场景,游戏中新建房子,各种类型的房子,茅草屋、砖瓦房、别墅...
建房子几个流程是固定的:四面墙、房顶、门、窗...但是不同类型的房子,这些元素具体实现方式不同
- // 场景:游戏新建房子
- class House{
- public:
- void Init(){
- this->BuildPart1();
-
- for (size_t i = 0; i < 4; i++){
- this->BuildPart2();
- }
-
- bool flag = this->BuildPart3();
- if (flag) {
- this->BuildPart4();
- }
-
- this->BuildPart5();
- }
- protected:
- virtual void BuildPart1() = 0;;
- virtual void BuildPart2() = 0;
- virtual bool BuildPart3() = 0;
- virtual void BuildPart4() = 0;
- virtual void BuildPart5() = 0;
- }
那可以这样做吗?将初始化动作放在子类里面,不行哈!!!因为构造函数中的调用数据静态绑定,它不会去调用子类的接口的,只会调用本类的接口,现在本类是个接口类,各个接口都是纯虚的,所以不行。
(为什么不能构造里面调用动态,简单说下,因为在子类构造之前,会先调用父类构造函数,如果调用父类构造的时候,再反过来调用子类的虚函数,这是违背基本的逻辑关系的,你得先生下来才能呀,子类都没有出生...)
- // 场景:游戏新建房子
- class House{
- public:
- House(){
- this->BuildPart1();
-
- for (size_t i = 0; i < 4; i++){
- this->BuildPart2();
- }
-
- bool flag = this->BuildPart3();
- if (flag) {
- this->BuildPart4();
- }
-
- this->BuildPart5();
- }
- protected:
- virtual void BuildPart1() = 0;;
- virtual void BuildPart2() = 0;
- virtual bool BuildPart3() = 0;
- virtual void BuildPart4() = 0;
- virtual void BuildPart5() = 0;
- };
下面是具体实现
- class StoneHouse : public House{
- protected:
- virtual void BuildPart1(){
- }
- virtual void BuildPart2(){
- }
- virtual bool BuildPart3(){
- }
- virtual void BuildPart4(){
- }
- virtual void BuildPart5(){
- }
- };
-
- int main(){
-
- House *p_hose = new StoneHouse();
- p_hose->Init();
- }
其实做到这一步,Builder模式基本就完毕了,但是呢,还有优化的空间,如果House接口的Init过于复杂(导致这个类很大),其实可以将这个复杂的结构再提取成一个类,重构成:
- // 场景:游戏新建房子
- class House{
- protected:
- virtual void BuildPart1() = 0;;
- virtual void BuildPart2() = 0;
- virtual bool BuildPart3() = 0;
- virtual void BuildPart4() = 0;
- virtual void BuildPart5() = 0;
- };
-
- // 场景:游戏新建房子
- class HouseBuilder{
- public:
- House *GetResult(){
- return house;
- }
-
- protected:
- House *house;
- virtual void BuildPart1() = 0;;
- virtual void BuildPart2() = 0;
- virtual bool BuildPart3() = 0;
- virtual void BuildPart4() = 0;
- virtual void BuildPart5() = 0;
- };
-
- class StoneHouseBuilder : public HouseBuilder{
- protected:
- virtual void BuildPart1(){
- }
- virtual void BuildPart2(){
- }
- virtual bool BuildPart3(){
- }
- virtual void BuildPart4(){
- }
- virtual void BuildPart5(){
- }
- };
-
- class HouseDirector{
- HouseBuilder *house;
- public:
- HouseDirector(HouseBuilder *house){
- this->house = house;
- }
- public:
- House* Construct()
- {
- house->BuildPart1();
-
- for (size_t i = 0; i < 4; i++){
- house->BuildPart2();
- }
-
- bool flag = house->BuildPart3();
- if (flag) {
- house->BuildPart4();
- }
-
- house->BuildPart5();
-
- return house->GetResult();
- }
- };
HourseBuilder中组合了一个house指针,并负责稳定的构建工作,其实就是将Hourse拆分成了House和HourseBuilder两个类。
将一个复杂对象的构建和其表示相分离,使得同样的构建过程(稳定)可以创建不同的表示(变化)
