一、概述
定义:将可变部分从程序中抽象分离成算法接口,在该接口下分别封装一系列算法实现并使他们可以相互替换,从而导致客户端程序独立与算法的改变。
策略模式属于对象的行为模式。其用意是针对一组算法,将每一个算法封装到具有共同接口的独立的类中,从而使得它们可以相互替换。策略模式使得算法可以在不影响到客户端的情况下发生变化。
这个模式涉及到三个角色:
二、案例代码
假设现在要设计一个鸭子的产品。一个最简单的情况就是设计的鸭子从叫声、外观、飞行能力都是一样的,但是实际情况肯定比这要复杂。比如,红头鸭是红色的用翅膀飞,太空鸭可以在天上飞,大黄鸭不会飞。
1.抽象基类Duck.java
package com.czhappy.designpattern.strategy;
/**
*
* @ClassName: Duck
* @Description: 抽象基类
* @author chenzheng
* @date 2017-1-13 上午10:32:37
*/
public abstract class Duck {
/**
*
* @author chenzheng
* @since 2017-1-13
* @Description: 鸣叫
* @throws
* void
*/
public void quack(){
System.out.println("嘎嘎嘎");
}
/**
*
* @author chenzheng
* @since 2017-1-13
* @Description: 外观展示
* @throws
* void
*/
public abstract void display();
private FlyingStrategy flyingStrategy;
public void setFlyingStrategy(FlyingStrategy flyingStrategy) {
this.flyingStrategy = flyingStrategy;
}
public void fly(){
flyingStrategy.performFly();
}
}
2.飞行策略接口FlyingStrategy.java
package com.czhappy.designpattern.strategy;
/**
*
* @ClassName: FlyingStrategy
* @Description: 飞行策略接口
* @author chenzheng
* @date 2017-1-13 上午10:34:01
*/
public interface FlyingStrategy {
void performFly();
}
3.策略接口的实现类FlyNoWay.java
package com.czhappy.designpattern.strategy.impl;
import com.czhappy.designpattern.strategy.FlyingStrategy;
public class FlyNoWay implements FlyingStrategy{
@Override
public void performFly() {
System.out.println("我不会飞");
}
}
4.策略接口的实现类FlyWithRocket.java
package com.czhappy.designpattern.strategy.impl;
import com.czhappy.designpattern.strategy.FlyingStrategy;
public class FlyWithRocket implements FlyingStrategy{
@Override
public void performFly() {
System.out.println("用火箭飞行");
}
}
5.策略接口的实现类FlyWithWing.java
package com.czhappy.designpattern.strategy.impl;
import com.czhappy.designpattern.strategy.FlyingStrategy;
public class FlyWithWing implements FlyingStrategy{
@Override
public void performFly() {
System.out.println("用翅膀飞");
}
}
6.大黄鸭BigYellowDuck.java
package com.czhappy.designpattern.strategy;
import com.czhappy.designpattern.strategy.impl.FlyNoWay;
/**
*
* @ClassName: BigYellowDuck
* @Description: 大黄鸭
* @author chenzheng
* @date 2017-1-13 上午10:36:01
*/
public class BigYellowDuck extends Duck{
public BigYellowDuck() {
super();
super.setFlyingStrategy(new FlyNoWay());
}
@Override
public void display() {
System.out.println("我身体很大,全身发黄");
}
}
7.红头鸭RedHeadDuck.java
package com.czhappy.designpattern.strategy;
import com.czhappy.designpattern.strategy.impl.FlyWithWing;
/**
*
* @ClassName: RedHeadDuck
* @Description: 红头鸭
* @author chenzheng
* @date 2017-1-13 上午10:35:06
*/
public class RedHeadDuck extends Duck{
public RedHeadDuck() {
super();
super.setFlyingStrategy(new FlyWithWing());
}
@Override
public void display() {
System.out.println("我的头是红色的");
}
}
8.太空鸭SpaceDuck.java
package com.czhappy.designpattern.strategy;
import com.czhappy.designpattern.strategy.impl.FlyWithRocket;
/**
*
* @ClassName: SpaceDuck
* @Description: 太空鸭
* @author chenzheng
* @date 2017-1-13 上午10:34:52
*/
public class SpaceDuck extends Duck{
public SpaceDuck() {
super();
super.setFlyingStrategy(new FlyWithRocket());
}
@Override
public void display() {
System.out.println("我头戴宇航头盔");
}
@Override
public void quack() {
System.out.println("我通过无线电与你通信");
}
}
9.测试类
package com.czhappy.designpattern.strategy;
/**
*
* @ClassName: DuckTest
* @Description: 测试类
* @author chenzheng
* @date 2017-1-13 上午10:33:43
*/
public class DuckTest {
public static void main(String[] args) {
Duck duck1 = new RedHeadDuck();
Duck duck2 = new BigYellowDuck();
Duck duck3 = new SpaceDuck();
duck1.display();
duck1.quack();
duck1.fly();
System.out.println("***************");
duck2.display();
duck2.quack();
duck2.fly();
System.out.println("***************");
duck3.display();
duck3.quack();
duck3.fly();
}
}
三、总结
1.策略模式设计原则:
2.策略模式的实现:
3.策略模式的优点:
4.策略模式的缺点:
5.策略模式的适用场景: