1、 Sequence *s1 = new Stack(); Sequence *s2 = new Queue(); s1-push(1);pop(); s2- delete s1; delete s2; return 0; 2、建造者模式 buildingclass Builder virtual void BuildHead() virtual void BuildBody() virtual void BuildLeftArm() virtual void BuildRightArm() virtual void BuildLeftLeg() virtual void BuildRightL
2、eg() /构造瘦人 class ThinBuilder : public Builder void BuildHead() coutbuild thin body void BuildBody() coutbuild thin head void BuildLeftArm() coutbuild thin leftarm void BuildRightArm() coutbuild thin rightarm void BuildLeftLeg() coutbuild thin leftleg void BuildRightLeg() coutBuildHead();BuildBody();
3、BuildLeftArm();BuildRightArm();BuildLeftLeg();BuildRightLeg(); FatBuilder thin; Director director(&thin); director.Create();3、策略模式class COperation public: int m_nFirst; int m_nSecond; virtual double GetResult() double dResult=0; return dResult; /策略具体类加法类 class AddOperation : public COperation AddOpe
4、ration(int a,int b) m_nFirst=a; m_nSecond=b; virtual double GetResult() return m_nFirst+m_nSecond;class SubstrOperation : SubstrOperation(int a,int b) return m_nFirst-m_nSecond;class Context COperation* op; Context(COperation* temp) op=temp; double GetResult() return op-GetResult();/客户端 int a,b; cha
5、r c; cin a b; coutc; switch(c) case +: Context *context1=new Context(new AddOperation(a,b); coutGetResult() 4、抽象模式class Button virtual void paint() = 0;class WinButton : public Button void paint () std:cout createButton(); btn - paint(); sb = guiFactory-createScrollBar(); sb - guiFactory = new WinFa
6、ctory;5、代理模式stringclass BigImage BigImage(string name): m_imageName(name) virtual BigImage() virtual void Show() protected: string m_imageName;/真实类 class RealBigImage: public BigImage RealBigImage(string name):BigImage(name) RealBigImage() void Show() coutShow big image :m_imageNameShow(); BigImage
7、*image = new Proxy(SomeBigPic.jpg); /使用代理 image- /代理的操作 delete image;6、非享元模式vector/棋子颜色 enum PieceColor BLACK, WHITE;/棋子位置 struct PiecePos int x; int y; PiecePos(int a, int b): x(a), y(b) /棋子定义 class Piece PieceColor m_color; /颜色 PiecePos m_pos; /位置 Piece(PieceColor color, PiecePos pos): m_color(col
8、or), m_pos(pos) Piece() virtual void Draw() class BlackPiece: public Piece BlackPiece(PieceColor color, PiecePos pos): Piece(color, pos) BlackPiece() void Draw() cout绘制一颗黑棋class WhitePiece: WhitePiece(PieceColor color, PiecePos pos): WhitePiece() 绘制一颗白棋class PieceBoard vector m_vecPiece; /棋盘上已有的棋子 s
9、tring m_blackName; /黑方名称 string m_whiteName; /白方名称 PieceBoard(string black, string white): m_blackName(black), m_whiteName(white) PieceBoard() Clear(); void SetPiece(PieceColor color, PiecePos pos) /一步棋,在棋盘上放一颗棋子 Piece * piece = NULL; if(color = BLACK) /黑方下的 piece = new BlackPiece(color, pos); /获取一颗
10、黑棋 m_blackName在位置(pos.x,pos.yDraw(); /在棋盘上绘制出棋子 else piece = new WhitePiece(color, pos); cout m_whiteName m_vecPiece.push_back(piece); /加入容器中 void Clear() /释放内存 int size = m_vecPiece.size(); for(int i = 0; i size; i+) delete m_vecPiecei; PieceBoard pieceBoard(A,B pieceBoard.SetPiece(BLACK, PiecePos(
11、4, 4); pieceBoard.SetPiece(WHITE, PiecePos(4, 16); pieceBoard.SetPiece(BLACK, PiecePos(16, 4); pieceBoard.SetPiece(WHITE, PiecePos(16, 16);7、工厂方法class Buttonclass OSXButton: public Button void paint() cout btn1 - guiFactory2 = new Factory2; btn2 = guiFactory2- btn2 -8、观察者模式listclass Observer Observe
12、r() virtual Observer() virtual void Update() /博客 class Blog Blog() virtual Blog() void Attach(Observer *observer) m_observers.push_back(observer); /添加观察者 void Remove(Observer *observer) m_observers.remove(observer); /移除观察者 void Notify() /通知观察者 listiterator iter = m_observers.begin(); for(; iter != m_observers.end(); iter+) (*iter)-Update(); virtual void SetStatus(string s) m_status = s; /设置状态 virtual string GetStatus() return m_status; /获得状态 Observer* m_observers; /观察者链表 string m_status; /状态 /具体博客类 class BlogCSDN : public Blog string m_name; /博主名称 BlogCSDN(string name
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