读《大话设计模式》——②商场促销[策略模式]

题目: 做一个商场收银软件,营业员根据客户所购买商品的单价和数量,向客户收费 。
方案一: 用两个文本框来输入单价和数量,一个确定按钮来算出每种商品的费用,用个列表框来记录商品的清单,一个标签来记录总计,还需要一个重置按钮来重新开始 。
商场收银系统v1.0关键代码
double total = 0.0d;private void btnOK_Click(object sender, EventArgs e){double totalPrice = Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text);total = total + totalPrice;lbxList.Items.Add("单价:" + txtPrice.Text + " 数量:" + txtNum.Text + " 合计:" + totalPrice.ToString());lblResult.Text = total.ToString();}
存在问题
新增需求,商场搞活动,所有商品打八折,如何?若只在乘以0.8,则活动结束难道还要再改一遍代码,重新给所有机器安装一次?显然是不合适的 。那么考虑加个下拉选择框呢?
方案二
商场收银系统v1.1关键代码
double total = 0d;private void Form2_Load(object sender, EventArgs e){cmbType.Items.AddRange(new object[] { "正常收费", "打八折", "打七折", "打五折" });cmbType.SelectedIndex = 0;}private void btnOK_Click(object sender, EventArgs e){double totalPrice = 0d;switch (cmbType.SelectedIndex){case 0:totalPrice = Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text);break;case 1:totalPrice = Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text) * 0.8;break;case 2:totalPrice = Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text) * 0.7;break;case 3:totalPrice = Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text) * 0.5;break;default:break;}total = total + totalPrice;lbxList.Items.Add("单价:" + txtPrice.Text + " 数量:" + txtNum.Text + " " + cmbType.SelectedItem + " 合计:" + totalPrice.ToString());lblResult.Text = total.ToString();}
存在问题:

读《大话设计模式》——②商场促销[策略模式]

文章插图
灵活性好多了,但重复代码很多,如.()4个分支除折扣不一样以外几乎没有不同,应该考虑重构新增需求,活动加大,需要有满300返100的促销算法,怎么办?
方案三: 用前面学过的简单工厂模式,写一个父类和多个打折和返利的子类,利用多态实现 。
注意不是写多个子类,只写两个子类即可,打折和返利只是传参不同 。
面向对象的编程,并不是类越多越好,类的划分是为了封装,但分类的基础是抽象,具有相同属性和功能的对象的抽象集合才是类 。
/// /// 现金收费抽象类/// abstract class CashSuper{/// /// 现金收取/// /// 原价/// 当前价public abstract double acceptCash(double money);}/// /// 正常收费子类/// class CashNormal : CashSuper{public override double acceptCash(double money){return money;}}/// /// 打折收费子类/// class CashRebate : CashSuper{private double moneyRebate = 1d;/// /// 实例化打折类/// /// 折扣率,如八折就是0.8public CashRebate(double moneyRebate){this.moneyRebate = moneyRebate;}public override double acceptCash(double money){return money * moneyRebate;}}/// /// 返利收费子类/// class CashReturn : CashSuper{private double moneyCondition = 0d;private double moneyReturn = 0d;/// /// 实例化返利类/// /// 返利条件/// 返利值/// 比如满300返100,则moneyCondition=300,moneyReturn=100public CashReturn(double moneyCondition, double moneyReturn){this.moneyCondition = moneyCondition;this.moneyReturn = moneyReturn;}public override double acceptCash(double money){double result = money;if (money >= moneyCondition)result = money - Math.Floor(money / moneyCondition) * moneyReturn;return result;}}/// /// 现金收费工厂类/// class CashFactory{public static CashSuper createCashAccept(string type){CashSuper cs = null;switch (type){case "正常收费":cs = new CashNormal();break;case "满300返100":cs = new CashReturn(300, 100);break;case "打八折":cs = new CashRebate(0.8);break;default:break;}return cs;}}
客户端关键代码
double total = 0d;private void Form3_Load(object sender, EventArgs e){cmbType.Items.AddRange(new object[] { "正常收费", "打八折", "满300返100" });cmbType.SelectedIndex = 0;}private void btnOK_Click(object sender, EventArgs e){CashSuper csuper = CashFactory.createCashAccept(cmbType.SelectedItem.ToString());double totalPrice = csuper.acceptCash(Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text));total = total + totalPrice;lbxList.Items.Add("单价:" + txtPrice.Text + " 数量:" + txtNum.Text + " " + cmbType.SelectedItem + " 合计:" + totalPrice.ToString());lblResult.Text = total.ToString();}
【读《大话设计模式》——②商场促销[策略模式]】存在问题: 简单工厂模式只是解决对象的创建问题,而且由于工厂本身包括了所有的收费方式,商场是可能经常性的更改打折额度和返利额度,每次维护或扩展收费方式都要改动这个工厂,以致代码需要重新编译部署 。
方案四:策略模式() 定义了算法家族,分别封装起来,让它们之间可以互相替换,此模式让算法的变化,不会影响到使用算法的用户 。
策略模式结构图
因此,、、、不用改,添加策略类,修改客户端即可
/// /// 现金收费策略类/// class CashContext{private CashSuper cs;public CashContext(CashSuper cspuer){this.cs = cspuer;}public double GetResult(double money){return cs.acceptCash(money);}}
客户端
private void Form4_Load(object sender, EventArgs e){cmbType.Items.AddRange(new object[] { "正常收费", "打八折", "满300返100" });cmbType.SelectedIndex = 0;}private void btnOK_Click(object sender, EventArgs e){CashContext cc = null;switch (cmbType.SelectedIndex){case 0:cc = new CashContext(new CashNormal());break;case 1:cc = new CashContext(new CashRebate(0.8));break;case 2:cc = new CashContext(new CashReturn(300, 100));break;default:break;}double totalPrice = cc.GetResult(Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text));total = total + totalPrice;lbxList.Items.Add("单价:" + txtPrice.Text + " 数量:" + txtNum.Text + " " + cmbType.SelectedItem + " 合计:" + totalPrice.ToString());lblResult.Text = total.ToString();}
存在问题: 又回到方案二的情况,在客户端去判断使用哪个算法,怎么样才能把判断过程从客户端移走呢?
方案五:策略模式() +工厂模式
/// /// 改造后的现金收费策略类/// class CashContext1{private CashSuper cs;public CashContext1(string type){CashSuper cs1 = null;switch (type){case "正常收费":cs = new CashNormal();break;case "满300返100":cs = new CashReturn(300, 100);break;case "打八折":cs = new CashRebate(0.8);break;default:break;}this.cs = cs1;}public double GetResult(double money){return cs.acceptCash(money);}}
客户端代码
double total = 0d;private void Form4_Load(object sender, EventArgs e){cmbType.Items.AddRange(new object[] { "正常收费", "打八折", "满300返100" });cmbType.SelectedIndex = 0;}private void btnOK_Click(object sender, EventArgs e){CashContext1 cc = new CashContext1(cmbType.SelectedItem.ToString());double totalPrice = cc.GetResult(Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text));total = total + totalPrice;lbxList.Items.Add("单价:" + txtPrice.Text + " 数量:" + txtNum.Text + " " + cmbType.SelectedItem + " 合计:" + totalPrice.ToString());lblResult.Text = total.ToString();}
总结: 对比一下简单工厂模式和策略模式,会发现,简单工厂模式需要客户端认识和两个类,而策略模式只需要客户端认识即可 。
策略模式解析:
综上所述,除了策略模式比简单工厂模式耦合略低(需要认识的类少)外,其他优点笔者还体会不到,有待深入理解,欢迎各位大神指点 。