mirror of
https://github.com/crazybber/awesome-patterns.git
synced 2024-11-29 08:26:04 +03:00
102 lines
1.8 KiB
Go
102 lines
1.8 KiB
Go
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// 存疑的部分.
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// 模板模式和策略模式在很多时候给人感觉基本可以划等号,事实上两者侧重的方向不同.
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// 策略模式倾向于通过改变结构的属性从而改变算法,模板模式则倾向于事先定义一个处理的流程,该流程是可以被整体替换的.
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// 个人认为应该保证模板模式下的结构体应当独立出来,每个流程单独被调用.
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// 感觉以下两种写法都有点别扭,待指正
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package main
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type Game interface {
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OnStart()
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OnEnd()
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}
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type GameRunner struct {}
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func (GameRunner)Go(g Game){
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g.OnStart()
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g.OnEnd()
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}
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type FPSGame struct {}
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func (f FPSGame)OnStart(){
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println("fps game start")
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}
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func (f FPSGame)OnEnd(){
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println("fps game end")
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}
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type RPGGame struct {}
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func (RPGGame) OnStart() {
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println("rpg game start")
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}
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func (RPGGame) OnEnd() {
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println("rpg game end")
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}
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func main(){
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tpl := GameRunner{}
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tpl.Go(FPSGame{})
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tpl.Go(RPGGame{})
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// output:
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/*
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fps game start
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fps game end
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rpg game start
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rpg game end
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*/
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}
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// ______________________________Another_______________
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//type Game struct {
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// OnStart func()
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// OnEnd func()
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//}
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//
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//func (g Game)Go(){
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// g.OnStart()
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// g.OnEnd()
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//}
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//
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//type FPSGame struct {Game}
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//
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//func NewFPSGame()FPSGame{
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// g := Game{
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// OnStart: func() {
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// fmt.Println("start fps")
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// time.Sleep(time.Second / 2)
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// },
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// OnEnd: func() {
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// fmt.Println("you are killed")
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// },
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// }
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// return FPSGame{g}
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//}
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//
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//type RPGGame struct {Game}
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//
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//func NewRPGGame()RPGGame{
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// g := Game{
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// OnStart: func() {
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// fmt.Println("start rpg")
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// time.Sleep(time.Second / 2)
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// },
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// OnEnd: func() {
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// fmt.Println("you win")
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// },
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// }
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// return RPGGame{g}
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//}
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//
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//func main(){
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// NewFPSGame().Go()
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// println()
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// NewRPGGame().Go()
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//}
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