Beispiel #1
0
        static void RunChainofResp()
        {
            // 职责链 更在于链式结构  类与类之间存在依赖关系
            Handler h1 = new ConcreteHandler1();
            Handler h2 = new ConcreteHandler2();
            Handler h3 = new ConcreteHandler3();

            h1.SetSuccessor(h2);
            h2.SetSuccessor(h3);

            // Generate and process request
            int[] requests = { 2, 5, 14, 22, 18, 3, 27, 20 };

            foreach (int request in requests)
            {
                h1.HandleRequest(request);
            }
        }
Beispiel #2
0
        static void Main(string[] args)
        {
            // Setup Chain of Responsibility
            Handler h1 = new ConcreteHandler1();
            Handler h2 = new ConcreteHandler2();
            Handler h3 = new ConcreteHandler3();

            h1.SetSuccessor(h2);
            h2.SetSuccessor(h3);

            // Generate and process request
            int[] requests = { 2, 5, 14, 22, 18, 3, 27, 20 };
            foreach (int request in requests)
            {
                h1.HandleRequest(request);
            }

            Console.ReadLine();
        }
Beispiel #3
0
        static void Main(string[] args)
        {
            #region 简单工厂模式
            Console.WriteLine("===========简单工厂模式============");
            //Practical01:运算操作,计算时,不依赖具体的运算类,通过OperationFactory获取真正的运算类
            Product_Operation operation01 = Factory_OperationFactory.CreateOperate(OPE.PLUS);
            operation01._NumA = 10;
            operation01._NumB = 5;
            Console.WriteLine(operation01.GetResult());
            Product_Operation operation02 = Factory_OperationFactory.CreateOperate(OPE.DIVIDE);
            operation02._NumA = 10;
            operation02._NumB = 5;
            Console.WriteLine(operation02.GetResult());

            //Parctical01:银行支付
            var payment = PaymentFactory.CreatePayment("ABC");
            Console.WriteLine(payment.Payfor(1));
            #endregion
            #region 抽象工厂模式
            Console.WriteLine("===========抽象工厂模式============");
            //便宜套餐
            Factory_Abstract_IKFCFactory Cheap_Abstract = new Factory_CheapPackage();
            KFCFood Cheap_food = Cheap_Abstract.CreateFood();
            Cheap_food.Display();
            KFCDrink Cheap_Drink = Cheap_Abstract.CreateDrink();
            Cheap_Drink.Display();
            //豪华套餐
            Factory_Abstract_IKFCFactory Luxury_Abstract = new Factory_LuxuryPackage();
            KFCFood Luxury_food = Luxury_Abstract.CreateFood();
            Luxury_food.Display();
            KFCDrink Luxury_Drink = Luxury_Abstract.CreateDrink();
            Luxury_Drink.Display();
            #endregion
            #region 建造者模式
            Console.WriteLine("===========建造者模式============");
            _02Builder_VehicleBuilder builder;
            _04Director_Shop          shop = new _04Director_Shop();

            //产品1:Scooter
            builder = new _03ConcreteBuilder_ScooterBuilder();
            shop.Construct(builder);
            builder.Vehicle.Show();
            //产品2:
            builder = new _03ConcreteBuilder_CarBuilder();
            shop.Construct(builder);
            builder.Vehicle.Show();
            #endregion
            #region 工厂方法模式
            Console.WriteLine("===========工厂方法模式============");
            _01Factory_IKFC IKFCFactory = new _01Factory_IKFC_ChickenFactory();
            //生产鸡腿
            _02KFCFood f_1 = IKFCFactory.CreateFood();
            f_1.Display();
            //+1
            _02KFCFood f_2 = IKFCFactory.CreateFood();
            f_2.Display();
            _02KFCFood f_3 = IKFCFactory.CreateFood();
            f_3.Display();
            #endregion
            #region 原型模式
            Console.WriteLine("===========原型模式============");
            _03ColorManager colormanager = new _03ColorManager();

            colormanager["red"] = new _02Color(255, 0, 0);
            // 个性化对象
            colormanager["peace"] = new _02Color(128, 211, 128);
            //浅clone
            _02Color color1 = colormanager["red"].Clone() as _02Color;
            _02Color color2 = colormanager["peace"].Clone() as _02Color;
            #endregion
            #region 单例模式
            Console.WriteLine("===========单例模式============");
            //单线程环境
            Singleton01 s1 = Singleton01.Instance();
            Singleton01 s2 = Singleton01.Instance();
            if (s1 == s2)
            {
                Console.WriteLine("s1 == s2,单例模式");
            }
            #endregion
            #region 适配器模式
            Console.WriteLine("===========适配器模式============");
            Console.WriteLine("手机:");
            _01ITarget t = new Adapter(new _02Power());
            t.GetPower();
            #endregion
            #region 观察者模式
            Console.WriteLine("===========观察者模式============");
            ConcreteSubject concreteSubject = new ConcreteSubject();
            concreteSubject.Attach(new ConcreteObserver(concreteSubject, "X"));
            concreteSubject.Attach(new ConcreteObserver(concreteSubject, "Y"));
            concreteSubject.Attach(new ConcreteObserver(concreteSubject, "Z"));
            //Subject通过Attach()和Detach()方法添加或删除其所关联的观察者,
            //并通过Notify进行更新,让每个观察者都可以观察到最新的状态
            concreteSubject.SubjectState = "ABC";
            concreteSubject.Notify();
            #endregion
            #region 桥接模式
            Console.WriteLine("===========桥接模式============");
            //首先初始化  _01MakeCoffee 抽象类
            //白牛奶
            _01MakeCoffeeSingleton whiteCoffeeSingleton = new _01MakeCoffeeSingleton(new _01MakeCoffee_WhiteCoffee());

            //中杯
            _02Coffee_MediumCupCoffee mediumWhiteCoffee = new _02Coffee_MediumCupCoffee();
            mediumWhiteCoffee.Make();

            //大杯
            _02Coffee_LargeCupCoffee largeCupWhiteCoffee = new _02Coffee_LargeCupCoffee();
            largeCupWhiteCoffee.Make();

            //黑牛奶
            _01MakeCoffeeSingleton blackCoffeeSingleton = new _01MakeCoffeeSingleton(new _01MakeCoffee_BlackCoffee());
            // 中杯
            _02Coffee_MediumCupCoffee mediumBlackCoffee = new _02Coffee_MediumCupCoffee();
            mediumBlackCoffee.Make();

            // 大杯
            _02Coffee_LargeCupCoffee largeCupBlackCoffee = new _02Coffee_LargeCupCoffee();
            largeCupBlackCoffee.Make();
            #endregion
            #region 组合模式
            Console.WriteLine("===========组合模式============");

            Graphics graphics = new Graphics("全部图形");

            _01Sharp_Circle circle = new _01Sharp_Circle("圆形", 5);
            graphics.Add(circle);
            _01Sharp_Rectangle rectangle = new _01Sharp_Rectangle("矩形", 4, 5);
            graphics.Add(rectangle);
            _01Sharp_Triangle triangle = new _01Sharp_Triangle("三角形", 3, 4, 5);
            graphics.Add(triangle);
            graphics.Display();
            #endregion
            #region 外观模式
            Console.WriteLine("===========外观模式============");
            Facade facade = new Facade();
            facade.MethodA();
            facade.MethodB();
            #endregion
            #region 享元模式
            Console.WriteLine("===========享元模式============");
            int extrinsicstate       = 22;
            FlyweightFactory factory = new FlyweightFactory();

            //获取不同的Flyweigh实例
            _01Flyweight fx = factory.GetFlyweight("X");
            fx.Operation(--extrinsicstate);

            _01Flyweight fy = factory.GetFlyweight("Y");
            fy.Operation(--extrinsicstate);

            _01Flyweight fz = factory.GetFlyweight("Z");
            fz.Operation(--extrinsicstate);

            _01FlyweightUnshared fu = new _01FlyweightUnshared();
            fu.Operation(--extrinsicstate);
            #endregion

            #region 代理模式
            Console.WriteLine("===========代理模式============");
            //创建代理
            MathProxy proxy = new MathProxy();
            // Do the math
            Console.WriteLine("4 + 2 = " + proxy.Add(4, 2));
            Console.WriteLine("4 - 2 = " + proxy.Sub(4, 2));
            Console.WriteLine("4 * 2 = " + proxy.Mul(4, 2));
            Console.WriteLine("4 / 2 = " + proxy.Div(4, 2));
            #endregion
            #region 职责链模式
            Console.WriteLine("===========职责链模式============");
            // 创建职责链
            _01Handler h1 = new ConcreteHandler1();
            _01Handler h2 = new ConcreteHandler2();
            _01Handler h3 = new ConcreteHandler3();

            //successor 继承 自Handler,执行 else if 条件中的successor.HandleRequest(request);
            h1.SetSuccessor(h2);
            h2.SetSuccessor(h3);

            int[] requests = { 2, 5, 14, 22, 18, 3, 27, 20 };
            foreach (int request in requests)
            {
                //else if 条件中的successor.HandleRequest(request);
                //h1中SetSuccessor(h2),h2中SetSuccessor(h3)
                //ConcreteHandler1负责处理的请求范围0~10,
                //ConcreteHandler2负责处理的请求范围10~20,
                //ConcreteHandler3负责处理的请求范围20~30。
                //当请求ConcreteHandler1处理不了,则让ConcreteHandler2处理,
                //如果ConcreteHandler2处理不了,则让ConcreteHandler3处理。
                //依次类推,Client的请求会验证职责链传递下去,直至请求被处理,
                //而Client不要关心到底是谁处理了请求。
                h1.HandleRequest(request);
            }
            #endregion

            #region 命令模式
            Console.WriteLine("===========命令模式============");
            _00Receiver receiver = new _00Receiver();
            //调用invoker调用Receiver的操作,实现Execute方法
            _01Command command = new _01CommandConcrete(receiver);
            //命令的接收者,将命令请求传递给相应的命令对象
            Invoker _invoker = new Invoker(command);
            _invoker.ExcuteCommand();
            #endregion
            Console.Read();
        }