设计模式18-备忘录模式(快照模式)

1. 描述

捕捉一个对象的状态,在以后能够通过捕捉的状态恢复对象的状态。

2.优点

1)能够恢复历史.(可以和原型模式一块使用)。

3.缺点

保存对象多了,占内存。

4.结构

1)发起人:被备份者,提供备忘录信息。

2)备忘录:保存和提供发起人内部状态

3)备忘录管理者:对备忘录进行保存和获取功能。

5.UML

6.示例

#include "stdafx.h"
#include <iostream>
#include <Set>

//1.发起者
class RoleStateMemento;
class Role
{
public:
	Role(int v, int a, int d)
	{
		_Vitality = v;
		_Attack = a;
		_Defense = d;
	}
	void SetVitalit(int v)
	{
		_Vitality = v;
	}
	void SetAttack(int a)
	{
		_Attack = a;
	}
	void SetDefense(int d)
	{
		_Defense = d;
	}
	RoleStateMemento * SaveState();
	void RecoveryState(RoleStateMemento * r);

	void Print()
	{
		std::cout << "血量:" << _Vitality << "攻击力:" << _Attack <<"防御力:" << _Defense << std::endl;
	}
private:
	int _Vitality;//血量
	int _Attack;//攻击力
	int _Defense;//防御力

};
//2.备忘录
class RoleStateMemento
{
public:
	RoleStateMemento(int v, int a, int d)
	{
		_Vitality = v;
		_Attack = a;
		_Defense = d;
	}

public:
	int _Vitality;//血量
	int _Attack;//攻击力
	int _Defense;//防御力
};
//3.备忘录管理
class RoleStateManager
{
public:
	void SetRoleStateMemento(RoleStateMemento * s)
	{
		_RoleStateMemento = s;
	}
	RoleStateMemento * GetRoleStateMemento()
	{
		return _RoleStateMemento;
	}
private:
	RoleStateMemento * _RoleStateMemento;
};

RoleStateMemento * Role::SaveState()
{
	RoleStateMemento * r = new RoleStateMemento(_Vitality, _Attack, _Defense);
	return r;
}
void Role::RecoveryState(RoleStateMemento * r)
{
	_Vitality = r->_Vitality;
	_Attack = r->_Attack;
	_Defense = r->_Defense;
}

int main()
{
	Role xiaoming(100,100,100);
	xiaoming.Print();

	RoleStateMemento * r1 = xiaoming.SaveState();//进度
	RoleStateManager * Manager = new RoleStateManager;
	Manager->SetRoleStateMemento(r1);//保存进度

	xiaoming.SetVitalit(60);
	xiaoming.SetAttack(60);
	xiaoming.SetDefense(60);
	xiaoming.Print();

	xiaoming.RecoveryState(Manager->GetRoleStateMemento());
	xiaoming.Print();
	
	getchar();
	return 0;
}

发布了26 篇原创文章 · 获赞 7 · 访问量 873

猜你喜欢

转载自blog.csdn.net/qq_29067097/article/details/104393187