享元模式

1、简介

享元模式(Flyweight Pattern),主要用于减少对象的穿件,减少内存的占用以提高程序性能。

尝试重用现有对象,如果未找到匹配的对象,再去新建对象。

核心代码:
让Hashmap缓存这些对象

优点:
大大减少了对象的创建,降低系统内存,提高运行效率

缺点:
提高了系统的复杂度,需要分离为内部状态和外部状态,而且外部状态具有固有化的性质,不应该根据内部状态的变化而变化,否则会造成系统混乱。

注意事项:

  1. 必须区分外部状态和内部状态
  2. 必须增加一个工厂对象加以控制

2、使用

// 形状接口
public interface Shape {
	
	void draw();
}

// 形状类
public class Cricle implements Shape{
	
	private String color;
	private int x;
	private int y;
	private int radius;
	
	@Override
	public void draw() {
		System.out.println("draw Cricle [color=" + color + ", x=" + x + ", y=" + y + ", radius=" + radius + "]");
	}
	
	@Override
	public String toString() {
		return "Cricle [color=" + color + ", x=" + x + ", y=" + y + ", radius=" + radius + "]";
	}
	
	public String getColor() {
		return color;
	}
	public void setColor(String color) {
		this.color = color;
	}
	public void setX(int x) {
		this.x = x;
	}
	public void setY(int y) {
		this.y = y;
	}
	public void setRadius(int radius) {
		this.radius = radius;
	}
}

// 形状工厂
public class CircleFactory {
	
	private static final HashMap<String, Shape> circles = new HashMap<>();

	
	public static Shape getCircle(String color) {
		Cricle cricle = (Cricle) circles.get(color);
		
		if(cricle == null) {
			cricle = new Cricle();
			cricle.setColor(color);
			System.err.println("Create new color"+ color);
			circles.put(color, cricle);
		}
		return cricle;
	}
}

// Test
private static final String[] colors = {"Red", "Yello", "Green", "White", "Black"};

for(int i=0;i<16;i++) {
	String color = colors[(int)(Math.random()*colors.length)];
	Cricle circlo = (Cricle) CircleFactory.getCircle(color);
	circlo.setRadius(100);
	circlo.setX((int)Math.random()*100);
	circlo.setY((int)Math.random()*100);
	circlo.draw();
}
原文地址:https://www.cnblogs.com/kungFuPander/p/13474607.html