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This article mainly introduces the usage of Builder. Share it with everyone for your reference. The details are as follows:
I was looking at the source code of Mybatis
recently, and in the process of reading and parsing the XML
configuration file, I found that the builder mode was used. Therefore, I plan to review this design pattern.
Suppose we need to draw a little person, we may have the following constructor definition:
public Person(HeadType headType, HairType hairType, HairColor hairColor, FaceType faceType, BodyType bodyType, ArmType amrType, LegType legTyype) { }
Seeing such a constructor, we estimate that we will come back later I was confused when I saw it. There are so many parameters, which makes subsequent maintenance very troublesome for us.
The construction pattern can solve such problems.
The goal is to draw a little person
Builder
First define the abstract PersonBuilder
. This class defines the steps required to draw a villain, so that each object generated through PersonBuilder
is essentially the same, but can have different personalities.
abstract class PersonBuilder { protected Graphics graphics; public PersonBuilder(Graphics graphics) { this.graphics = graphics; } public abstract void buildHead(); public abstract void buildBody(); public abstract void buildArmLeft(); public abstract void buildArmRight(); public abstract void buildLegLeft(); public abstract void buildLegRight(); }
Builder
class and define a specific implementation class PersonFatBuilder
. This class inherits PersonBuilder
and implements abstract methods.
Director
classThis class is responsible for the specific construction process and does not care about what is built.
public class PersonDirector { private PersonBuilder personBuilder; public PersonDirector(PersonBuilder personBuilder) { this.personBuilder = personBuilder; } public void drawPerson() { personBuilder.buildHead(); personBuilder.buildBody(); personBuilder.buildArmLeft(); personBuilder.buildArmRight(); personBuilder.buildLegLeft(); personBuilder.buildLegRight(); } }
Create a window and draw the villain.
public static void main(String[] args) { EventQueue.invokeLater(new Runnable() { @Override public void run() { // 创建窗口对象 JFrame frame = new JFrame(); frame.setVisible(true); frame.setTitle("画人"); frame.setSize(250, 300); // 设置窗口关闭按钮的默认操作(点击关闭时退出进程) frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); // 把窗口位置设置到屏幕的中心 frame.setLocationRelativeTo(null); frame.setContentPane(new JPanel(){ @Override protected void paintComponent(Graphics g) { super.paintComponent(g); PersonThinBuilder thinBuilder = new PersonThinBuilder(g); PersonDirector director = new PersonDirector(thinBuilder); director.drawPerson(); } }); } }); }
The results are as follows:
Compare the construction of complex objects with it Separation of representations allows the same construction process to create different representations.
In other words, it allows you to create different types of objects while avoiding pollution of the constructor. This pattern is useful when there are multiple types of objects. Or there are many steps involved in creating an object.
Quoting a diagram from "Dahua Design Pattern"
##Abstract classBuilder: Create
ProductObject and abstract interface.
ConcreateBuilder: Specific builder, constructs and assembles various components.
Product: The object we need to build.
Director: Used to create products, it has member variables of type
Builder inside.
No need to know the internal details of Product
, it only provides the required information to the builder, It is processed by the specific builder ConcreateBuilder
to complete the construction of the product.
class, and there is no need to change the original code. <pre class="brush:js;toolbar:false;">public class PersonFatBuilder extends PersonBuilder {
public PersonFatBuilder(Graphics graphics) {
super(graphics);
}
@Override
public void buildHead() {
graphics.drawOval(50, 20, 30, 30);
graphics.drawArc(50, 30, 10, 5, 45, 135);
graphics.drawArc(70, 30, 10, 5, 45, 135);
graphics.drawArc(60, 35, 10, 5, 200, 135);
}
@Override
public void buildBody() {
graphics.drawRect(55, 50, 20, 50);
}
@Override
public void buildArmLeft() {
graphics.drawLine(55, 50, 40, 100);
}
@Override
public void buildArmRight() {
graphics.drawLine(75, 50, 90, 100);
}
@Override
public void buildLegLeft() {
graphics.drawLine(55, 100, 45, 150);
}
@Override
public void buildLegRight() {
graphics.drawLine(75, 100, 85, 150);
}
}</pre>
Result:
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