網(wǎng)站建設(shè)方案策劃書seo資源
1. 請解釋建造者模式(Builder Pattern)及其應(yīng)用場景。
答案:
建造者模式用于創(chuàng)建一個復(fù)雜的對象,同時允許用戶只通過指定復(fù)雜對象的類型和內(nèi)容就能構(gòu)建它們,隱藏了復(fù)雜的構(gòu)建邏輯。
示例:
public class Car {private String engine;private String wheels;private String color;public Car(String engine, String wheels, String color) {this.engine = engine;this.wheels = wheels;this.color = color;}@Overridepublic String toString() {return "Car{" +"engine='" + engine + '\'' +", wheels='" + wheels + '\'' +", color='" + color + '\'' +'}';}
}public class CarBuilder {private String engine;private String wheels;private String color;public CarBuilder setEngine(String engine) {this.engine = engine;return this;}public CarBuilder setWheels(String wheels) {this.wheels = wheels;return this;}public CarBuilder setColor(String color) {this.color = color;return this;}public Car build() {return new Car(engine, wheels, color);}
}// 使用
Car car = new CarBuilder().setEngine("V8").setWheels("Alloy").setColor("Red").build();
System.out.println(car);
應(yīng)用場景:
- 當對象的構(gòu)建過程復(fù)雜,且需要逐步設(shè)置多個屬性時。
- 當對象的構(gòu)建邏輯可能變化時,使用建造者模式可以靈活調(diào)整。
2. 請解釋適配器模式(Adapter Pattern)及其應(yīng)用場景。
答案:
適配器模式用于將一個類的接口轉(zhuǎn)換為客戶期望的另一個接口,從而使原本不兼容的接口能夠一起工作。
示例:
public interface MediaPlayer {void play(String audioType, String fileName);
}public interface AdvancedMediaPlayer {void playVlc(String fileName);void playMp4(String fileName);
}public class VlcPlayer implements AdvancedMediaPlayer {@Overridepublic void playVlc(String fileName) {System.out.println("Playing VLC file: " + fileName);}@Overridepublic void playMp4(String fileName) {throw new UnsupportedOperationException();}
}public class Mp4Player implements AdvancedMediaPlayer {@Overridepublic void playVlc(String fileName) {throw new UnsupportedOperationException();}@Overridepublic void playMp4(String fileName) {System.out.println("Playing MP4 file: " + fileName);}
}public class MediaAdapter implements MediaPlayer {private AdvancedMediaPlayer advancedMediaPlayer;public MediaAdapter(String audioType) {if (audioType.equalsIgnoreCase("vlc")) {advancedMediaPlayer = new VlcPlayer();} else if (audioType.equalsIgnoreCase("mp4")) {advancedMediaPlayer = new Mp4Player();}}@Overridepublic void play(String audioType, String fileName) {if (audioType.equalsIgnoreCase("vlc")) {advancedMediaPlayer.playVlc(fileName);} else if (audioType.equalsIgnoreCase("mp4")) {advancedMediaPlayer.playMp4(fileName);}}
}// 使用
MediaPlayer player = new MediaAdapter("vlc");
player.play("vlc", "sample.vlc");
應(yīng)用場景:
- 當需要將第三方庫或遺留代碼集成到現(xiàn)有系統(tǒng)中時。
- 當需要擴展系統(tǒng)的功能,但不想修改現(xiàn)有代碼時。
3. 請解釋代理模式(Proxy Pattern)及其應(yīng)用場景。
答案:
代理模式提供了一種代理對象,該對象內(nèi)部含有對真實對象的引用,通過代理對象來間接訪問真實對象,從而在不改變真實對象代碼的情況下,添加一層間接層來控制對真實對象的訪問。
示例:
public interface Image {void display();
}public class RealImage implements Image {private String fileName;public RealImage(String fileName) {this.fileName = fileName;loadFromDisk(fileName);}private void loadFromDisk(String fileName) {System.out.println("Loading " + fileName);}@Overridepublic void display() {System.out.println("Displaying " + fileName);}
}public class ProxyImage implements Image {private RealImage realImage;private String fileName;public ProxyImage(String fileName) {this.fileName = fileName;}@Overridepublic void display() {if (realImage == null) {realImage = new RealImage(fileName);}realImage.display();}
}// 使用
Image image = new ProxyImage("test.jpg");
image.display();
應(yīng)用場景:
- 當需要延遲加載資源時(如圖片)。
- 當需要控制對對象的訪問時(如權(quán)限檢查)。
4. 請解釋模板方法模式(Template Method Pattern)及其應(yīng)用場景。
答案:
模板方法模式定義了一個操作中的算法骨架,將一些步驟延遲到子類中實現(xiàn)。模板方法使得子類可以在不改變算法結(jié)構(gòu)的情況下重新定義算法的某些步驟。
示例:
public abstract class Game {protected abstract void initialize();protected abstract void startPlay();protected abstract void endPlay();public final void play() {initialize();startPlay();endPlay();}
}public class Cricket extends Game {@Overrideprotected void initialize() {System.out.println("Cricket game initialization");}@Overrideprotected void startPlay() {System.out.println("Cricket game started");}@Overrideprotected void endPlay() {System.out.println("Cricket game finished");}
}public class Football extends Game {@Overrideprotected void initialize() {System.out.println("Football game initialization");}@Overrideprotected void startPlay() {System.out.println("Football game started");}@Overrideprotected void endPlay() {System.out.println("Football game finished");}
}// 使用
Game game = new Cricket();
game.play();
應(yīng)用場景:
- 當多個子類共享相同的算法結(jié)構(gòu),但某些步驟需要根據(jù)子類不同而變化時。
- 當需要定義算法的骨架,但允許子類靈活實現(xiàn)某些步驟時。
5. 請解釋門面模式(Facade Pattern)及其應(yīng)用場景。
答案:
門面模式提供了一個統(tǒng)一的高層接口,用于訪問子系統(tǒng)中的一群接口。它定義了一個高層接口,讓子系統(tǒng)更容易使用。
示例:
public class SubSystemA {public void methodA() {System.out.println("SubSystemA methodA");}
}public class SubSystemB {public void methodB() {System.out.println("SubSystemB methodB");}
}public class SubSystemC {public void methodC() {System.out.println("SubSystemC methodC");}
}public class Facade {private SubSystemA a;private SubSystemB b;private SubSystemC c;public Facade() {a = new SubSystemA();b = new SubSystemB();c = new SubSystemC();}public void operation() {a.methodA();b.methodB();c.methodC();}
}// 使用
Facade facade = new Facade();
facade.operation();
應(yīng)用場景:
- 當需要簡化一個復(fù)雜子系統(tǒng)的使用時。
- 當需要提供一個統(tǒng)一的接口,隱藏子系統(tǒng)的復(fù)雜性時。