设计模式六大原则
1.单⼀职责( ⼀个类和⽅法只做⼀件事 )
不遵守单一职责原则
模拟不同用户观看视频,先一把梭哈,所有用户观看视频的服务全部都写道一块
public class ApiTest {
public static void main(String[] args) {
VideoUserService service = new VideoUserService();
service.serveGrade("VIP用户");
service.serveGrade("普通用户");
service.serveGrade("访客用户");
}
}
public class VideoUserService {
public void serveGrade(String userType){
if ("VIP用户".equals(userType)){
System.out.println("VIP用户,视频1080P蓝光");
} else if ("普通用户".equals(userType)){
System.out.println("普通用户,视频720P超清");
} else if ("访客用户".equals(userType)){
System.out.println("访客用户,视频480P高清");
}
}
}
遵守单一职责原则
根据用户角色进行分类实现
public class ApiTest {
public static void main(String[] args) {
IVideoUserService guest = new GuestVideoUserService();
guest.advertisement();
guest.definition();
IVideoUserService ordinary = new OrdinaryVideoUserService();
ordinary.advertisement();
ordinary.definition();
IVideoUserService vip = new VipVideoUserService();
vip.advertisement();
vip.definition();
}
}
//视频服务接口
public interface IVideoUserService {
void definition();
void advertisement();
}
//访客用户
public class GuestVideoUserService implements IVideoUserService {
public void definition() {
System.out.println("访客用户,视频480P高清");
}
public void advertisement() {
System.out.println("访客用户,视频有广告");
}
}
//普通用户
public class OrdinaryVideoUserService implements IVideoUserService {
public void definition() {
System.out.println("普通用户,视频720P超清");
}
public void advertisement() {
System.out.println("普通用户,视频有广告");
}
}
//VIP用户
public class VipVideoUserService implements IVideoUserService {
public void definition() {
System.out.println("VIP用户,视频1080P蓝光");
}
public void advertisement() {
System.out.println("VIP会员,视频无广告");
}
}
2.⾥⽒替换( 多态,⼦类可扩展⽗类 )
⾥⽒替换原则,继承必须确保超类锁拥有的性质在子类中依然成立。
没有遵守⾥⽒替换原则的情况
下面的例子中CashCard储蓄卡具备:提现、存储的功能,而它的子类CreditCard信用卡继承了储蓄卡,但在功能上存在差异对父类的方法进行了重写,因此子类CreditCard中
父类CashCard的拥有的性质已经被破坏了。
public class ApiTest {
private Logger logger = LoggerFactory.getLogger(ApiTest.class);
//模拟储蓄卡
@Test
public void test_CashCard() {
CashCard cashCard = new CashCard();
// 提现
cashCard.withdrawal("100001", new BigDecimal(100));
// 储蓄
cashCard.recharge("100001", new BigDecimal(100));
// 交易流水
List<String> tradeFlow = cashCard.tradeFlow();
logger.info("查询交易流水,{}", JSON.toJSONString(tradeFlow));
}
//模拟信用卡
@Test
public void test_CreditCard() {
CreditCard creditCard = new CreditCard();
// 支付
creditCard.withdrawal("100001", new BigDecimal(100));
// 还款
creditCard.recharge("100001", new BigDecimal(100));
// 交易流水
List<String> tradeFlow = creditCard.tradeFlow();
logger.info("查询交易流水,{}", JSON.toJSONString(tradeFlow));
}
}
//储蓄卡
public class CashCard {
private Logger logger = LoggerFactory.getLogger(CashCard.class);
/**
* 提现
*
* @param orderId 单号
* @param amount 金额
* @return 状态码 0000成功、0001失败、0002重复
*/
public String withdrawal(String orderId, BigDecimal amount) {
// 模拟支付成功
logger.info("提现成功,单号:{} 金额:{}", orderId, amount);
return "0000";
}
/**
* 储蓄
*
* @param orderId 单号
* @param amount 金额
*/
public String recharge(String orderId, BigDecimal amount) {
// 模拟充值成功
logger.info("储蓄成功,单号:{} 金额:{}", orderId, amount);
return "0000";
}
/**
* 交易流水查询
* @return 交易流水
*/
public List<String> tradeFlow() {
logger.info("交易流水查询成功");
List<String> tradeList = new ArrayList<String>();
tradeList.add("100001,100.00");
tradeList.add("100001,80.00");
tradeList.add("100001,76.50");
tradeList.add("100001,126.00");
return tradeList;
}
}
//信用卡
public class CreditCard extends CashCard {
private Logger logger = LoggerFactory.getLogger(CashCard.class);
@Override
public String withdrawal(String orderId, BigDecimal amount) {
// 校验
if (amount.compareTo(new BigDecimal(1000)) >= 0){
logger.info("贷款金额校验(限额1000元),单号:{} 金额:{}", orderId, amount);
return "0001";
}
// 模拟生成贷款单
logger.info("生成贷款单,单号:{} 金额:{}", orderId, amount);
// 模拟支付成功
logger.info("贷款成功,单号:{} 金额:{}", orderId, amount);
return "0000";
}
@Override
public String recharge(String orderId, BigDecimal amount) {
// 模拟生成还款单
logger.info("生成还款单,单号:{} 金额:{}", orderId, amount);
// 模拟还款成功
logger.info("还款成功,单号:{} 金额:{}", orderId, amount);
return "0000";
}
@Override
public List<String> tradeFlow() {
return super.tradeFlow();
}
}
遵守⾥⽒替换原则
public class ApiTest {
private Logger logger = LoggerFactory.getLogger(ApiTest.class);
@Test
public void test_bankCard() {
logger.info("里氏替换前,CashCard类:");
CashCard bankCard = new CashCard("6214567800989876", "2022-03-05");
// 提现
bankCard.withdrawal("100001", new BigDecimal(100));
// 储蓄
bankCard.recharge("100001", new BigDecimal(100));
logger.info("里氏替换后,CreditCard类:");
CashCard creditCard = new CreditCard("6214567800989876", "2022-03-05");
// 提现
creditCard.withdrawal("100001", new BigDecimal(1000000));
// 储蓄
creditCard.recharge("100001", new BigDecimal(100));
}
@Test
public void test_CreditCard(){
CreditCard creditCard = new CreditCard("6214567800989876", "2022-03-05");
// 支付,贷款
creditCard.loan("100001", new BigDecimal(100));
// 还款
creditCard.repayment("100001", new BigDecimal(100));
}
}
//模拟银行卡
public abstract class BankCard {
private Logger logger = LoggerFactory.getLogger(BankCard.class);
private String cardNo; // 卡号
private String cardDate; // 开卡时间
public BankCard(String cardNo, String cardDate) {
this.cardNo = cardNo;
this.cardDate = cardDate;
}
abstract boolean rule(BigDecimal amount);
// 正向入账,+ 钱
public String positive(String orderId, BigDecimal amount) {
// 入款成功,存款、还款
logger.info("卡号{} 入款成功,单号:{} 金额:{}", cardNo, orderId, amount);
return "0000";
}
// 逆向入账,- 钱
public String negative(String orderId, BigDecimal amount) {
// 入款成功,存款、还款
logger.info("卡号{} 出款成功,单号:{} 金额:{}", cardNo, orderId, amount);
return "0000";
}
/**
* 交易流水查询
*
* @return 交易流水
*/
public List<String> tradeFlow() {
logger.info("交易流水查询成功");
List<String> tradeList = new ArrayList<String>();
tradeList.add("100001,100.00");
tradeList.add("100001,80.00");
tradeList.add("100001,76.50");
tradeList.add("100001,126.00");
return tradeList;
}
public String getCardNo() {
return cardNo;
}
public String getCardDate() {
return cardDate;
}
}
//存储卡
public class CashCard extends BankCard {
private Logger logger = LoggerFactory.getLogger(CashCard.class);
public CashCard(String cardNo, String cardDate) {
super(cardNo, cardDate);
}
boolean rule(BigDecimal amount) {
return true;
}
/**
* 提现
*
* @param orderId 单号
* @param amount 金额
* @return 状态码 0000成功、0001失败、0002重复
*/
public String withdrawal(String orderId, BigDecimal amount) {
// 模拟支付成功
logger.info("提现成功,单号:{} 金额:{}", orderId, amount);
return super.negative(orderId, amount);
}
/**
* 储蓄
*
* @param orderId 单号
* @param amount 金额
*/
public String recharge(String orderId, BigDecimal amount) {
// 模拟充值成功
logger.info("储蓄成功,单号:{} 金额:{}", orderId, amount);
return super.positive(orderId, amount);
}
/**
* 风险校验
*
* @param cardNo 卡号
* @param orderId 单号
* @param amount 金额
* @return 状态
*/
public boolean checkRisk(String cardNo, String orderId, BigDecimal amount) {
// 模拟风控校验
logger.info("风控校验,卡号:{} 单号:{} 金额:{}", cardNo, orderId, amount);
return true;
}
}
//信用卡
public class CreditCard extends CashCard {
private Logger logger = LoggerFactory.getLogger(CreditCard.class);
public CreditCard(String cardNo, String cardDate) {
super(cardNo, cardDate);
}
boolean rule2(BigDecimal amount) {
return amount.compareTo(new BigDecimal(1000)) <= 0;
}
/**
* 提现,信用卡贷款
*
* @param orderId 单号
* @param amount 金额
* @return 状态码
*/
public String loan(String orderId, BigDecimal amount) {
boolean rule = rule2(amount);
if (!rule) {
logger.info("生成贷款单失败,金额超限。单号:{} 金额:{}", orderId, amount);
return "0001";
}
// 模拟生成贷款单
logger.info("生成贷款单,单号:{} 金额:{}", orderId, amount);
// 模拟支付成功
logger.info("贷款成功,单号:{} 金额:{}", orderId, amount);
return super.negative(orderId, amount);
}
/**
* 还款,信用卡还款
*
* @param orderId 单号
* @param amount 金额
* @return 状态码
*/
public String repayment(String orderId, BigDecimal amount) {
// 模拟生成还款单
logger.info("生成还款单,单号:{} 金额:{}", orderId, amount);
// 模拟还款成功
logger.info("还款成功,单号:{} 金额:{}", orderId, amount);
return super.positive(orderId, amount);
}
}
3.依赖倒置( 细节依赖抽象,下层依赖上层 )
程序要依赖于抽象接口,不要依赖于具体的实现。简单的说就是要求对抽象进行编程,不要对实现进行编程,这样降低了客户与实现模块间的耦合。
不遵守依赖倒置原则
模拟抽奖,在drawControl类中既要去实现随机抽奖又要去实现权重抽奖,如果后续扩展还需要去实现其他的抽奖方式。
public class ApiTest {
private Logger logger = LoggerFactory.getLogger(ApiTest.class);
@Test
public void test_DrawControl(){
List<BetUser> betUserList = new ArrayList<>();
betUserList.add(new BetUser("花花", 65));
betUserList.add(new BetUser("豆豆", 43));
betUserList.add(new BetUser("小白", 72));
betUserList.add(new BetUser("笨笨", 89));
betUserList.add(new BetUser("丑蛋", 10));
DrawControl drawControl = new DrawControl();
List<BetUser> prizeRandomUserList = drawControl.doDrawRandom(betUserList, 3);
logger.info("随机抽奖,中奖用户名单:{}", JSON.toJSON(prizeRandomUserList));
List<BetUser> prizeWeightUserList = drawControl.doDrawWeight(betUserList, 3);
logger.info("权重抽奖,中奖用户名单:{}", JSON.toJSON(prizeWeightUserList));
}
}
public class BetUser {
private String userName; // 用户姓名
private int userWeight; // 用户权重
public BetUser() {
}
public BetUser(String userName, int userWeight) {
this.userName = userName;
this.userWeight = userWeight;
}
public String getUserName() {
return userName;
}
public void setUserName(String userName) {
this.userName = userName;
}
public int getUserWeight() {
return userWeight;
}
public void setUserWeight(int userWeight) {
this.userWeight = userWeight;
}
}
public class DrawControl {
// 随机抽取指定数量的用户,作为中奖用户
public List<BetUser> doDrawRandom(List<BetUser> list, int count) {
// 集合数量很小直接返回
if (list.size() <= count) return list;
// 乱序集合
Collections.shuffle(list);
// 取出指定数量的中奖用户
List<BetUser> prizeList = new ArrayList<>(count);
for (int i = 0; i < count; i++) {
prizeList.add(list.get(i));
}
return prizeList;
}
// 权重排名获取指定数量的用户,作为中奖用户
public List<BetUser> doDrawWeight(List<BetUser> list, int count) {
// 按照权重排序
list.sort((o1, o2) -> {
int e = o2.getUserWeight() - o1.getUserWeight();
if (0 == e) return 0;
return e > 0 ? 1 : -1;
});
// 取出指定数量的中奖用户
List<BetUser> prizeList = new ArrayList<>(count);
for (int i = 0; i < count; i++) {
prizeList.add(list.get(i));
}
return prizeList;
}
}
遵守依赖倒置原则
定义一个抽奖接口,不同的抽奖方式各自去实现抽奖接口,DrawControl则只是提供一个抽奖操作去获取抽奖的结果,不在关心抽奖的实现。
public class ApiTest {
private Logger logger = LoggerFactory.getLogger(ApiTest.class);
@Test
public void test_DrawControl() {
List<BetUser> betUserList = new ArrayList<>();
betUserList.add(new BetUser("花花", 65));
betUserList.add(new BetUser("豆豆", 43));
betUserList.add(new BetUser("小白", 72));
betUserList.add(new BetUser("笨笨", 89));
betUserList.add(new BetUser("丑蛋", 10));
DrawControl drawControl = new DrawControl();
List<BetUser> prizeRandomUserList = drawControl.doDraw(new DrawRandom(), betUserList, 3);
logger.info("随机抽奖,中奖用户名单:{}", JSON.toJSON(prizeRandomUserList));
List<BetUser> prizeWeightUserList = drawControl.doDraw(new DrawWeightRank(), betUserList, 3);
logger.info("权重抽奖,中奖用户名单:{}", JSON.toJSON(prizeWeightUserList));
}
}
public class BetUser {
private String userName; // 用户姓名
private int userWeight; // 用户权重
public BetUser() {
}
public BetUser(String userName, int userWeight) {
this.userName = userName;
this.userWeight = userWeight;
}
public String getUserName() {
return userName;
}
public void setUserName(String userName) {
this.userName = userName;
}
public int getUserWeight() {
return userWeight;
}
public void setUserWeight(int userWeight) {
this.userWeight = userWeight;
}
}
public class DrawControl {
private IDraw draw;
public List<BetUser> doDraw(IDraw draw, List<BetUser> betUserList, int count) {
return draw.prize(betUserList, count);
}
}
public class DrawRandom implements IDraw {
@Override
public List<BetUser> prize(List<BetUser> list, int count) {
// 集合数量很小直接返回
if (list.size() <= count) return list;
// 乱序集合
Collections.shuffle(list);
// 取出指定数量的中奖用户
List<BetUser> prizeList = new ArrayList<>(count);
for (int i = 0; i < count; i++) {
prizeList.add(list.get(i));
}
return prizeList;
}
}
public class DrawWeightRank implements IDraw {
@Override
public List<BetUser> prize(List<BetUser> list, int count) {
// 按照权重排序
list.sort((o1, o2) -> {
int e = o2.getUserWeight() - o1.getUserWeight();
if (0 == e) return 0;
return e > 0 ? 1 : -1;
});
// 取出指定数量的中奖用户
List<BetUser> prizeList = new ArrayList<>(count);
for (int i = 0; i < count; i++) {
prizeList.add(list.get(i));
}
return prizeList;
}
}
public interface IDraw {
List<BetUser> prize(List<BetUser> list, int count);
}
4.接⼝隔离( 建⽴单⼀接⼝ )
要求程序员尽量将臃肿庞大的接口拆分为更小的和更具体的接口,让接口中只包含客户感兴趣的方法。
不遵守接口隔离原则
模拟游戏中的两个英雄,后裔和廉颇他们各自由各自的技能;比如,
后裔具备:射箭、隐身、沉默技能
廉颇具备:隐身、沉默、眩晕技能
而ISkill接口定义了四个技能,射箭、隐身、沉默、眩晕
HeroHouYi和HeroLianPo去实现接口时必须强制的去实现这个四个方法,而其中某一个方法又不是必须的
public class ApiTest {
@Test
public void test_ISkill(){
// 后裔
HeroHouYi heroHouYi = new HeroHouYi();
heroHouYi.doArchery();
// 廉颇
HeroLianPo heroLianPo = new HeroLianPo();
heroLianPo.doInvisible();
}
}
public class HeroHouYi implements ISkill{
//射箭
@Override
public void doArchery() {
System.out.println("后裔的灼日之矢");
}
//隐身
@Override
public void doInvisible() {
System.out.println("后裔的隐身技能");
}
//沉默
@Override
public void doSilent() {
System.out.println("后裔的沉默技能");
}
//眩晕
@Override
public void doVertigo() {
// 无此技能的实现
}
}
public class HeroLianPo implements ISkill{
@Override
public void doArchery() {
// 无此技能的实现
}
@Override
public void doInvisible() {
System.out.println("廉颇的隐身技能");
}
@Override
public void doSilent() {
System.out.println("廉颇的沉默技能");
}
@Override
public void doVertigo() {
System.out.println("廉颇的眩晕技能");
}
}
public interface ISkill {
// 射箭
void doArchery();
// 隐袭
void doInvisible();
// 沉默
void doSilent();
// 眩晕
void doVertigo();
}
遵守接口隔离原则
我们将每个技能都抽象成一个接口,HeroHouYi和HeroLianPo各自实现自己具备技能的接口去做实现
public class ApiTest {
@Test
public void test_ISkill(){
// 后裔
HeroHouYi heroHouYi = new HeroHouYi();
heroHouYi.doArchery();
// 廉颇
HeroLianPo heroLianPo = new HeroLianPo();
heroLianPo.doInvisible();
}
}
public class HeroHouYi implements ISkillArchery, ISkillInvisible, ISkillSilent {
@Override
public void doArchery() {
System.out.println("后裔的灼日之矢");
}
@Override
public void doInvisible() {
System.out.println("后裔的隐身技能");
}
@Override
public void doSilent() {
System.out.println("后裔的沉默技能");
}
}
public class HeroLianPo implements ISkillInvisible, ISkillSilent, ISkillVertigo {
@Override
public void doInvisible() {
System.out.println("廉颇的隐身技能");
}
@Override
public void doSilent() {
System.out.println("廉颇的沉默技能");
}
@Override
public void doVertigo() {
System.out.println("廉颇的眩晕技能");
}
}
public interface ISkillArchery {
// 射箭
void doArchery();
}
public interface ISkillInvisible {
// 隐袭
void doInvisible();
}
public interface ISkillSilent {
// 沉默
void doSilent();
}
public interface ISkillVertigo {
// 眩晕
void doVertigo();
}
5.迪⽶特原则( 最少知道,降低耦合 )
意义在于降低类之间的耦合。由于每个对象尽量减少对其他对象的了解,因此,很容易使得系统的功能模块功能独立,相互之间不存在(或者很少有)依赖关系。
不遵守迪米特原则
模拟校长要查看3年1班级分数,统计班级信息、学生分数的工作本应该老师来做,而校长只需要通过老师取获取这些信息,这里校长又要去查询老师的信息又要去统计班级的信息以及学生的分数。
public class ApiTest {
private Logger logger = LoggerFactory.getLogger(ApiTest.class);
@Test
public void test_Principal() {
Principal principal = new Principal();
Map<String, Object> map = principal.queryClazzInfo("3年1班");
logger.info("查询结果:{}", JSON.toJSONString(map));
}
}
//校长
public class Principal {
private Teacher teacher = new Teacher("丽华", "3年1班");
// 查询班级信息,总分数、学生人数、平均值
public Map<String, Object> queryClazzInfo(String clazzId) {
// 获取班级信息;学生总人数、总分、平均分
int stuCount = clazzStudentCount();
double totalScore = clazzTotalScore();
double averageScore = clazzAverageScore();
// 组装对象,实际业务开发会有对应的类
Map<String, Object> mapObj = new HashMap<>();
mapObj.put("班级", teacher.getClazz());
mapObj.put("老师", teacher.getName());
mapObj.put("学生人数", stuCount);
mapObj.put("班级总分数", totalScore);
mapObj.put("班级平均分", averageScore);
return mapObj;
}
// 总分
public double clazzTotalScore() {
double totalScore = 0;
for (Student stu : Teacher.getStudentList()) {
totalScore += stu.getGrade();
}
return totalScore;
}
// 平均分
public double clazzAverageScore(){
double totalScore = 0;
for (Student stu : Teacher.getStudentList()) {
totalScore += stu.getGrade();
}
return totalScore / Teacher.getStudentList().size();
}
// 班级人数
public int clazzStudentCount(){
return Teacher.getStudentList().size();
}
}
//老师
public class Teacher {
private String name; // 老师名称
private String clazz; // 班级
private static List<Student> studentList; // 学生
public Teacher() {
}
public Teacher(String name, String clazz) {
this.name = name;
this.clazz = clazz;
}
static {
studentList = new ArrayList<>();
studentList.add(new Student("花花", 10, 589));
studentList.add(new Student("豆豆", 54, 356));
studentList.add(new Student("秋雅", 23, 439));
studentList.add(new Student("皮皮", 2, 665));
studentList.add(new Student("蛋蛋", 19, 502));
}
public static List<Student> getStudentList() {
return studentList;
}
public String getName() {
return name;
}
public String getClazz() {
return clazz;
}
}
//学生
public class Student {
private String name; // 学生姓名
private int rank; // 考试排名(总排名)
private double grade; // 考试分数(总分)
public Student() {
}
public Student(String name, int rank, double grade) {
this.name = name;
this.rank = rank;
this.grade = grade;
}
public String getName() {
return name;
}
public void setName(String name) {
this.name = name;
}
public int getRank() {
return rank;
}
public void setRank(int rank) {
this.rank = rank;
}
public double getGrade() {
return grade;
}
public void setGrade(double grade) {
this.grade = grade;
}
}
遵守迪米特原则
校长查看3年1班的信息,只需要通过老师,统计的数据由老师去做;校长并不需要过多的去了解学生类的信息
public class ApiTest {
private Logger logger = LoggerFactory.getLogger(ApiTest.class);
@Test
public void test_Principal() {
Principal principal = new Principal();
Map<String, Object> map = principal.queryClazzInfo("3年1班");
logger.info("查询结果:{}", JSON.toJSONString(map));
}
}
//校长
public class Principal {
private Teacher teacher = new Teacher("丽华", "3年1班");
// 查询班级信息,总分数、学生人数、平均值
public Map<String, Object> queryClazzInfo(String clazzId) {
// 获取班级信息;学生总人数、总分、平均分
int stuCount = teacher.clazzStudentCount();
double totalScore = teacher.clazzTotalScore();
double averageScore = teacher.clazzAverageScore();
// 组装对象,实际业务开发会有对应的类
Map<String, Object> mapObj = new HashMap<>();
mapObj.put("班级", teacher.getClazz());
mapObj.put("老师", teacher.getName());
mapObj.put("学生人数", stuCount);
mapObj.put("班级总分数", totalScore);
mapObj.put("班级平均分", averageScore);
return mapObj;
}
}
//老师
public class Teacher {
private String name; // 老师名称
private String clazz; // 班级
private static List<Student> studentList; // 学生
public Teacher() {
}
public Teacher(String name, String clazz) {
this.name = name;
this.clazz = clazz;
}
static {
studentList = new ArrayList<>();
studentList.add(new Student("花花", 10, 589));
studentList.add(new Student("豆豆", 54, 356));
studentList.add(new Student("秋雅", 23, 439));
studentList.add(new Student("皮皮", 2, 665));
studentList.add(new Student("蛋蛋", 19, 502));
}
// 总分
public double clazzTotalScore() {
double totalScore = 0;
for (Student stu : studentList) {
totalScore += stu.getGrade();
}
return totalScore;
}
// 平均分
public double clazzAverageScore(){
double totalScore = 0;
for (Student stu : studentList) {
totalScore += stu.getGrade();
}
return totalScore / studentList.size();
}
// 班级人数
public int clazzStudentCount(){
return studentList.size();
}
public static List<Student> getStudentList() {
return studentList;
}
public String getName() {
return name;
}
public String getClazz() {
return clazz;
}
}
//学生
public class Student {
private String name; // 学生姓名
private int rank; // 考试排名(总排名)
private double grade; // 考试分数(总分)
public Student() {
}
public Student(String name, int rank, double grade) {
this.name = name;
this.rank = rank;
this.grade = grade;
}
public String getName() {
return name;
}
public void setName(String name) {
this.name = name;
}
public int getRank() {
return rank;
}
public void setRank(int rank) {
this.rank = rank;
}
public double getGrade() {
return grade;
}
public void setGrade(double grade) {
this.grade = grade;
}
}
6.开闭原则( 抽象架构,扩展实现 )
开闭原则规定“软件中的对象(类,模块,函数等等)”应该对于扩展开放,对于修改关闭
比如:下面计算圆的面积,CalculationArea类的π是3.14D,而我希望用π是3.141592653D来计算圆的面积,
如果直接修改CalculationArea类的π的值就会对其他要求π以3.14D计算圆的面积的地方造成影响;
因此,我们添加CalculationAreaExt这个扩展类去继承CalculationArea重写计算圆的方法用子类的π值取计算圆的面积
public class ApiTest {
@Test
public void test_CalculationAreaExt(){
ICalculationArea area = new CalculationAreaExt();
double circular = area.circular(10);
System.out.println(circular);
}
}
public interface ICalculationArea {
/**
* 计算面积,长方形
*
* @param x 长
* @param y 宽
* @return 面积
*/
double rectangle(double x, double y);
/**
* 计算面积,三角形
* @param x 边长x
* @param y 边长y
* @param z 边长z
* @return 面积
*
* 海伦公式:S=√[p(p-a)(p-b)(p-c)] 其中:p=(a+b+c)/2
*/
double triangle(double x, double y, double z);
/**
* 计算面积,圆形
* @param r 半径
* @return 面积
*
* 圆面积公式:S=πr²
*/
double circular(double r);
}
public class CalculationArea implements ICalculationArea {
private final static double π = 3.14D;
public double rectangle(double x, double y) {
return x * y;
}
public double triangle(double x, double y, double z) {
double p = (x + y + z) / 2;
return Math.sqrt(p * (p - x) * (p - y) * (p - z));
}
public double circular(double r) {
return π * r * r;
}
}
public class CalculationAreaExt extends CalculationArea {
private final static double π = 3.141592653D;
@Override
public double circular(double r) {
return π * r * r;
}
}
设计模式分类
1. 创建型模式
这类模式提供创建对象的机制, 能够提升已有代码的灵活性和可复⽤性。
2. 结构型模式
这类模式介绍如何将对象和类组装成较⼤的结构, 并同时保持结构的灵活和⾼效。
3. ⾏为模式
这类模式负责对象间的⾼效沟通和职责委派。