UML-软件设计模式及应用

实验目的

(1) 理解设计模式的基本概念;
(2) 理解设计模式遵循的原则;
(3) 掌握经典设计模式及应用。

实验内容

一、能播放各种声音的软件产品(理解开-闭原则(Open-Closed Principle,OCP–对扩展开放-而对修改关闭)。写java文件、编译java文件、执行class文件。

  • 类图:
    类图
  • Sound.java:
public interface Sound {
	public abstract void playSound();
}
  • Simulator.java:
public class Simulator {
	Sound sound;
	public void setSound(Sound sound) {
		this.sound=sound;
	}
	public void play() {
		if(sound!=null) {
			sound.playSound();
		} else {
			System.out.println("没有可播放的声音");
		}
	}
}
  • Dog.java:
public class Dog implements Sound {
	public void playSound() {
		System.out.println("汪汪...汪汪");
	}
}
  • Violin.java:
public class Violin implements Sound {
	public void playSound() {
		System.out.println("小提琴.梁祝");
	}
}
  • Application.java
public class Application {
	public static void main(String[] args) {
		Simulator simulator = new Simulator();
		simulator.setSound(new Dog());
		simulator.play();
		simulator.setSound(new Violin());
		simulator.play();
	}
}

二、简单工厂模式–女娲造人。写java文件、编译java文件、执行class文件。
女娲架起了八卦炉(技术术语:建立工厂),开始造人。
过程如下:先捏泥巴成人形,再放入八卦炉里烤,最后扔到地上成长。时间烤短了,造出了“白种人”;时间烤长了,造出了“黑种人”;时间烤得不长不短,造出了“黄种人”。

  • 类图:
    类图
  • Human.java:
public interface Human {
	public void talk();
}
  • HumanFactory.java:
public class HumanFactory {
	public static Human createHuman(String s) {
		Human human=null;
		if(s.equals(new String("whiteHuman")))
			human=new WhiteHuman();
		if(s.equals(new String("yellowHuman")))
			human=new YellowHuman();
		return human;
	}
}
  • YellowHuman.java:
public class YellowHuman implements Human {

	public void talk() {
		System.out.println("您好!");
	}

}
  • BlackHuman.java:
public class BlackHuman implements Human {

	public void talk() {
		System.out.println("黑吼!");
	}

}
  • WhiteHuman.java:
public class WhiteHuman implements Human {

	public void talk() {
		System.out.println("Hello!");
	}

}
  • NvWa.java:
public class NvWa {
	public static void main(String [] args) {
		Human human=HumanFactory.createHuman("yellowHuman");
		human.talk();
	}
}

三、工厂方法模式–女娲造人。写java文件、编译java文件、执行class文件。

  • 类图:
    类图
  • Human.java:
public interface Human {
	public void talk();
}
  • HumanFactory.java:
public interface HumanFactory {
	public Human createHuman();
}
  • YellowHuman.java:
public class YellowHuman implements Human {

	public void talk() {
		System.out.println("您好!");
	}

}
  • WhiteHuman.java:
public class WhiteHuman implements Human {

	public void talk() {
		System.out.println("Hello!");
	}

}
  • BlackHuman.java:
public class BlackHuman implements Human {

	public void talk() {
		System.out.println("嘿嘿");
	}
	
}
  • YellowHumanF.java:
public class YellowHumanF implements HumanFactory {

	public Human createHuman() {
		return new YellowHuman();
	}

}
  • BlackHumanF.java:
public class BlackHumanF implements HumanFactory {

	public Human createHuman() {
		return new BlackHuman();
	}

}
  • WhiteHumanF.java:
public class WhiteHumanF implements HumanFactory {

	public Human createHuman() {
		return new WhiteHuman();
	}

}
  • NvWa.java:
public class NvWa {

	public static void main(String[] args) {
		HumanFactory humanFactory=null;
		humanFactory=new WhiteHumanF();
		Human human=humanFactory.createHuman();
		human.talk();
	}

}

四、适配器模式–交流电转直流电。写java文件、编译java文件、执行class文件。
用户家里现有一台洗衣机,洗衣机使用交流电,现在用户新买了一台录音机,录音机只能使用直流电。由于供电系统供给用户家里的是交流电,因此用户需要用适配器将交流电转化直流电供录音机使用。

  • 类图:
    类图
  • DirectCurrent.java:
public interface DirectCurrent {
	public String giveDirectCurrent();
}
  • AlternateCurrent.java:
public interface AlternateCurrent {
	public String giveAlternateCurrent();
}
  • ElectricAdapter.java:
public class ElectricAdapter implements DirectCurrent {
	AlternateCurrent out;
	ElectricAdapter(AlternateCurrent out) {
		this.out=out;
	}
	public String giveDirectCurrent() {
		String m=out.giveAlternateCurrent();  //先由out得到交流电
		StringBuffer str=new StringBuffer(m);
		for (int i=0; i<str.length(); i++)    //将交流电转为直流电
			if(str.charAt(i)=='0') str.setCharAt(i,'1');
		m=new String(str);
		return m;  //返回直流电
	}
}
  • PowerCompany.java:
public class PowerCompany implements AlternateCurrent {
	public String giveAlternateCurrent() {
		return "10101010101010101010";
	}
}
  • Application.java
public class Application {
	public static void main(String[] args) {
		AlternateCurrent aElectric = new PowerCompany();  //交流电aElectric
		Wash wash=new Wash();
		wash.turnOn(aElectric);   //洗衣机使用交流电aElectric
		DirectCurrent dElectric=new ElectricAdapter(aElectric);  //将交流电适配成直流电
		Recorder recorder=new Recorder();
		recorder.turnOn(dElectric);  //录音机使用直流电dElectric
	}
}
class Wash {
	String name;
	Wash() { name = "洗衣机"; }
	public void turnOn(AlternateCurrent a) {
		String s = a.giveAlternateCurrent();
		System.out.println(name+"使用交流电:\n"+s);
		System.out.println("开始洗衣物。");
	}
}
class Recorder {   //录音机使用直流电
	String name; 
	Recorder() { name = "录音机"; }
	public void turnOn(DirectCurrent a) {
		String s=a.giveDirectCurrent();
		System.out.println(name+"使用直流电:\n"+s);
		System.out.println("开始录音。");
	}
}

五、策略模式–评分方案。写java文件、编译java文件、执行class文件。
在多个裁判负责打分的比赛中,每位裁判给选手一个得分,选手的最后得分是根据全体裁判的得分计算出来的。请给出几种计算选手得分的评分方案(策略),对于某次比赛,可以从你的方案中选择一种方案作为本次比赛的评分方案。

  • 类图:
    类图
  • Strategy.java:
public interface Strategy {
	public double computerAverage(double []a);
}
  • AverageScore.java:
public class AverageScore {
	Strategy strategy;
	public void setStrategy(Strategy strategy) {
		this.strategy=strategy;
	}
	public double getAverage(double []a) {
		return strategy.computerAverage(a);
	}
}
  • StrategyA.java:
public class StrategyA implements Strategy {
	public double computerAverage(double []a) {
		double score=0,sum=0;
		for(int i=0;i<a.length;i++) {
			sum=sum+a[i];
		}
		score=sum/a.length;
		return score;
	}
}
  • StrategyB.java:
public class StrategyB implements Strategy {
	public double computerAverage(double []a) {
		if(a.length<=2)
			return 0;
		double score=0,sum=0;
		Arrays.sort(a);  //排序数组
		for (int i=1; i<a.length-1; i++) {
			sum=sum+a[i];
		}
		score=sum/(a.length-2);
		return score;
	}
}
  • Application:
public class Application {
	public static void main(String[] args) {
		AverageScore game=new AverageScore();
		game.setStrategy(new StrategyA());
		double []a={9.12,9.25,8.87,9.99,6.99,7.88};
		double aver=game.getAverage(a);
		System.out.println(aver);
	}
}

五、状态模式–自动售货机。写java文件、编译java文件、执行class文件。
咖啡自动售货机共有3种状态,分别是“有咖啡,无人投币”、“有咖啡,有人投币”和“无咖啡”。咖啡自动售货机有两个方法:needAnCoin( )和sellCoffee( )。
咖啡自动售货机的默认初始状态是“有咖啡,无人投币”。当咖啡自动售货机处于“有咖啡,无人投币”状态时,调用sellCoffee( )方法将显示“需投一元硬币,才可以得到一杯咖啡”,并保持当前的状态;调用needAnCoin( )方法将显示“咖啡机里被投入了一元硬币”,然后咖啡自动售货机将处于“有咖啡,有人投币”状态,此时,如果调用sellCoffee( )方法将显示“送出一杯咖啡”,然后咖啡自动售货机将处于“有咖啡,无人投币”状态或“无咖啡”状态;当咖啡白动售货机处于“无咖啡”状态时,调用giveAnCupCoffee( )方法将显示“没有咖啡了,请拨111111服务电话”,调用needAnCoin( )方法将显示“投币无效,退回!”
请使用状态模式模拟咖啡自动售货机。

  • 类图
    类图
  • State.java:
public abstract class State{
   int coffeeCount;  //记录一共有多少杯咖啡
   public abstract void giveAnCupCoffee();  
   public abstract void comeInCoin();  
} 

  • AutoCoffeeMachine.java:
public class AutoCoffeeMachine {
   State haveCoffeeNoCoin,haveCoffeeAndCoin,haveNotCoffee;
   State state;   
   AutoCoffeeMachine( ){
       haveCoffeeNoCoin=new HaveCoffeeNoCoin(this);
       haveCoffeeAndCoin=new HaveCoffeeAndCoin(this);
       haveNotCoffee=new HaveNotCoffee(this);
       haveCoffeeNoCoin.coffeeCount=3;  
       state=haveCoffeeNoCoin;  //设置售货机初始状态
   }
   public void sellCoffee( ){ state.giveAnCupCoffee( ); }
   public void needAnCoin( ){ state.comeInCoin( ); }
   public void setState(State state){ this.state=state; }
}
  • HaveCoffeeAndCoin.java:
public class HaveCoffeeAndCoin extends State{
   AutoCoffeeMachine machine;
   HaveCoffeeAndCoin(AutoCoffeeMachine machine){
       this.machine=machine;   }
   public void giveAnCupCoffee( ){
       int n=machine.haveCoffeeNoCoin.coffeeCount;
       if(n>1) {  n--;
          System.out.println("送出一杯咖啡");
          machine.haveCoffeeNoCoin.coffeeCount = n;
          machine.setState(machine.haveCoffeeNoCoin); 
      }  else if(n==1) {  n--;
          System.out.println("送出一杯咖啡");
          machine.setState(machine.haveNotCoffee);  }
   }   
   public void comeInCoin( ){
      System.out.println("目前不允许投币");
   }  
} 

  • HaveCoffeeNoCoin.java
public class HaveCoffeeNoCoin extends State{
   AutoCoffeeMachine machine;
   HaveCoffeeNoCoin(AutoCoffeeMachine machine){
      this.machine=machine;
   }
   public void giveAnCupCoffee(){
      System.out.println("需投入一元,才可得一杯");
   }   
   public void comeInCoin(){
      System.out.println("投入了一元硬币");
      machine.setState(machine.haveCoffeeAndCoin); } 
} 

  • HaveNotCoffee.java:
public class  HaveNotCoffee extends State{
   AutoCoffeeMachine machine;
   HaveNotCoffee(AutoCoffeeMachine machine){
      this.machine=machine;
   }
   public void giveAnCupCoffee( ){
      System.out.println("没咖啡了,请拨111111");
   }   
   public void comeInCoin( ){
      System.out.println("投币无效,退回!");
   } 
} 

  • Application.java:
public class Application{
   public static void main(String args[ ]){
      AutoCoffeeMachine machine = new AutoCoffeeMachine( );
      machine.sellCoffee( );      machine.needAnCoin( );
      machine.sellCoffee( );      machine.needAnCoin( );
      machine.sellCoffee( );      machine.needAnCoin( );
      machine.sellCoffee( );      machine.needAnCoin( );
      machine.sellCoffee( );
   }
}

体会:策略模式与状态模式极其相似,但是二者有其内在的差别,策略模式将具体策略类暴露出去,调用者需要具体明白每个策略的不同之处以便正确使用。而状态模式状态的改变是由其内部条件来改变的,与外界无关,二者在思想上有本质区别。

七、某游戏公司现欲开发一款面向儿童的模拟游戏,该游戏主要模拟现实世界中各种鸭子的发声特征、飞行特征和外观特征。游戏需要模拟的鸭子种类及其特征如下表所示。
表
为了支持将来能够模拟更多种类鸭子的特征,决定采用策略(Strategy)模式。试画出对应的设计模式的类图结构图。并写java文件、编译java文件、执行class文件。

  • 类图:
    类图
  • FlyBehavior.java:
public interface FlyBehavior {
	public void fly();
}
  • QuackBehavior.java:
public interface QuackBehavior {
	public void quack();
}
  • Duck.java:
public abstract class Duck {
	protected FlyBehavior flyBehavior;
	protected QuackBehavior quackBehavior;
	
	public void setFlyBehavior(FlyBehavior flyBehavior) {
        this.flyBehavior = flyBehavior;
    }

    public void setQuackBehavior(QuackBehavior quackBehavior) {
        this.quackBehavior = quackBehavior;
    }

    public void setAppearance(String appearance) {
        this.appearance = appearance;
    }

    private String appearance;
	public void fly() { flyBehavior.fly(); }
	public void quack() { quackBehavior.quack(); }
	public void display(){
        System.out.println(appearance);
    }
}
  • FlyWithWings.java:
public class FlyWithWings implements FlyBehavior {

	public void fly() {
		System.out.println("使用翅膀飞行");
	}

}
  • FlyNoWay.java:
public class FlyNoWay implements FlyBehavior {

	public void fly() {
		System.out.println("不能飞行");
	}

}
  • Quack.java:
public class Quack implements QuackBehavior {

	public void quack() {
		System.out.println("发出“嘎嘎”声");
	}

}
  • QuackNoWay.java:
public class QuackNoWay implements QuackBehavior {

	public void quack() {
		System.out.println("不能发声");
	}

}
  • Squeak.java:
public class Squeak implements QuackBehavior {

	public void quack() {
		System.out.println("发出橡皮与空气摩擦声");
	}

}
  • CottonDuck.java:
public class CottonDuck extends Duck{
	CottonDuck() {
		super();
		super.setAppearance("白色");
		super.setQuackBehavior(new QuackNoWay());
		super.setFlyBehavior(new FlyNoWay());
	}
}
  • MallardDuck.java:
public class MallardDuck extends Duck {

    MallardDuck(){
        super();
        super.setAppearance("灰白羽毛");
        super.setQuackBehavior(new Quack());
        super.setFlyBehavior(new FlyWithWings());
    }
}
  • RedHeadDuck.java:
public class RedHeadDuck extends Duck{
	RedHeadDuck() {
		super();
		super.setAppearance("灰色制毛红头");
		super.setQuackBehavior(new Quack());
		super.setFlyBehavior(new FlyWithWings());
	}
}
  • RubherDuck.java:
public class RubherDuck extends Duck{
	
	RubherDuck() {
		super();
		super.setAppearance("黑橡皮白色");
		super.setQuackBehavior(new Squeak());
		super.setFlyBehavior(new FlyNoWay());
	}
}

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转载自blog.csdn.net/xu_benjamin/article/details/86574457
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