/// <summary> /// Entry point into console application. /// </summary> static void Main() { // Arbitrary extrinsic state int extrinsicstate = 22; FlyweightFactory factory = new FlyweightFactory(); // Work with different flyweight instances Flyweight fx = factory.GetFlyweight("X"); fx.Operation(--extrinsicstate); Flyweight fy = factory.GetFlyweight("Y"); fy.Operation(--extrinsicstate); Flyweight fz = factory.GetFlyweight("Z"); fz.Operation(--extrinsicstate); UnsharedConcreteFlyweight fu = new UnsharedConcreteFlyweight(); fu.Operation(--extrinsicstate); // Wait for user Console.ReadKey(); }
static void Main(string[] args) { int i = 100; FlyweightFactory factory = new FlyweightFactory(); Flyweight flyA = factory.GetFlyweight("A"); flyA.Operation(i); Flyweight flyB = factory.GetFlyweight("B"); flyB.Operation(i * 2); Flyweight flyC = factory.GetFlyweight("C"); flyC.Operation(i * 3); Flyweight flyD = factory.GetFlyweight("D"); flyD.Operation(i * 4); Flyweight flyE = new UnsharedFlyweight(); flyE.Operation(i / 2); Flyweight flyF = factory.GetFlyweight("A"); flyF.Operation(i / 2); }
static void Main(string[] args) { // 定义外部状态,例如字母的位置等信息 int externalstate = 10; string[] strings = new[] { "A", "B", "C", "D" }; Random random = new Random(); FlyweightFactory factory = new FlyweightFactory(); for (int i = 0; i < 10; i++) { var s = strings[random.Next(4)]; Flyweight fd = factory.GetFlyweight(s); if (fd != null) { fd.Operate(--externalstate); } else { Console.WriteLine("{0}加入驻留池", s); factory.Flyweights.Add("D", new ConcreteFlyweight(s)); } } Console.ReadKey(); }
static void Main(string[] args) { //介绍 // 意图:运用共享技术有效地支持大量细粒度的对象。 //主要解决:在有大量对象时,有可能会造成内存溢出,我们把其中共同的部分抽象出来,如果有相同的业务请求,直接返回在内存中已有的对象,避免重新创建。 //何时使用: 1、系统中有大量对象。 2、这些对象消耗大量内存。 3、这些对象的状态大部分可以外部化。 4、这些对象可以按照内蕴状态分为很多组,当把外蕴对象从对象中剔除出来时,每一组对象都可以用一个对象来代替。 5、系统不依赖于这些对象身份,这些对象是不可分辨的。 //如何解决:用唯一标识码判断,如果在内存中有,则返回这个唯一标识码所标识的对象。 //关键代码:用 HashMap 存储这些对象。 //应用实例: 1、JAVA 中的 String,如果有则返回,如果没有则创建一个字符串保存在字符串缓存池里面。 2、数据库的数据池。 //优点:大大减少对象的创建,降低系统的内存,使效率提高。 //缺点:提高了系统的复杂度,需要分离出外部状态和内部状态,而且外部状态具有固有化的性质,不应该随着内部状态的变化而变化,否则会造成系统的混乱。 //使用场景: 1、系统有大量相似对象。 2、需要缓冲池的场景。 //注意事项: 1、注意划分外部状态和内部状态,否则可能会引起线程安全问题。 2、这些类必须有一个工厂对象加以控制。 int extrinsicstate = 22; var factory = new FlyweightFactory(); var flyweightX = factory.GetFlyweight("X"); flyweightX.Operation(--extrinsicstate); var flyweightY = factory.GetFlyweight("Y"); flyweightY.Operation(--extrinsicstate); var flyweightZ = factory.GetFlyweight("Z"); flyweightZ.Operation(--extrinsicstate); UnsharedConcreteFlyweight unsharedConcreteFlyweight = new UnsharedConcreteFlyweight(); unsharedConcreteFlyweight.Operation(--extrinsicstate); var webSiteFactory = new WebSiteFactory(); var fx = webSiteFactory.GetWebSite("产品展示"); fx.Use(new User("X")); var fy = webSiteFactory.GetWebSite("产品展示"); fy.Use(new User("Y")); var fz = webSiteFactory.GetWebSite("产品展示"); fz.Use(new User("Z")); Console.WriteLine(webSiteFactory.GetWebSiteCount()); Console.ReadLine(); }
private static void ShowHello() { Console.WriteLine("**********李四********"); BaseWord h = FlyweightFactory.GetWord(WordType.H); BaseWord e = FlyweightFactory.GetWord(WordType.E); BaseWord l = FlyweightFactory.GetWord(WordType.L); BaseWord o = FlyweightFactory.GetWord(WordType.O); Console.WriteLine("{0}{1}{2}{3}{4}", h.Display(), e.Display(), l.Display(), l.Display(), o.Display()); }
public void Launch() { int extrinsicState = 22; FlyweightFactory factory = new FlyweightFactory(); IFlyweight flyweightA = factory.GetFlyweight("Flyweight A"); IFlyweight flyweightB = factory.GetFlyweight("Flyweight B"); IFlyweight flyweightC = factory.GetFlyweight("Flyweight C"); flyweightA.Operation(--extrinsicState); flyweightB.Operation(--extrinsicState); flyweightC.Operation(--extrinsicState); }
public static void addCarToPoliceDatabase(FlyweightFactory factory, Car car) { Console.WriteLine("\nClient: Adding a car to database."); var flyweight = factory.GetFlyweight(new Car { Color = car.Color, Model = car.Model, Company = car.Company }); // The client code either stores or calculates extrinsic state and // passes it to the flyweight's methods. flyweight.Operation(car); }
static void Main(string[] args) { FlyweightFactory factory = new FlyweightFactory(); Flyweight flyweight1 = factory.GetFlyweight("related"); flyweight1.Operation("hello world"); Flyweight flyweight2 = factory.GetFlyweight("unrelated"); flyweight2.Operation("hello second world"); Flyweight flyweight3 = factory.GetFlyweight("related"); flyweight3.Operation("hello super world"); Flyweight flyweight4 = factory.GetFlyweight("unrelated"); flyweight4.Operation("Bye"); }
static void Main(string[] args) { // The client code usually creates a bunch of pre-populated // flyweights in the initialization stage of the application. var factory = new FlyweightFactory( new Car { Company = "Chevrolet", Model = "Camaro2018", Color = "pink" }, new Car { Company = "Mercedes Benz", Model = "C300", Color = "black" }, new Car { Company = "Mercedes Benz", Model = "C500", Color = "red" }, new Car { Company = "BMW", Model = "M5", Color = "red" }, new Car { Company = "BMW", Model = "X6", Color = "white" } ); factory.listFlyweights(); addCarToPoliceDatabase(factory, new Car { Number = "CL234IR", Owner = "James Doe", Company = "BMW", Model = "M5", Color = "red" }); addCarToPoliceDatabase(factory, new Car { Number = "CL234IR", Owner = "James Doe", Company = "BMW", Model = "X1", Color = "red" }); factory.listFlyweights(); }
static void Main(string[] args) { try { {//BasicStructure int extrinsicState = 22; FlyweightFactory flyweightFactory = new FlyweightFactory(); var flyweight = flyweightFactory.GetFlyweight("X"); flyweight.Operation(--extrinsicState); flyweight = flyweightFactory.GetFlyweight("Y"); flyweight.Operation(--extrinsicState); flyweight = flyweightFactory.GetFlyweight("Z"); flyweight.Operation(--extrinsicState); UnSharedConcreteFlyweight uf = new UnSharedConcreteFlyweight(); uf.Operation(--extrinsicState); } {//SituationSimulation WebSiteFactory webSiteFactory = new WebSiteFactory(); var fx = webSiteFactory.GetWebSiteCategory("产品展示"); fx.Use(); var fy = webSiteFactory.GetWebSiteCategory("产品展示"); fy.Use(); var fz = webSiteFactory.GetWebSiteCategory("产品展示"); fz.Use(); var fl = webSiteFactory.GetWebSiteCategory("博客"); fl.Use(); var fm = webSiteFactory.GetWebSiteCategory("博客"); fm.Use(); var fn = webSiteFactory.GetWebSiteCategory("博客"); fn.Use(); Console.WriteLine($"网站分类总数为:{webSiteFactory.GetWebSiteCount()}"); } } catch (Exception ex) { Console.WriteLine(ex.Message); } Console.ReadKey(); }
/// <summary> /// 享元模式: /// 如果我们需要大量相同的对象,如果一个个去new的话,会导致很浪费资源和性能,而享元就是为了解决这个问题的 /// 看到这里,大家脑海里肯定会想:哎,这不是原型模式吗?怎么享元模式跟原型模式一样了? /// /// 让我来解释一下吧: /// 原型模式:为了避免new,而采用克隆的方式来构造对象(注重构造),原型模式是一个创建型模式,所以注重的是创建 /// 享元模式:不仅仅是为了避免new,更多的还是为了重用一个对象(注重重用),它的一些属性我们是可以直接用的。 /// /// 此文中的例子:大头儿子一家 /// 假如大头儿子一家三口,家里有两辆车,一辆白色,一辆黑色,然后家里每次出行时需要开车 /// 不可能说每一次出行都要去新买一辆车吧(new),所以只需要买一个(new一次),之后要使用,直接去车库开就好了 /// 如果家里的车不够了,假如大头儿子长大了,想要买一辆蓝色的车,此时车库里没有,则需要重新去买一辆放在车库里 /// 以后大头儿子要开车的话就可以从车库里去开了 /// /// 享元模式又分为:1.内部状态;2.外部状态; /// 内部状态:在享元的内部不会因为环境的改变而改变,在上述例子中车就是内部状态,只要买了就在车库,不会改变 /// 外部状态:会随环境改变而改变,不可以享元的状态,在上述例子中大头儿子一家就是外部状态,车不会变,但是谁开车,这个是会变化的,这个无法享元 /// </summary> /// <param name="args"></param> static void Main(string[] args) { //不管取多少遍车,同一个颜色的车,永远只会实例化一次(买一次) FlyweightFactory carFactory = new FlyweightFactory(); Car car1 = carFactory.GetCar("白色"); Car car2 = carFactory.GetCar("黑色"); Car car3 = carFactory.GetCar("蓝色"); carFactory.GetCar("白色"); carFactory.GetCar("黑色"); carFactory.GetCar("蓝色"); //指定外部环境(谁去开车) car1.Drive(new Driver("围裙妈妈")); car2.Drive(new Driver("小头爸爸")); car3.Drive(new Driver("大头儿子")); Console.WriteLine("End"); Console.ReadKey(); }
void Test() { // 外部状态 int extrinsicState = 22; FlyweightFactory factory = new FlyweightFactory(); Flyweight fx = factory.GetFlyweight("X"); fx.Operation(--extrinsicState); Flyweight fy = factory.GetFlyweight("Y"); fy.Operation(--extrinsicState); Flyweight fz = factory.GetFlyweight("Z"); fz.Operation(--extrinsicState); Flyweight uf = new UnsharedConcreteFlyweight(); uf.Operation(--extrinsicState); }
static void Main(string[] args) { var extrinsicstate = 22; FlyweightFactory f = new FlyweightFactory(); Flyweight fx = f.GetFlyweight("X"); fx.OPeration(--extrinsicstate); Flyweight fy = f.GetFlyweight("Y"); fy.OPeration(--extrinsicstate); Flyweight fz = f.GetFlyweight("Z"); fz.OPeration(--extrinsicstate); UnshareConcreteFlyweight uf = new UnshareConcreteFlyweight(); uf.OPeration(--extrinsicstate); Console.Read(); }
static void Main(string[] args) { FlyweightFactory flyweightFactory = new FlyweightFactory(); Flyweight fA = flyweightFactory.GetFlyweight("A"); fA.Operation(10); Flyweight fB = flyweightFactory.GetFlyweight("A"); fB.Operation(9); Flyweight fC = flyweightFactory.GetFlyweight("C"); fC.Operation(8); UnsharedConcreteFlyweight uf = new UnsharedConcreteFlyweight(); uf.Operation(7); Console.WriteLine("fA == fB:" + (fA == fB)); Console.WriteLine("fA == fC:" + (fA == fC)); }
static void Main(string[] args) { int extrinsincstate = 22; FlyweightFactory f = new FlyweightFactory(); Flyweight fx = f.GetFlyweight("X"); fx.Operation(extrinsincstate); Flyweight fy = f.GetFlyweight("Y"); fy.Operation(extrinsincstate); Flyweight fz = f.GetFlyweight("Z"); fz.Operation(extrinsincstate); Flyweight uf = new UnsharedConcreteFlyweight(); uf.Operation(extrinsincstate); Console.ReadKey(); }
//private static BaseWord e1 = new E(); //private static BaseWord l = new L(); //private static BaseWord v = new V(); //private static BaseWord n = new N(); /// <summary> /// 张三 /// </summary> private static void Show() { Console.WriteLine("**********张三********"); //BaseWord e1 = new E(); //BaseWord l = new L(); ////BaseWord e2 = new E(); //BaseWord v = new V(); ////BaseWord e3 = new E(); //BaseWord n = new N(); BaseWord e1 = FlyweightFactory.GetWord(WordType.E); BaseWord l = FlyweightFactory.GetWord(WordType.L); //BaseWord e2 = new E(); BaseWord v = FlyweightFactory.GetWord(WordType.V); //BaseWord e3 = new E(); BaseWord n = FlyweightFactory.GetWord(WordType.N); Console.WriteLine("{0}{1}{2}{3}{4}{5}", e1.Display(), l.Display(), e1.Display(), v.Display(), e1.Display(), n.Display()); //e2.Display(),v.Display(), //e3.Display(),n.Display()); }
public static void BaseSample() { FlyweightFactory factory = new FlyweightFactory(); var fa = factory.GetFlyweight("A"); if (fa != null) { fa.Operation(1); } var fb = factory.GetFlyweight("B"); if (fb != null) { fb.Operation(2); } else { factory.flyweights.Add("B", new ConcreteFlyweight("B")); fb = factory.GetFlyweight("B"); } fb.Operation(2); Console.ReadKey(); }
static void Main(string[] args) { int extrinsicstate = 12; FlyweightFactory factory = new FlyweightFactory(); Flyweight fx = factory.GetFlyweight("X"); fx.Operation(--extrinsicstate); Flyweight fy = factory.GetFlyweight("Y"); fy.Operation(--extrinsicstate); Flyweight fz = factory.GetFlyweight("Z"); fz.Operation(--extrinsicstate); UnshardConcreteFlyweight uf = new UnshardConcreteFlyweight(); uf.Operation(--extrinsicstate); Console.Read(); }
static void Main(string[] args) { int i = 100; FlyweightFactory factory = new FlyweightFactory(); Flyweight flyA = factory.GetFlyweight("A"); flyA.Operation(i); Flyweight flyB = factory.GetFlyweight("B"); flyB.Operation(i * 2); Flyweight flyC = factory.GetFlyweight("C"); flyC.Operation(i * 3); Flyweight flyD = factory.GetFlyweight("D"); flyD.Operation(i * 4); Flyweight flyE = new UnsharedFlyweight(); flyE.Operation(i / 2); Flyweight flyF = factory.GetFlyweight("A"); flyF.Operation(i / 2); Console.WriteLine("================================"); //共享图片工厂 ImageNodeFactory imageNodeFactory = new ImageNodeFactory(); Dictionary <int, ImageNode> imageList = new Dictionary <int, ImageNode>(); int randomNum = 0; Random random = new Random(); for (int j = 0; j < 10; j++) { randomNum = random.Next(0, 10); switch (randomNum / 2) { case 0: imageList.Add(j, imageNodeFactory.GetImage("Lion")); break; case 1: imageList.Add(j, imageNodeFactory.GetImage("Tiger")); break; case 2: imageList.Add(j, imageNodeFactory.GetImage("Cat")); break; default: imageList.Add(j, imageNodeFactory.GetImage("Dog")); break; } } //展示所生成的图像 for (int j = 0; j < 10; j++) { Console.WriteLine(j + "号坐标的"); imageList[i].Show(); } //随机选取两个坐标的图像进行比较 int a = 0; int b = 0; while (a == b) { a = random.Next(0, 10); b = random.Next(0, 10); } //由于使用了共享,所以直接判断对象是否相等即可 if (imageList[a] == imageList[b]) { Console.WriteLine("可以消除"); } else { Console.WriteLine("不可以消除"); } }