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设计模式: 行为型(上)

  • 创建型设计模式主要解决“对象的创建”问题
  • 结构型设计模式主要解决“类或对象的组合或组装”问题
  • 行为型设计模式主要解决的就是“类或对象之间的交互”问题

观察者模式

观察者模式也被称为发布订阅模式, 在对象之间定义一个一对多的依赖,当一个对象状态改变的时候,所有依赖的对象都会自动收到通知。

Java

public interface Subject {
  void registerObserver(Observer observer);
  void removeObserver(Observer observer);
  void notifyObservers(Message message);
}

public interface Observer {
  void update(Message message);
}

public class ConcreteSubject implements Subject {
  private List<Observer> observers = new ArrayList<Observer>();

  @Override
  public void registerObserver(Observer observer) {
    observers.add(observer);
  }

  @Override
  public void removeObserver(Observer observer) {
    observers.remove(observer);
  }

  @Override
  public void notifyObservers(Message message) {
    for (Observer observer : observers) {
      observer.update(message);
    }
  }

}

public class ConcreteObserverOne implements Observer {
  @Override
  public void update(Message message) {
    //TODO: 获取消息通知,执行自己的逻辑...
    System.out.println("ConcreteObserverOne is notified.");
  }
}

public class ConcreteObserverTwo implements Observer {
  @Override
  public void update(Message message) {
    //TODO: 获取消息通知,执行自己的逻辑...
    System.out.println("ConcreteObserverTwo is notified.");
  }
}

public class Demo {
  public static void main(String[] args) {
    ConcreteSubject subject = new ConcreteSubject();
    subject.registerObserver(new ConcreteObserverOne());
    subject.registerObserver(new ConcreteObserverTwo());
    subject.notifyObservers(new Message());
  }
}

设计模式要干的事情就是解耦。

创建型模式是将创建和使用代码解耦,结构型模式是将不同功能代码解耦,行为型模式是将不同的行为代码解耦,具体到观察者模式,它是将观察者和被观察者代码解耦。

借助设计模式,我们利用更好的代码结构,将一大坨代码拆分成职责更单一的小类,让其满足开闭原则、高内聚松耦合等特性,以此来控制和应对代码的复杂性,提高代码的可扩展性。

模板模式

模板方法模式在一个方法中定义一个算法骨架,并将某些步骤推迟到子类中实现。模板方法模式可以让子类在不改变算法整体结构的情况下,重新定义算法中的某些步骤。

这里的“算法”,我们可以理解为广义上的“业务逻辑”,并不特指数据结构和算法中的“算法”。这里的算法骨架就是“模板”,包含算法骨架的方法就是“模板方法”,这也是模板方法模式名字的由来。

模板模式有两大作用:复用和扩展。其中,复用指的是,所有的子类可以复用父类中提供的模板方法的代码。扩展指的是,框架通过模板模式提供功能扩展点,让框架用户可以在不修改框架源码的情况下,基于扩展点定制化框架的功能。

Java

public abstract class AbstractClass {
  public final void templateMethod() {
    //...
    method1();
    //...
    method2();
    //...
  }
  
  protected abstract void method1();
  protected abstract void method2();
}

public class ConcreteClass1 extends AbstractClass {
  @Override
  protected void method1() {
    //...
  }
  
  @Override
  protected void method2() {
    //...
  }
}

public class ConcreteClass2 extends AbstractClass {
  @Override
  protected void method1() {
    //...
  }
  
  @Override
  protected void method2() {
    //...
  }
}

AbstractClass demo = ConcreteClass1();
demo.templateMethod();

策略模式

策略模式定义一族算法类,将每个算法分别封装起来,让它们可以互相替换。策略模式可以使算法的变化独立于使用它们的客户端(这里的客户端代指使用算法的代码)。

通过策略模式来移除If/else或switch的分支判断逻辑

示例代码

Java
public class OrderService {
  public double discount(Order order) {
    double discount = 0.0;
    OrderType type = order.getType();
    if (type.equals(OrderType.NORMAL)) { // 普通订单
      //...省略折扣计算算法代码
    } else if (type.equals(OrderType.GROUPON)) { // 团购订单
      //...省略折扣计算算法代码
    } else if (type.equals(OrderType.PROMOTION)) { // 促销订单
      //...省略折扣计算算法代码
    }
    return discount;
  }
}

使用策略模式+工厂方法模式优化后

Java
// 策略的定义
public interface DiscountStrategy {
  double calDiscount(Order order);
}
// 省略NormalDiscountStrategy、GrouponDiscountStrategy、PromotionDiscountStrategy类代码...

// 策略的创建
public class DiscountStrategyFactory {
  private static final Map<OrderType, DiscountStrategy> strategies = new HashMap<>();

  static {
    strategies.put(OrderType.NORMAL, new NormalDiscountStrategy());
    strategies.put(OrderType.GROUPON, new GrouponDiscountStrategy());
    strategies.put(OrderType.PROMOTION, new PromotionDiscountStrategy());
  }

  public static DiscountStrategy getDiscountStrategy(OrderType type) {
    return strategies.get(type);
  }
}

// 策略的使用
public class OrderService {
  public double discount(Order order) {
    OrderType type = order.getType();
    DiscountStrategy discountStrategy = DiscountStrategyFactory.getDiscountStrategy(type);
    return discountStrategy.calDiscount(order);
  }
}

职责链模式

将请求的发送和接收解耦,让多个接收对象都有机会处理这个请求。将这些接收对象串成一条链,并沿着这条链传递这个请求,直到链上的某个接收对象能够处理它为止。

在职责链模式中,多个处理器(也就是刚刚定义中说的“接收对象”)依次处理同一个请求。一个请求先经过 A 处理器处理,然后再把请求传递给 B 处理器,B 处理器处理完后再传递给 C 处理器,以此类推,形成一个链条。链条上的每个处理器各自承担各自的处理职责,所以叫作职责链模式。

也可以有变种, 比如springSecurity, 经过所有的校验器, 只要有一个成功就成功.

示例代码:

Java

public interface IHandler {
  boolean handle();
}

public class HandlerA implements IHandler {
  @Override
  public boolean handle() {
    boolean handled = false;
    //...
    return handled;
  }
}

public class HandlerB implements IHandler {
  @Override
  public boolean handle() {
    boolean handled = false;
    //...
    return handled;
  }
}

public class HandlerChain {
  private List<IHandler> handlers = new ArrayList<>();

  public void addHandler(IHandler handler) {
    this.handlers.add(handler);
  }

  public void handle() {
    for (IHandler handler : handlers) {
      boolean handled = handler.handle();
      if (handled) {
        break;
      }
    }
  }
}

// 使用举例
public class Application {
  public static void main(String[] args) {
    HandlerChain chain = new HandlerChain();
    chain.addHandler(new HandlerA());
    chain.addHandler(new HandlerB());
    chain.handle();
  }
}

可以利用spring的IOC在HandlerChain做非常方便的构造方法注入:

Java
@Component
public class HandlerChain {
    private final List<Handler> HANDLERS = new ArrayList<>();

    public HandlerChain(List<Handler> handlers) {
        HANDLERS.addAll(handlers);
    }

    public void handle() {
        for (Handler handler : HANDLERS) {
            if (handler.handle()) {
                break;
            }
        }
    }
}

职责链模式在Servlet Filter中的应用

Servlet Filter 是 Java Servlet 规范中定义的组件

使用示例

Java

public class LogFilter implements Filter {
  @Override
  public void init(FilterConfig filterConfig) throws ServletException {
    // 在创建Filter时自动调用,
    // 其中filterConfig包含这个Filter的配置参数,比如name之类的(从配置文件中读取的)
  }

  @Override
  public void doFilter(ServletRequest request, ServletResponse response, FilterChain chain) throws IOException, ServletException {
    System.out.println("拦截客户端发送来的请求.");
    chain.doFilter(request, response);
    System.out.println("拦截发送给客户端的响应.");
  }

  @Override
  public void destroy() {
    // 在销毁Filter时自动调用
  }
}

// 在web.xml配置文件中如下配置:
<filter>
  <filter-name>logFilter</filter-name>
  <filter-class>com.xzg.cd.LogFilter</filter-class>
</filter>
<filter-mapping>
    <filter-name>logFilter</filter-name>
    <url-pattern>/*</url-pattern>
</filter-mapping>

ApplicationFilterChain 类就是 Tomcat 提供的 FilterChain 的实现类,源码如下所示。

Java

public final class ApplicationFilterChain implements FilterChain {
  private int pos = 0; //当前执行到了哪个filter
  private int n; //filter的个数
  private ApplicationFilterConfig[] filters;
  private Servlet servlet;
  
  @Override
  public void doFilter(ServletRequest request, ServletResponse response) {
    if (pos < n) {
      ApplicationFilterConfig filterConfig = filters[pos++];
      Filter filter = filterConfig.getFilter();
      filter.doFilter(request, response, this);
    } else {
      // filter都处理完毕后,执行servlet
      servlet.service(request, response);
    }
  }
  
  public void addFilter(ApplicationFilterConfig filterConfig) {
    for (ApplicationFilterConfig filter:filters)
      if (filter==filterConfig)
         return;

    if (n == filters.length) {//扩容
      ApplicationFilterConfig[] newFilters = new ApplicationFilterConfig[n + INCREMENT];
      System.arraycopy(filters, 0, newFilters, 0, n);
      filters = newFilters;
    }
    filters[n++] = filterConfig;
  }
}

职责链模式在Spring Interceptor中的应用

Servlet Filter 是 Servlet 规范的一部分,实现依赖于 Web 容器。Spring Interceptor 是 Spring MVC 框架的一部分,由 Spring MVC 框架来提供实现。客户端发送的请求,会先经过 Servlet Filter,然后再经过 Spring Interceptor,

使用示例

Java

public class LogInterceptor implements HandlerInterceptor {

  @Override
  public boolean preHandle(HttpServletRequest request, HttpServletResponse response, Object handler) throws Exception {
    System.out.println("拦截客户端发送来的请求.");
    return true; // 继续后续的处理
  }

  @Override
  public void postHandle(HttpServletRequest request, HttpServletResponse response, Object handler, ModelAndView modelAndView) throws Exception {
    System.out.println("拦截发送给客户端的响应.");
  }

  @Override
  public void afterCompletion(HttpServletRequest request, HttpServletResponse response, Object handler, Exception ex) throws Exception {
    System.out.println("这里总是被执行.");
  }
}

//在Spring MVC配置文件中配置interceptors
<mvc:interceptors>
   <mvc:interceptor>
       <mvc:mapping path="/*"/>
       <bean class="com.xzg.cd.LogInterceptor" />
   </mvc:interceptor>
</mvc:interceptors>

HandlerExecutionChain 的源码如下

Java

public class HandlerExecutionChain {
 private final Object handler;
 private HandlerInterceptor[] interceptors;
 
 public void addInterceptor(HandlerInterceptor interceptor) {
  initInterceptorList().add(interceptor);
 }

 boolean applyPreHandle(HttpServletRequest request, HttpServletResponse response) throws Exception {
  HandlerInterceptor[] interceptors = getInterceptors();
  if (!ObjectUtils.isEmpty(interceptors)) {
   for (int i = 0; i < interceptors.length; i++) {
    HandlerInterceptor interceptor = interceptors[i];
    if (!interceptor.preHandle(request, response, this.handler)) {
     triggerAfterCompletion(request, response, null);
     return false;
    }
   }
  }
  return true;
 }

 void applyPostHandle(HttpServletRequest request, HttpServletResponse response, ModelAndView mv) throws Exception {
  HandlerInterceptor[] interceptors = getInterceptors();
  if (!ObjectUtils.isEmpty(interceptors)) {
   for (int i = interceptors.length - 1; i >= 0; i--) {
    HandlerInterceptor interceptor = interceptors[i];
    interceptor.postHandle(request, response, this.handler, mv);
   }
  }
 }

 void triggerAfterCompletion(HttpServletRequest request, HttpServletResponse response, Exception ex)
   throws Exception {
  HandlerInterceptor[] interceptors = getInterceptors();
  if (!ObjectUtils.isEmpty(interceptors)) {
   for (int i = this.interceptorIndex; i >= 0; i--) {
    HandlerInterceptor interceptor = interceptors[i];
    try {
     interceptor.afterCompletion(request, response, this.handler, ex);
    } catch (Throwable ex2) {
     logger.error("HandlerInterceptor.afterCompletion threw exception", ex2);
    }
   }
  }
 }
}

那在项目开发中,类似权限这样的访问控制功能,我们该选择三者(AOP、Servlet Filter、Spring Interceptor)中的哪个来实现呢?有什么参考标准吗?

三者应用范围不同: web filter 作用于容器,应用范围影响最大;spring interceptor 作用于框架,范围影响适中;aop 作用于业务逻辑,精细化处理,范围影响最小。

状态模式

有限状态机,英文翻译是 Finite State Machine,缩写为 FSM,简称为状态机。状态机有 3 个组成部分:状态(State)、事件(Event)、动作(Action)。其中,事件也称为转移条件(Transition Condition)。事件触发状态的转移及动作的执行。不过,动作不是必须的,也可能只转移状态,不执行任何动作。

状态机示例:

1741100627172

骨架代码:

Java

public enum State {
  SMALL(0),
  SUPER(1),
  FIRE(2),
  CAPE(3);

  private int value;

  private State(int value) {
    this.value = value;
  }

  public int getValue() {
    return this.value;
  }
}

public class MarioStateMachine {
  private int score;
  private State currentState;

  public MarioStateMachine() {
    this.score = 0;
    this.currentState = State.SMALL;
  }

  public void obtainMushRoom() {
    //TODO
  }

  public void obtainCape() {
    //TODO
  }

  public void obtainFireFlower() {
    //TODO
  }

  public void meetMonster() {
    //TODO
  }

  public int getScore() {
    return this.score;
  }

  public State getCurrentState() {
    return this.currentState;
  }
}

public class ApplicationDemo {
  public static void main(String[] args) {
    MarioStateMachine mario = new MarioStateMachine();
    mario.obtainMushRoom();
    int score = mario.getScore();
    State state = mario.getCurrentState();
    System.out.println("mario score: " + score + "; state: " + state);
  }
}

状态机实现方式一:分支逻辑法

Java

public class MarioStateMachine {
  private int score;
  private State currentState;

  public MarioStateMachine() {
    this.score = 0;
    this.currentState = State.SMALL;
  }

  public void obtainMushRoom() {
    if (currentState.equals(State.SMALL)) {
      this.currentState = State.SUPER;
      this.score += 100;
    }
  }

  public void obtainCape() {
    if (currentState.equals(State.SMALL) || currentState.equals(State.SUPER) ) {
      this.currentState = State.CAPE;
      this.score += 200;
    }
  }

  public void obtainFireFlower() {
    if (currentState.equals(State.SMALL) || currentState.equals(State.SUPER) ) {
      this.currentState = State.FIRE;
      this.score += 300;
    }
  }

  public void meetMonster() {
    if (currentState.equals(State.SUPER)) {
      this.currentState = State.SMALL;
      this.score -= 100;
      return;
    }

    if (currentState.equals(State.CAPE)) {
      this.currentState = State.SMALL;
      this.score -= 200;
      return;
    }

    if (currentState.equals(State.FIRE)) {
      this.currentState = State.SMALL;
      this.score -= 300;
      return;
    }
  }

  public int getScore() {
    return this.score;
  }

  public State getCurrentState() {
    return this.currentState;
  }
}

状态机实现方式二:查表法

1741100655927

Java

public enum Event {
  GOT_MUSHROOM(0),
  GOT_CAPE(1),
  GOT_FIRE(2),
  MET_MONSTER(3);

  private int value;

  private Event(int value) {
    this.value = value;
  }

  public int getValue() {
    return this.value;
  }
}

public class MarioStateMachine {
  private int score;
  private State currentState;

  private static final State[][] transitionTable = {
          {SUPER, CAPE, FIRE, SMALL},
          {SUPER, CAPE, FIRE, SMALL},
          {CAPE, CAPE, CAPE, SMALL},
          {FIRE, FIRE, FIRE, SMALL}
  };

  private static final int[][] actionTable = {
          {+100, +200, +300, +0},
          {+0, +200, +300, -100},
          {+0, +0, +0, -200},
          {+0, +0, +0, -300}
  };

  public MarioStateMachine() {
    this.score = 0;
    this.currentState = State.SMALL;
  }

  public void obtainMushRoom() {
    executeEvent(Event.GOT_MUSHROOM);
  }

  public void obtainCape() {
    executeEvent(Event.GOT_CAPE);
  }

  public void obtainFireFlower() {
    executeEvent(Event.GOT_FIRE);
  }

  public void meetMonster() {
    executeEvent(Event.MET_MONSTER);
  }

  private void executeEvent(Event event) {
    int stateValue = currentState.getValue();
    int eventValue = event.getValue();
    this.currentState = transitionTable[stateValue][eventValue];
    this.score += actionTable[stateValue][eventValue];
  }

  public int getScore() {
    return this.score;
  }

  public State getCurrentState() {
    return this.currentState;
  }

}

状态机实现方式三:状态模式

Java

public interface IMario { //所有状态类的接口
  State getName();
  //以下是定义的事件
  void obtainMushRoom();
  void obtainCape();
  void obtainFireFlower();
  void meetMonster();
}

public class SmallMario implements IMario {
  private MarioStateMachine stateMachine;

  public SmallMario(MarioStateMachine stateMachine) {
    this.stateMachine = stateMachine;
  }

  @Override
  public State getName() {
    return State.SMALL;
  }

  @Override
  public void obtainMushRoom() {
    stateMachine.setCurrentState(new SuperMario(stateMachine));
    stateMachine.setScore(stateMachine.getScore() + 100);
  }

  @Override
  public void obtainCape() {
    stateMachine.setCurrentState(new CapeMario(stateMachine));
    stateMachine.setScore(stateMachine.getScore() + 200);
  }

  @Override
  public void obtainFireFlower() {
    stateMachine.setCurrentState(new FireMario(stateMachine));
    stateMachine.setScore(stateMachine.getScore() + 300);
  }

  @Override
  public void meetMonster() {
    // do nothing...
  }
}

public class SuperMario implements IMario {
  private MarioStateMachine stateMachine;

  public SuperMario(MarioStateMachine stateMachine) {
    this.stateMachine = stateMachine;
  }

  @Override
  public State getName() {
    return State.SUPER;
  }

  @Override
  public void obtainMushRoom() {
    // do nothing...
  }

  @Override
  public void obtainCape() {
    stateMachine.setCurrentState(new CapeMario(stateMachine));
    stateMachine.setScore(stateMachine.getScore() + 200);
  }

  @Override
  public void obtainFireFlower() {
    stateMachine.setCurrentState(new FireMario(stateMachine));
    stateMachine.setScore(stateMachine.getScore() + 300);
  }

  @Override
  public void meetMonster() {
    stateMachine.setCurrentState(new SmallMario(stateMachine));
    stateMachine.setScore(stateMachine.getScore() - 100);
  }
}

// 省略CapeMario、FireMario类...

public class MarioStateMachine {
  private int score;
  private IMario currentState; // 不再使用枚举来表示状态

  public MarioStateMachine() {
    this.score = 0;
    this.currentState = new SmallMario(this);
  }

  public void obtainMushRoom() {
    this.currentState.obtainMushRoom();
  }

  public void obtainCape() {
    this.currentState.obtainCape();
  }

  public void obtainFireFlower() {
    this.currentState.obtainFireFlower();
  }

  public void meetMonster() {
    this.currentState.meetMonster();
  }

  public int getScore() {
    return this.score;
  }

  public State getCurrentState() {
    return this.currentState.getName();
  }

  public void setScore(int score) {
    this.score = score;
  }

  public void setCurrentState(IMario currentState) {
    this.currentState = currentState;
  }
}

实际上,上面的代码还可以继续优化,我们可以将状态类设计成单例,毕竟状态类中不包含任何成员变量。在这里,我们可以通过函数参数将 MarioStateMachine 传递进状态类。

Java

public interface IMario {
  State getName();
  void obtainMushRoom(MarioStateMachine stateMachine);
  void obtainCape(MarioStateMachine stateMachine);
  void obtainFireFlower(MarioStateMachine stateMachine);
  void meetMonster(MarioStateMachine stateMachine);
}

public class SmallMario implements IMario {
  private static final SmallMario instance = new SmallMario();
  private SmallMario() {}
  public static SmallMario getInstance() {
    return instance;
  }

  @Override
  public State getName() {
    return State.SMALL;
  }

  @Override
  public void obtainMushRoom(MarioStateMachine stateMachine) {
    stateMachine.setCurrentState(SuperMario.getInstance());
    stateMachine.setScore(stateMachine.getScore() + 100);
  }

  @Override
  public void obtainCape(MarioStateMachine stateMachine) {
    stateMachine.setCurrentState(CapeMario.getInstance());
    stateMachine.setScore(stateMachine.getScore() + 200);
  }

  @Override
  public void obtainFireFlower(MarioStateMachine stateMachine) {
    stateMachine.setCurrentState(FireMario.getInstance());
    stateMachine.setScore(stateMachine.getScore() + 300);
  }

  @Override
  public void meetMonster(MarioStateMachine stateMachine) {
    // do nothing...
  }
}

// 省略SuperMario、CapeMario、FireMario类...

public class MarioStateMachine {
  private int score;
  private IMario currentState;

  public MarioStateMachine() {
    this.score = 0;
    this.currentState = SmallMario.getInstance();
  }

  public void obtainMushRoom() {
    this.currentState.obtainMushRoom(this);
  }

  public void obtainCape() {
    this.currentState.obtainCape(this);
  }

  public void obtainFireFlower() {
    this.currentState.obtainFireFlower(this);
  }

  public void meetMonster() {
    this.currentState.meetMonster(this);
  }

  public int getScore() {
    return this.score;
  }

  public State getCurrentState() {
    return this.currentState.getName();
  }

  public void setScore(int score) {
    this.score = score;
  }

  public void setCurrentState(IMario currentState) {
    this.currentState = currentState;
  }
}

针对状态机,今天我们总结了三种实现方式。

  • 第一种实现方式叫分支逻辑法。

利用 if-else 或者 switch-case 分支逻辑,参照状态转移图,将每一个状态转移原模原样地直译成代码。对于简单的状态机来说,这种实现方式最简单、最直接,是首选。

  • 第二种实现方式叫查表法。

对于状态很多、状态转移比较复杂的状态机来说,查表法比较合适。通过二维数组来表示状态转移图,能极大地提高代码的可读性和可维护性。

  • 第三种实现方式叫状态模式。

对于状态并不多、状态转移也比较简单,但事件触发执行的动作包含的业务逻辑可能比较复杂的状态机来说,我们首选这种实现方式。

像游戏这种比较复杂的状态机,包含的状态比较多,我优先推荐使用查表法,而状态模式会引入非常多的状态类,会导致代码比较难维护。相反,像电商下单、外卖下单这种类型的状态机,它们的状态并不多,状态转移也比较简单,但事件触发执行的动作包含的业务逻辑可能会比较复杂,所以,更加推荐使用状态模式来实现。