未引入享元模式
#include <iostream> #include <list> #include <map> using namespace std; enum class EnumColor //棋子类型 { Black, //黑 White //白 }; struct Position //棋子位置 { int m_x; int m_y; Position(int tmpx, int tmpy) :m_x(tmpx), m_y(tmpy) {} //构造函数 }; /*棋子类*/ class Piece { public: //构造函数 Piece(EnumColor tmpcolor, Position tmppos) :m_color(tmpcolor), m_pos(tmppos){} //棋子的绘制 void draw() { if(m_color == EnumColor::Black) { cout << "在位置:(" << m_pos.m_x << "," << m_pos.m_y << ")处绘制了一个黑色棋子!" << endl; } else { cout << "在位置:(" << m_pos.m_x << "," << m_pos.m_y << ")处绘制了一个白色棋子!" << endl; } } private: EnumColor m_color; //棋子颜色 Position m_pos; //棋子位置 }; int main() { //检测内存泄漏 _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF); Piece* p_piece1 = new Piece(EnumColor::Black, Position(3, 3)); //黑色落子到3,3位置 p_piece1->draw(); Piece* p_piece2 = new Piece(EnumColor::White, Position(5, 5)); //白色落子到5,5位置 p_piece2->draw(); Piece* p_piece3 = new Piece(EnumColor::Black, Position(4, 6)); //黑色落子到4,6位置 p_piece3->draw(); Piece* p_piece4 = new Piece(EnumColor::White, Position(5, 7)); //白色落子到5,7位置 p_piece4->draw(); //释放资源 delete p_piece1; delete p_piece2; delete p_piece3; delete p_piece4; return 0; }
对于上面的例程来说,棋子的类型无非就是两种,黑和白,在实际的下棋过程当中,只有位置是不一样的,但是却衍生出了多个具有相似度的对象,我们能否进行改造一下,比如,对象只有两个,黑和白,在实际的运转的时候,改变他们的位置就可以了,这样就不用new很多给相似的对象出来了。下面我们进行改造一下。引入享元模式。
#include <iostream> #include <list> #include <map> using namespace std; enum EnumColor //棋子类型 { Black, //黑 White //白 }; struct Position //棋子位置 { int m_x; int m_y; Position(int tmpx, int tmpy) :m_x(tmpx), m_y(tmpy) {} //构造函数 }; class Piece //棋子抽象类 { public: virtual ~Piece() {} public: virtual void draw(Position tmppos) = 0; }; class BlackPiece :public Piece //黑色棋子 { public: virtual void draw(Position tmppos) { cout << "在位置:(" << tmppos.m_x << "," << tmppos.m_y << ")处绘制了一个黑色棋子!" << endl; } }; class WhitePiece :public Piece //白色棋子 { public: virtual void draw(Position tmppos) { cout << "在位置:(" << tmppos.m_x << "," << tmppos.m_y << ")处绘制了一个白色棋子!" << endl; } }; class pieceFactory //创建棋子的工厂 { public: virtual ~pieceFactory() { //释放内存 for(auto iter = m_FlyWeightMap.begin(); iter != m_FlyWeightMap.end(); ++iter) { Piece* tmpfw = iter->second; delete tmpfw; } m_FlyWeightMap.clear(); } //获取享元对象,也就是获取被共享的棋子对象 Piece* getFlyWeight(EnumColor tmpcolor) { auto iter = m_FlyWeightMap.find(tmpcolor); if(iter == m_FlyWeightMap.end()) { //没有该享元对象,那么就创建出来 Piece* tmpfw = nullptr; if(tmpcolor == Black) //黑子 { tmpfw = new BlackPiece(); } else //白子 { tmpfw = new WhitePiece(); } //以棋子颜色枚举值作为key,增加条目到map中 m_FlyWeightMap.insert(make_pair(tmpcolor, tmpfw)); return tmpfw; } else { return iter->second; } } private: std::map<EnumColor, Piece*> m_FlyWeightMap; //享元池,用map容器来保存所有的享元对象,一共就两个享元对象(黑色棋子一个,白色棋子一个) }; int main() { //检测内存泄漏 _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF); pieceFactory* pfactory = new pieceFactory(); Piece* p_piece1 = pfactory->getFlyWeight(Black); p_piece1->draw(Position(3, 3)); //黑子落子到3,3位置 Piece* p_piece2 = pfactory->getFlyWeight(White); p_piece2->draw(Position(5, 5)); //白子落子到5,5位置 Piece* p_piece3 = pfactory->getFlyWeight(Black); p_piece3->draw(Position(4, 6)); //黑子落子到4,6位置 Piece* p_piece4 = pfactory->getFlyWeight(White); p_piece4->draw(Position(5, 7)); //白子落子到5,7位置 //释放资源 delete pfactory; return 0; }
总结
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原文链接:https://blog.csdn.net/qq_38158479/article/details/120257514