用两个文本框来输入单价和数量,一个确定按钮来算出每种商品的费用,用个列表框来记录商品的清单,一个标签来记录总计,一个重置按钮来重新开始。
double total = 0.0d; private void btn0k_Click(object sender, EventArgs e) { double totalPrices = Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text); total = total + totalPrices; IbxList.Items.Add("单价:" +txtPrice.Text + "数量:" + txtNum.Text + "合计:"+ totalPrices.ToString()); IblResult.Text = total.ToString(); }
double total = 0.0d; private void Form_Load(object sender, EventArgs e) { cbxType.Items.AddRange(new object[] {"正常收费","打八折","打五折"}); cbxType.SlectedIndex = 0; } private void btn0k_Click(object sender, EventArgs e) { double totalPrices = 0.0d; switch(cbxType.Selectedindex) { case 0: totalPrices = Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text); case 1: totalPrices = Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text)*0.8; case 2: totalPrices = Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text)*0.5; } total = total + totalPrices; IbxList.Items.Add("单价:" +txtPrice.Text + "数量:" + txtNum.Text + "合计:"+ totalPrices.ToString()); IblResult.Text = total.ToString(); }
面对对象的编程,并不是类越多越好,类的划分是为了封装,但是分装的基础是抽象,具有相同属性和功能的对象的抽象集合才是类。打一折和打九折只是形式的不同,抽象分析出来,所有的打折算法都是一样的,所以打折算法应该是一个类。
//现金收费抽象类 abstract class CashSuper { public abstract double acceptCash(double money); } //正常收费子类 class CashNormal: CashSuper { public override double acceptCash(double money) { return money; } } //打折收费子类 class CashRebate: CashSuper { private double moneyRebate = 1d; public Cash Rebebate(string moneyRebate) { this.moneyRebate = double.Parse(moneyRebate); } publci override double acceptCash(double money) { return money * moneyRebate; } } //返利收费子类 class cashReturn: CashSuper { private double moneyCondition = 0.0d; private double moneyreturn = 0.0d; public CashReturn(string moneyCondition, string moneyReturn) { this.moneyCondition = double.Parse(moneyCondtion); this.moneyReturn = double.Parse(moneyReturn); } public override double acceptCash(double money) { double result = money; if(money >= moneyCondition) { result = money - Math.Floor(money / moneyCondition) * moneyReturn; } return result; } } //现金收费工厂类 class CashFactory { public static CashSuper createCashAccept(string type) { CashSuper cs = null; switch (type) { case:"正常收费": cs = new CashNormal(); break; case:"满300返100": CashReturn cr1 = new CashReturn("300","100"); cs = cr1; break; case:"打8折": CashRebate cr2 = new CashRebate("0,8"); cs = cr2; break; } return cs; } } //客户端程序主要部分 double total = 0.0d; private void btn0k_clik(object sneder, EventArgs e) { cashSuper csuper = CashFactory.createCashAccept(cbxType.SelectedItem.ToString()); double totalPrices = 0d; totalPrices = csuper.acceptCash(Convert.ToDouble(txtPrice.txt)*Convert.ToDouble(txtNum.Text)); total = total + totalPrices; IbxList.Items.Add("单价:" +txtPrice.Text + "数量:" + txtNum.Text + "合计:"+ totalPrices.ToString()); IblResult.Text = total.ToString(); }
简单工厂模式虽然能解决这个问题,但是这个模式知识解决对象的创建问题,而且由于工厂本身包括了所有的收费方式,商场是可能经常性地更改打折额度和返利额度,每次维护或扩展收费方式都要改动这个工厂,以致代码需重新编译部署,这真的是很糟糕的处理方式,所以用它不是做好的办法,。面对算法的时常变动应该有更好的办法。
策略模式定义了算法家族,分别封装起来,让它们之间可以互相替换,此模式让算法的变化,不会影响到使用算法的客户。
//CashContext类 class CashContext { private CashSuper cs; public CashContext(CashSuper csuper) { this.cs = csuper; } public double GetResult(double money) { return cs.accptCash(money); } } //客户端主要代码 double total = 0.0d; private void btn0k_Click(object sender, EventArgs e) { CashContext cc = null; switch (cbxType.selectedItem.ToString()) { case: "正常收费": cc = new CashContext(new CashNormal()); break; case: "满300返100": cc = new CashContext(new CashReturn ("300","100")); break; case: "打8折": cc = new CashContext(new CashRebate("0.8")); break; } double totalPrices = 0d; totalPrices = cc.GetResult(convert.ToDouble(txtPrice.Text)*convert.ToDouble(txtNum.Text)); total = total + totalPrices; IbxList.Items.Add("单价:" +txtPrice.Text + "数量:" + txtNum.Text + "合计:"+ totalPrices.ToString()); IblResult.Text = total.ToString(); }
虽然策略模式写出来了,但是不应该让客户端去判断用哪一个算法。
class CashContext { CashSuper cs = null; public CashContext(String type) { switch(type) { case "正常收费": CashNormal cs0 = new CashNormal(); cs = cs0; break; case "满300返100": CashReturn cr1 = new CashReturn("300","100"); cs = cr1; break; case "打8折": CashReturn cr2 = new CashRebate("0.8"); cs = cr2; break; } public double GetResult(double money) { return cs.acceptCash(money); } } } //客户端代码 double total = 0.0d; private void btn0k_Click(object sender, EvnetArgs e) { CashContext csuper = new CashContext(cbxType.slectedItem.ToString()); double totalPrices = 0d; totalPrices = csuper.GetResult(Convert.ToDouble(txtPrice.Text)*Convert.ToDouble(txtNum.Text)); total = total + totalPrices; IbxList.Items.Add("单价:" +txtPrice.Text + "数量:" + txtNum.Text + "合计:"+ totalPrices.ToString()); IblResult.Text = total.ToString(); } //简单工厂模式的用法 CashSuper csuper = CashFactory.CreateCashAccept(cbxType.SelectedItem.ToString()); =csuper.GetResult; //策略模式与简单工厂结合的用法 CashContext csuper = new (CashContext(cbxType.SelectedItem.ToString())); =csuper.GetResult;
简单工厂模式让客户端认识两个类, CashSuper和CashFactory,而策略模式与简单工厂结合的用法,客户端只需要认识一个类CashContext就可以了。耦合更加降低。
策略模式是一种定义一系列算法的方法,从概念上来看,所有这些算法完成的都是相通的工作,只是实现不同,它可以以相同的方式调用所有的算法,减少各种算法类和使用算法类之间的耦合。 策略模式就是用来封装算法的,但是实践中,我们发现可以用它来分装几乎任何类型的规则,只要在分析过程中听到需要在不同的时间应用不同的业务规则,就可以考虑使用策略模式处理这种变化的可能性。
Copyright© 2013-2020
All Rights Reserved 京ICP备2023019179号-8