用两个文本框来输入单价和数量,一个确定按钮来算出每种商品的费用,用个列表框来记录商品的清单,一个标签来记录总计,一个重置按钮来重新开始。
double total = 0.0d;
private void btn0k_Click(object sender, EventArgs e)
{
double totalPrices = Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text);
total = total + totalPrices;
IbxList.Items.Add("单价:" +txtPrice.Text + "数量:" + txtNum.Text + "合计:"+ totalPrices.ToString());
IblResult.Text = total.ToString();
}
double total = 0.0d;
private void Form_Load(object sender, EventArgs e)
{
cbxType.Items.AddRange(new object[] {"正常收费","打八折","打五折"});
cbxType.SlectedIndex = 0;
}
private void btn0k_Click(object sender, EventArgs e)
{
double totalPrices = 0.0d;
switch(cbxType.Selectedindex)
{
case 0:
totalPrices = Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text);
case 1:
totalPrices = Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text)*0.8;
case 2:
totalPrices = Convert.ToDouble(txtPrice.Text) * Convert.ToDouble(txtNum.Text)*0.5;
}
total = total + totalPrices;
IbxList.Items.Add("单价:" +txtPrice.Text + "数量:" + txtNum.Text + "合计:"+ totalPrices.ToString());
IblResult.Text = total.ToString();
}
面对对象的编程,并不是类越多越好,类的划分是为了封装,但是分装的基础是抽象,具有相同属性和功能的对象的抽象集合才是类。打一折和打九折只是形式的不同,抽象分析出来,所有的打折算法都是一样的,所以打折算法应该是一个类。
//现金收费抽象类
abstract class CashSuper
{
public abstract double acceptCash(double money);
}
//正常收费子类
class CashNormal: CashSuper
{
public override double acceptCash(double money)
{
return money;
}
}
//打折收费子类
class CashRebate: CashSuper
{
private double moneyRebate = 1d;
public Cash Rebebate(string moneyRebate)
{
this.moneyRebate = double.Parse(moneyRebate);
}
publci override double acceptCash(double money)
{
return money * moneyRebate;
}
}
//返利收费子类
class cashReturn: CashSuper
{
private double moneyCondition = 0.0d;
private double moneyreturn = 0.0d;
public CashReturn(string moneyCondition, string moneyReturn)
{
this.moneyCondition = double.Parse(moneyCondtion);
this.moneyReturn = double.Parse(moneyReturn);
}
public override double acceptCash(double money)
{
double result = money;
if(money >= moneyCondition)
{
result = money - Math.Floor(money / moneyCondition) * moneyReturn;
}
return result;
}
}
//现金收费工厂类
class CashFactory
{
public static CashSuper createCashAccept(string type)
{
CashSuper cs = null;
switch (type)
{
case:"正常收费":
cs = new CashNormal();
break;
case:"满300返100":
CashReturn cr1 = new CashReturn("300","100");
cs = cr1;
break;
case:"打8折":
CashRebate cr2 = new CashRebate("0,8");
cs = cr2;
break;
}
return cs;
}
}
//客户端程序主要部分
double total = 0.0d;
private void btn0k_clik(object sneder, EventArgs e)
{
cashSuper csuper = CashFactory.createCashAccept(cbxType.SelectedItem.ToString());
double totalPrices = 0d;
totalPrices = csuper.acceptCash(Convert.ToDouble(txtPrice.txt)*Convert.ToDouble(txtNum.Text));
total = total + totalPrices;
IbxList.Items.Add("单价:" +txtPrice.Text + "数量:" + txtNum.Text + "合计:"+ totalPrices.ToString());
IblResult.Text = total.ToString();
}
简单工厂模式虽然能解决这个问题,但是这个模式知识解决对象的创建问题,而且由于工厂本身包括了所有的收费方式,商场是可能经常性地更改打折额度和返利额度,每次维护或扩展收费方式都要改动这个工厂,以致代码需重新编译部署,这真的是很糟糕的处理方式,所以用它不是做好的办法,。面对算法的时常变动应该有更好的办法。
策略模式定义了算法家族,分别封装起来,让它们之间可以互相替换,此模式让算法的变化,不会影响到使用算法的客户。
//CashContext类
class CashContext
{
private CashSuper cs;
public CashContext(CashSuper csuper)
{
this.cs = csuper;
}
public double GetResult(double money)
{
return cs.accptCash(money);
}
}
//客户端主要代码
double total = 0.0d;
private void btn0k_Click(object sender, EventArgs e)
{
CashContext cc = null;
switch (cbxType.selectedItem.ToString())
{
case: "正常收费":
cc = new CashContext(new CashNormal());
break;
case: "满300返100":
cc = new CashContext(new CashReturn ("300","100"));
break;
case: "打8折":
cc = new CashContext(new CashRebate("0.8"));
break;
}
double totalPrices = 0d;
totalPrices = cc.GetResult(convert.ToDouble(txtPrice.Text)*convert.ToDouble(txtNum.Text));
total = total + totalPrices;
IbxList.Items.Add("单价:" +txtPrice.Text + "数量:" + txtNum.Text + "合计:"+ totalPrices.ToString());
IblResult.Text = total.ToString();
}
虽然策略模式写出来了,但是不应该让客户端去判断用哪一个算法。
class CashContext
{
CashSuper cs = null;
public CashContext(String type)
{
switch(type)
{
case "正常收费":
CashNormal cs0 = new CashNormal();
cs = cs0;
break;
case "满300返100":
CashReturn cr1 = new CashReturn("300","100");
cs = cr1;
break;
case "打8折":
CashReturn cr2 = new CashRebate("0.8");
cs = cr2;
break;
}
public double GetResult(double money)
{
return cs.acceptCash(money);
}
}
}
//客户端代码
double total = 0.0d;
private void btn0k_Click(object sender, EvnetArgs e)
{
CashContext csuper = new CashContext(cbxType.slectedItem.ToString());
double totalPrices = 0d;
totalPrices = csuper.GetResult(Convert.ToDouble(txtPrice.Text)*Convert.ToDouble(txtNum.Text));
total = total + totalPrices;
IbxList.Items.Add("单价:" +txtPrice.Text + "数量:" + txtNum.Text + "合计:"+ totalPrices.ToString());
IblResult.Text = total.ToString();
}
//简单工厂模式的用法
CashSuper csuper = CashFactory.CreateCashAccept(cbxType.SelectedItem.ToString());
=csuper.GetResult;
//策略模式与简单工厂结合的用法
CashContext csuper = new (CashContext(cbxType.SelectedItem.ToString()));
=csuper.GetResult;
简单工厂模式让客户端认识两个类, CashSuper和CashFactory,而策略模式与简单工厂结合的用法,客户端只需要认识一个类CashContext就可以了。耦合更加降低。
策略模式是一种定义一系列算法的方法,从概念上来看,所有这些算法完成的都是相通的工作,只是实现不同,它可以以相同的方式调用所有的算法,减少各种算法类和使用算法类之间的耦合。 策略模式就是用来封装算法的,但是实践中,我们发现可以用它来分装几乎任何类型的规则,只要在分析过程中听到需要在不同的时间应用不同的业务规则,就可以考虑使用策略模式处理这种变化的可能性。