策略模式定義一系列的算法,把它們一個個封裝起來,並且使它們可相互替換。該模式使得算法可獨立於使用它的客戶而變化。
策略模式爲了適應不同的需求,只把變化點封裝了,這個變化點就是實現不同需求的算法,但是,用戶需要知道各種算法的具體情況。就像加班工資,不同的加班情況,有不同的算法。我們不能在程序中將計算工資的算法進行硬編碼,而是能自由的變化的。這就是策略模式。
角色:
抽象策略角色(Strategy): 抽象策略類。
具體策略角色(ConcreteStrategy):封裝了繼續相關的算法和行爲。
環境角色(Context):持有一個策略類的引用,最終給客戶端調用。
下面是最直觀最簡單的策略模式
#include <iostream>
#include <windows.h>
using namespace std;
// The abstract strategy
class Strategy
{
public:
virtual void AlgorithmInterface() = 0;
};
class ConcreteStrategyA : public Strategy
{
public:
void AlgorithmInterface()
{
cout << "I am from ConcreteStrategyA." << endl;
}
};
class ConcreteStrategyB : public Strategy
{
public:
void AlgorithmInterface()
{
cout << "I am from ConcreteStrategyB." << endl;
}
};
class ConcreteStrategyC : public Strategy
{
public:
void AlgorithmInterface()
{
cout << "I am from ConcreteStrategyC." << endl;
}
};
class Context
{
public:
Context(Strategy *pStrategyArg) : pStrategy(pStrategyArg)
{
}
void ContextInterface()
{
pStrategy->AlgorithmInterface();
}
private:
Strategy *pStrategy;
};
int main()
{
// Create the Strategy
Strategy *pStrategyA = new ConcreteStrategyA;
Strategy *pStrategyB = new ConcreteStrategyB;
Strategy *pStrategyC = new ConcreteStrategyC;
Context *pContextA = new Context(pStrategyA);
Context *pContextB = new Context(pStrategyB);
Context *pContextC = new Context(pStrategyC);
pContextA->ContextInterface();
pContextB->ContextInterface();
pContextC->ContextInterface();
if (pStrategyA) delete pStrategyA;
if (pStrategyB) delete pStrategyB;
if (pStrategyC) delete pStrategyC;
if (pContextA) delete pContextA;
if (pContextB) delete pContextB;
if (pContextC) delete pContextC;
system("pause");
return 0;
}
在實際操作的過程中,我們會發現,在main函數中,也就是在客戶端使用策略模式時,會創建非常多的Strategy,而這樣就莫名的增加了客戶端的壓力,讓客戶端的複雜度陡然增加了。怎麼辦?可以把策略直接作爲參數傳遞給Context,但是Context內部要有對資源的釋放部分
更改之後如下
#include <iostream>
#include <windows.h>
#define free_ptr(p) \
if(p) delete p; p = NULL;
using namespace std;
// The abstract strategy
class Strategy
{
public:
virtual void AlgorithmInterface() = 0;
};
class ConcreteStrategyA : public Strategy
{
public:
void AlgorithmInterface()
{
cout << "I am from ConcreteStrategyA." << endl;
}
};
class ConcreteStrategyB : public Strategy
{
public:
void AlgorithmInterface()
{
cout << "I am from ConcreteStrategyB." << endl;
}
};
class ConcreteStrategyC : public Strategy
{
public:
void AlgorithmInterface()
{
cout << "I am from ConcreteStrategyC." << endl;
}
};
class Context
{
public:
Context(Strategy *pStrategyArg) : m_pStrategy(pStrategyArg)
{
}
~Context()
{
free_ptr(m_pStrategy);
}
void ContextInterface()
{
m_pStrategy->AlgorithmInterface();
}
private:
Strategy *m_pStrategy;
};
int main()
{
Context *pContextA = new Context(new ConcreteStrategyA);
Context *pContextB = new Context(new ConcreteStrategyB);
Context *pContextC = new Context(new ConcreteStrategyC);
pContextA->ContextInterface();
pContextB->ContextInterface();
pContextC->ContextInterface();
if (pContextA) delete pContextA;
if (pContextB) delete pContextB;
if (pContextC) delete pContextC;
system("pause");
return 0;
}
第三種實現方式是簡單工廠+策略模式,通過簡單工廠同樣能夠避免一次創建多個Strategy,代碼如下
#include <iostream>
#include <windows.h>
using namespace std;
// Define the strategy type
typedef enum StrategyType
{
StrategyA,
StrategyB,
StrategyC
}STRATEGYTYPE;
// The abstract strategy
class Strategy
{
public:
virtual void AlgorithmInterface() = 0;
virtual ~Strategy() = 0; // 謝謝hellowei提出的bug,具體可以參見評論
};
Strategy::~Strategy()
{}
class ConcreteStrategyA : public Strategy
{
public:
void AlgorithmInterface()
{
cout << "I am from ConcreteStrategyA." << endl;
}
~ConcreteStrategyA() {}
};
class ConcreteStrategyB : public Strategy
{
public:
void AlgorithmInterface()
{
cout << "I am from ConcreteStrategyB." << endl;
}
~ConcreteStrategyB() {}
};
class ConcreteStrategyC : public Strategy
{
public:
void AlgorithmInterface()
{
cout << "I am from ConcreteStrategyC." << endl;
}
~ConcreteStrategyC() {}
};
class Context
{
public:
Context(STRATEGYTYPE strategyType)
{
switch (strategyType)
{
case StrategyA:
pStrategy = new ConcreteStrategyA;
break;
case StrategyB:
pStrategy = new ConcreteStrategyB;
break;
case StrategyC:
pStrategy = new ConcreteStrategyC;
break;
default:
break;
}
}
~Context()
{
if (pStrategy) delete pStrategy;
}
void ContextInterface()
{
if (pStrategy)
pStrategy->AlgorithmInterface();
}
private:
Strategy *pStrategy;
};
int main()
{
Context *pContext = new Context(StrategyA);
pContext->ContextInterface();
if (pContext) delete pContext;
system("pause");
return 0;
}