C# 设计模式·行为型模式


这里列举行为型模式·到此23种就列完了···这里是看着菜鸟教程来实现··,他里边列了25种,其中过滤器模式和空对象模式应该不属于所谓的23种模式
责任链模式:为请求创建一个接收者对象的链,对请求的发送者和接收者进行解耦,大部分用于web中吧。。
Task中的continuewith和微软的tpl数据流应该是类似这种模式的实现吧

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
//责任链模式
namespace ExercisePrj.Dsignmode
{
    public abstract class AbstractLogger
    {
        public static int INFO = 1;
        public static int DEBUG = 2;
        public static int ERROR = 3;
        protected int level;
        //责任链中的下一个对象
        protected AbstractLogger nextLogger;
        public void SetNextLogger(AbstractLogger next)
        {
            nextLogger = next;
        }
        public void LogMessage(int level,string message)
        {
            if(this.level<=level)
            {
                Write(message);
            }
            if(nextLogger!=null)
            {
                nextLogger.LogMessage(level, message);
            }
        }
        protected abstract void Write(string message);
    }
    public class ConsoleLogger : AbstractLogger
    {

       public ConsoleLogger(int level)
        {
            this.level = level;
        }

       protected  override void Write(string message)
        {
            Console.WriteLine("Standard Console::Logger: " + message);
        }
    }
    public class ErrorLogger : AbstractLogger
    {

       public ErrorLogger(int level)
        {
            this.level = level;
        }

       protected override void Write(String message)
        {
            Console.WriteLine("Error Console::Logger: " + message);
        }
    }
    public class FileLogger : AbstractLogger
    {
       public FileLogger(int level)
        {
            this.level = level;
        }

       protected override void Write(String message)
        {
            Console.WriteLine("File::Logger: " + message);
        }
    }
}

命令模式(Command Pattern):请求以命令的形式执行,CAD的的命令应该就是以这种方式执行的·二次开发的时候通过特性标识和继承他的接口来添加命令,非常方便

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
//命令模式
namespace ExercisePrj.Dsignmode
{
    public interface IOrder
    {
        void Execute();
    }
    public class Stock
    {
        private string name = "ABC";
        private int quantity = 10;

        public void Buy()
        {
            Console.WriteLine("Stock name:{0},quantity:{1},bought",name,quantity);
        }
        public void Sell()
        {
            Console.WriteLine("Stock name:{0},quantity:{1}sold", name, quantity);
        }
    }
    //请求类
    public class BuyStock : IOrder
    {
       private Stock abcStock;

        public BuyStock(Stock abcStock)
        {
            this.abcStock = abcStock;
        }

        public void Execute()
        {
            abcStock.Buy();
        }
    }
    //继承接口的实体
    public class SellStock : IOrder
    {
       private Stock abcStock;

        public SellStock(Stock abcStock)
        {
            this.abcStock = abcStock;
        }

        public void Execute()
        {
            abcStock.Sell();
        }
    }

    //命令调用类
    public class Broker
    {
        private List<IOrder> orderList = new List<IOrder>();

        public void takeOrder(IOrder order)
        {
            orderList.Add(order);
        }

        public void placeOrders()
        {
            foreach (IOrder order in orderList)
            {
                order.Execute();
            }
            orderList.Clear();
        }
    }

}

解释器模式:就是实现一种表达式接口,C#的各种表达式就是这种实现吧··这玩意跟富文本编辑器一样是个大坑吧··,做好了确实很好使,一不小心就得跪

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
//解释器模式
namespace ExercisePrj.Dsignmode
{
    public interface Expression
    {
         bool Interpret(string context);
    }
    public class TerminalExpression : Expression
    {
       private string data;

        public TerminalExpression(string data)
        {
            this.data = data;
        }

       public  bool Interpret(string context)
        {
            if (context.Contains(data))
            {
                return true;
            }
            return false;
        }
    }
    public class OrExpression : Expression
    {
        private Expression expr1 = null;
        private Expression expr2 = null;
        public OrExpression(Expression expr1, Expression expr2)
        {
            this.expr1 = expr1;
            this.expr2 = expr2;
        }
        public bool Interpret(String context)
        {
            return expr1.Interpret(context) || expr2.Interpret(context);
        }
    }
    public class AndExpression : Expression
    {
        private Expression expr1 = null;
        private Expression expr2 = null;

        public AndExpression(Expression expr1, Expression expr2)
        {
            this.expr1 = expr1;
            this.expr2 = expr2;
        }
        public bool Interpret(String context)
        {
            return expr1.Interpret(context) && expr2.Interpret(context);
        }
        }
}


迭代器模式(Iterator Pattern):.NET自带接口···,直接实现就行了··注意又泛型接口和非泛型接口··非泛型接口迭代对象返回的是object,泛型接口返回的直接就是对象了,还有通过yield的简化写法不用额外去实现IEnumerator接口

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace ExercisePrj.Dsignmode
{
    public class IteratorEx : IEnumerable //<IteratorEx>
    {
        public string Name;
        private List<IteratorEx> list = new List<IteratorEx>();

        //public IEnumerator<IteratorEx> GetEnumerator()
        //{
        //    foreach (var l in list)
        //    {
        //        yield return l;
        //    }
        //}

        public void SetList(List<IteratorEx> data)
        {
            list = data;
        }

        IEnumerator IEnumerable.GetEnumerator()
        {
            foreach (var l in list)
            {
                yield return l;
            }
            //return new IteratorExEnum(list.ToArray());
        }
    }
    public class IteratorExEnum : IEnumerator
    {
        private IteratorEx[] list;
        private int position = -1;
        public IteratorExEnum(IteratorEx[] data)
        {
            list = data;
        }
        public object Current
        {
            get
            {
                try
                {
                    return list[position];
                }
                catch (IndexOutOfRangeException)
                {
                    throw new InvalidOperationException();
                }
            }
        }

        public bool MoveNext()
        {
            position++;
            return position < list.Length;
        }

        public void Reset()
        {
            position = -1;
        }
    }

}

 
中介者模式(Mediator Pattern):用一个中介对象封装一些对象的交互,中介者使对象不用显式的互相引用,MVC和mvp 的c和p都是类似这玩意的实现吧

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace ExercisePrj.Dsignmode
{
    //中介类
    public class ChatRoom
    {
        public static void ShowMessage(User user, string msg)
        {
            Console.WriteLine(new DateTime().ToString()+"["+ user.Name + "] : " + msg);
        }
    }
    public class User
    {
        public string Name { get; set; }

        public User(string name)
        {
            Name = name;
        }

        public void SendMessage(String message)
        {
            ChatRoom.ShowMessage(this, message);
        }
    }


}

备忘录模式(Memento Pattern):在不破坏封装的前提下,捕获一个对象的内部状态,并在对象之外保存,

大部分支持回退的操作场景下应该都是这种模式··之前做的软件中有画图的操作···支持后退,实现方式非常简单粗暴··,直接吧图层的画图对象克隆一份保存··只支持5还是10步,讲道理这么实现确实有点那啥了···

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace ExercisePrj.Dsignmode
{
    public class Memento
    {
        public string State { get; }
        public Memento(string state)
        {
            State = state;
        }
    }
    public class Originator
    {
        public string State { get; set; }

        public Memento SaveStateToMemento()
        {
            return new Memento(State);
        }

        public void GetStateFromMemento(Memento Memento)
        {
            State = Memento.State;
        }
    }
    public class CareTaker
    {
        private List<Memento> mementoList = new List<Memento>();

        public void Add(Memento state)
        {
            mementoList.Add(state);
        }

        public Memento Get(int index)
        {
            return mementoList[index];
        }
    }

}

观察者模式(Observer Pattern):.net自带的有接口提供来实现观察者模式···这里照着msdn来实现一遍,自带的接口里边还实现了资源的释放··,之前并发编程里边的rx也是这个模式的具体实现·

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

//观察者模式
namespace ExercisePrj.Dsignmode
{

    public class Subject: IObservable<Subject>
    {
        public int State {get; set;}
        public Subject(int state)
        {
            State = state;
        }
        private List<IObserver<Subject>> observers = new List<IObserver<Subject>>();

        public IDisposable Subscribe(IObserver<Subject> observer)
        {
            if (!observers.Contains(observer))
                observers.Add(observer);
            return new Unsubscriber(observers, observer);
        }
        private class Unsubscriber : IDisposable
        {
            private List<IObserver<Subject>> _observers;
            private IObserver<Subject> _observer;

            public Unsubscriber(List<IObserver<Subject>> observers, IObserver<Subject> observer)
            {
                this._observers = observers;
                this._observer = observer;
            }

            public void Dispose()
            {
                if (_observer != null && _observers.Contains(_observer))
                    _observers.Remove(_observer);
            }
        }

        public void TrackLocation(Subject ob)
        {
            Console.WriteLine("start");
            foreach (var observer in observers)
            {
                if (ob==null)
                    observer.OnError(new Exception("unknowExeption"));
                else
                    observer.OnNext(ob);
            }
        }

        public void EndTransmission()
        {
            foreach (var observer in observers.ToArray())
                if (observers.Contains(observer))
                    observer.OnCompleted();

            observers.Clear();
        }

    }


    public class BinaryObserver : IObserver<Subject>
    {
        public void OnCompleted()
        {
            Console.WriteLine("complete");
        }

        public void OnError(Exception error)
        {
            Console.WriteLine(error.Message);
        }

        public void OnNext(Subject value)
        {
            Console.WriteLine("Binary String: " + Convert.ToString(value.State, 2));
        }
    }
    public class OctalObserver : IObserver<Subject>
    {
        public void OnCompleted()
        {
            Console.WriteLine("complete");
        }

        public void OnError(Exception error)
        {
            Console.WriteLine(error.Message);
        }

        public void OnNext(Subject value)
        {
            Console.WriteLine("Octal String: " + Convert.ToString(value.State, 8));
        }

    }
    public class HexaObserver : IObserver<Subject>
    {
        public void OnCompleted()
        {
            Console.WriteLine("complete");
        }

        public void OnError(Exception error)
        {
            Console.WriteLine(error.Message);
        }

        public void OnNext(Subject value)
        {
            Console.WriteLine("Hex String: " + Convert.ToString(value.State,16));
        }
    }
}


状态模式(State Pattern):当对象内部状态发生改变时,行为也跟着改变

这个模式是为了解决类里边的大量if和swicth语句,讲道理例子写的有点怪···主体是context

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace ExercisePrj.Dsignmode
{
    public class Context
    {
        public State State { get; set; }

        public Context()
        {
            State = null;
        }
    }
    public interface State
    {
         void DoAction(Context context);
    }

    public class StartState : State
    {
       public void DoAction(Context context)
        {
            Console.WriteLine("Player is in start state");
            context.State = this;
        }

        public override string ToString()
        {
            return "Start State";
        }
    }
    public class StopState : State
    {

       public void DoAction(Context context)
        {
            Console.WriteLine("Player is in stop state");
            context.State = this;
        }

        public override string  ToString()
        {
            return "Stop State";
        }
    }
}

空对象模式(Null Object Pattern):就是吧对空值的判断定义一个啥也不做的实体对象出来··C#的Nullable就是这个的实现···这玩意不在23种设计模式里边···

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace ExercisePrj.Dsignmode
{
    public abstract class AbstractCustomer
    {
        public abstract bool IsNull();
        public abstract string Name { get; }
    }
    public class RealCustomer : AbstractCustomer
    {
        public override string Name { get; }

        public RealCustomer(string name)
        {
            Name = name;
        }
        public override bool IsNull()
        {
            return false;
        }
    }
    public class NullCustomer : AbstractCustomer
    {
            public override string Name { get { return "Not Available in Customer Database"; } }
            public override bool IsNull()
            {
                return true;
            }
    }
    public class CustomerFactory
    {
        public static  string[] names = {"Rob", "Joe", "Julie"};
         public static AbstractCustomer getCustomer(string name)
        {
            if(names.Contains(name))
            {
                return new RealCustomer(name);
            }
            return new NullCustomer();
        }
    }
}

策略模式(Strategy Pattern):定义一系列算法,封装成类,可以相互替换,通过构造不同的类,执行不同的操作。这样做方便调用,添加新的算法也方便,

最后加了自己之前对这个模式的奇葩写法

using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;

namespace ExercisePrj.Dsignmode
{
    public interface IStrategy
    {
         int DoOperation(int num1, int num2);
    }
    public class OperationAdd : IStrategy
    {
        
       public int DoOperation(int num1, int num2)
        {
            return num1 + num2;
        }
    }

    public class OperationSubstract : IStrategy
    {

        public int DoOperation(int num1, int num2)
        {
            return num1 - num2;
        }
    }
    public class OperationMultiply : IStrategy
    {

        public int DoOperation(int num1, int num2)
        {
             return num1 * num2;
        }
    }

    public class ContextEx
    {
        private IStrategy strategy;

        public ContextEx(IStrategy strategy)
        {
            this.strategy = strategy;
        }

        public int ExecuteStrategy(int num1, int num2)
        {
            return strategy.DoOperation(num1, num2);
        }

        //奇葩的写法简单粗暴
        private Dictionary<string, Func<int, int, int>> funcs = new Dictionary<string, Func<int, int, int>>();
        public int ExecuteStrategy(string name, int num1, int num2)
        {
            if(funcs.Count==0)
            {
                //反射写法
                var assembly = Assembly.GetExecutingAssembly();
                var types = assembly.GetTypes();
                foreach (var t in types)
                {
                    if (t.GetInterface("IStrategy") != null)
                    {
                        var instance = assembly.CreateInstance(t.FullName) as IStrategy;
                        funcs.Add(t.Name, instance.DoOperation);
                    }
                }
                //直接添加
                //funcs.Add("OperationAdd", new Func<int, int, int>((n1, n2) => { return n1 + n2; }));
                //funcs.Add("OperationSubstract", new Func<int, int, int>((n1, n2) => { return n1 - n2; }));
                //funcs.Add("OperationMultiply", new Func<int, int, int>((n1, n2) => { return n1 * n2; }));
            }
            return funcs[name](num1, num2);
        }


    }
}

模板模式(Template Pattern):.net的泛型就是这个模式的实现吧··照着模子写就行了

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace ExercisePrj.Dsignmode
{
    public abstract class Game
    {
       public  abstract void Initialize();
        public  abstract void StartPlay();
        public abstract void EndPlay();

        //模板
        public void play()
        {

            //初始化游戏
            Initialize();
            //开始游戏
            StartPlay();
            //结束游戏
            EndPlay();
        }
    }
    public class Cricket : Game
    {
        public override void EndPlay()
        {
            Console.WriteLine("Cricket Game Finished!");
        }

        public override void Initialize()
        {
            Console.WriteLine("Cricket Game Initialized! Start playing.");
        }


        public override void StartPlay()
        {
            Console.WriteLine("Cricket Game Started. Enjoy the game!");
        }
    }
}

访问者模式(Visitor Pattern):在被访问的类里边加一个对外提供接待访问的接口
 吧数据结构和对应的操作分开·添加操作很容易,但是如果结构变化多的化,改起来就麻烦了··
 没研究没用过····

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace ExercisePrj.Dsignmode
{

    public interface IComputerPartVisitor
    {
        void Visit(Computer computer);
        void Visit(Mouse mouse);
        void Visit(Keyboard keyboard);
        void Visit(Monitor monitor);
    }

    public interface IComputerPart
    {
        void Accept(IComputerPartVisitor computerPartVisitor);
    }

    public class Keyboard  : IComputerPart
    {

       public void Accept(IComputerPartVisitor computerPartVisitor)
        {
            computerPartVisitor.Visit(this);
        }
    }
    public class Monitor  : IComputerPart
    {

       public void Accept(IComputerPartVisitor computerPartVisitor)
        {
            computerPartVisitor.Visit(this);
        }
}
    public class Mouse  : IComputerPart
    {
       public void Accept(IComputerPartVisitor computerPartVisitor)
        {
            computerPartVisitor.Visit(this);
        }
    }
    public class Computer : IComputerPart
    {
        IComputerPart [] parts;
        public Computer()
        {
            parts = new IComputerPart[] { new Mouse(), new Keyboard(), new Monitor() };
        }
        public void Accept(IComputerPartVisitor computerPartVisitor)
        {
            for (int i = 0; i < parts.Length; i++)
            {
                parts[i].Accept(computerPartVisitor);
            }
            computerPartVisitor.Visit(this);
        }
    }

    public class ComputerPartDisplayVisitor : IComputerPartVisitor
    {
        public void Visit(Computer computer)
        {
            Console.WriteLine("Displaying Computer.");
        }
        public void Visit(Mouse mouse)
        {
            Console.WriteLine("Displaying Mouse.");
        }
        public void Visit(Keyboard keyboard)
        {
            Console.WriteLine("Displaying Keyboard.");
        }
        public void Visit(Monitor monitor)
        {
            Console.WriteLine("Displaying Monitor.");
        }
    }
}
原文地址:https://www.cnblogs.com/onegarden/p/7201907.html