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chain of responsibility
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parent
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42
behavioral/chain_of_responsibility/go_test.go
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42
behavioral/chain_of_responsibility/go_test.go
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@ -0,0 +1,42 @@
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package main
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import (
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"log"
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"sync"
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"testing"
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"time"
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)
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// 想弄清楚slice遍历时被修改到底会发生什么.
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// 结果是安全失败.
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// 并不意味着是线程安全的.
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func TestGo(t *testing.T){
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s := make([]int ,0)
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wg := &sync.WaitGroup{}
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wg.Add(2)
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for i:=0 ;i<10 ;i++{
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s = append(s, i)
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}
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itv := time.Second
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go func() {
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defer wg.Done()
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for k ,v := range s{
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println(k ,v)
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time.Sleep(itv)
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}
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}()
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time.Sleep(itv)
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go func() {
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defer wg.Done()
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s = append(s ,810)
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time.Sleep(itv)
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s = append(s ,114)
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log.Println("add")
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}()
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wg.Wait()
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log.Println(s)
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}
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74
behavioral/chain_of_responsibility/main.go
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74
behavioral/chain_of_responsibility/main.go
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@ -0,0 +1,74 @@
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package main
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type GameType int
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const (
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TypeFPS GameType = 1
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TypeRPG = TypeFPS << 1
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)
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type Game interface {
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Type() GameType
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Start(player string)
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}
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// chain of responsibility
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type GameSelector struct {
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GameList []Game
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}
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func (g *GameSelector)AddGame(games ...Game){
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g.GameList = append(g.GameList ,games...)
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}
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func (g GameSelector) Start(t GameType, player string) {
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for _ ,v := range g.GameList{
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if v.Type() == t{
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v.Start(player)
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return
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}
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}
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}
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type FPSGame struct {
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t GameType
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}
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func (f FPSGame) Start(player string) {
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println(player ,"join in fps game")
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}
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func (f FPSGame)Type() GameType{
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return f.t
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}
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type RPGGame struct {
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t GameType
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}
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func (RPGGame) Start(player string) {
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println(player ,"join in rpg game")
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}
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func (r RPGGame)Type() GameType{
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return r.t
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}
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func main(){
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fps := FPSGame{TypeFPS}
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rpg := RPGGame{TypeRPG}
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sl := GameSelector{make([]Game ,0)}
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sl.AddGame(fps ,rpg)
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player := "icg"
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sl.Start(TypeRPG ,player)
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println()
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sl.Start(TypeFPS ,player)
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// output:
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/*
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icg join in rpg game
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icg join in fps game
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*/
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}
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