设计模式之:享元模式FlyweightPattern的实现

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享元模式的理解:

享元模式的定义:运用共享技术支持大量细粒度对象的复用;

Flyweight Pattern Definition:Use sharing to support large numbers of fine-grained efficiently.

享元模式关键词:大量、细粒度、复用、享元池、享元工厂

  1. 当系统中存在大量的细粒度的相同或相似对象时,可以使用享元模式;
  2. 享元模式通过共享技术,实现相同或相似对象的重复利用;
  3. 享元的字面理解:也就是分享共享的意思,就是共享的元素、对象;
  4. Flyweight的字面理解:Flyweight本意是拳击运动的一个术语,就是蝇量级的意思,flyweight 蝇量级 112磅;
  5. 享元模式也叫轻量级模式,享元是对Flyweight的意译,直译的话应该叫蝇量级模式;
  6. 英文定义中采用Flyweight,是想表达对象的粒度,也就是fine-grained细粒度的意思;
  7. grain本意表示谷物,grained表示像谷物那种颗粒状态,即粒度,而fine-grained则表示细粒度,例如fine grained soil 细土、coarse grained soil粗粒土;
  8. 享元模式和Unity中的预制体作用类似,享元模式可以通过共享元素生成多个对象,Unity同样可以通过Prefabs生成成千上万的怪物;
  9. 还有诸如对象池、线程池,实际上也是享元模式的使用案例;

类图with StarUML

设计模式之:享元模式FlyweightPattern的实现

棋子抽象类和2个实现类

    internal abstract class Chessman     {         public abstract string GetColor();         public void Display() { Console.WriteLine($"棋子颜色{this.GetColor()}"); }     }
    internal class BlackChessman : Chessman     {         public override string GetColor() { return "黑色"; }     }
    internal class WhiteChessman : Chessman     {         public override string GetColor() { return "白色"; }     }

享元工厂类

    internal class ChessmanFactory     {         //饿汉式单例模式         private static ChessmanFactory instance = new ChessmanFactory();         //该字典相当于享元池(对象池)Flyweight Pool         private Dictionary<string, Chessman> dictionary;         //构造注入依赖项Chessman/BlackChessman/WhiteChessman         private ChessmanFactory()         {             dictionary = new Dictionary<string, Chessman>();             Chessman black = new BlackChessman();             Chessman white = new WhiteChessman();             dictionary.Add("b", black);             dictionary.Add("w", white);         }         //返回唯一实例         public static ChessmanFactory GetInstance() { return instance; }         //根据键是b还是w,返回字典中的对应棋子         public Chessman GetChessman(string color) { return dictionary[color]; }     }

客户端

    internal class Program     {         static void Main(string[] args)         {             Chessman black1, black2, white1, white2;             ChessmanFactory factory = ChessmanFactory.GetInstance();             //生成两颗黑子,并比较             black1 = factory.GetChessman("b");             black2 = factory.GetChessman("b");             Console.WriteLine($"两颗黑子是否相同?{black1 == black2}");             //生成两颗白字,并比较             white1 = factory.GetChessman("w");             white2 = factory.GetChessman("w");             Console.WriteLine($"两颗白子是否相同?{black1 == black2}");             //显示棋子             black1.Display();             black2.Display();             white1.Display();             white2.Display();              Console.Read();         }     }

运行结果

设计模式之:享元模式FlyweightPattern的实现