装饰器模式和代理模式很像。
代理模式是已经知道代理谁了,所以只是对委托类的访问权限进行限制,因此用户只需要访问相应的代理类就可以。装饰器模式并不知道要装饰谁,所以需要传入具体的被装饰对象进行功能的添加
目的:
增加现有类的功能,但是,增加现有类的功能还有一个方法,就是新增加一个子类
添加子类的缺点:功能虽然可以完成,但是代码中有太多的子类添加进来,相同功能的代码大多相同,代码冗余严重
代码实现
#include<iostream>
#include<mutex>
#include<memory>
#include<unordered_map>
#include<list>
using namespace std;
class Car
{
public:virtual void Show() = 0;
};class Bmw:public Car
{
public:void Show(){cout << "这是一辆宝马汽车:有基本配置" << " ";}
};
class Audi :public Car
{
public:void Show(){cout << "这是一辆奥迪汽车:有基本配置" << " ";}
};
class Benz :public Car
{
public:void Show(){cout << "这是一辆奔驰汽车:有基本配置" << " ";}
};//装饰器1:定速巡航
class ConcreateDecorator01 :public Car
{
public:ConcreateDecorator01(Car*p):pCar(p){}void Show(){pCar->Show();cout << "定速巡航" << " ";}
private:Car* pCar;
};//装饰器2:自动刹车
class ConcreateDecorator02 :public Car
{
public:ConcreateDecorator02(Car* p) :pCar(p) {}void Show(){pCar->Show();cout << "自动刹车" << " ";}
private:Car* pCar;
};
//装饰器3:车道偏离
class ConcreateDecorator03 :public Car
{
public:ConcreateDecorator03(Car* p) :pCar(p) {}void Show(){pCar->Show();cout << "车道偏离" << " ";}
private:Car* pCar;
};
int main()
{Car* p1 = new ConcreateDecorator01(new Bmw());p1= new ConcreateDecorator02(p1);p1 = new ConcreateDecorator03(p1);p1->Show();cout << endl;Car* p2 = new Audi();p2 = new ConcreateDecorator02(p2);p2->Show();cout << endl;Car* p3 = new Benz();p3->Show();cout << endl;return 0;
}