#include <iostream>
#include <string>
#include <list>
#include <vector>
using namespace std;
enum COLOR{WHITE,BLACK}; /************************************************************************/
/* 装饰模式的作用是为对象增加属性 */
/************************************************************************/ struct PiecePos
{
int x;
int y;
PiecePos(int a,int b):x(a),y(b){}
}; class Piece
{
public:
virtual void draw(){}
};
class BlackPiece:public Piece
{
public:
virtual void draw(){cout << " set a black piece"<<endl;}
};
class WhitePiece:public Piece
{
public:
virtual void draw(){cout << " set a white piece"<<endl;}
}; class PieceBoard
{
public:
PieceBoard(string balckname,string whitename):
m_whitename(whitename),m_balckname(balckname),m_blackpiece(NULL),m_whitepiece(NULL)
{ }
void SetPiece(COLOR color,PiecePos pos)
{
if (color == BLACK)
{
if (NULL == m_blackpiece)
{
m_blackpiece = new BlackPiece();
}
cout << m_balckname << " on the pos" << pos.x << " and " << pos.y;
m_blackpiece->draw();
}
else
{
if (NULL == m_whitepiece)
{
m_whitepiece = new WhitePiece();
}
cout << m_whitename << " on the pos" << pos.x << " and " << pos.y;
m_whitepiece->draw();
}
m_vecPos.push_back(pos);
}
private:
vector<PiecePos> m_vecPos;
Piece *m_blackpiece;
Piece *m_whitepiece;
string m_balckname;
string m_whitename;
}; int main()
{
PieceBoard pieceboard("A","B");
pieceboard.SetPiece(WHITE,PiecePos(4,6));
pieceboard.SetPiece(BLACK,PiecePos(3,5));
pieceboard.SetPiece(WHITE,PiecePos(2,8));
pieceboard.SetPiece(BLACK,PiecePos(1,9));
return 0;
}
享元模式原理:所谓享元模式,是共享一些元数据对象,例如棋盘的棋子,如果我们对每个棋子建立一个对象然后组织成一个容器,则需要很多个对象。可以只建立两个对象,一个黑子对象,一个白子对象,由棋盘共享,棋盘维护一个保存棋子位置的对象。
代码如下: