重學(xué)設(shè)計(jì)模式
讀Design pattern implementations in TypeScript筆記。
十一種行為型設(shè)計(jì)模式
責(zé)任鏈模式
namespace ChainOfResponsibilityPattern {
export class Handler {
private handler: Handler;
private req: number;
constructor(req: number) {
this.req = req;
}
public setHandler(handler: Handler): void {
this.handler = handler;
}
public operation(msg: string, req: number): void {
if (req <= this.req) {
this.handlerRequest(msg)
} else if (this.handler !== null && this.handler !== undefined) {
this.handler.operation(msg, req);
}
}
public handlerRequest(msg: string): void {
throw new Error("Abstract method!");
}
}
export class ConcreteHandler1 extends Handler {
constructor(req: number) {
super(req);
}
public handlerRequest(msg: string) {
console.log("Message (ConcreteHandler1) :: ", msg);
}
}
export class ConcreteHandler2 extends Handler {
constructor(req: number) {
super(req);
}
public handlerRequest(msg: string) {
console.log("Message :: (ConcreteHandler2) ", msg);
}
}
export class ConcreteHandler3 extends Handler {
constructor(req: number) {
super(req);
}
public handlerRequest(msg: string) {
console.log("Message :: (ConcreteHandler3) ", msg);
}
}
}
意圖:使多個(gè)對(duì)象都有機(jī)會(huì)處理請(qǐng)求,從而避免請(qǐng)求的發(fā)送者和接收者之間的耦合關(guān)系。將這些對(duì)象連成一條鏈,并沿著這條鏈傳遞該請(qǐng)求,直到有一個(gè)對(duì)象處理它為止。
核心:
-
Handler: 對(duì)請(qǐng)求的抽象處理者 -
ConcreteHandler:請(qǐng)求的具體處理者,他們都繼承了setHandler方法,當(dāng)自己不處理這個(gè)請(qǐng)求的時(shí)候,會(huì)自動(dòng)把請(qǐng)求轉(zhuǎn)移到下一個(gè)handler去處理。
命令模式
namespace CommandPattern {
export class Command {
public execute(): void {
throw new Error("Abstract method!");
}
}
export class ConcreteCommand1 extends Command {
private receiver: Receiver;
constructor(receiver: Receiver) {
super();
this.receiver = receiver;
}
public execute(): void {
console.log("`execute` method of ConcreteCommand1 is being called!");
this.receiver.action();
}
}
export class ConcreteCommand2 extends Command {
private receiver: Receiver;
constructor(receiver: Receiver) {
super();
this.receiver = receiver;
}
public execute(): void {
console.log("`execute` method of ConcreteCommand2 is being called!");
this.receiver.action();
}
}
export class Invoker {
private commands: Command[];
constructor() {
this.commands = [];
}
public storeAndExecute(cmd: Command) {
this.commands.push(cmd);
cmd.execute();
}
}
export class Receiver {
public action(): void {
console.log("action is being called!");
}
}
}
核心:
-
Command:抽象命令,具有執(zhí)行接口 -
ConcreteCommand:具體命令,實(shí)現(xiàn)具體接口,調(diào)用接收者的功能來(lái)完成命令要執(zhí)行的操作。 -
Receiver:接收者,真正執(zhí)行命令的對(duì)象,任何對(duì)象都可以成為接收者,只要實(shí)現(xiàn)了對(duì)應(yīng)接口。 -
Invoker:?jiǎn)酒饒?zhí)行命令的對(duì)象,他持有命令對(duì)象數(shù)組
優(yōu)點(diǎn):
- 解耦調(diào)用者和執(zhí)行者
- 可以組合命令
- 可以擴(kuò)展,對(duì)命令進(jìn)行撤銷(xiāo)等
解釋器模式
namespace InterpreterPattern {
export class Context {
}
export interface AbstractExpression {
interpret(context: Context): void;
}
export class TerminalExpression implements AbstractExpression {
public interpret(context: Context): void {
console.log("`interpret` method of TerminalExpression is being called!");
}
}
export class NonterminalExpression implements AbstractExpression {
public interpret(context: Context): void {
console.log("`interpret` method of NonterminalExpression is being called!");
}
}
}
意圖:給定一個(gè)語(yǔ)言,定義它的文法的一種表示,并定義一個(gè)解釋器,這個(gè)解釋器使用該表示來(lái)解釋語(yǔ)言中的句子。
核心:
-
AbstractExpression:抽象表達(dá)式,聲明了一個(gè)表達(dá)式需要實(shí)現(xiàn)的接口。 -
TerminalExpression:實(shí)現(xiàn)了抽象表達(dá)式角色所要求的接口,主要是一個(gè)interpret()方法;文法中的每一個(gè)終結(jié)符都有一個(gè)具體終結(jié)表達(dá)式與之相對(duì)應(yīng)。比如有一個(gè)簡(jiǎn)單的公式R=R1+R2,在里面R1和R2就是終結(jié)符,對(duì)應(yīng)的解析R1和R2的解釋器就是終結(jié)符表達(dá)式。 -
NonterminalExpression:文法中的每一條規(guī)則都需要一個(gè)具體的非終結(jié)符表達(dá)式,非終結(jié)符表達(dá)式一般是文法中的運(yùn)算符或者其他關(guān)鍵字,比如公式R=R1+R2中,“+"就是非終結(jié)符,解析“+”的解釋器就是一個(gè)非終結(jié)符表達(dá)式。 -
Context:上下文,用來(lái)存放文法中各個(gè)終結(jié)符所對(duì)應(yīng)的具體值。
感覺(jué)用不上,而且沒(méi)有具體例子也比較晦澀(Interpreter Pattern)。
迭代器模式
namespace IteratorPattern {
export interface Iterator {
next(): any;
hasNext(): boolean;
}
export interface Aggregator {
createIterator(): Iterator;
}
export class ConcreteIterator implements Iterator {
private collection: any[] = [];
private position: number = 0;
constructor(collection: any[]) {
this.collection = collection;
}
public next(): any {
// Error handling is left out
var result = this.collection[this.position];
this.position += 1;
return result;
}
public hasNext(): boolean {
return this.position < this.collection.length;
}
}
export class Numbers implements Aggregator {
private collection: number[] = [];
constructor(collection: number[]) {
this.collection = collection;
}
public createIterator(): Iterator {
return new ConcreteIterator(this.collection);
}
}
}
意圖:提供一種方法順序訪問(wèn)一個(gè)聚合對(duì)象中各個(gè)元素, 而又不需暴露該對(duì)象的內(nèi)部表示。
例子里提供的就是一種正序訪問(wèn)方法,但實(shí)際上這個(gè)訪問(wèn)順序是我們可以自己定義的。
所以迭代器就是一種接口,為各種不同的數(shù)據(jù)結(jié)構(gòu)提供統(tǒng)一的訪問(wèn)機(jī)制。任何數(shù)據(jù)結(jié)構(gòu)只要部署 Iterator 接口,就可以完成遍歷操作。也就是可以供es6中的 for...of語(yǔ)法消費(fèi)。
更多js相關(guān)的迭代器知識(shí)可以看:Iterator 和 for...of 循環(huán)。
中介者模式
namespace MediatorPattern {
export interface Mediator {
send(msg: string, colleague: Colleague): void;
}
export class Colleague {
public mediator: Mediator;
constructor(mediator: Mediator) {
this.mediator = mediator;
}
public send(msg: string): void {
throw new Error("Abstract Method!");
}
public receive(msg: string): void {
throw new Error("Abstract Method!");
}
}
export class ConcreteColleagueA extends Colleague {
constructor(mediator: Mediator) {
super(mediator);
}
public send(msg: string): void {
this.mediator.send(msg, this);
}
public receive(msg: string): void {
console.log(msg, "`receive` of ConcreteColleagueA is being called!");
}
}
export class ConcreteColleagueB extends Colleague {
constructor(mediator: Mediator) {
super(mediator);
}
public send(msg: string): void {
this.mediator.send(msg, this);
}
public receive(msg: string): void {
console.log(msg, "`receive` of ConcreteColleagueB is being called!");
}
}
export class ConcreteMediator implements Mediator {
public concreteColleagueA: ConcreteColleagueA;
public concreteColleagueB: ConcreteColleagueB;
public send(msg: string, colleague: Colleague): void {
if (this.concreteColleagueA === colleague) {
this.concreteColleagueB.receive(msg);
} else {
this.concreteColleagueA.receive(msg);
}
}
}
}
意圖:用一個(gè)中介對(duì)象來(lái)封裝一系列的對(duì)象交互。中介者使各對(duì)象不需要顯式地相互引用,從而使其耦合松散,而且可以獨(dú)立地改變它們之間的交互。
核心:
-
Mediator:抽象中介者,定義對(duì)象間的中介交換方法。 -
ConcreteMediator:具體中介者,實(shí)現(xiàn)對(duì)象間的中介交換方法。 -
Colleague:抽象同事角色,定義同事角色和中介者交互的方法,持有中介者。 -
ConcreteColleagueB:具體,實(shí)現(xiàn)和中介者的交互。
demo:
function show() : void {
var cm: MediatorPattern.ConcreteMediator = new MediatorPattern.ConcreteMediator(),
c1: MediatorPattern.ConcreteColleagueA = new MediatorPattern.ConcreteColleagueA(cm),
c2: MediatorPattern.ConcreteColleagueB = new MediatorPattern.ConcreteColleagueB(cm);
cm.concreteColleagueA = c1;
cm.concreteColleagueB = c2;
c1.send("`send` of ConcreteColleagueA is being called!");
c2.send("`send` of ConcreteColleagueB is being called!");
}
備忘錄模式
namespace MementoPattern {
export class State {
private str: string;
constructor(str: string) {
this.str = str;
}
get Str() : string {
return this.str;
}
set Str(str: string) {
this.str = str;
}
}
export class Originator {
private state: State;
constructor(state: State) {
this.state = state;
}
get State(): State {
return this.state;
}
set State(state: State) {
console.log("State :: ", state);
this.state = state;
}
public createMemento(): Memento {
console.log("creates a memento with a given state!");
return new Memento(this.state);
}
public setMemento(memento: Memento) {
console.log("sets the state back");
this.State = memento.State;
}
}
export class Memento {
private state: State;
constructor (state: State) {
this.state = state;
}
get State(): State {
console.log("get memento's state");
return this.state;
}
}
export class CareTaker {
private memento: Memento;
get Memento(): Memento {
return this.memento;
}
set Memento(memento: Memento) {
this.memento = memento;
}
}
}
意圖:在不破壞封裝性的前提下,捕獲一個(gè)對(duì)象的內(nèi)部狀態(tài),并在該對(duì)象之外保存這個(gè)狀態(tài)。這樣以后就可將該對(duì)象恢復(fù)到保存的狀態(tài)。
核心:
-
Originator(發(fā)起人):負(fù)責(zé)創(chuàng)建一個(gè)備忘錄Memento,用以記錄當(dāng)前時(shí)刻自身的內(nèi)部狀態(tài),并可使用備忘錄恢復(fù)內(nèi)部狀態(tài)。Originator可以根據(jù)需要決定Memento存儲(chǔ)自己的哪些內(nèi)部狀態(tài)。 -
Memento(備忘錄):負(fù)責(zé)存儲(chǔ)Originator對(duì)象的內(nèi)部狀態(tài),并可以防止Originator以外 的其他對(duì)象訪問(wèn)備忘錄。允許它訪問(wèn)返回到先前狀態(tài)所需要的所有數(shù)據(jù)。 -
Caretaker(管理者):管理備忘錄Memento,不能對(duì)Memento的內(nèi)容進(jìn)行訪問(wèn)或者操作。
例子:
function show() : void {
var state: MementoPattern.State = new MementoPattern.State("... State "),
originator: MementoPattern.Originator = new MementoPattern.Originator(state),
careTaker: MementoPattern.CareTaker = new MementoPattern.CareTaker();
careTaker.Memento = originator.createMemento();
originator.State = new MementoPattern.State("something else...");
originator.setMemento(careTaker.Memento);
}
以保存游戲進(jìn)度為例,在游戲角色大戰(zhàn)Boss前將該角色的狀態(tài)存儲(chǔ),與Boss作戰(zhàn)后角色的各項(xiàng)能力會(huì)下降,如果沒(méi)有通關(guān),則可利用備忘錄進(jìn)行恢復(fù)到戰(zhàn)前狀態(tài)。
觀察者模式
namespace ObserverPattern {
export class Subject {
private observers: Observer[] = [];
public register(observer: Observer): void {
console.log(observer, "is pushed!");
this.observers.push(observer);
}
public unregister(observer: Observer): void {
var n: number = this.observers.indexOf(observer);
console.log(observer, "is removed");
this.observers.splice(n, 1);
}
public notify(): void {
console.log("notify all the observers", this.observers);
var i: number
, max: number;
for (i = 0, max = this.observers.length; i < max; i += 1) {
this.observers[i].notify();
}
}
}
export class ConcreteSubject extends Subject {
private subjectState: number;
get SubjectState(): number {
return this.subjectState;
}
set SubjectState(subjectState: number) {
this.subjectState = subjectState;
}
}
export class Observer {
public notify(): void {
throw new Error("Abstract Method!");
}
}
export class ConcreteObserver extends Observer {
private name: string;
private state: number;
private subject: ConcreteSubject;
constructor (subject: ConcreteSubject, name: string) {
super();
console.log("ConcreteObserver", name, "is created!");
this.subject = subject;
this.name = name;
}
public notify(): void {
console.log("ConcreteObserver's notify method");
console.log(this.name, this.state);
this.state = this.subject.SubjectState;
}
get Subject(): ConcreteSubject {
return this.subject;
}
set Subject(subject: ConcreteSubject) {
this.subject = subject;
}
}
}
意圖:定義對(duì)象間的一種一對(duì)多的依賴(lài)關(guān)系,當(dāng)一個(gè)對(duì)象的狀態(tài)發(fā)生改變時(shí), 所有依賴(lài)于它的對(duì)象都得到通知并被自動(dòng)更新。
也叫發(fā)布訂閱模式,這在前端中非常常見(jiàn),比如瀏覽器的addEventListener或者node中的EventEmitter,代碼很好理解,不用多做其他解釋。
狀態(tài)模式
namespace StatePattern {
export interface State {
handle(context: Context): void;
}
export class ConcreteStateA implements State {
public handle(context: Context): void {
console.log("`handle` method of ConcreteStateA is being called!");
context.State = new ConcreteStateB();
}
}
export class ConcreteStateB implements State {
public handle(context: Context): void {
console.log("`handle` method of ConcreteStateB is being called!");
context.State = new ConcreteStateA();
}
}
export class Context {
private state: State;
constructor(state: State) {
this.state = state;
}
get State(): State {
return this.state;
}
set State(state: State) {
this.state = state;
}
public request(): void {
console.log("request is being called!");
this.state.handle(this);
}
}
}
意圖:允許一個(gè)對(duì)象在其內(nèi)部狀態(tài)改變時(shí)改變它的行為。
適用性: 一個(gè)對(duì)象的行為取決于它的狀態(tài), 并且它必須在運(yùn)行時(shí)刻根據(jù)狀態(tài)改變它的行為。
核心:Context對(duì)象包含一個(gè)State狀態(tài)對(duì)象。而Context真正執(zhí)行操作時(shí),是State狀態(tài)對(duì)象在執(zhí)行this.state.handle(this);。并且當(dāng)狀態(tài)執(zhí)行完具體操作之后,他會(huì)將狀態(tài)切換至下一個(gè)狀態(tài)。這個(gè)時(shí)候Context對(duì)象再次調(diào)用時(shí),它執(zhí)行的操作會(huì)切換至下一個(gè)狀態(tài)的操作。
例子:
class Kaideng implements State {
public handle(context: Context): void {
console.log("關(guān)燈");
context.State = new Guandeng();
}
}
class Guandeng implements State {
public handle(context: Context): void {
console.log("開(kāi)燈");
context.State = new Kaideng();
}
}
class Light {
private state: State;
constructor(state: State) {
this.state = state;
}
get State(): State {
return this.state;
}
set State(state: State) {
this.state = state;
}
public toggle(): void {
console.log("request is being called!");
this.state.handle(this);
}
}
const light = new Light(new Guandeng());
light.toggle();
light.toggle();
策略模式
namespace StrategyPattern {
export interface Strategy {
execute(): void;
}
export class ConcreteStrategy1 implements Strategy {
public execute(): void {
console.log("`execute` method of ConcreteStrategy1 is being called");
}
}
export class ConcreteStrategy2 implements Strategy {
public execute(): void {
console.log("`execute` method of ConcreteStrategy2 is being called");
}
}
export class ConcreteStrategy3 implements Strategy {
public execute(): void {
console.log("`execute` method of ConcreteStrategy3 is being called");
}
}
export class Context {
private strategy: Strategy;
constructor(strategy: Strategy) {
this.strategy = strategy;
}
public executeStrategy(): void {
this.strategy.execute();
}
}
}
意圖:定義一系列的算法,把它們一個(gè)個(gè)封裝起來(lái), 并且使它們可相互替換。本模式使得算法可獨(dú)立于使用它的客戶而變化。
核心:
“策略”提供了一種用多個(gè)行為中的一個(gè)行為來(lái)配置一個(gè)類(lèi)的方法。

模版方法模式
namespace TemplateMethodPattern {
export class AbstractClass {
public method1(): void {
throw new Error("Abstract Method");
}
public method2(): void {
throw new Error("Abstract Method");
}
public method3(): void {
throw new Error("Abstract Method");
}
public templateMethod(): void {
console.log("templateMethod is being called");
this.method1();
this.method2();
this.method3();
}
}
export class ConcreteClass1 extends AbstractClass {
public method1(): void {
console.log("method1 of ConcreteClass1");
}
public method2(): void {
console.log("method2 of ConcreteClass1");
}
public method3(): void {
console.log("method3 of ConcreteClass1");
}
}
export class ConcreteClass2 extends AbstractClass {
public method1(): void {
console.log("method1 of ConcreteClass2");
}
public method2(): void {
console.log("method2 of ConcreteClass2");
}
public method3(): void {
console.log("method3 of ConcreteClass2");
}
}
}
核心:定義一個(gè)操作中的算法的骨架,而將一些步驟延遲到子類(lèi)中。Template Method使得子類(lèi)可以不改變一個(gè)算法的結(jié)構(gòu)即可重定義該算法的某些特定步驟。
優(yōu)點(diǎn):封裝不變部分,擴(kuò)展可變部分。
訪問(wèn)者模式
namespace VisitorPattern {
export interface Visitor {
visitConcreteElement1(concreteElement1: ConcreteElement1): void;
visitConcreteElement2(concreteElement2: ConcreteElement2): void;
}
export class ConcreteVisitor1 implements Visitor {
public visitConcreteElement1(concreteElement1: ConcreteElement1): void {
console.log("`visitConcreteElement1` of ConcreteVisitor1 is being called!");
}
public visitConcreteElement2(concreteElement2: ConcreteElement2): void {
console.log("`visitConcreteElement2` of ConcreteVisitor1 is being called!");
}
}
export class ConcreteVisitor2 implements Visitor {
public visitConcreteElement1(concreteElement1: ConcreteElement1): void {
console.log("`visitConcreteElement1` of ConcreteVisitor2 is being called!");
}
public visitConcreteElement2(concreteElement2: ConcreteElement2): void {
console.log("`visitConcreteElement2` of ConcreteVisitor2 is being called!");
}
}
export interface Element {
operate(visitor: Visitor): void;
}
export class ConcreteElement1 implements Element {
public operate(visitor: Visitor): void {
console.log("`operate` of ConcreteElement1 is being called!");
visitor.visitConcreteElement1(this);
}
}
export class ConcreteElement2 implements Element {
public operate(visitor: Visitor): void {
console.log("`operate` of ConcreteElement2 is being called!");
visitor.visitConcreteElement2(this);
}
}
export class Objs {
private elements: Element[] = [];
public attach(e: Element): void {
this.elements.push(e);
}
public detach(e: Element): void {
var index = this.elements.indexOf(e);
this.elements.splice(index, 1);
}
public operate(visitor: Visitor): void {
var i = 0,
max = this.elements.length;
for(; i < max; i += 1) {
this.elements[i].operate(visitor);
}
}
}
}
意圖:表示一個(gè)作用于某對(duì)象結(jié)構(gòu)中的各元素的操作。它使你可以在不改變各元素的類(lèi)的前提下定義作用于這些元素的新操作。
核心:
-
Visitor:為該對(duì)象結(jié)構(gòu)中 ConcreteElement的每一個(gè)類(lèi)聲明一個(gè) Visit操作。 -
ConcreteVisitor:實(shí)現(xiàn)每個(gè)由 Visitor聲明的操作。 -
ConcreteElement:實(shí)現(xiàn)operate方法,該操作以一個(gè)訪問(wèn)者為參數(shù),然后具體地調(diào)用訪問(wèn)者的方法。 -
ObjectStructure:對(duì)應(yīng)Objs,可以對(duì)元素進(jìn)行管理,枚舉元素等。
簡(jiǎn)記:不同的人對(duì)不同的事做不同的操作。

為什么要重學(xué)設(shè)計(jì)模式?
不同的階段看設(shè)計(jì)模式會(huì)有不同的感悟,并且有很多設(shè)計(jì)模式即使然在懂了也不是能馬上運(yùn)用在項(xiàng)目中的,所以需要不停地反復(fù)學(xué)習(xí),才會(huì)有更熟練的感覺(jué)。