设计模式之----命令模式的理解
作者:互联网
1.概念
命令模式(Command Pattern)是一种行为型模式。请求以命令的形式包裹在对象中,调用者(invoker)可以处理该命令的对象,并把该命令传给相应的接受者(receiver)对象,该对象执行命令。
比如要对行为进行记录、撤销/重做、各种操作等处理,这种无法抵御变化的紧耦合是不合适的。在这种情况下,如何将"行为请求者"与"行为实现者"解耦?将一组行为抽象为对象,可以实现二者之间的松耦合。
2.模式的实现
场景:假如,客户要求你写个遥控器的程序,要求遥控器可以控制多个家用电器(比如电扇,灯之类的),看下图,每个按钮都对应着一个命令,这里还有uodo redo的实现!
我们来分析一个用命令模式怎么写这个程序,先把类图画出来
Invoker就是调用者,这里就是遥控器,命令对象就是那些命令 command(比如开灯,关灯等),但是要执行这些命令需要执行者,这里就是接受者(receive)的意思,接受者去执行它,顺序:调用者→命令→接受者。
1.首选我们创建一个命令接口 ICommand,一个接受者接口 IReceive
//ICommand.ts
export interface ICommand {
execuse();
uodo();
redo();
}
//IReceive.ts
export interface IReceive {
on();
off();
}
2.分别实现开(OnCommand)和关(OffCommand)的接口
//OnCommand.ts
import { ICommand } from "./Icommand"
export class OnCommand implements ICommand {
public receive: pattern.IReceive;
constructor(electirc: pattern.IReceive) {
this.receive = electirc;
}
public execuse() {
this.receive.on();
}
public uodo() {
this.receive.off();
}
public redo() {
this.receive.on();
}
}
//OffCommand.ts
import { ICommand } from "./Icommand"
export class OffCommand implements ICommand {
public receive: pattern.IReceive;
constructor(receive: pattern.IReceive) {
this.receive = receive;
}
public execuse() {
this.receive.off();
}
public uodo() {
this.receive.on();
}
public redo() {
this.receive.off();
}
}
3.分别实现接受者,灯(Lighjt)和电扇(Electirc)的类
//Electirc.ts
import { IReceive } from "./IReceive"
export class Electirc implements IReceive {
public on() {
alert("开扇");
}
public off() {
alert("关扇");
}
}
//Light.ts
import { IReceive } from "./IReceive"
export class Light implements IReceive {
public on() {
alert("开灯");
}
public off() {
alert("关灯");
}
}
4.命令对象有了,接受者也有了,那么下面再来实现调用者(遥控器)OperationInvoker类
export class OperationInvoker {
private command: pattern.ICommand;
public uodoCommandArray: Array<pattern.ICommand> = [];
public redoCommandArray: Array<pattern.ICommand> = [];
public setCommand(command: pattern.ICommand) {
this.command = command;
}
public executeCommands() {
this.command.execuse();
this.uodoCommandArray.push(this.command);
}
public undo() {
if (this.uodoCommandArray.length == 0) {
return;
}
//取uodoCommand数组里面第一个
let cmd = this.uodoCommandArray.pop() as pattern.ICommand | undefined;
if (cmd) {
//执行完加入到redoCommand数组里面
cmd && cmd.uodo();
this.redoCommandArray.push(cmd);
}
}
public redo() {
if (this.redoCommandArray.length == 0) {
return;
}
//取redoCommand数组里面第一个
let cmd = this.redoCommandArray.pop() as pattern.ICommand | undefined;
if (cmd) {
cmd && cmd.redo();
//执行完加入到uodoCommand数组里面
this.uodoCommandArray.push(cmd);
}
}
}
5.最后看下外面怎么实现的?下面是html页面
6.下面是外层的Index.controller
//Index.controller.ts
import angular from "angular";
import { OperationInvoker } from "./OperationInvoker"
import { Light } from "./Light"
import { Electirc } from "./Electirc"
import { OnCommand } from "./OnCommand"
import { OffCommand } from "./OffCommand"
export class IndexController implements angular.IController {
public controller: OperationInvoker
constructor() {
this.controller = new OperationInvoker();
}
lightOn() {
let light:Light= new Light();
this.controller.setCommand(new OnCommand(light));
this.controller.executeCommands();
}
lightOff() {
let light:Light = new Light();
this.controller.setCommand(new OffCommand(light));
this.controller.executeCommands();
}
electircOn() {
let electirc:Electirc = new Electirc();
this.controller.setCommand(new OnCommand(electirc));
this.controller.executeCommands();
}
electircOff() {
let electirc:Electirc = new Electirc();
this.controller.setCommand(new OffCommand(electirc));
this.controller.executeCommands();
}
undo() {
this.controller.undo();
}
redo() {
this.controller.redo();
}
}
最后看下实现效果:
总结一下次模式的优缺点:
优点
:
- 降低了系统耦合度。
- 新的命令可以很容易添加到系统中去。
缺点
:使用命令模式可能会导致某些系统有过多的具体命令类。
标签:ICommand,IReceive,receive,cmd,----,controller,理解,设计模式,public 来源: https://blog.csdn.net/ws9029/article/details/115529548