设计模式之命令模式

命令模式

定义

将请求封装成对象,以便使用不同的请求、队列或者日志来参数化其他对象。命令模式支持可撤销操作。

类图

CahAsK.jpg

代码示例

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
class Light {
public:
void on() {
cout << "Light on!" << endl;
}

void off() {
cout << "light off!" << endl;
}
};

class Door {
public:
void open() {
cout << "Door open!" << endl;
}

void close() {
cout << "Door close!" << endl;
}
};

class Command {
public:
virtual void execute() = 0;
virtual void undo() = 0;
};

class LightOnCommand :public Command {
public:
LightOnCommand(Light* li) :light(li) {

}

void execute() {
light->on();
}

void undo() {
light->off();
}
private:
Light* light;
};

class LightOffCommand :public Command {
public:
LightOffCommand(Light* li) :light(li) {

}

void execute() {
light->off();
}

void undo() {
light->on();
}
private:
Light* light;
};

class DoorOpenCommand :public Command {
public:
DoorOpenCommand(Door* doo) :door(doo) {

}

void execute() {
door->open();
}

void undo() {
door->close();
}
private:
Door* door;

};

class DoorCloseCommand :public Command {
public:
DoorCloseCommand(Door* doo) :door(doo) {

}

void execute() {
door->close();
}

void undo() {
door->open();
}
private:
Door* door;

};

class RemoteControl {
private:
Command* onCommand;
Command* offCommand;
public:
RemoteControl() :onCommand(nullptr), offCommand(nullptr) {

}

void setCommand(Command* onCommand, Command* offCommand) {
this->offCommand = offCommand;
this->onCommand = onCommand;
}

void onButtonPushed() {
if (onCommand) {
onCommand->execute();
}
}

void offButtonPushed() {
if (offCommand) {
offCommand->execute();
}
}
};

理解

利用command接口,每个动作都继承这个接口成为一个命令对象,命令对象持有一个执行命令的实体,当该动作执行时,命令对象直接调用执行者的对应动作。有利于动作扩展,新动作只要继承command接口就行。

分享到