建造者模式可以将一个产品的内部表象与产品的生成过程分割开来,从而可以使一个建造过程生成具有不同的内部表象的产品对象。
Director:担任这个角色的类调用具体建造者角色以创建产品对象。
Builder:给出一个抽象接口,以规范产品对象的各个组成成分的建造。如汽车由车轮、方向盘、车厢等等组成。
public void BuildPart()方法给与其子类去实现,就是由子类去创建车轮、方向盘、车厢等等。
ConcreteBuilder:用于实例化操作的子类,继承自Builder。
public void BuildPart()实例化各个部件
public Product GetResult()返回结果
Product:对象。车轮、方向盘、车厢
using System; using System.Collections; // "Director" class Shop { // Methods public void Construct( VehicleBuilder vehicleBuilder ) { vehicleBuilder.BuildFrame(); vehicleBuilder.BuildEngine(); vehicleBuilder.BuildWheels(); vehicleBuilder.BuildDoors(); } } // "Builder" abstract class VehicleBuilder { // Fields protected Vehicle vehicle; // Properties public Vehicle Vehicle { get{ return vehicle; } } // Methods abstract public void BuildFrame(); abstract public void BuildEngine(); abstract public void BuildWheels(); abstract public void BuildDoors(); } // "ConcreteBuilder1" class MotorCycleBuilder : VehicleBuilder { // Methods override public void BuildFrame() { vehicle = new Vehicle( "MotorCycle" ); vehicle[ "frame" ] = "MotorCycle Frame"; } override public void BuildEngine() { vehicle[ "engine" ] = "500 cc"; } override public void BuildWheels() { vehicle[ "wheels" ] = "2"; } override public void BuildDoors() { vehicle[ "doors" ] = "0"; } } // "ConcreteBuilder2" class CarBuilder : VehicleBuilder { // Methods override public void BuildFrame() { vehicle = new Vehicle( "Car" ); vehicle[ "frame" ] = "Car Frame"; } override public void BuildEngine() { vehicle[ "engine" ] = "2500 cc"; } override public void BuildWheels() { vehicle[ "wheels" ] = "4"; } override public void BuildDoors() { vehicle[ "doors" ] = "4"; } } // "ConcreteBuilder3" class ScooterBuilder : VehicleBuilder { // Methods override public void BuildFrame() { vehicle = new Vehicle( "Scooter" ); vehicle[ "frame" ] = "Scooter Frame"; } override public void BuildEngine() { vehicle[ "engine" ] = "none"; } override public void BuildWheels() { vehicle[ "wheels" ] = "2"; } override public void BuildDoors() { vehicle[ "doors" ] = "0"; } } // "Product" class Vehicle { // Fields private string type; private Hashtable parts = new Hashtable(); // Constructors public Vehicle( string type ) { this.type = type; } // Indexers public object this[ string key ] { get{ return parts[ key ]; } set{ parts[ key ] = value; } } // Methods public void Show() { Console.WriteLine( " ---------------------------"); Console.WriteLine( "Vehicle Type: "+ type ); Console.WriteLine( " Frame : " + parts[ "frame" ] ); Console.WriteLine( " Engine : "+ parts[ "engine"] ); Console.WriteLine( " #Wheels: "+ parts[ "wheels"] ); Console.WriteLine( " #Doors : "+ parts[ "doors" ] ); } } ////// BuilderApp test /// public class BuilderApp { public static void Main( string[] args ) { // Create shop and vehicle builders Shop shop = new Shop(); VehicleBuilder b1 = new ScooterBuilder(); VehicleBuilder b2 = new CarBuilder(); VehicleBuilder b3 = new MotorCycleBuilder(); // Construct and display vehicles shop.Construct( b1 ); b1.Vehicle.Show(); shop.Construct( b2 ); b2.Vehicle.Show(); shop.Construct( b3 ); b3.Vehicle.Show(); } }
using System;using System.Collections;// "Director"class Shop{ // Methods public void Construct( VehicleBuilder vehicleBuilder ) { vehicleBuilder.BuildFrame(); vehicleBuilder.BuildEngine(); vehicleBuilder.BuildWheels(); vehicleBuilder.BuildDoors(); }}// "Builder"abstract class VehicleBuilder{ // Fields protected Vehicle vehicle; // Properties public Vehicle Vehicle { get{ return vehicle; } } // Methods abstract public void BuildFrame(); abstract public void BuildEngine(); abstract public void BuildWheels(); abstract public void BuildDoors();}// "ConcreteBuilder1"class MotorCycleBuilder : VehicleBuilder{ // Methods override public void BuildFrame() { vehicle = new Vehicle( "MotorCycle" ); vehicle[ "frame" ] = "MotorCycle Frame"; } override public void BuildEngine() { vehicle[ "engine" ] = "500 cc"; } override public void BuildWheels() { vehicle[ "wheels" ] = "2"; } override public void BuildDoors() { vehicle[ "doors" ] = "0"; }}// "ConcreteBuilder2"class CarBuilder : VehicleBuilder{ // Methods override public void BuildFrame() { vehicle = new Vehicle( "Car" ); vehicle[ "frame" ] = "Car Frame"; } override public void BuildEngine() { vehicle[ "engine" ] = "2500 cc"; } override public void BuildWheels() { vehicle[ "wheels" ] = "4"; } override public void BuildDoors() { vehicle[ "doors" ] = "4"; }}// "ConcreteBuilder3"class ScooterBuilder : VehicleBuilder{ // Methods override public void BuildFrame() { vehicle = new Vehicle( "Scooter" ); vehicle[ "frame" ] = "Scooter Frame"; } override public void BuildEngine() { vehicle[ "engine" ] = "none"; } override public void BuildWheels() { vehicle[ "wheels" ] = "2"; } override public void BuildDoors() { vehicle[ "doors" ] = "0"; }}// "Product"class Vehicle{ // Fields private string type; private Hashtable parts = new Hashtable(); // Constructors public Vehicle( string type ) { this.type = type; } // Indexers public object this[ string key ] { get{ return parts[ key ]; } set{ parts[ key ] = value; } } // Methods public void Show() { Console.WriteLine( " ---------------------------"); Console.WriteLine( "Vehicle Type: "+ type ); Console.WriteLine( " Frame : " + parts[ "frame" ] ); Console.WriteLine( " Engine : "+ parts[ "engine"] ); Console.WriteLine( " #Wheels: "+ parts[ "wheels"] ); Console.WriteLine( " #Doors : "+ parts[ "doors" ] ); }}/**//// <summary>/// BuilderApp test/// </summary>public class BuilderApp{ public static void Main( string[] args ) { // Create shop and vehicle builders Shop shop = new Shop(); VehicleBuilder b1 = new ScooterBuilder(); VehicleBuilder b2 = new CarBuilder(); VehicleBuilder b3 = new MotorCycleBuilder(); // Construct and display vehicles shop.Construct( b1 ); b1.Vehicle.Show(); shop.Construct( b2 ); b2.Vehicle.Show(); shop.Construct( b3 ); b3.Vehicle.Show(); }}