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DOTA版设计模式——单件模式

2012年05月04日 ⁄ 综合 ⁄ 共 3281字 ⁄ 字号 评论关闭
单件模式,单件意味着唯一,我们创建的类的实例是唯一的。唯一的处理打印机,消息队列,注册表等等.......
UML图:

单件模式看来简单,其实不然。包括什么双重加锁(多线程要求),延迟实例化等等,具体在TerryLee的blog上有详细的描述,本文不再罗嗦。
单件模式没有公开的构造函数,要实现对象的实例化只能依靠静态的GetInstance方法。在GetInstance方法中判断对象是否存在,存在则返回该对象,不存在就实例化一个对象返回。
Dota中时间是唯一的,以下的例子是对白天黑夜的控制,也就是我们的夜魔技能。
测试代码:
            DotaPatternLibrary.Singleton.GameTime gtObj = DotaPatternLibrary.Singleton.GameTime.GetInstance();
            LandpyForm.Form.OutputResult("Game时间类型:" + gtObj.TimeType);
            Thread balanarGamerThread = new Thread(new ThreadStart(BalanarDarkTime));
            Thread akashaGamerThread = new Thread(new ThreadStart(AkashaGetTimeType));
            balanarGamerThread.Start();
            akashaGamerThread.Start();
/// <summary>
        
/// 暗夜魔王放大
        
/// </summary>
        public void BalanarDarkTime()
        {
            LandpyForm.Form.OutputResult(
"夜魔(Balanar)大招");
            DotaPatternLibrary.Singleton.GameTime gtObj 
= DotaPatternLibrary.Singleton.GameTime.GetInstance();
            gtObj.TimeType 
= DotaPatternLibrary.Singleton.TimeTypeValue.Evening;
            
for (int i = 1; i < 5; i++)
            {
                Thread.Sleep(
2000);
                LandpyForm.Form.OutputResult(
"时间过去" + i * 2 + "");
            }
            LandpyForm.Form.OutputResult(
"夜魔(Balanar)大招时间到");
            DotaPatternLibrary.Singleton.GameTime gtObjNew 
= DotaPatternLibrary.Singleton.GameTime.GetInstance();
            gtObjNew.TimeType 
= DotaPatternLibrary.Singleton.TimeTypeValue.DayTime;
        }

        /// <summary>
        
/// 痛苦女王获得时间类型
        
/// </summary>
        public void AkashaGetTimeType()
        {
            
for (int i = 1; i < 4; i++)
            {
                Thread.Sleep(
2000);
                DotaPatternLibrary.Singleton.GameTime gtObj 
= DotaPatternLibrary.Singleton.GameTime.GetInstance();
                LandpyForm.Form.OutputResult(
"痛苦女王(Akasha)获得时间:" + gtObj.TimeType);
                Thread.Sleep(
3000);
            }
        }

完整代码:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using DotaPatternLibrary.Attribute;

namespace DotaPatternLibrary.Singleton
{
    
class Singleton
    {
        
public static object lockObj = new object();
        
private static Singleton singleton;

        private Singleton()
        {
        }

        public static Singleton GetInstance()
        {
            
lock (lockObj)
            {
                
if (singleton == null)
                {
                    singleton 
= new Singleton();
                }
            }
            
return singleton;
        }
    }

    public class TimeTypeValue
    {
        
public const string DayTime = "DayTime(白天)";
        
public const string Evening = "Evening(夜晚)";
    }

    public class GameTime
    {
        
private static object lockObj = new object();
        
private static GameTime gameTime;
        
private string _timeType;

        public string TimeType
        {
            
get { return _timeType; }
            
set { _timeType = value; }
        }

        private GameTime()
        {
            
this._timeType = TimeTypeValue.DayTime;
        }

        public static GameTime GetInstance()
        {
            
lock (lockObj)
            {
                
if (gameTime == null)
                {
                    gameTime 
= new GameTime();
                }
            }
            
return gameTime;
        }
    }
}

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