/// <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) { //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(); }
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) { 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(); }