设计模式之观察者模式——猫抓老鼠1

设计模式之观察者模式——猫抓老鼠:

问题描述:

通过猫抓老鼠的例子进行了解观察者模式,首先的初始代码为(有三个类):

using System;


/// <summary>
/// 观察者设计模式——猫抓老鼠
/// </summary>
namespace Unity_Observe_mode
{
    class Program
    {
        static void Main(string[] args)
        {
            Cat cat = new Cat("加菲", "黄色");
            Mouse mouse1 = new Mouse("米奇", "白色");
            Mouse mouse2 = new Mouse("米糊", "灰色");
            cat.CatComing(mouse1,mouse2);//猫的状态发生改变

            Console.ReadKey();
        }
    }
}

猫类:

using System;
using System.Collections.Generic;
using System.Text;

/// <summary>
/// 观察者设计模式——猫抓老鼠
/// </summary>


namespace Unity_Observe_mode
{
    /// <summary>
    /// 猫类
    /// </summary>
    class Cat
    {
        private string name;
        private string color;
        public Cat(string name,string color)
        {
            this.name = name;
            this.color = color;
        }

        /// <summary>
        /// 猫的状态发生改变(被观察者状态发生改变)
        /// </summary>

        public void CatComing(Mouse mouse1,Mouse mouse2)
        {
            Console.WriteLine(color + "的猫" + name + "过来了,喵喵喵!!");
            mouse1.RunAway();
            mouse2.RunAway();
        }
    }
}

老鼠类:

using System;
using System.Collections.Generic;
using System.Text;


/// <summary>
/// 观察者设计模式——猫抓老鼠
/// </summary>
namespace Unity_Observe_mode
{
    /// <summary>
    /// 老鼠类-观察者类
    /// </summary>
    class Mouse
    {
        private string name;
        private string color;
        public Mouse(string name,string color)
        {
            this.name = name;
            this.color = color;
        }
        public void RunAway()
        {
            Console.WriteLine(color + "的老鼠" + name + "说:老猫来了,赶紧跑! ");
        }
    }
}


分析:

首先,我们编写了三个类,其中猫为被观察者,而老鼠为观察者,当猫状态发生改变时,老鼠也相应的发生改变,如上代码便做到了这一点。
但是这种方案存在一个缺点:
如下代码:

        public void CatComing(Mouse mouse1,Mouse mouse2,Mouse mouse3)
        {
            Console.WriteLine(color + "的猫" + name + "过来了,喵喵喵!!");
            mouse1.RunAway();
            mouse2.RunAway();
            mouse3.RunAway();
        }
            Mouse mouse1 = new Mouse("米奇", "白色");
            Mouse mouse2 = new Mouse("米糊", "灰色");
            Mouse mouse3 = new Mouse("米啊", "红色色");
            cat.CatComing(mouse1,mouse2,mouse3);//猫的状态发生改变

当新的观察者加入时,需要在猫类的方法中进行更改,这样会使代码越来越繁琐,而且我们希望写好一个猫类后尽量少改动其代码(对比初始代码)


通过委托进行优化:

我们在猫类中定义一个委托,然后将老鼠的方法加入委托中:

using System;


/// <summary>
/// 观察者设计模式——猫抓老鼠
/// </summary>
namespace Unity_Observe_mode
{
    class Program
    {
        static void Main(string[] args)
        {
            Cat cat = new Cat("加菲", "黄色");
            Mouse mouse1 = new Mouse("米奇", "白色");
            cat.catCome += mouse1.RunAway;
            Mouse mouse2 = new Mouse("米糊", "灰色");
            cat.catCome += mouse2.RunAway;
            Mouse mouse3 = new Mouse("米啊", "红色色");
            cat.catCome += mouse3.RunAway;
            //cat.CatComing(mouse1,mouse2,mouse3);//猫的状态发生改变,在cat中调用了观察者的方法,当观察者发生改变时,需要同时修改被观察者的代码,代码耦合性高了,不好!!
            cat.CatComing();
            Console.ReadKey();
        }
    }
}

猫类:

using System;
using System.Collections.Generic;
using System.Text;

/// <summary>
/// 观察者设计模式——猫抓老鼠
/// </summary>


namespace Unity_Observe_mode
{
    /// <summary>
    /// 猫类
    /// </summary>
    class Cat
    {
        private string name;
        private string color;
        public Cat(string name,string color)
        {
            this.name = name;
            this.color = color;
        }

        /// <summary>
        /// 猫的状态发生改变(被观察者状态发生改变)
        /// </summary>
        public void CatComing()
        {
            Console.WriteLine(color + "的猫" + name + "过来了,喵喵喵!!");
            if(catCome!=null)
                catCome();
        }

        public Action catCome;//定义一个委托
        //public void CatComing(Mouse mouse1,Mouse mouse2,Mouse mouse3)
        //{
        //    Console.WriteLine(color + "的猫" + name + "过来了,喵喵喵!!");
        //    mouse1.RunAway();
        //    mouse2.RunAway();
        //    mouse3.RunAway();
        //}
    }
}

通过这样的方法降低了代码的耦合性。最后运行效果:
设计模式之观察者模式——猫抓老鼠1
观察者模式—猫抓老鼠1,后面猫抓老鼠2将继续进行优化!

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