设计模式(六)策略模式C++

策略模式定义一系列的算法,把它们一个个封装起来,并且使它们可相互替换。该模式使得算法可独立于使用它的客户而变化。
策略模式为了适应不同的需求,只把变化点封装了,这个变化点就是实现不同需求的算法,但是,用户需要知道各种算法的具体情况。就像加班工资,不同的加班情况,有不同的算法。我们不能在程序中将计算工资的算法进行硬编码,而是能自由的变化的。这就是策略模式。

角色:
    抽象策略角色(Strategy): 抽象策略类。
    具体策略角色(ConcreteStrategy):封装了继续相关的算法和行为。
    环境角色(Context):持有一个策略类的引用,最终给客户端调用。

下面是最直观最简单的策略模式

#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;
}

在实际操作的过程中,我们会发现,在main函数中,也就是在客户端使用策略模式时,会创建非常多的Strategy,而这样就莫名的增加了客户端的压力,让客户端的复杂度陡然增加了。怎么办?可以把策略直接作为参数传递给Context,但是Context内部要有对资源的释放部分

更改之后如下

#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;
}

第三种实现方式是简单工厂+策略模式,通过简单工厂同样能够避免一次创建多个Strategy,代码如下

#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; // 谢谢hellowei提出的bug,具体可以参见评论
};

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;
}

参考链接

参考链接2

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