建筑者模式

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definition

定义

Separate the construction of a complex object from its representation so that the same construction process can create different representations.

UML class diagram

 

participants

参与者

    The classes and/or objects participating in this pattern are:

  • Builder  (VehicleBuilder)
    • specifies an abstract interface for creating parts of a Product object
  • ConcreteBuilder  (MotorCycleBuilder, CarBuilder, ScooterBuilder)
    • constructs and assembles parts of the product by implementing the Builder interface
    • defines and keeps track of the representation it creates
    • provides an interface for retrieving the product
  • Director  (Shop)
    • constructs an object using the Builder interface
  • Product  (Vehicle)
    • represents the complex object under construction. ConcreteBuilder builds the product's internal representation and defines the process by which it's assembled
    • includes classes that define the constituent parts, including interfaces for assembling the parts into the final result

sample code in C#

简单代码(C#)

This structural code demonstrates the Builder pattern in which complex objects are created in a step-by-step fashion. The construction process can create different object representations and provides a high level of control over the assembly of the objects.

// Builder pattern -- Structural example
using System;
using System.Collections;

namespace DoFactory.GangOfFour.Builder.Structural
{
  // MainApp test application

  public class MainApp
  {
    public static void Main()
    {
      // Create director and builders
      Director director = new Director();

      Builder b1 = new ConcreteBuilder1();
      Builder b2 = new ConcreteBuilder2();

      // Construct two products
      director.Construct(b1);
      Product p1 = b1.GetResult();
      p1.Show();

      director.Construct(b2);
      Product p2 = b2.GetResult();
      p2.Show();

      // Wait for user
      Console.Read();
    }
  }

  // "Director"

  class Director
  {
    // Builder uses a complex series of steps
    public void Construct(Builder builder)
    {
      builder.BuildPartA();
      builder.BuildPartB();
    }
  }

  // "Builder"

  abstract class Builder
  {
    public abstract void BuildPartA();
    public abstract void BuildPartB();
    public abstract Product GetResult();
  }

  // "ConcreteBuilder1"

  class ConcreteBuilder1 : Builder
  {
    private Product product = new Product();

    public override void BuildPartA()
    {
      product.Add("PartA");
    }

    public override void BuildPartB()
    {
      product.Add("PartB");
    }

    public override Product GetResult()
    {
      return product;
    }
  }

  // "ConcreteBuilder2"

  class ConcreteBuilder2 : Builder
  {
    private Product product = new Product();

    public override void BuildPartA()
    {
      product.Add("PartX");
    }

    public override void BuildPartB()
    {
      product.Add("PartY");
    }

    public override Product GetResult()
    {
      return product;
    }
  }

  // "Product"

  class Product
  {
    ArrayList parts = new ArrayList();

    public void Add(string part)
    {
      parts.Add(part);
    }

    public void Show()
    {
      Console.WriteLine("/nProduct Parts -------");
      foreach (string part in parts)
        Console.WriteLine(part);
    }
  }
}

实际用例

This real-world code demonstates the Builder pattern in which different vehicles are assembled in a step-by-step fashion. The Shop uses VehicleBuilders to construct a variety of Vehicles in a series of sequential steps.

// Builder pattern -- Real World example

using System;
using System.Collections;

namespace DoFactory.GangOfFour.Builder.RealWorld
{
  // MainApp test application

  public class MainApp
  {
    public static void Main()
    {
      // Create shop with vehicle builders
      Shop shop = new Shop();
      VehicleBuilder b1 = new ScooterBuilder();
      VehicleBuilder b2 = new CarBuilder();
      VehicleBuilder b3 = new MotorCycleBuilder();

      // Construct and display vehicles
      shop.Construct(b1);
      b1.Vehicle.Show();

      shop.Construct(b2);
      b2.Vehicle.Show();

      shop.Construct(b3);
      b3.Vehicle.Show();

      // Wait for user
      Console.Read();
    }
  }

  // "Director"

  class Shop
  {
    // Builder uses a complex series of steps
    public void Construct(VehicleBuilder vehicleBuilder)
    {
      vehicleBuilder.BuildFrame();
      vehicleBuilder.BuildEngine();
      vehicleBuilder.BuildWheels();
      vehicleBuilder.BuildDoors();
    }
  }

  // "Builder"

  abstract class VehicleBuilder
  {
    protected Vehicle vehicle;

    // Property
    public Vehicle Vehicle
    {
      get{ return vehicle; }
    }

    public abstract void BuildFrame();
    public abstract void BuildEngine();
    public abstract void BuildWheels();
    public abstract void BuildDoors();
  }

  // "ConcreteBuilder1"

  class MotorCycleBuilder : VehicleBuilder
  {
    public override void BuildFrame()
    {
      vehicle = new Vehicle("MotorCycle");
      vehicle["frame"] = "MotorCycle Frame";
    }

    public override void BuildEngine()
    {
      vehicle["engine"] = "500 cc";
    }

    public override void BuildWheels()
    {
      vehicle["wheels"] = "2";
    }

    public override void BuildDoors()
    {
      vehicle["doors"] = "0";
    }
  }

  // "ConcreteBuilder2"

  class CarBuilder : VehicleBuilder
  {
    public override void BuildFrame()
    {
      vehicle = new Vehicle("Car");
      vehicle["frame"] = "Car Frame";
    }

    public override void BuildEngine()
    {
      vehicle["engine"] = "2500 cc";
    }

    public override void BuildWheels()
    {
      vehicle["wheels"] = "4";
    }

    public override void BuildDoors()
    {
      vehicle["doors"] = "4";
    }
  }

  // "ConcreteBuilder3"

  class ScooterBuilder : VehicleBuilder
  {
    public override void BuildFrame()
    {
      vehicle = new Vehicle("Scooter");
      vehicle["frame"] = "Scooter Frame";
    }

    public override void BuildEngine()
    {
      vehicle["engine"] = "50 cc";
    }

    public override void BuildWheels()
    {
      vehicle["wheels"] = "2";
    }

    public override void BuildDoors()
    {
      vehicle["doors"] = "0";
    }
  }

  // "Product"

  class Vehicle
  {
    private string type;
    private Hashtable parts = new Hashtable();

    // Constructor
    public Vehicle(string type)
    {
      this.type = type;
    }

    // Indexer (i.e. smart array)
    public object this[string key]
    {
      get{ return parts[key]; }
      set{ parts[key] = value; }
    }

    public void Show()
    {
      Console.WriteLine("/n---------------------------");
      Console.WriteLine("Vehicle Type: {0}", type);
      Console.WriteLine(" Frame : {0}", parts["frame"]);
      Console.WriteLine(" Engine : {0}", parts["engine"]);
      Console.WriteLine(" #Wheels: {0}", parts["wheels"]);
      Console.WriteLine(" #Doors : {0}", parts["doors"]);
    }
  }
}