C#设计模式整理

  我居然连一月一随笔都没有,啊啊啊,忙死个人

  这个随笔主要是记录基于自己学习[美]James W.Cooper著的《C# Design Patterns : A Tutorial》一书中常用设计模式的整理,既是自己整理的,便避免不了理解偏差,欢迎分享宝贵见解。

Behavioral Pattern  行为型模式

  行为型模式模式主要与对象间的通信有关。

  Chain of Responsibility(职责链模式),职责链模式减少对象间的耦合。整理了一个接口,如下:

    /// <summary>
/// 职责链模式
/// 职责链减少了类之间的耦合
/// </summary>
/// <typeparam name="T"></typeparam>
public interface IChain<T>
{
/// <summary>
/// 添加一条链至本链后
/// </summary>
/// <param name="nextChain"></param>
void AddNext(IChain<T> nextChain); /// <summary>
/// 消息处理
/// </summary>
/// <param name="msg"></param>
void OnChain(T msg);
}

适用:

p) 职责链模式允许多个类处理同一个请求,请求在类之间传递,直到其中一个类处理它为止。

p) 不想把相互作用的内容放在调用程序里。

举例:

例2:

最近想关于硬件命令和数据收发时想到了用职责链解决,结果好像出现了偏差,便有了以下代码。以下代码用于统计字符串中JMB三个字母出现的次数以及J出现的次数以及两个B字母间用时(实属瞎JB写)。

以下是相关类定义:

 using System;
using System.Collections.Generic; namespace ConcurrencySolution
{
#region base classes
public class Msg
{
public string ID
{
get { return _id; }
}
private string _id; public Msg()
{
_id = Guid.NewGuid().ToString("N");
}
} public class MsgRep
{
public string MsgID; public bool ExecResult; public MsgRep()
: this(string.Empty, false)
{ } public MsgRep(string vMsgID, bool vExecResult)
{
MsgID = vMsgID;
ExecResult = vExecResult;
}
} public abstract class Chain
{
public Chain Next
{
get { return _next; }
}
private Chain _next; public void SetNext(Chain next)
{
_next = next;
} public MsgRep HandleMsg(Msg msg)
{
MsgRep rep = HandleMessage(msg);
if (true == rep.ExecResult)
return rep; if (Next != null)
return Next.HandleMsg(msg); return null;
} protected abstract MsgRep HandleMessage(Msg msg);
} public abstract class Worker : Chain
{
public string WorkerID
{
get { return _workerID; }
}
protected string _workerID; protected Worker()
: this(string.Empty)
{ } protected Worker(string vWorkerID)
{
_workerID = vWorkerID;
} protected override MsgRep HandleMessage(Msg msg)
{
WorkerMsg wmsg = msg as WorkerMsg;
if (null == wmsg)
throw new ArgumentException("isn't a valid WorkerMsg", "msg"); var rep = DoWork(wmsg);
return rep;
} protected abstract WorkerMsgRep DoWork(WorkerMsg msg);
}
#endregion public class WorkerMsg : Msg
{
public string Action
{
get { return _action; }
}
private string _action; public WorkerMsg(string vAction)
: base()
{
_action = vAction;
}
} public class WorkerMsgRep : MsgRep
{
public string WorkerID; public WorkerMsgRep()
: this(string.Empty, false, string.Empty)
{ } public WorkerMsgRep(string vMsgID, bool vExecResult, string vWorkerID)
: base(vMsgID, vExecResult)
{
WorkerID = vWorkerID;
}
} #region Workers
public class WorkerJ : Worker
{
public int MentionTimes
{
get { return _mentionTimes; }
}
protected int _mentionTimes; protected WorkerJ()
: base()
{ } public WorkerJ(string vWorkerID)
: base(vWorkerID)
{ } protected override WorkerMsgRep DoWork(WorkerMsg msg)
{
WorkerMsgRep rep = new WorkerMsgRep(msg.ID, false, WorkerID);
rep.ExecResult = msg.Action == "J";
if (true == rep.ExecResult)
_mentionTimes++; return rep;
} public virtual void ChangeWorkerID(string vWorkerID)
{
throw new NotImplementedException();
}
} public class WorkerM : Worker
{
public WorkerM(string vWorkerID)
: base(vWorkerID)
{ } protected override WorkerMsgRep DoWork(WorkerMsg msg)
{
var rep = new WorkerMsgRep(msg.ID, false, WorkerID);
if (msg.Action == "M")
rep.ExecResult = true; return rep;
}
} public class WorkerB : Worker
{
public List<DateTime> MentionTime
{
get { return _mentionTime; }
}
List<DateTime> _mentionTime; public WorkerB(string vWorkerID)
: base(vWorkerID)
{
_mentionTime = new List<DateTime>();
} protected override WorkerMsgRep DoWork(WorkerMsg msg)
{
WorkerMsgRep rep = new WorkerMsgRep(msg.ID, false, WorkerID);
rep.ExecResult = msg.Action == "B";
if (true == rep.ExecResult)
_mentionTime.Add(DateTime.Now); return rep;
} }
#endregion
}

以下是使用:

        public void TestMethod1()
{
string testStr = "Bb1123lkiJMoBp";
WorkerJ wj = new WorkerJ("j");
WorkerM wm = new WorkerM("m");
WorkerB wb = new WorkerB("B");
wj.SetNext(wm);
wm.SetNext(wb); int countJMB = ;
WorkerMsg ms;
WorkerMsgRep mr;
for (int i = ; i < testStr.Length; i++)
{
ms = new WorkerMsg(testStr[i].ToString());
mr = wj.HandleMsg(ms) as WorkerMsgRep;
if (mr != null &&
true == mr.ExecResult)
countJMB++;
} string time1 = wb.MentionTime[].ToString("HH:mm:ss:ms");
string time2 = wb.MentionTime[].ToString("HH:mm:ss:ms");
;
}

例1:

    public class Sunday : IChain<DayOfWeek>  // System.DayOfWeek
{
private IChain<DayOfWeek> _next; private DayOfWeek _token;
public DayOfWeek Token { get { return _token; } } public Sunday()
{
_token = DayOfWeek.Sunday;
} #region IChain<DayOfWeek> 成员
void IChain<DayOfWeek>.AddNext(IChain<DayOfWeek> nextChain)
{
_next = nextChain;
} void IChain<DayOfWeek>.OnChain(DayOfWeek msg)
{
if (DayOfWeek.Sunday == msg) // 此处判断本类是否最适合处理此消息
{
Console.WriteLine("Hello! It's {0}, u'd better study!", _token);
}
else if (_next != null) // 传递消息
{
_next.OnChain(msg);
}
else
{
throw new Exception(string.Format("{0} can't handle this msg : {1}", _token, msg));
}
}
#endregion } public class DefaultDay : IChain<DayOfWeek>
{
private DayOfWeek _token;
public DayOfWeek Token { get { return _token; } } public DefaultDay()
{
//_token = DayOfWeek.None; 好烦啊,想偷个懒的,意思到就好了8
} #region IChain<DayOfWeek> 成员
void IChain<DayOfWeek>.AddNext(IChain<DayOfWeek> nextChain)
{
throw new NotImplementedException(string.Format("Sorry but i'm at the end of the chain, {0} said.", _token));
} void IChain<DayOfWeek>.OnChain(DayOfWeek msg)
{
//if (msg != _token)
//{
// throw new Exception(string.Format("It's none of my business about : {0}, {1} said", msg, _token));
//}
//else
//{
Console.WriteLine("Unbelievable! Today is {0}!", _token);
//} }
#endregion } public class ChainImpl
{
IChain<DayOfWeek> _prior, _inferior, _default; public ChainImpl()
{
_prior = new Sunday();
//_inferior = new Monday();
_default = new DefaultDay(); //_prior.AddNext(_inferior);
//_inferior.AddNext(_default);
_prior.AddNext(_default);
} public void Work(DayOfWeek today)
{
// 不管今天具体是周几,由_prior对象优先去处理
// 如果_prior对象不能处理,自动转交给它的"下一链"处理直到_default
_prior.OnChain(today);
}
}

  Strategy Pattern(策略模式)

适用:

p) 不同算法各自封装,可随意挑选需要的算法。

实现:

方式一,把策略封装在单独的类中。策略决策类和策略类间的耦合较低(当更换策略时,策略决策类与原策略类解耦);可提供异步获取结果的方法;

方式二,把策略作为一个委托(根据自己理解实现的,自荐)。性能(反射)可能较低;策略决策类与策略(委托,当为其他类中的方法时)所属类间的耦合较高;策略相对轻量级、灵活方便;对于同个问题的策略,可封装在单独类中,结构清晰;

举例:

方式二,具体实现。

using System;

    public class StrategyDecision
{
protected Delegate _strategy; public StrategyDecision()
{ } public StrategyDecision(Delegate strategy)
{
_strategy = strategy;
} ~StrategyDecision()
{
_strategy = null;
} public object GetResult(params object[] args)
{
try
{
return _strategy.DynamicInvoke(args);
}
catch (Exception e)
{
throw e;
}
} public void ChangeStrategy(Delegate strategy)
{
_strategy = strategy;
} }

方式二,使用举例。

var obj = new StrategyDecision(
new Func<int, int, int>(
(oa, ob) =>
{
return oa + ob; })).GetResult(7, 7); // Bad example! 图简便 >_<

Creational Pattern 创建型模式

  所有创建型模式都涉及到创建对象实例的方式。将创建对象过程抽象成一个专门的“创建器”类,会使程序更灵活、更通用。

  Singleton Pattern(单例模式),单例模式限制而不是改进类的创建,单例模式保证一个类有且只有一个实例,并提供一个访问它的全局访问点。如果有需要,也可以在类中保存少数几个实例。我常用单例的全局访问功能;在你只持有一个资源,而需要对外开放多个资源访问服务时,用单例是很好的选择。

举例:

    public class Myself
{
static readonly Myself _instance;
public static Myself Instance
{
get { return _instance; }
} // 应用程序域中第一次发生以下事件时将触发静态构造函数的执行:
//• 创建类类型的实例。(外部无法创建本类实例)
//• 引用类类型的任何静态成员。(当Instance属性被引用时)
static Myself()
{
_instance = new Myself();
} private Myself() // 私有构造限制外部创建实例
{ }
}

备注:

此单例的实现是我根据静态构造的特性实现的,以下称前者;书中的单例用lock方式实现,以下称后者。我用循环1000次调用某单例的两种实现的方法(简单返回字符串):第一次调用前者用时0毫秒,后者用时2毫秒,也就是说后者用时是在第一次调用(也就是构造函数花费的)时出现的,以后每次调用二者都是0毫秒;值得一提的点,每个1000次调用中,后者总会至少有一次返回空,也就是调用失败或者啥,但前者不会有这种情况,也就是说前者较为安全。有时间我把测试也贴出来。

  Linkin Park 的《Halfway Right》好听哭了T_T,一定要听!

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