生成器模式(Builder Pattern)又称为建造模式,是 Gang of Four design patterns 中二十三种设计模式之一,属于 creational patterns。
Builder pattern 通过逐步提供输入来创建复杂对象,而不是通过初始化程序预先要求所有输入。生成器模式包含以下三部分:
- Director:接受输入并与 builder 协调。通常为视图控制器,或视图控制器所使用的帮助程序。
- Product:要创造的复杂对象。其可以是 struct 或 class,具体取决于所需引用类型。一般为 model,但也可以根据需要改变。
- Builder:接受输入并负责创建 product。为了方便引用,一般为 class 类型。
当需要使用一系列操作创建复杂对象时,使用 builder pattern。
当 product 需要多个输入时,生成器模式特别有效。Builder 按照 director 指令顺序,将输入进行抽象创建产品。
例如,我们有一个 Car 类。Car 有很多选项(如,座位数、颜色、GPS等),选项的组合将会产生大量构造函数。因此,我们将创建 builder 类CarBuilder
,通过向CarBuilder
一步一步发送选项来构建 Car。下面使用伪代码(pseudocode)实现上述功能:
// Product
class Car is
Can have GPS, trip computer and various numbers of seats.
Can be a city car, a sports car, or a cabriolet.
// Builder
class CarBuilder is
method getResult() is
output: a Car with the right options
Construct and return the car.
method setSeats(number) is
input: the number of seats the car may have.
Tell the builder the number of seats.
method setCityCar() is
Make the builder remember that the car is a city car.
method setCabriolet() is
Make the builder remember that the car is a cabriolet.
method setSportsCar() is
Make the builder remember that the car is a sports car.
method setTripComputer() is
Make the builder remember that the car has a trip computer.
method unsetTripComputer() is
Make the builder remember that the car does not have a trip computer.
method setGPS() is
Make the builder remember that the car has a global positioning system.
method unsetGPS() is
Make the builder remember that the car does not have a global positioning system.
// Director
Construct a CarBuilder called carBuilder
carBuilder.setSeats(2)
carBuilder.setSportsCar()
carBuilder.setTripComputer()
carBuilder.unsetGPS()
car := carBuilder.getResult()
在上述代码中,Builder 是 CarBuilder,Product 是 Car Model,Director 根据输入协调 builder 制造 car。
使用 builder design pattern 实现一个 hamburger builder。Product 是 hamburger 模型,其中包含肉类选择、浇头、调味汁等输入;Director 是掌握制作汉堡技能的员工,或接受用户输入的试图控制器;Builder 接受输入制作 hamburger。
首先,定义 product,代码如下:
// MARK: - Product
// Hamburger 有 Meat、Sauces、Toppings三个属性。制作完成后不可修改成份。
public struct Hamburger {
public let meat: Meat
public let sauce: Sauces
public let toppings: Toppings
}
extension Hamburger: CustomStringConvertible {
public var description: String {
return meat.rawValue + " github.com/pro648"
}
}
// 每个汉堡有且只有一种肉
public enum Meat: String {
case beef
case chicken
case kitten
case tofu
}
// OptionSet 允许添加多种Sauces
public struct Sauces: OptionSet {
public static let mayonnaise = Sauces(rawValue: 1 << 0)
public static let mustard = Sauces(rawValue: 1 << 1)
public static let ketchup = Sauces(rawValue: 1 << 2)
public static let secret = Sauces(rawValue: 1 << 3)
public let rawValue: Int
public init(rawValue: Int) {
self.rawValue = rawValue
}
}
public struct Toppings: OptionSet {
public static let cheese = Toppings(rawValue: 1 << 0)
public static let lettuce = Toppings(rawValue: 1 << 1)
public static let pickles = Toppings(rawValue: 1 << 2)
public static let tomatoes = Toppings(rawValue: 1 << 3)
public let rawValue: Int
public init(rawValue: Int) {
self.rawValue = rawValue
}
}
// MARK: - Builder
public class HamburgerBuilder {
// meat、sauces、toppings 为变量,使用 private(set) 限制为只有 HamburgerBuilder 可以修改。
public private(set) var meat: Meat = .beef
public private(set) var sauces: Sauces = []
public private(set) var toppings: Toppings = []
private var soldOutMeats: [Meat] = [.kitten]
// 因为 property 使用了 private(set),必须提供 public 方法修改属性。
public func addSauces(_ sauce: Sauces) {
sauces.insert(sauce)
}
public func removeSauces(_ sauce: Sauces) {
sauces.remove(sauce)
}
public func addToppings(_ topping: Toppings) {
toppings.insert(topping)
}
public func removeToppings(_ topping: Toppings) {
toppings.remove(topping)
}
public func setMeat(_ meat: Meat) throws {
self.meat = meat
}
public func build() -> Hamburger {
return Hamburger(meat: meat, sauce: sauces, toppings: toppings)
}
}
private(set)
限制必须使用public
设值方法,这样可以在设值时进行验证,避免设置为不符合规范的值。
例如,在设置meat
前需要确保该meat
有货。在原来的属性下添加以下属性:
private var soldOutMeats: [Meat] = [.kitten]
当添加已经销售完毕的meat
时,将会抛出异常,更新后如下:
public func setMeat(_ meat: Meat) throws {
guard isAvailable(meat) else { throw Error.soldOut }
self.meat = meat
}
public func isAvailable(_ meat: Meat) -> Bool {
return !soldOutMeats.contains(meat)
}
public enum Error: Swift.Error {
case soldOut
}
最后,声明 director。
// Director
public class Employee {
public func createCombol() throws -> Hamburger {
let builder = HamburgerBuilder()
try builder.setMeat(.beef)
builder.addSauces(.secret)
builder.addToppings([.lettuce, .tomatoes, .pickles])
return builder.build()
}
public func createKittenSpecial() throws -> Hamburger {
let builder = HamburgerBuilder()
try builder.setMeat(.kitten)
builder.addSauces(.mustard)
builder.addToppings([.lettuce, .tomatoes])
return builder.build()
}
}
现在,Employee 掌握了制作两种 hamburger 方法。
使用下面代码创建 hamburger :
let burgerFlipper = Employee()
guard let combol = try? burgerFlipper.createCombol() else {
print("Sorry, no beef burgers here...")
return
}
print("Beef burgers " + combol.description)
这里创建了Employee
对象的实例burgerFlipper
,并创建combol,控制台输出如下:
Beef burgersbeef github.com/pro648
继续添加以下代码:
guard let kittenBurger = try? burgerFlipper.createKittenSpecial() else {
print("Sorry, no kitten burgers here...")
return
}
print("Nom nom nom " + kittenBurger.description)
这里创建kittenBurger,但由于kitten
已经售罄,控制台会输出以下信息:
Sorry, no kitten burgers here...
以下是 builder pattern 的关键点:
- Builder pattern 非常适合逐步创建复杂对象,它涉及三个对象:director、product、builder。
- Director 接受输入并与 builder 协调,product 是创建的复杂对象。builder 根据输入步骤创建对象。
如果 product 没有多个输入,或无法一步一步创建,那么生成器模式就不适合使用。相反,考虑提供 convenience initializer 来创建对象。
Demo名称:BuilderPattern
源码地址:https://github.com/pro648/BasicDemos-iOS/tree/master/BuilderPattern
参考资料: