
精囊妙计
一句话概括:
一个类的行为或算法可以在运行时更改。
补充介绍:在策略模式(Strategy Pattern)中,一个类的行为或其算法可以在运行时更改,这种类型的设计模式属于行为型模式。
Strategy的意思是“策略”,指的是与敌军对垒时行军作战的方法。
在策略模式中,我们创建各种表示策略的对象和一个行为随着策略对象改变而改变的context对象。策略对象改变context对象的执行算法。
定义一系列的算法,把策略对象一个个封装起来, 并且使它们可相互替换。
主要解决在有多种算法相似的情况下,使用 if...else 所带来的复杂和难以维护。
参与角色:1)策略类的抽象基类(也可以是接口)拥有不同策略类的共有方法
2)各种策略实现类
3)Context类(持有策略基类的对象,可以动态随着策略对象的改变而改变行为)
优点:1)算法可以自由切换。
2)避免使用多重条件判断。
3)扩展性良好。
缺点:1)策略类会增多。
2)所有策略类都需要对外暴露。
使用案例或场景:1) 诸葛亮的锦囊妙计,每一个锦囊就是一个策略。
2)旅行的出游方式,选择骑自行车、坐汽车,每一种旅行方式都是一个策略。
3)JAVA AWT 中的 LayoutManager。
示例程序需要源码的朋友可以前往github下载:
github/aharddreamer/chendong/tree/master/design-patterns/demo-code/design-patterns
程序简介:
下面这个程序的功能是让电脑玩猜拳游戏。我们考虑了两种猜拳策略,第一种策略是“如果这局获胜,那么下局也出一样的手势” (VinningStrategy),这是一种稍微有些笨的策略;另一种策略是“根据上一局的手势从概率上计算出下一局的手势” (ProbStrategy)。
示例程序类/接口一览:
Hand 表示猜拳游戏中的“手势”的类(工具)
Strategy 表示猜拳游戏中的策略的类 (策略类的基类)
WinningStrategy 表示“如果这局获胜,那么下局也出一样的手势” 这一策略的类 (具体策略对象1)
ProbStrategy 表示“根据上一局的手势从概率上计算出下一局的手势” 这一策略的类 (具体策略对象2)
Player 表示进行猜拳游戏的类 (Context环境类)
StrategyPatternTest 测试程序的类
代码:
public class Hand { public static final int SHI_TOU = 0; //表示石头的值 public static final int JIAN_DAO = 1; //表示石头的值 public static final int BU = 2; //表示石头的值 public static final Hand[] hand = { new Hand(SHI_TOU), new Hand(JIAN_DAO), new Hand(BU) }; public static final String[] name = { "石头", "剪刀", "布" }; private int handValue; private Hand (int handValue) { this.handValue = handValue; } public boolean isStrongerThan(Hand hand) { return fight(hand) == -1; } public int fight(Hand hand) { if (this == hand) { return 0; }else if ((this.handValue + 1) % 3 == hand.handValue) { return 1; }else { return -1; } } public String toString() { return name[this.handValue]; } public static Hand getHand(int handValue) { return hand[handValue]; } public boolean isWeakerThan(Hand hand) { return fight(hand) == -1; } } public interface Strategy { Hand nextHand(); void study(boolean vin); } public class WinningStrategy implements Strategy { private Random random; private boolean won = false; private Hand preHand; public WinningStrategy(int seed) { random = new Random(seed); } public Hand nextHand() { if (!won) { preHand = Hand.getHand(random.nextInt(3)); } return preHand; } public void study(boolean win) { won = win; } } public class Player { private String name; private Strategy strategy; private int wincount; private int losecount; private int gamecount; //赋予姓名和策略 public Player(String name, Strategy strategy) { this.name = name; this.strategy = strategy; } //策略决定下一句要出的手势 public Hand nextHand() { return strategy.nextHand(); } public void win() { strategy.study(true); wincount++; gamecount++; } public void lose() { strategy.study(false); losecount++; gamecount++; } public void even() { gamecount++; } @Override public String toString() { return "Player{" + "name='" + name + '\\'' + ", strategy=" + strategy + ", wincount=" + wincount + ", losecount=" + losecount + ", gamecount=" + gamecount + '}'; } } public class ProbStrategy implements Strategy { private Random random; private int preHandValue = 0; private int currentHandValue = 0; private int[][] history = { {1, 1, 1, }, {1, 1, 1, }, {1, 1, 1, }, }; public ProbStrategy(int seed) { random = new Random(seed); } public Hand nextHand() { int bet = random.nextInt(getSum(currentHandValue)); int handValue = 0; if (bet < history[currentHandValue][0]) { handValue = 0; }else if (bet < history[currentHandValue][0] + history[currentHandValue][1]) { handValue = 1; }else { handValue = 2; } preHandValue = currentHandValue; currentHandValue = handValue; return Hand.getHand(handValue); } private int getSum(int hv) { int sum = 0; for (int i = 0; i < 3 ; i++) { sum += history[hv][i]; } return sum; } public void study(boolean win) { if (win) { history[preHandValue][currentHandValue] ++; }else { history[preHandValue][(currentHandValue + 1) % 3] ++; history[preHandValue][(currentHandValue + 2) % 3] ++; } } } public class StrategyPatternTest { public static void main(String[] args) { //可以选择动态确定seed /*if (args.length != 2) { System.out.println("Usage: java Main randomseed1 randomseed2"); System.out.println("Example: java Main 314 15"); System.exit(0); } int seed1 = Integer.parseInt(args[0]); int seed2 = Integer.parseInt(args[1]);*/ int seed1 = 314; int seed2 = 15; Player player1 = new Player("WinningStrategyPlayer", new WinningStrategy(seed1)); Player player2 = new Player("ProbStrategyPlayer", new ProbStrategy(seed2)); for (int i = 0; i < 1000 ; i++) { Hand nextHand1 = player1.nextHand(); Hand nextHand2 = player2.nextHand(); if (nextHand1.isStrongerThan(nextHand2)) { System.out.println("Winner: " + player1); player1.win(); player2.lose(); }else if (nextHand2.isStrongerThan(nextHand1)) { System.out.println("Winner: " + nextHand2); player1.lose(); player2.win(); }else { System.out.println("Even..."); player1.even(); player2.even(); } } System.out.println("Total Result: "); System.out.println(player1.toString()); System.out.println(player2.toString()); } }运行结果:
Winner: Player{name='WinningStrategyPlayer', strategy=org.cd.designpatterns.strategy.WinningStrategy@2ff4acd0, wincount=310, losecount=330, gamecount=993}
Winner: 石头
Winner: Player{name='WinningStrategyPlayer', strategy=org.cd.designpatterns.strategy.WinningStrategy@2ff4acd0, wincount=311, losecount=331, gamecount=995}
Even...
Winner: 石头
Even...
Even...
-------(省略若干行)---------
Total Result:
Player{name='WinningStrategyPlayer', strategy=org.cd.designpatterns.strategy.WinningStrategy@2ff4acd0, wincount=312, losecount=332, gamecount=1000}
Player{name='ProbStrategyPlayer', strategy=org.cd.designpatterns.strategy.ProbStrategy@54bedef2, wincount=332, losecount=312, gamecount=1000}