装饰模式定义:动态给一个对象添加一些额外的职责,就增加功能来说,装饰模式比生成子类更为灵活
Component是定义了一个对象接口,可以给这些对象动态添加职责。
ConcreteComponent是定义了一个具体的对象,也可以给这个对象添加一些职责
Decorator装饰抽象类,继承了Component从外类来扩展Component类的功能,但对于Component来说,是无需知道Decorater的存在。至于ConcreteDecorator,起到给Component添加职责的功能
装饰模式是为已有功能动态添加功能的方式,当系统需要新功能时,向旧的类添加代码。这些新加的代码通常装饰了原有类的核心职责或主要行为。装饰模式提供了一个非常好的解决方案,把每个要装饰的功能放在单独的类中,并让这个类包装它所需要装饰的对象,因此,当需要执行特殊行为时,客户代码就可以在运行根据需要有选择的、按顺序使用装饰功能包装对象了
优点:把类的装饰功能从类中移除,可以简化原有的类。有效把类的核心职责和装饰功能区分开,而且可以去除相关类中重复的装饰逻辑
using System;
using System.Collections.Generic;
using System.Text;
namespace 装饰模式
{
class Program
{
static void Main(string[] args)
{
ConcreteComponent c = new ConcreteComponent();
ConcreteDecoratorA d1 = new ConcreteDecoratorA();
ConcreteDecoratorB d2 = new ConcreteDecoratorB();
d1.SetComponent(c);
d2.SetComponent(d1);
d2.Operation();
Console.Read();
}
}
abstract class Component
{
public abstract void Operation();
}
class ConcreteComponent : Component
{
public override void Operation()
{
Console.WriteLine("具体对象的操作");
}
}
abstract class Decorator : Component
{
protected Component component;
public void SetComponent(Component component)
{
this.component = component;
}
public override void Operation()
{
if (component != null)
{
component.Operation();
}
}
}
class ConcreteDecoratorA : Decorator
{
private string addedState;
public override void Operation()
{
base.Operation();
addedState = "New State";
Console.WriteLine("具体装饰对象A的操作");
}
}
class ConcreteDecoratorB : Decorator
{
public override void Operation()
{
base.Operation();
AddedBehavior();
Console.WriteLine("具体装饰对象B的操作");
}
private void AddedBehavior()
{
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace 装饰模式
{
class Person
{
public Person() { }
private string name;
public Person(string name)
{
this.name = name;
}
public virtual void Show()
{
Console.WriteLine("装扮的{0}", name);
}
}
class Finery:Person
{
protected Person component;
public void Decorate(Person component)
{
this.component = component;
}
public override void Show()
{
if (component != null)
component.Show();
}
}
class TShirts:Finery
{
public override void Show()
{
Console.Write("Tshirts ");
base.Show();
}
}
class BigTrouser:Finery
{
public override void Show()
{
Console.Write("BigTrouser ");
base.Show();
}
}
class Sneaks : Finery
{
public override void Show()
{
Console.Write("Sneaks ");
base.Show();
}
}
class Program
{
static void Main(string[] args)
{
Person zyj = new Person("zyj");
Sneaks snk = new Sneaks();
BigTrouser bt = new BigTrouser();
TShirts ts = new TShirts();
snk.Decorate(zyj);
bt.Decorate(snk);
ts.Decorate(bt);
ts.Show();
Console.Read();
}
}
}