1. 程式人生 > >設計模式(1):工廠模式

設計模式(1):工廠模式

在工廠模式中,我們沒有建立邏輯暴露給客戶端建立物件,並使用一個通用的介面引用新建立的物件。

1.建立Shape介面

public interface Shape {
   void draw();
}

2.建立多個Shape實現類(這裡建立了3個)

public class Rectangle implements Shape {

   @Override
   public void draw() {
      System.out.println("Inside Rectangle::draw() method.");
   }
}

public class
Square implements Shape { @Override public void draw() { System.out.println("Inside Square::draw() method."); } } public class Circle implements Shape { @Override public void draw() { System.out.println("Inside Circle::draw() method."); } }

3.建立工廠

public class
ShapeFactory { //use getShape method to get object of type shape public Shape getShape(String shapeType){ if(shapeType == null){ return null; } if(shapeType.equalsIgnoreCase("CIRCLE")){ return new Circle(); } else if(shapeType.equalsIgnoreCase("RECTANGLE")){
return new Rectangle(); } else if(shapeType.equalsIgnoreCase("SQUARE")){ return new Square(); } return null; } }

4.使用工廠通過傳遞型別等資訊來獲取具體類的物件

public class FactoryPatternDemo {

   public static void main(String[] args) {
      ShapeFactory shapeFactory = new ShapeFactory();

      //get an object of Circle and call its draw method.
      Shape shape1 = shapeFactory.getShape("CIRCLE");

      //call draw method of Circle
      shape1.draw();

      //get an object of Rectangle and call its draw method.
      Shape shape2 = shapeFactory.getShape("RECTANGLE");

      //call draw method of Rectangle
      shape2.draw();

      //get an object of Square and call its draw method.
      Shape shape3 = shapeFactory.getShape("SQUARE");

      //call draw method of circle
      shape3.draw();
   }
}

5.輸出結果如下:

Inside Circle::draw() method.
Inside Rectangle::draw() method.
Inside Square::draw() method.