Design Pattern Visitor 訪问者设计模式
2024-08-30 15:44:16
訪问者设计模式是已经有了一组Person对象了,然后不同的訪问者訪问这组对象。会有不同效果。
这些訪问者实际上就是一个能够让Person对象组运行的动作行为等。
至于这些Person对象是怎样运行这些訪问者的动作的,那是已经在特定的不同的Person对象中设计好的。
比方我们的訪问者或许是一些动作集合的类,如:
class Action
{
public:
string present;
string gun;
virtual void drinkBeer(Person *p) = 0;
virtual void getAGun(Person *p) = 0;
};
依据这个訪问者基类定义不同的訪问动作:
class ActionOne:public Action
{
public:
ActionOne()
{
present = "Alcohol";
gun = "Laiser";
}
void drinkBeer(Person *p);
void getAGun(Person *p);
}; class ActionTwo:public Action
{
public:
ActionTwo()
{
present = "Beer";
gun = "Machine Gun";
}
void getAGun(Person *p);
void drinkBeer(Person *p);
};
而Person类则运行动作类的不同动作,也是基类动作的一部分,这样呈现出不同Person运行的行为不一样。
class Person
{
public:
string something;
virtual void receivedVisitor(Action *visitor) = 0;
}; class Bill:public Person
{
public:
Bill()
{
something = "food";
}
void receivedVisitor(Action *visitor)
{
puts("\nVisitor to Bill bring :");
puts(visitor->present.c_str());
visitor->drinkBeer(this);
}
}; class Mark:public Person
{
public:
Mark()
{
something = "Weapon";
}
void receivedVisitor(Action *visitor)
{
puts("\nVisitor to Mark bring :");
puts(visitor->gun.c_str());
visitor->getAGun(this);
}
};
使用一个类来存放这些对象:
class House
{
protected:
vector<Person *> vps;
public:
void addPerson(Person *p)
{
vps.push_back(p);
}
void receiver(Action *visitor)
{
for (int i = 0; i < (int)vps.size(); i++)
{
vps[i]->receivedVisitor(visitor);
}
}
~House()
{
for (int i = 0; i < (int)vps.size(); i++)
{
delete vps[i];
}
}
};
最后就在这个类对象中存放须要被訪问的对象,然后使用动作类来訪问这些对象。
总的来说也是思想并不太难的一个设计模式,可是要非常好实现还是不太easy的。
所有代码例如以下:
#include <stdio.h>
#include <iostream>
#include <string>
#include <vector>
using namespace std; class Person; class Action
{
public:
string present;
string gun;
virtual void drinkBeer(Person *p) = 0;
virtual void getAGun(Person *p) = 0;
}; class ActionOne:public Action
{
public:
ActionOne()
{
present = "Alcohol";
gun = "Laiser";
}
void drinkBeer(Person *p);
void getAGun(Person *p);
}; class ActionTwo:public Action
{
public:
ActionTwo()
{
present = "Beer";
gun = "Machine Gun";
}
void getAGun(Person *p);
void drinkBeer(Person *p);
}; class Person
{
public:
string something;
virtual void receivedVisitor(Action *visitor) = 0;
}; class Bill:public Person
{
public:
Bill()
{
something = "food";
}
void receivedVisitor(Action *visitor)
{
puts("\nVisitor to Bill bring :");
puts(visitor->present.c_str());
visitor->drinkBeer(this);
}
}; class Mark:public Person
{
public:
Mark()
{
something = "Weapon";
}
void receivedVisitor(Action *visitor)
{
puts("\nVisitor to Mark bring :");
puts(visitor->gun.c_str());
visitor->getAGun(this);
}
}; void ActionOne::drinkBeer(Person *p)
{
puts("Let's eat something");
puts(p->something.c_str());
} void ActionOne::getAGun(Person *p)
{
puts("Let's gear up");
puts(p->something.c_str());
} void ActionTwo::getAGun(Person *p)
{
puts("Let's gear up");
puts(p->something.c_str());
} void ActionTwo::drinkBeer(Person *p)
{
puts("Let's eat something");
puts(p->something.c_str());
} class House
{
protected:
vector<Person *> vps;
public:
void addPerson(Person *p)
{
vps.push_back(p);
}
void receiver(Action *visitor)
{
for (int i = 0; i < (int)vps.size(); i++)
{
vps[i]->receivedVisitor(visitor);
}
}
~House()
{
for (int i = 0; i < (int)vps.size(); i++)
{
delete vps[i];
}
}
}; int main()
{
House house;
house.addPerson(new Bill);
house.addPerson(new Mark);
ActionTwo gun;
ActionOne drink;
house.receiver(&gun);
house.receiver(&drink);
return 0;
}
运行:
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