享元模式(Flyweight)

2020-03-10  本文已影响0人  jiahzhon

- 定义

- 使用场景

  1. 系统中存在大量相同或相似的对象,这些对象耗费大量的内存资源。
  2. 大部分的对象可以按照内部状态进行分组,且可将不同部分外部化,这样每一个组只需保存一个内部状态。
  3. 由于享元模式需要额外维护一个保存享元的数据结构,所以应当在有足够多的享元实例时才值得使用享元模式。

- 角色

- 结构图

3-1Q115161342242.gif

- 实现代码

package flyweight;
import java.util.HashMap;
public class FlyweightPattern
{
    public static void main(String[] args)
    {
        FlyweightFactory factory=new FlyweightFactory();
        Flyweight f01=factory.getFlyweight("a");
        Flyweight f02=factory.getFlyweight("a");
        Flyweight f03=factory.getFlyweight("a");
        Flyweight f11=factory.getFlyweight("b");
        Flyweight f12=factory.getFlyweight("b");       
        f01.operation(new UnsharedConcreteFlyweight("第1次调用a。"));       
        f02.operation(new UnsharedConcreteFlyweight("第2次调用a。"));       
        f03.operation(new UnsharedConcreteFlyweight("第3次调用a。"));       
        f11.operation(new UnsharedConcreteFlyweight("第1次调用b。"));       
        f12.operation(new UnsharedConcreteFlyweight("第2次调用b。"));
    }
}
//非享元角色
class UnsharedConcreteFlyweight
{
    private String info;
    UnsharedConcreteFlyweight(String info)
    {
        this.info=info;
    }
    public String getInfo()
    {
        return info;
    }
    public void setInfo(String info)
    {
        this.info=info;
    }
}
//抽象享元角色
interface Flyweight
{
    public void operation(UnsharedConcreteFlyweight state);
}
//具体享元角色
class ConcreteFlyweight implements Flyweight
{
    private String key;
    ConcreteFlyweight(String key)
    {
        this.key=key;
        System.out.println("具体享元"+key+"被创建!");
    }
    public void operation(UnsharedConcreteFlyweight outState)
    {
        System.out.print("具体享元"+key+"被调用,");
        System.out.println("非享元信息是:"+outState.getInfo());
    }
}
//享元工厂角色
class FlyweightFactory
{
    private HashMap<String, Flyweight> flyweights=new HashMap<String, Flyweight>();
    public Flyweight getFlyweight(String key)
    {
        Flyweight flyweight=(Flyweight)flyweights.get(key);
        if(flyweight!=null)
        {
            System.out.println("具体享元"+key+"已经存在,被成功获取!");
        }
        else
        {
            flyweight=new ConcreteFlyweight(key);
            flyweights.put(key, flyweight);
        }
        return flyweight;
    }
}
例子:五子棋
public abstract class AbstractChessman {
  // 棋子坐标
  protected int x;
  protected int y;
  // 棋子类别(黑|白)
  protected String chess;
  public AbstractChessman(String chess) {
    this.chess = chess;
  }
  // 点坐标设置
  public abstract void point(int x, int y);
  // 显示棋子信息
  public void show() {
    System.out.println(this.chess + "(" + this.x + "," + this.y + ")");
  }
}
public class BlackChessman extends AbstractChessman {
  /**
   * 构造方法 初始化黑棋子
   */
  public BlackChessman() {
    super("●");
    System.out.println("--BlackChessman Construction Exec!!!");
  }
  // 点坐标设置
  @Override
  public void point(int x, int y) {
    this.x = x;
    this.y = y;
    // 显示棋子内容
    show();
  }
}
public class WhiteChessman extends AbstractChessman {
  /**
   * 构造方法 初始化白棋子
   */
  public WhiteChessman() {
    super("○");
    System.out.println("--WhiteChessman Construction Exec!!!");
  }
  // 点坐标设置
  @Override
  public void point(int x, int y) {
    this.x = x;
    this.y = y;
    // 显示棋子内容
    show();
  }
}
import java.util.Hashtable;
import com.demo.flyweight.object.AbstractChessman;
import com.demo.flyweight.object.BlackChessman;
import com.demo.flyweight.object.WhiteChessman;
public class FiveChessmanFactory {
  // 单例模式工厂
  private static FiveChessmanFactory fiveChessmanFactory = new FiveChessmanFactory();
  // 缓存存放共享对象
  private final Hashtable<Character, AbstractChessman> cache = new Hashtable<Character, AbstractChessman>();
  // 私有化构造方法
  private FiveChessmanFactory() {
  }
  // 获得单例工厂
  public static FiveChessmanFactory getInstance() {
    return fiveChessmanFactory;
  }
  /**
   * 根据字符获得棋子
   *
   * @param c
   *      (B:黑棋 W:白棋)
   * @return
   */
  public AbstractChessman getChessmanObject(char c) {
    // 从缓存中获得棋子对象实例
    AbstractChessman abstractChessman = this.cache.get(c);
    if (abstractChessman == null) {
      // 缓存中没有棋子对象实例信息 则创建棋子对象实例 并放入缓存
      switch (c) {
      case 'B':
        abstractChessman = new BlackChessman();
        break;
      case 'W':
        abstractChessman = new WhiteChessman();
        break;
      default:
        break;
      }
      // 为防止 非法字符的进入 返回null
      if (abstractChessman != null) {
        // 放入缓存
        this.cache.put(c, abstractChessman);
      }
    }
    // 如果缓存中存在 棋子对象则直接返回
    return abstractChessman;
  }
}
import java.util.Random;
import com.demo.flyweight.factory.FiveChessmanFactory;
import com.demo.flyweight.object.AbstractChessman;
/**
 * 主应用程序
 *
 * @author
 */
public class Client {
  /**
   * @param args
   */
  public static void main(String[] args) {
    // 创建五子棋工厂
    FiveChessmanFactory fiveChessmanFactory = FiveChessmanFactory
        .getInstance();
    Random random = new Random();
    int radom = 0;
    AbstractChessman abstractChessman = null;
    // 随机获得棋子
    for (int i = 0; i < 10; i++) {
      radom = random.nextInt(2);
      switch (radom) {
      // 获得黑棋
      case 0:
        abstractChessman = fiveChessmanFactory.getChessmanObject('B');
        break;
      // 获得白棋
      case 1:
        abstractChessman = fiveChessmanFactory.getChessmanObject('W');
        break;
      }
      if (abstractChessman != null) {
        abstractChessman.point(i, random.nextInt(15));
      }
    }
  }
}
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