外觀模式: 從原有系統中抽出一些接口(也可以自己擴展)形成一個新的接口(外觀類), 供客戶使用 減少了客戶與原系統內部的耦合,只需要與外觀類接口發生耦合即可
適配器模式:創建一個擁有所需接口的新類,然後包裝原來類的方法,達到適配的效果
橋接模式:抽象變化 實現也變化 找到變化點並進行封裝 少用繼承多用組合防止類爆炸 將實現部分封裝在一個抽象類中 在被實現的抽象部分積累中包含一個實現部分基類的句柄
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace BridgePattern
{
interface Drawing
{
void DrawLine();
void DrawCircle();
}
abstract class Shape
{
Drawing IDraw;
abstract public void Draw();
public void SetInterface(Drawing d)
{
IDraw = d;
}
public void DrawLine()
{
IDraw.DrawLine();
}
public void DrawCircle()
{
IDraw.DrawCircle();
}
}
class Rectangle : Shape
{
public override void Draw() {
DrawLine();
}
}
class Circle:Shape
{
public override void Draw()
{
DrawCircle();
}
}
class DrawingA:Drawing
{
public void DrawLine()
{
MethodA.DrawLineA();
}
public void DrawCircle()
{
MethodA.DrawCircleA();
}
}
class DrawingB : Drawing
{
public void DrawLine()
{
MethodB.DrawLineB();
}
public void DrawCircle()
{
MethodB.DrawCircleB();
}
}
static class MethodA
{
public static void DrawLineA()
{
Console.WriteLine("DrawLineA");
}
public static void DrawCircleA()
{
Console.WriteLine("DrawCircleA");
}
}
static class MethodB
{
public static void DrawLineB()
{
Console.WriteLine("DrawLineB");
}
public static void DrawCircleB()
{
Console.WriteLine("DrawCircleB");
}
}
class Program
{
static void Main(string[] args)
{
Shape s = new Rectangle();
s.SetInterface(new DrawingA());
s.Draw();
Console.Read();
}
}
}
抽象工廠模式:是要提供一個創建一系列相關或相互依賴對象的接口,而不需要指定它們具體的類
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace AbstractFactoryPattern
{
abstract class AbstractProductA
{
public abstract void Show();
}
class ProductA1:AbstractProductA
{
public override void Show()
{
Console.WriteLine("ProductA1");
}
}
class ProductA2 : AbstractProductA
{
public override void Show()
{
Console.WriteLine("ProductA2");
}
}
abstract class AbstractProductB
{
public abstract void Show();
}
class ProductB1 : AbstractProductB
{
public override void Show()
{
Console.WriteLine("ProductB1");
}
}
class ProductB2 : AbstractProductB
{
public override void Show()
{
Console.WriteLine("ProductB2");
}
}
abstract class AbstractFactory
{
public abstract AbstractProductA CreateProuctA();
public abstract AbstractProductB CreateProuctB();
}
class ProductFactory1:AbstractFactory
{
public override AbstractProductA CreateProuctA()
{
return new ProductA1();
}
public override AbstractProductB CreateProuctB()
{
return new ProductB1();
}
}
class ProductFactory2 : AbstractFactory
{
public override AbstractProductA CreateProuctA()
{
return new ProductA2();
}
public override AbstractProductB CreateProuctB()
{
return new ProductB2();
}
}
class Program
{
static void Main(string[] args)
{
AbstractFactory af = new ProductFactory1();
AbstractProductA ap = af.CreateProuctA();
ap.Show();
Console.Read();
}
}
}
策略模式:使用不同的業務規則或者算法 講算法的選擇和實現分離 讓客戶可以基於場景做出選擇
裝飾模式 爲一個對象現在有的功能動態添加附加功能的一個方法 被裝飾和裝飾類都繼承同一個抽象類 裝飾類存有被裝飾類的引用,對功能進行重新包裝
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace NewDecoratorPattern
{
abstract class Component
{
public abstract void Operation();
}
class ConcreteComponent : Component
{
public override void Operation()
{
Console.WriteLine("具體組件方法");
}
}
abstract class Decorator:Component
{
private Component component;
public void SetDecorator(Component com)
{
this.component = com;
}
public override void Operation()
{
component.Operation();
}
}
class DecoratorA:Decorator
{
public override void Operation()
{
base.Operation();
Console.WriteLine("Decorator A");
}
}
class DecoratorB: Decorator
{
public override void Operation()
{
base.Operation();
Console.WriteLine("Decorator B");
}
}
class Program
{
static void Main(string[] args)
{
ConcreteComponent c = new ConcreteComponent();
DecoratorA ad = new DecoratorA();
ad.SetDecorator(c);
ad.Operation();
Console.Read();
}
}
}
單例模式:類只存在一個實例 多線程需要進行檢測