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JavaEE从入门到起飞(七) ~ Maven进阶

左手梦圆 2024-08-16 阅读 38

概述

享元模式是一种结构类型的设计模式,目的是在创建对象的时候,使用已有的对象代替新的对象的创建,减少内存的消耗提升性能。主要有,享元接口,享元类和享元工厂组成,通过享元工厂管理对应类的创建,而不是直接创建新的对象,然后再使用对应的类,这个共用的思想也类似于对象池的概念


需求:创建三个角色,法师战士刺客,每个都有自己的行为,当创建重复的角色的时候,可以复用对象。

享元模式

internal class Program
{
private static void Main(string[] args)
{
var factory = new Factory();

var FS = factory.GetCharacter("法师");
var ZS = factory.GetCharacter("战士");
var CK = factory.GetCharacter("刺客");
FS.Behavior("法术");
ZS.Behavior("攻击");
CK.Behavior("刺杀");

var CK1 = factory.GetCharacter("法师");
CK1.Behavior("法术");
}

public interface ICharacter//角色接口
{
void Behavior(string _Behavior);
}
public class Character : ICharacter//角色
{
private string Name;
public Character(string name)
{
Name = name;
}
public void Behavior(string _Behavior)
{
Console.WriteLine(
internal class Program
{
    private static void Main(string[] args)
    {
        var factory = new Factory();

        var FS = factory.GetCharacter("法师");
        var ZS = factory.GetCharacter("战士");
        var CK = factory.GetCharacter("刺客");
        FS.Behavior("法术");
        ZS.Behavior("攻击");
        CK.Behavior("刺杀");

        var CK1 = factory.GetCharacter("法师");
        CK1.Behavior("法术");
    }

    public interface ICharacter//角色接口
    {
        void Behavior(string _Behavior);
    }
    public class Character : ICharacter//角色
    {
        private string Name;
        public Character(string name)
        {
            Name = name;
        }
        public void Behavior(string _Behavior)
        {
            Console.WriteLine($"角色{Name}执行{_Behavior}!");
        }
    }
    public class Factory//享元工厂
    {
        private Dictionary<string, ICharacter> keyValuePairs = new Dictionary<string, ICharacter>();

        public ICharacter GetCharacter(string name)//获取角色,如果没有就创建,有就返回已有的
        {
            if (!keyValuePairs.ContainsKey(name))
            {
                keyValuePairs[name] = new Character(name);
            }
            else
            {
                Console.WriteLine($"使用了已存在的元素{name}");
            }
            return keyValuePairs[name];
        }
    }
}

quot;角色{Name}执行{_Behavior}!"
);
}
}
public class Factory//享元工厂
{
private Dictionary<string, ICharacter> keyValuePairs = new Dictionary<string, ICharacter>();

public ICharacter GetCharacter(string name)//获取角色,如果没有就创建,有就返回已有的
{
if (!keyValuePairs.ContainsKey(name))
{
keyValuePairs[name] = new Character(name);
}
else
{
Console.WriteLine(
internal class Program
{
    private static void Main(string[] args)
    {
        var factory = new Factory();

        var FS = factory.GetCharacter("法师");
        var ZS = factory.GetCharacter("战士");
        var CK = factory.GetCharacter("刺客");
        FS.Behavior("法术");
        ZS.Behavior("攻击");
        CK.Behavior("刺杀");

        var CK1 = factory.GetCharacter("法师");
        CK1.Behavior("法术");
    }

    public interface ICharacter//角色接口
    {
        void Behavior(string _Behavior);
    }
    public class Character : ICharacter//角色
    {
        private string Name;
        public Character(string name)
        {
            Name = name;
        }
        public void Behavior(string _Behavior)
        {
            Console.WriteLine($"角色{Name}执行{_Behavior}!");
        }
    }
    public class Factory//享元工厂
    {
        private Dictionary<string, ICharacter> keyValuePairs = new Dictionary<string, ICharacter>();

        public ICharacter GetCharacter(string name)//获取角色,如果没有就创建,有就返回已有的
        {
            if (!keyValuePairs.ContainsKey(name))
            {
                keyValuePairs[name] = new Character(name);
            }
            else
            {
                Console.WriteLine($"使用了已存在的元素{name}");
            }
            return keyValuePairs[name];
        }
    }
}

quot;使用了已存在的元素{name}"
);
}
return keyValuePairs[name];
}
}
}

输出:

角色法师执行法术!
角色战士执行攻击!
角色刺客执行刺杀!
使用了已存在的元素法师
角色法师执行法术!

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