一、单例模式
单例模式属于创建型模式,解决某个类频繁的创建与销毁。该模式保证了其对象在JVM中只有一个实例对象存在。必须保证私有化构造函数,只能有一个实例对象存在。
优点:
- 减少
new关键字的使用,降低系统内存的使用频率,同时减轻GC工作 - 避免了资源的多重使用
缺点:
- 不可继承,没有接口。
1、饿汉式
- 优点:没有加锁同步,执行效率高
- 缺点:当类加载时就初始化,没有懒加载,浪费内存。通过classloader 机制避免了多线程的同步问题
HungrySingleton.java
public class HungrySingleton {
private static HungrySingleton hSingleton = new HungrySingleton(); private HungrySingleton() {
} public static HungrySingleton getInstance() {
return hSingleton; } }
2、懒汉式
实现方式(1)
- 优点:实现懒加载,实例化对象是在调用
getInstance()后 - 缺点:没有加锁
synchronized,多线程下使用存在问题
LazySingleton.java
public class LazySingleton {
private static LazySingleton instance = null; private LazySingleton(){
} public static LazySingleton getInstance(){
if(instance == null){
instance = new LazySingleton(); } return instance; } }
实现方式(2)
- 改进:增加
synchronized关键字,解决多线程问题 - 不足:
synchronized锁住了这个对象,每次调用getInstance()都会对对象上锁,这样大大降低了性能,事实上我们只有在第一次instance为空时才需要加锁
SyncLazySingleton.java
public class SyncLazySingleton {
private static SyncLazySingleton instance = null; private SyncLazySingleton(){
} public static synchronized SyncLazySingleton getInstance(){
if (instance == null){
instance = new SyncLazySingleton(); } return instance; } }
实现方式(3)(双重检测)
- 该进:对
instance做了判断,只有当instance为空时才对对象加锁,提升性能 - 不足:依然存在小点问题(无序写入问题),例如:
- 1、线程1、线程2进入
getInstance() - 2、线程1首先进入
synchronized线程同步,线程2等待线程1执行完成 - 3、线程1判断
instance为空则分配地址内存空间并实例化该类对象 - 4、线程1执行完成退出
- 5、线程2进入
synchronized同步,此时instance已被线程1实例化,insatnce不为空,则返回线程1创建的instance实例。 - 由于
JVM无序写入问题,导致线程2有可能返回instance == null
SyncLazySingleton2.java
public class SyncLazySingleton2 {
private static SyncLazySingleton2 instance = null; private SyncLazySingleton2 (){
} public static SyncLazySingleton2 getInstance(){
if (instance ==null){
synchronized (SyncLazySingleton2.class){
if (instance == null){
instance = new SyncLazySingleton2(); } } } return instance; } }
3、静态内部类
- 优点:懒加载策略,线程安全。利用classloader加载机制实现初始化时只有一个线程,当
InnerSingleton被加载时,instance不一定被初始化,应为没有调用SingleFactory没有被主动调用 - 缺点:如果在构造函数中抛出异常,则将得不到实例
InnerSingleton .java
public class InnerSingleton {
private static class SingleFactory{
public static InnerSingleton instance = new InnerSingleton(); } public static InnerSingleton getInstance(){
return SingleFactory.instance; } public Object serialize(){
return getInstance(); } }
3、枚举实现
枚举详情参考
- 过关键字
enum创建枚举类型在编译后生成一个继承自java.lang.Enum类的类和另外一个类,其中Enum是抽象类,编译器还为我们生成了两个静态方法,分别是values()和valueOf(),values()方法的作用就是获取枚举类中的所有变量,并作为数组返回,而valueOf(String name)方法与Enum类中的valueOf方法的作用类似根据名称获取枚举变量,上述两个方法需枚举实例向上转型为Enum。 - 使用枚举单例的写法,我们完全不用考虑序列化和反射的问题。枚举序列化是由
JVM保证的,每一个枚举类型和定义的枚举变量在JVM中都是唯一的,在枚举类型的序列化和反序列化上,Java做了特殊的规定:在序列化时Java仅仅是将枚举对象的name属性输出到结果中,反序列化的时候则是通过java.lang.Enum的valueOf方法来根据名字查找枚举对象。同时,编译器是不允许任何对这种序列化机制的定制的并禁用了writeObject、readObject、readObjectNoData、writeReplace和readResolve等方法,从而保证了枚举实例的唯一性。 - 优点:线程安全,支持序列化机制,实现单例模式最佳做法(少数使用)
- 缺点:未实现懒加载
public enum EnumSingleton {
INSTANCE; private String name; public String getName(){
return name; } public void setName(String name){
this.name = name; } }
实现结果图

二、工厂模式
特点:
- 提供一种创建对象的最佳方式,在创建对象时不提供对外暴露创建逻辑,并且通过一个共同的接口来指向新创建的对象
- 定义一个创建对象的接口,让子类来决定实例化哪一个具体的工厂类,延迟到子类去执行
- 主要解决选择接口的问题
- 扩展性高,只增加相应工厂类即可,知道名称即可创建对象,屏蔽具体的实现,调用者只关心接口
- 增加需求时,需要增加具体类与工厂实现,导致类个数成倍增加,增加系统复杂度
- 只有需要生成复杂类对象时才需要使用工厂模式,且简单工厂模式不属于23种设计模式
(1)、简单工厂
PersonAction.java
public interface PersonAction {
public void eat(); }
WomanFactory .java
public class WomanFactory implements PersonAction {
@Override public void eat() {
Log.i("msg","woman"); } }
ManFactory.java
public class ManFactory implements PersonAction {
@Override public void eat() {
Log.i("msg","man"); } }
PersonFactory 工厂类
public class PersonFactory {
public PersonAction eat(String type){
if("woman".equals(type)){
return new WomanFactory(); }else if ("man".equals(type)){
return new ManFactory(); }else {
Log.i("msg","输入类型不正确"); return null; } } }
使用如下
public void onClick(View view){
PersonFactory personFactory = new PersonFactory(); PersonAction man = personFactory.eat("man"); man.eat(); PersonAction woman = personFactory.eat("woman"); woman.eat(); }
(2)、多个方法
修改PersonFactory.java如下
public class PersonFactory {
public PersonAction manEat(){
return new ManFactory(); } public PersonAction womanEat(){
return new WomanFactory(); } }
(3)、静态方法
修改PersonFactory.java如下
public class PersonFactory {
public static PersonAction manEat(){
return new ManFactory(); } public static PersonAction womanEat(){
return new WomanFactory(); } }
直接可通过类名调用方法
1、工厂方法模式
PersonAction.java
public interface PersonAction {
public void eat(); }
WomanEat.java
public class WomanEat implements PersonAction {
@Override public void eat() {
Log.i("msg","woman is eating"); } }
ManEat.java
public class ManEat implements PersonAction {
@Override public void eat() {
Log.i("msg","man is eating"); } }
Provider.java
public interface Provider {
public PersonAction produce(); }
WomanFactory .java
public class WomanFactory implements Provider {
@Override public PersonAction produce() {
return new WomanEat(); } }
ManFactory.java
public class ManFactory implements Provider {
@Override public PersonAction produce() {
return new ManEat(); } }
具体使用如下:
ManFactory manFactory = new ManFactory(); PersonAction action = manFactory.produce(); action.eat();
2、抽象工厂方法模式
自己简化版
LandAnimal.java
public interface LandAnimal {
public void run(); }
WaterAnimal .java
public interface WaterAnimal {
public void swim(); }
Cat .java
public class Cat implements LandAnimal {
@Override public void run() {
Log.i("msg","cat is runing"); } }
Dog .java
public class Dog implements LandAnimal {
@Override public void run() {
Log.i("msg","dog is runing"); } }
Fish .java
public class Fish implements WaterAnimal {
@Override public void swim() {
Log.i("msg","Fish is swiming"); } }
Shark .java
public class Shark implements WaterAnimal {
@Override public void swim() {
Log.i("msg","Shark is swiming"); } }
AbstractFactory .java
public abstract class AbstractFactory {
public abstract LandAnimal getDog(); public abstract LandAnimal getCat(); public abstract WaterAnimal getFish(); public abstract WaterAnimal getShark(); }
AnimalFactory.java
public class AnimalFactory extends AbstractFactory {
@Override public LandAnimal getDog() {
return new Dog(); } @Override public LandAnimal getCat() {
return new Cat(); } @Override public WaterAnimal getFish() {
return new Fish(); } @Override public WaterAnimal getShark() {
return new Shark(); } }
使用方法如下:
AnimalFactory factory = new AnimalFactory(); LandAnimal cat = factory.getCat(); LandAnimal dog = factory.getDog(); WaterAnimal fish = factory.getFish(); WaterAnimal shark = factory.getShark(); cat.run(); dog.run(); fish.swim(); shark.swim();
三、建造者模式(Builder)
特点:
- 在需要生成复杂内部结构时使用,即将多个简单的对象一步一步构建称为一个复杂对象。
构建方式(1)
新建Person.java类
public class Person {
public int age; public String name; public String sex; public String address; public String born; @Override public String toString() {
return "Person{" + "age=" + age + ", name='" + name + '\'' + ", sex='" + sex + '\'' + ", address='" + address + '\'' + ", born='" + born + '\'' + '}'; } public int getAge() {
return age; } public void setAge(int age) {
this.age = age; } public String getName() {
return name; } public void setName(String name) {
this.name = name; } public String getSex() {
return sex; } public void setSex(String sex) {
this.sex = sex; } public String getAddress() {
return address; } public void setAddress(String address) {
this.address = address; } public String getBorn() {
return born; } public void setBorn(String born) {
this.born = born; } }
新建构造(builder)类PersonBuilder .java
public class PersonBuilder {
private Person mPerson; public PersonBuilder(){
mPerson = new Person(); } public PersonBuilder setAge(int age){
mPerson.age = age; return this; } public PersonBuilder setName(String name){
mPerson.name = name; return this; } public PersonBuilder setSex(String sex){
mPerson.sex = sex; return this; } public PersonBuilder setAddress(String address){
mPerson.address = address; return this; } public PersonBuilder setBorn(String born){
mPerson.born = born; return this; } public Person create(){
Log.i("msg", mPerson.toString()); return mPerson; } }
使用如下:
public void onClick(View view){
PersonBuilder builder = new PersonBuilder(); builder.setAge(20) .setName("张三") .setAddress("北京市") .setSex("男") .setBorn("厦门") .create(); PersonBuilder builder1 = new PersonBuilder(); builder1.setAge(22) .setName("李四") .setAddress("上海市") .setSex("女") .setBorn("福州") .create(); }
看到这里是不是与构建对话框与OKHTTP3类似呢?

构建方式(2)
新建Person.java类
public class Person {
public int age; public String name; public String sex; public String address; public String born; @Override public String toString() {
return "Person{" + "age=" + age + ", name='" + name + '\'' + ", sex='" + sex + '\'' + ", address='" + address + '\'' + ", born='" + born + '\'' + '}'; } public int getAge() {
return age; } public void setAge(int age) {
this.age = age; } public String getName() {
return name; } public void setName(String name) {
this.name = name; } public String getSex() {
return sex; } public void setSex(String sex) {
this.sex = sex; } public String getAddress() {
return address; } public void setAddress(String address) {
this.address = address; } public String getBorn() {
return born; } public void setBorn(String born) {
this.born = born; } }
Ibuilder.java
public interface Ibuilder {
void setAge(int age); void setName(String name); void setAddress(String address); void setBorn(String born); void setSex(String sex); }
ImplBuilder.java
public class ImplBuilder implements Ibuilder {
private Person mPerson; public ImplBuilder(){
mPerson = new Person(); } @Override public void setAge(int age) {
mPerson.setAge(age); } @Override public void setName(String name) {
mPerson.setName(name); } @Override public void setAddress(String address) {
mPerson.setAddress(address); } @Override public void setBorn(String born) {
mPerson.setBorn(born); } @Override public void setSex(String sex) {
mPerson.setSex(sex); } public Person create(){
Log.i("msg", mPerson.toString()); return mPerson; } }
使用如下:
ImplBuilder builder = new ImplBuilder(); builder.setAge(20); builder.setName("王五"); builder.setAddress("南京"); builder.setBorn("武汉"); builder.setSex("男"); builder.create();
四、适配器模式
特点:
- 适配器继承或依赖已有的对象,实现想要的目标接口
- 消除由于接口不匹配所造成的类的兼容性问题
- 类的适配器模式、对象的适配器模式、接口的适配器模式
- 提高了类的复用,增加了类的透明度
(1)类的适配器模式
通过实现目标接口,继承原有类,在原有类的基础上增加接口中方法,将一个类转换成满足另一个新接口的类
Original.java
public class Original {
public void show(){
Log.i("msg", "This is Original"); } }
ExpandInterfacen .java
public interface ExpandInterfacen {
void show(); void hide(); }
NewAdapter .java
public class NewAdapter extends Original implements ExpandInterfacen {
@Override public void hide() {
Log.i("msg", "This is NewAdapter"); } }
使用如下
public void onClick(View view){
NewAdapter adapter = new NewAdapter(); adapter.hide(); adapter.show(); }

(2)对象的适配器模式
不继承原有类,而是持有该类实例来实现兼容,将一个对象转换成满足另一个新接口的对象
ObjectAdapter.java
public class ObjectAdapter implements ExpandInterfacen {
private Original mOriginal; public ObjectAdapter (){
mOriginal = new Original(); } @Override public void show() {
mOriginal.show(); } @Override public void hide() {
Log.i("msg", "This is ObjectAdapter"); } }
使用如下
ObjectAdapter adapter = new ObjectAdapter(); adapter.show(); adapter.hide();
(3)接口的适配器模式
不希望实现一个接口中所有的方法,可选择一个抽象类实现接口,然后继承该抽象类实现想实现的方法即可
ExpandInterfacen.java
public interface ExpandInterfacen {
void show(); void hide(); void close(); void open(); }
AbstractInterface.java
public abstract class AbstractInterface implements ExpandInterfacen {
@Override public void show() {
} @Override public void hide() {
} @Override public void close() {
} @Override public void open() {
} }
Expand.java
public class Expand extends AbstractInterface {
@Override public void show() {
super.show(); } @Override public void close() {
super.close(); } }
五、装饰器模式
特点:装饰类持有原有类或接口的对象,并调用它的方法
- 通过一个装饰类对现有类对象动态添加一些功能,同时不改变其结构
- 动态添加,动态撤销
- 继承的替代方式,继承只能静态添加
- 多成装饰产生过多相似对象,复杂且不易排错
这两参考了两种写法
(1)一个装饰类
Person,java
public interface Person {
void eat(); }
吃饭Petter.java
public class Petter implements Person {
@Override public void eat() {
Log.i("msg", "petter is eating"); } }
装饰类PetterDecorator.java,饭前洗手,饭后睡觉
public class PetterDecorator implements Person {
Petter mPetter = null; public PetterDecorator(){
mPetter = new Petter(); } @Override public void eat() {
wash(); mPetter.eat(); sleep(); } public void sleep(){
Log.i("msg", "eating after"); } public void wash(){
Log.i("msg", "eating before"); } }
使用如下:
Person decorator = new PetterDecorator(); decorator.eat();
运行结果
eating before petter is eating eating after
(2)抽象装饰,多个装饰类
Component抽象构件——Animal.java
public interface Animal {
void sleep(); }
ConcreteComponent 具体构件——Dog.java
public class Dog implements Animal {
@Override public void sleep() {
Log.i("msg","dog is sleeping"); } }
ConcreteComponent 具体构件——Fish.java
public class Fish implements Animal {
@Override public void sleep() {
Log.i("msg","fish is sleeping"); } }
Decorator装饰角色(一般为抽象类)——AbDecoratorAnimal.java
public abstract class AbDecoratorAnimal implements Animal {
private Animal mAnimal = null; public AbDecoratorAnimal(Animal animal){
this.mAnimal = animal; } @Override public void sleep() {
mAnimal.sleep(); } }
具体装饰角色——DogDecorator.java
public class DogDecorator extends AbDecoratorAnimal {
public DogDecorator(Animal animal) {
super(animal); } public void eatBone(){
Log.i("msg","dog eats bone"); } @Override public void sleep() {
super.sleep(); eatBone(); } }
具体装饰角色——DogDecorator2.java
public class DogDecorator2 extends AbDecoratorAnimal {
public DogDecorator2(Animal animal) {
super(animal); } @Override public void sleep() {
super.sleep(); run(); } private void run() {
Log.i("msg","dog is running"); } }
具体装饰角色——FishDecorator.java
public class FishDecorator extends AbDecoratorAnimal {
public FishDecorator(Animal animal) {
super(animal); } public void swim(){
Log.i("msg","fish is swimming"); } @Override public void sleep() {
super.sleep(); swim(); } }
使用如下:
Animal dog = new DogDecorator(new DogDecorator2(new Dog())); dog.sleep(); Animal fish = new FishDecorator(new Fish()); fish.sleep();
运行结果:
dog is sleeping dog is running dog eats bone fish is sleeping fish is swimming
更多详细内容可参考java的 I / O 流
我们来看一个实际案例吧!!!更好体验装饰器模式,参考设计模式|菜鸟教程
Hero.java
public interface Hero {
void learnSkill(); }
BlindMonk.java
public class BlindMonk implements Hero {
public BlindMonk(String name){
this.name = name; } public String getName() {
return name; } private String name; @Override public void learnSkill() {
Log.i("msg",getName()); } }
SkillDecorator.java
public abstract class SkillDecorator implements Hero {
private Hero mHero = null; public SkillDecorator(Hero hero){
this.mHero = hero; } @Override public void learnSkill() {
mHero.learnSkill(); } }
Qdecoraotr.java
public class Qdecoraotr extends SkillDecorator {
private String name; public Qdecoraotr(Hero hero, String name) {
super(hero); this.name = name; } private void learn_Q(){
Log.i("msg","习得技能"+name); } @Override public void learnSkill() {
super.learnSkill(); learn_Q(); } }
Wdecoraotr.java
public class Wdecoraotr extends SkillDecorator {
private String name; public Wdecoraotr(Hero hero, String name) {
super(hero); this.name = name; } private void learn_W(){
Log.i("msg","习得技能"+name); } @Override public void learnSkill() {
super.learnSkill(); learn_W(); } }
Edecoraotr.java
public class Edecoraotr extends SkillDecorator {
private String name; public Edecoraotr(Hero hero,String name) {
super(hero); this.name = name; } private void learn_E(){
Log.i("msg","习得技能"+name); } @Override public void learnSkill() {
super.learnSkill(); learn_E(); } }
Rdecoraotr.java
public class Rdecoraotr extends SkillDecorator {
private String name; public Rdecoraotr(Hero hero, String name) {
super(hero); this.name = name; } private void learn_R(){
Log.i("msg","习得技能"+name); } @Override public void learnSkill() {
super.learnSkill(); learn_R(); } }
使用如下:
Qdecoraotr q = new Qdecoraotr(new BlindMonk("李青"),"Q"); Wdecoraotr w = new Wdecoraotr(q, "W"); Edecoraotr e = new Edecoraotr(w, "E"); Rdecoraotr r = new Rdecoraotr(e, "R"); r.learnSkill();
运行结果
李青 习得技能Q 习得技能W 习得技能E 习得技能R
六、代理模式
解决问题:
- 对象创建开销很大,或者某些操作需要安全控制,或者需要进程外的访问,直接访问会给使用者或者系统结构带来很多麻烦
- 租客 —— 中介 —— 房东
ProxyInterface.java
public interface ProxyInterface {
void buy(); }
Tenant.java
public class Tenant implements ProxyInterface{
private String name; public Tenant(String name){
this.name = name; } @Override public void buy() {
Log.i("msg",name + " is buying"); } }
AgentProxy.java
public class AgentProxy implements ProxyInterface{
private Tenant mTenant; private String name; public AgentProxy(String name){
this.name = name; } @Override public void buy() {
if(mTenant == null){
mTenant = new Tenant(name); } mTenant.buy(); } }
使用如下:
new AgentProxy("张三").buy();
七、原型模式
浅复制
public class ShadowClone implements Cloneable {
private String name; public String getName() {
return name; } public void setName(String name) {
this.name = name; } public Object clone() throws CloneNotSupportedException{
ShadowClone clone = (ShadowClone) super.clone(); return clone; } }
深复制
public class DeepClone implements Cloneable,Serializable {
public Object deepClone() throws IOException, ClassNotFoundException {
ByteArrayOutputStream bos = new ByteArrayOutputStream(); ObjectOutputStream oos = new ObjectOutputStream(bos); oos.writeObject(this); ByteArrayInputStream bis = new ByteArrayInputStream(bos.toByteArray()); ObjectInputStream ois = new ObjectInputStream(bis); return ois.readObject(); } }
八、备忘录模式
特点:
- 提供了一种可以恢复状态的机制
- 实现了信息的封装,使得用户不需要关心状态的保存细节
- 不破坏封装的前提下,捕获一个对象的内部状态,并在该对象之外保存这个状态,这样可以在以后将对象恢复到原先保存的状态
原始数据类Original.java
public class Original {
private String value; public String getValue() {
return value; } public void setValue(String value) {
this.value = value; } public Memo createMemo(){
return new Memo(value); } public void restoreMemo(Memo memo){
this.value = memo.getValue(); } }
备忘录类Memo.java
public class Memo {
private String value; public String getValue() {
return value; } public void setValue(String value) {
this.value = value; } public Memo(String value) {
this.value = value; } }
保存备忘录类SaveMemo.java
public class SaveMemo {
private Memo mMemo; public SaveMemo(Memo memo) {
this.mMemo = memo; } public Memo getMemo() {
return mMemo; } public void setMemo(Memo memo) {
this.mMemo = memo; } }
使用方式如下:
public void onClick(View view){
Original original = new Original(); original.setValue("hello"); Log.i("msg",original.getValue()); SaveMemo saveMemo = new SaveMemo(original.createMemo()); Log.i("msg","修改后的值:"); original.setValue("good"); Log.i("msg",original.getValue()); Log.i("msg","恢复初始值:"); original.restoreMemo(saveMemo.getMemo()); Log.i("msg",original.getValue()); }
运行结果
hello 修改后的值: good 恢复初始值: hello
九、观察者模式
特点
- 类和类之间的关系
- 对象间的一种一对多的依赖关系,当一个对象的状态发生改变时,所有依赖于它的对象都得到通知并被自动更新
Observer.java
public interface Observer {
void update(); }
Observerable1.java
public class Observerable1 implements Observer {
@Override public void update() {
Log.i("msg", "Observerable1 has received"); } }
Observerable2.java
public class Observerable2 implements Observer {
@Override public void update() {
Log.i("msg", "Observerable2 has received"); } }
Subject.java
public interface Subject {
void add(Observer observer); void del(Observer observer); void notifyAllObservers(); void opreation(); }
AbstractSubject.java
这里写为抽象主要是为了展示扩展思路
public abstract class AbstractSubject implements Subject{
private Vector<Observer> mVector = new Vector<>(); @Override public void add(Observer observer) {
mVector.add(observer); } @Override public void del(Observer observer) {
mVector.remove(observer); } @Override public void notifyAllObservers() {
Enumeration<Observer> enumeration = mVector.elements(); while (enumeration.hasMoreElements()){
Observer observer = enumeration.nextElement(); observer.update(); } } @Override public void opreation() {
} }
RealizeSubject.java
public class RealizeSubject extends AbstractSubject {
@Override public void opreation() {
Log.i("msg", "update"); notifyAllObservers(); } }
使用方式如下:
public void onClick(View view){
Subject sub = new RealizeSubject(); sub.add(new Observerable1()); sub.add(new Observerable2()); sub.opreation(); }
实现结果
update Observerable1 has received Observerable2 has received
十、策略模式
特点
- 多种算法相似的情况下,使用 if…else 所带来的复杂和难以维护
- 在一个系统里面有许多类,它们之间的区别仅在于它们的行为,那么使用策略模式可以动态地让一个对象在许多行为中选择一种行为
- 缺点:策略类会增多,所有策略类都需要对外暴露
Function.java
public interface Function {
int fun(int a,int b); }
Addiction.java
public class Addiction implements Function {
@Override public int fun(int a, int b) {
return a+b; } }
Subtraction.java
public class Subtraction implements Function {
@Override public int fun(int a, int b) {
return a-b; } }
Division.java
public class Division implements Function {
@Override public int fun(int a, int b) {
return a/b; } }
Multiplication.java
public class Multiplication implements Function {
@Override public int fun(int a, int b) {
return a*b; } }
Execute.java
public class Execute {
private Function mFunction; public Execute(Function function){
this.mFunction = function; } public int executeFunction(int a,int b){
return mFunction.fun(a,b); } }
使用如下:
public void onClick(View view){
Execute execute = new Execute(new Addiction()); Log.i("msg",execute.executeFunction(5, 2)+""); execute = new Execute(new Division()); Log.i("msg",execute.executeFunction(5, 2)+""); execute = new Execute(new Subtraction()); Log.i("msg",execute.executeFunction(5, 2)+""); execute = new Execute(new Multiplication()); Log.i("msg",execute.executeFunction(5, 2)+""); }
本文只阐述常用的几种设计模式,如有其它需求,见下连接
更多设计模式内容请移步:
http://www.runoob.com/design-pattern/design-pattern-tutorial.html 设计模式|菜鸟教程
https://www.cnblogs.com/geek6/p/3951677.html23种设计模式
菜鸟努力行进…
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