定义
Observer is a behavioral design pattern that lets you define a subscription mechanism to notify multiple objects about any events that happen to the object they’re observing.
类图
示例代码
using System;
using System.Collections.Generic;
using System.Threading;
namespace RefactoringGuru.DesignPatterns.Observer.Conceptual
{
public interface IObserver
{
// Receive update from subject
void Update(ISubject subject);
}
public interface ISubject
{
// Attach an observer to the subject.
void Attach(IObserver observer);
// Detach an observer from the subject.
void Detach(IObserver observer);
// Notify all observers about an event.
void Notify();
}
// The Subject owns some important state and notifies observers when the
// state changes.
public class Subject : ISubject
{
// For the sake of simplicity, the Subject's state, essential to all
// subscribers, is stored in this variable.
public int State { get; set; } = -0;
// List of subscribers. In real life, the list of subscribers can be
// stored more comprehensively (categorized by event type, etc.).
private List<IObserver> _observers = new List<IObserver>();
// The subscription management methods.
public void Attach(IObserver observer)
{
Console.WriteLine("Subject: Attached an observer.");
this._observers.Add(observer);
}
public void Detach(IObserver observer)
{
this._observers.Remove(observer);
Console.WriteLine("Subject: Detached an observer.");
}
// Trigger an update in each subscriber.
public void Notify()
{
Console.WriteLine("Subject: Notifying observers...");
foreach (var observer in _observers)
{
observer.Update(this);
}
}
// Usually, the subscription logic is only a fraction of what a Subject
// can really do. Subjects commonly hold some important business logic,
// that triggers a notification method whenever something important is
// about to happen (or after it).
public void SomeBusinessLogic()
{
Console.WriteLine("\nSubject: I'm doing something important.");
this.State = new Random().Next(0, 10);
Thread.Sleep(15);
Console.WriteLine("Subject: My state has just changed to: " + this.State);
this.Notify();
}
}
// Concrete Observers react to the updates issued by the Subject they had
// been attached to.
class ConcreteObserverA : IObserver
{
public void Update(ISubject subject)
{
if ((subject as Subject).State < 3)
{
Console.WriteLine("ConcreteObserverA: Reacted to the event.");
}
}
}
class ConcreteObserverB : IObserver
{
public void Update(ISubject subject)
{
if ((subject as Subject).State == 0 || (subject as Subject).State >= 2)
{
Console.WriteLine("ConcreteObserverB: Reacted to the event.");
}
}
}
class Program
{
static void Main(string[] args)
{
// The client code.
var subject = new Subject();
var observerA = new ConcreteObserverA();
subject.Attach(observerA);
var observerB = new ConcreteObserverB();
subject.Attach(observerB);
subject.SomeBusinessLogic();
subject.SomeBusinessLogic();
subject.Detach(observerB);
subject.SomeBusinessLogic();
}
}
}