                   }

                  

                   virtual void BuildArmLeft()

                   {

                          g.DrawLine(60,50,40,100);

                   }

                  

                   virtual void BuildArmRight()

                   {

                          g.DrawLine(70,50,90,100);

                   }

                  

                   virtual void BuildLegLeft()

                   {

                          g.DrawLine(60,100,45,150);

                   }

                  

                   virtual void BuildLegRight()

                   {

                          g.DrawLine(70,100,85,150);

                   }

            };

             

            class PersonFatBuilder : public PersonBuilder

            {

            public:

                   PersonFatBuilder(Graphics g) : PersonBuilder(g){}

                  

                   virtual void BuildHead()

                   {

                          g.DrawEllipse(50,20,30,30);

                   }

                  

                   virtual void BuildBody()

                   {

                          g.DrawEllipse(60,50,10,50);

                   }

                  

                   virtual void BuildArmLeft()

                   {

                          g.DrawLine(60,50,40,100);

                   }

                  

                   virtual void BuildArmRight()

                   {

                          g.DrawLine(70,50,90,100);

                   }

                  

                   virtual void BuildLegLeft()

                   {

                          g.DrawLine(60,100,45,150);

                   }

                  

                   virtual void BuildLegRight()

                   {

                          g.DrawLine(70,100,85,150);

                   }

            };

             

            class PersonDirector

            {

            public:

                   PersonDirector(PersonBuilder* _pb) : pb(_pb){}

                  

                   void CreatePerson()

                   {

                          pb->BuildHead();

                          pb->BuildBody();

                          pb->BuildArmLeft();

                          pb->BuildArmRight();

                          pb->BuildLegLeft();

                          pb->BuildLegRight();

                   }

            protected:

                   PersonBuilder* pb;

            };

             

            int main()

            {

                   Graphics gThin,gFat;

                  

                   PersonThinBuilder* ptb = new PersonThinBuilder(gThin);

                   PersonDirector* pdThin = new PersonDirector(ptb);

                   pdThin->CreatePerson();

                  

                   PersonFatBuilder* pfb = new PersonFatBuilder(gFat);

                   PersonDirector* pdFat = new PersonDirector(pfb);

                   pdFat->CreatePerson();

                  

                   delete ptb;

                   delete pdThin;

                   delete pfb;

                   delete pdFat;

                   return 0;

            }

            運(yùn)行結(jié)果



            所有文件打包下載

            posted on 2011-06-02 17:34 lwch 閱讀(1846) 評論(1)  編輯 收藏 引用 所屬分類: 設(shè)計(jì)模式

            評論:
            # re: 建造者模式 2011-06-12 22:11 | jc_ontheroad
            學(xué)習(xí)設(shè)計(jì)模式。  回復(fù)  更多評論
              
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