实验13:享元模式
本次实验属于模仿型实验,通过本次实验学生将掌握以下内容:
1、理解享元模式的动机,掌握该模式的结构;
2、能够利用享元模式解决实际问题。
[实验任务一]:围棋
设计一个围棋软件,在系统中只存在一个白棋对象和一个黑棋对象,但是它们可以在棋盘的不同位置显示多次。
实验要求:
1. 提交类图;
2.提交源代码;
3.注意编程规范;
4.要求用简单工厂模式和单例模式实现享元工厂类的设计。
package ruanjiansheji.shiyan13; public class BlackChess extends Chess{ @Override public String getColor() { return "黑"; } } package ruanjiansheji.shiyan13; public abstract class Chess { public abstract String getColor(); public void locate(Coordinate co) { System.out.println(this.getColor()+"棋的位置:"+co.getX()+","+co.getY()); } } package ruanjiansheji.shiyan13; import java.util.Hashtable; public class ChessFactory { private static ChessFactory instance = new ChessFactory(); private static Hashtable ht; public ChessFactory() { ht = new Hashtable(); Chess black, white; black = new BlackChess(); ht.put("b", black); white = new WhiteChess(); ht.put("w", white); } public static ChessFactory getInstance() { return instance; } public static Chess getChess(String color) { return (Chess) ht.get(color); } } package ruanjiansheji.shiyan13; public class Coordinate { private int x; private int y; public Coordinate(int x, int y) { // TODO Auto-generated constructor stub this.x = x; this.y = y; } public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } } package ruanjiansheji.shiyan13; public class Main { public static void main(String[] args) { Chess black1,black2,black3,white1,white2; black1 = ChessFactory.getChess("b"); black2 = ChessFactory.getChess("b"); black3 = ChessFactory.getChess("b"); white1 = ChessFactory.getChess("w"); white2 = ChessFactory.getChess("w"); black1.locate(new Coordinate(1, 3)); black2.locate(new Coordinate(-2, 5)); black3.locate(new Coordinate(5, 4)); white1.locate(new Coordinate(-4, 6)); white2.locate(new Coordinate(3, 3)); } } package ruanjiansheji.shiyan13; public class WhiteChess extends Chess{ @Override public String getColor() { return "白"; } }