结构型:七. 享元模式
享元模式是什么
享元模式:是一种结构型设计模式,它允许你在消耗少量的内存的情况下支持大量的对象。享元模式通过共享多个对象的部分状态来实现上述功能。即是享元模式会将不同对象的相同功能缓存以节省内存。
为什么用享元模式
如果程序中有很多相似对象,这时候你就可以用享元模式来节约内存。
享元模式怎么实现
这里用dressFactorySingleInstance这个包常量来保存dress,用dressMap的key来对不同的dress分类。这个例子就是在这里达到共享的功能,因为无论多少玩家,而dress只有两类。所以无论多少玩家,dressFactorySingleInstance中的dress只有两个key,来达到dress共享。
dress_factory.go
package flyweight
import "fmt"
const (
TerroristDressType = "tDress"
CounterTerroristDressType = "ctDress"
)
type dressFactory struct {
dressMap map[string]dress
}
var dressFactorySingleInstance = &dressFactory{
dressMap: make(map[string]dress,2),
}
func getDressFactorySingleInstance() *dressFactory {
return dressFactorySingleInstance
}
func (d *dressFactory) getDressByType(dressType string) (dress, error) {
if d.dressMap[dressType] != nil {
return d.dressMap[dressType], nil
}
if dressType == TerroristDressType {
d.dressMap[dressType] = newTerroristDress()
return d.dressMap[dressType], nil
}
if dressType == CounterTerroristDressType {
d.dressMap[dressType] = newCounterTerroristDress()
return d.dressMap[dressType], nil
}
return nil, fmt.Errorf("Wrong dress type passed")
}
dress.go
package flyweight
type dress interface {
getColor() string
}
type counterTerroristDress struct {
color string
}
func (c *counterTerroristDress) getColor() string {
return c.color
}
func newCounterTerroristDress() *counterTerroristDress {
return &counterTerroristDress{color: "green"}
}
type terroristDress struct {
color string
}
func (t *terroristDress) getColor() string {
return t.color
}
func newTerroristDress() *terroristDress {
return &terroristDress{color: "red"}
}
game.go客户端代码
package flyweight
type player struct {
dress dress
playerType string
}
func newPlayer(playerType, dressType string) *player {
dress, _ := getDressFactorySingleInstance().getDressByType(dressType)
return &player{
playerType: playerType,
dress: dress,
}
}
type game struct {
terrorists []*player
counterTerrorists []*player
}
func newGame() *game {
return &game{
terrorists: make([]*player,0,1),
counterTerrorists: make([]*player,0,1),
}
}
func (c *game) addTerrorist(dressType string) {
player := newPlayer("T", dressType)
c.terrorists = append(c.terrorists, player)
return
}
func (c *game) addCounterTerrorist(dressType string) {
player := newPlayer("CT", dressType)
c.counterTerrorists = append(c.counterTerrorists, player)
return
}
main.go客户端代码
func main() {
game := newGame()
//Add Terrorist
game.addTerrorist(TerroristDressType)
game.addTerrorist(TerroristDressType)
//Add CounterTerrorist
game.addCounterTerrorist(CounterTerroristDressType)
game.addCounterTerrorist(CounterTerroristDressType)
dressFactoryInstance := getDressFactorySingleInstance()
for dressType, dress := range dressFactoryInstance.dressMap {
fmt.Printf("DressColorType: %s\nDressColor: %s\n", dressType, dress.getColor())
}
}
// 结果:
//DressColorType: tDress
//DressColor: red
//DressColorType: ctDress
//DressColor: green
优点
- 如果程序中有很多相似对象, 那么你将可以节省大量内存。
缺点
- 代码会变得更加复杂。 团队中的新成员总是会问:“为什么要像这样拆分一个实体的状态?”。
- 你可能需要牺牲执行速度来换取内存,因为他人每次调用享元方法时都需要重新计算部分情景数据。