創建型模式
????????生成器模式(Builder Pattern)是一種創建型設計模式,它專注于將復雜對象的構建過程與表示分離,使得同樣的構建過程可以創建不同的表示。
? ? ? ? 就像是做飯,你可以自己慢慢做,各個步驟自己選擇。而使用生成器就像是預制菜,所有的最后菜的樣子,已經規劃好了。你只能從中選擇一個。
為什么需要生成器模式?
????????當我們需要創建具有復雜內部結構的對象(比如包含多個部件、構建步驟繁瑣或有多種配置方式的對象)時,直接在構造函數中處理會導致:
- 構造函數參數過多,難以維護(比如創建一個 "電腦" 對象,需要指定 CPU、內存、硬盤、顯卡等十幾種參數);
- 不同配置的對象需要不同的構建邏輯,導致代碼臃腫;
- 構建過程與對象表示耦合,無法靈活切換不同的構建方式
舉個生活中的例子
想象你去電腦店組裝一臺電腦,整個過程其實很復雜:
- 需要選很多零件(CPU、內存、硬盤、顯卡等);
- 零件之間有搭配要求(比如主板要兼容 CPU);
- 組裝有固定步驟(先裝主板,再插 CPU,最后裝機箱);
- 不同需求選的零件不同(辦公用不需要好顯卡,游戲用需要大內存)。
如果沒有生成器模式,就像你自己去買零件、自己組裝:
- 要記住所有零件型號和搭配規則,很容易出錯;
- 每次換配置(比如從辦公電腦換成游戲電腦),都要重新學一遍選零件和組裝的流程;
- 步驟錯了(比如先裝顯卡再裝主板),可能裝不上。
生成器模式就像請了一個專業裝機師傅(生成器)和一個客戶經理(指揮者):
- 你只需要告訴客戶經理 “我要一臺辦公電腦”,不用管具體零件和步驟;
- 裝機師傅知道所有零件搭配規則和組裝順序,會按步驟一步步裝好;
- 想換游戲電腦?換一個擅長裝游戲電腦的師傅(另一個生成器)就行,你不用學新東西。
示例
#include <iostream>
#include <string>// 最終產品:電腦
class Computer {
private:std::string cpu_; // 處理器std::string memory_; // 內存std::string hardDisk_; // 硬盤std::string graphics_; // 顯卡std::string power_; // 電源public:// 設置各部件(讓生成器可以修改內部屬性)void setCPU(const std::string& cpu) { cpu_ = cpu; }void setMemory(const std::string& memory) { memory_ = memory; }void setHardDisk(const std::string& hardDisk) { hardDisk_ = hardDisk; }void setGraphics(const std::string& graphics) { graphics_ = graphics; }void setPower(const std::string& power) { power_ = power; }// 獲取各部件信息std::string getCPU() const { return cpu_; }std::string getMemory() const { return memory_; }std::string getHardDisk() const { return hardDisk_; }std::string getGraphics() const { return graphics_; }std::string getPower() const { return power_; }// 顯示電腦配置void showConfig() const {std::cout << "電腦配置:\n";std::cout << "CPU:" << cpu_ << "\n";std::cout << "內存:" << memory_ << "\n";std::cout << "硬盤:" << hardDisk_ << "\n";std::cout << "顯卡:" << graphics_ << "\n";std::cout << "電源:" << power_ << "\n\n";}
};// 生成器接口(抽象類):定義組裝步驟
class Builder {
protected:Computer computer_; // 正在組裝的電腦public:// 純虛函數:組裝各部件的步驟virtual void buildCPU() = 0;virtual void buildMemory() = 0;virtual void buildHardDisk() = 0;virtual void buildGraphics() = 0;virtual void buildPower() = 0;// 返回組裝好的電腦virtual Computer getComputer() {return computer_;}// 虛析構函數virtual ~Builder() = default;
};// 具體生成器1:辦公電腦生成器
class OfficeBuilder : public Builder {
public:void buildCPU() override {computer_.setCPU("英特爾 i5(入門級)");std::cout << "安裝辦公電腦CPU:" << computer_.getCPU() << "\n";}void buildMemory() override {computer_.setMemory("8G DDR4");std::cout << "安裝辦公電腦內存:" << computer_.getMemory() << "\n";}void buildHardDisk() override {computer_.setHardDisk("512G 固態硬盤");std::cout << "安裝辦公電腦硬盤:" << computer_.getHardDisk() << "\n";}void buildGraphics() override {computer_.setGraphics("集成顯卡");std::cout << "安裝辦公電腦顯卡:" << computer_.getGraphics() << "\n";}void buildPower() override {computer_.setPower("300W 電源");std::cout << "安裝辦公電腦電源:" << computer_.getPower() << "\n";}
};// 具體生成器2:游戲電腦生成器
class GameBuilder : public Builder {
public:void buildCPU() override {computer_.setCPU("英特爾 i7(高性能)");std::cout << "安裝游戲電腦CPU:" << computer_.getCPU() << "\n";}void buildMemory() override {computer_.setMemory("16G DDR5");std::cout << "安裝游戲電腦內存:" << computer_.getMemory() << "\n";}void buildHardDisk() override {computer_.setHardDisk("1T 固態硬盤");std::cout << "安裝游戲電腦硬盤:" << computer_.getHardDisk() << "\n";}void buildGraphics() override {computer_.setGraphics("RTX 4060 獨立顯卡");std::cout << "安裝游戲電腦顯卡:" << computer_.getGraphics() << "\n";}void buildPower() override {computer_.setPower("500W 電源");std::cout << "安裝游戲電腦電源:" << computer_.getPower() << "\n";}
};// 指揮者:負責控制組裝流程
class Director {
private:Builder* builder_; // 指向當前使用的生成器public:// 構造函數:傳入生成器Director(Builder* builder) : builder_(builder) {}// 指揮組裝電腦(固定步驟)Computer construct() {std::cout << "開始組裝電腦...\n";builder_->buildCPU();builder_->buildMemory();builder_->buildHardDisk();builder_->buildGraphics();builder_->buildPower();std::cout << "組裝完成!\n\n";return builder_->getComputer();}
};// 客戶端:用戶購買電腦
int main() {// 1. 準備生成器(裝機師傅)OfficeBuilder officeBuilder; // 辦公電腦裝機師傅GameBuilder gameBuilder; // 游戲電腦裝機師傅// 2. 準備指揮者(客戶經理)Director director(nullptr);// 3. 組裝辦公電腦std::cout << "=== 組裝辦公電腦 ===\n";director = Director(&officeBuilder); // 安排辦公裝機師傅Computer officeComputer = director.construct(); // 開始組裝officeComputer.showConfig(); // 查看配置// 4. 組裝游戲電腦std::cout << "=== 組裝游戲電腦 ===\n";director = Director(&gameBuilder); // 換游戲裝機師傅Computer gameComputer = director.construct(); // 開始組裝gameComputer.showConfig(); // 查看配置return 0;
}
????????當然。有些參數是不一定使用的,可以選擇使用哪些。那么這里給出第二個示例,用于參考,額外的參數配置部分。
#include <iostream>
#include <string>
#include <vector>// 電腦產品(支持可選配件)
class Computer {
private:std::string cpu_; // 必選:CPUstd::string memory_; // 必選:內存std::string hardDisk_; // 必選:硬盤std::string graphics_; // 可選:顯卡(核顯/獨顯)std::string power_; // 必選:電源std::vector<std::string> extras_; // 可選:額外配件(如散熱器、藍牙模塊)public:// 設置必選部件void setCPU(const std::string& cpu) { cpu_ = cpu; }void setMemory(const std::string& memory) { memory_ = memory; }void setHardDisk(const std::string& hardDisk) { hardDisk_ = hardDisk; }void setPower(const std::string& power) { power_ = power; }// 設置可選部件void setGraphics(const std::string& graphics) { graphics_ = graphics; }void addExtra(const std::string& extra) { extras_.push_back(extra); }// 獲取部件信息(用于生成器輸出)std::string getCPU() const { return cpu_; }std::string getMemory() const { return memory_; }std::string getHardDisk() const { return hardDisk_; }std::string getGraphics() const { return graphics_; }std::string getPower() const { return power_; }// 顯示配置(區分必選和可選)void showConfig() const {std::cout << "===== 電腦配置 =====" << "\n";std::cout << "【必選部件】\n";std::cout << "CPU:" << cpu_ << "\n";std::cout << "內存:" << memory_ << "\n";std::cout << "硬盤:" << hardDisk_ << "\n";std::cout << "電源:" << power_ << "\n";std::cout << "\n【可選部件】\n";std::cout << "顯卡:" << (graphics_.empty() ? "無(使用核顯)" : graphics_) << "\n";std::cout << "額外配件:";if (extras_.empty()) {std::cout << "無";}else {for (const auto& extra : extras_) {std::cout << extra << "、";}}std::cout << "\n====================\n\n";}
};// 生成器接口(支持可選步驟)
class Builder {
protected:Computer computer_;public:// 必選步驟(純虛函數,必須實現)virtual void buildCPU() = 0;virtual void buildMemory() = 0;virtual void buildHardDisk() = 0;virtual void buildPower() = 0;// 可選步驟(虛函數,默認空實現,可選擇性重寫)virtual void buildGraphics() {} // 可選:裝獨立顯卡virtual void addExtra(const std::string& extra) { // 可選:加配件computer_.addExtra(extra);}virtual Computer getComputer() { return computer_; }virtual ~Builder() = default;
};// 具體生成器1:極簡辦公電腦(不選獨顯,不加額外配件)
class MinimalOfficeBuilder : public Builder {
public:void buildCPU() override {computer_.setCPU("英特爾 i3(低功耗)");std::cout << "安裝CPU:" << computer_.getCPU() << "\n";}void buildMemory() override {computer_.setMemory("4G DDR4");std::cout << "安裝內存:" << computer_.getMemory() << "\n";}void buildHardDisk() override {computer_.setHardDisk("256G 固態硬盤");std::cout << "安裝硬盤:" << computer_.getHardDisk() << "\n";}void buildPower() override {computer_.setPower("200W 電源");std::cout << "安裝電源:" << computer_.getPower() << "\n";}// 不重寫buildGraphics(),使用默認空實現(不裝獨顯)// 不調用addExtra(),所以無額外配件
};// 具體生成器2:高端游戲電腦(選獨顯,加多個配件)
class HighEndGameBuilder : public Builder {
public:void buildCPU() override {computer_.setCPU("AMD Ryzen 9(旗艦級)");std::cout << "安裝CPU:" << computer_.getCPU() << "\n";}void buildMemory() override {computer_.setMemory("32G DDR5");std::cout << "安裝內存:" << computer_.getMemory() << "\n";}void buildHardDisk() override {computer_.setHardDisk("2T 固態硬盤");std::cout << "安裝硬盤:" << computer_.getHardDisk() << "\n";}void buildPower() override {computer_.setPower("800W 金牌電源");std::cout << "安裝電源:" << computer_.getPower() << "\n";}// 重寫可選步驟:安裝獨顯void buildGraphics() override {computer_.setGraphics("RTX 4090 獨顯");std::cout << "安裝顯卡:" << computer_.getGraphics() << "\n";}
};// 指揮者(支持靈活調整步驟)
class Director {
private:Builder* builder_;public:Director(Builder* builder) : builder_(builder) {}// 基礎組裝(只包含必選步驟)Computer buildBasic() {std::cout << "=== 開始基礎組裝(必選部件)===\n";builder_->buildCPU();builder_->buildMemory();builder_->buildHardDisk();builder_->buildPower();std::cout << "基礎組裝完成!\n";return builder_->getComputer();}// 完整組裝(必選+可選步驟)Computer buildComplete() {std::cout << "\n=== 開始完整組裝(必選+可選)===\n";Computer basic = buildBasic(); // 復用基礎組裝邏輯builder_->buildGraphics(); // 可選:裝顯卡builder_->addExtra("水冷散熱器"); // 可選:加配件builder_->addExtra("藍牙模塊"); // 可選:加配件std::cout << "完整組裝完成!\n";return builder_->getComputer();}
};// 客戶端:靈活定制不同配置
int main() {// 1. 組裝極簡辦公電腦(只裝必選部件)MinimalOfficeBuilder officeBuilder;Director officeDirector(&officeBuilder);Computer officePC = officeDirector.buildBasic(); // 只調用必選步驟officePC.showConfig();// 2. 組裝高端游戲電腦(必選+可選部件)HighEndGameBuilder gameBuilder;Director gameDirector(&gameBuilder);Computer gamePC = gameDirector.buildComplete(); // 調用必選+可選步驟gamePC.showConfig();// 3. 臨時加配件(生成器模式支持中途調整)std::cout << "給辦公電腦臨時加一個配件:\n";officeBuilder.addExtra("無線網卡");officePC = officeBuilder.getComputer();officePC.showConfig();return 0;
}
優勢
????????1.使用生成器模式可避免?“重疊構造函數?(telescoping constructor)”?的出現。
?????????假設你的構造函數中有十個可選參數,?那么調用該函數會非常不方便;?因此,?你需要重載這個構造函數,?新建幾個只有較少參數的簡化版。?但這些構造函數仍需調用主構造函數,?傳遞一些默認數值來替代省略掉的參數。
class Pizza {Pizza(int size) { …… }Pizza(int size, boolean cheese) { …… }Pizza(int size, boolean cheese, boolean pepperoni) { …… }
//............
????????生成器模式讓你可以分步驟生成對象,?而且允許你僅使用必須的步驟。?應用該模式后,?你再也不需要將幾十個參數塞進構造函數里了。