memento pattern

This commit is contained in:
nynicg 2019-05-02 18:16:11 +08:00
parent 66ce5358a4
commit da2587d3f2
3 changed files with 81 additions and 3 deletions

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@ -39,7 +39,7 @@ A curated collection of idiomatic design & application patterns for Go language.
| [Chain of Responsibility](/behavioral/chain_of_responsibility/main.go) | Avoids coupling a sender to receiver by giving more than object a chance to handle the request | ✔ |
| [Command](/behavioral/command/main.go) | Bundles a command and arguments to call later | ✔ |
| [Mediator](/behavioral/mediator/main.go) | Connects objects and acts as a proxy | ✔ |
| [Memento](/behavioral/memento.md) | Generate an opaque token that can be used to go back to a previous state | ✘ |
| [Memento](/behavioral/memento/main.go) | Generate an opaque token that can be used to go back to a previous state | ✔ |
| [Observer](/behavioral/observer.md) | Provide a callback for notification of events/changes to data | ✔ |
| [Registry](/behavioral/registry.md) | Keep track of all subclasses of a given class | ✘ |
| [State](/behavioral/state.md) | Encapsulates varying behavior for the same object based on its internal state | ✘ |

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@ -1,8 +1,8 @@
// 中介者模式(mediator pattern)
// 当两个对象存在复杂的依赖关系时,考虑增加一个中介者使之解耦,使他们不需要进行显的引用.
// 当两个对象存在复杂的依赖关系时,考虑增加一个中介者使之解耦,使他们不需要进行显的引用.
// 但问题在于中介本身会去实现复杂的逻辑,进而导致中介者变得复杂臃肿难以维护.
//
// 这里是竞价和消息交换的例子.
// 这里是竞价的例子.
// 参与竞价的玩家只需要向中介出价就可以知道是否能买到商品,由中介确定谁的出价高
package main

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@ -0,0 +1,78 @@
// 备忘录模式 memento pattern
// 在不影响原结构封装的情况下,能够暂时保存一个结构的状态,并能够恢复
// 这里是一个游戏存档的例子,尝试保存玩家当前位置,并在读档的时候恢复
package main
import (
"container/list"
"log"
)
type Player struct {
X,Y int
Name string
// other info
}
func (p *Player)MoveTo(x,y int){
p.X = x
p.Y = y
}
func (p Player)Save()PlayerMemento{
return PlayerMemento{
X:p.X,
Y:p.Y,
}
}
func (p *Player)Restore(m PlayerMemento){
p.X = m.X
p.Y = m.Y
}
type PlayerMemento struct {
X,Y int
}
type PlayerCareTaker struct {
MementoList *list.List
}
func (ct *PlayerCareTaker)AddMemento(memento PlayerMemento){
ct.MementoList.PushFront(memento)
}
func (ct *PlayerCareTaker)RemoveLast()PlayerMemento{
ele := ct.MementoList.Front()
val := ct.MementoList.Remove(ele)
if memento ,ok := val.(PlayerMemento);ok{
return memento
}else{
return PlayerMemento{}
}
}
func main(){
ct := &PlayerCareTaker{list.New()}
icg := &Player{
X:114,
Y:514,
Name:"icg",
}
ct.AddMemento(icg.Save())
log.Println(icg.X ,icg.Y)
icg.MoveTo(810 ,19)
log.Println(icg.X ,icg.Y)
ct.AddMemento(icg.Save())
icg.MoveTo(0 ,0)
log.Println(icg.X ,icg.Y)
icg.Restore(ct.RemoveLast())
log.Println(icg.X ,icg.Y)
icg.Restore(ct.RemoveLast())
log.Println(icg.X ,icg.Y)
}