Java建造者模式(Builder Pattern)详解与实践
一、引言
在软件开发中,我们经常会遇到需要创建复杂对象的场景。例如,构建一个包含多个可选参数的对象时,传统的构造函数或Setter方法可能导致代码臃肿、难以维护。此时,建造者模式(Builder Pattern)便成为一种优雅的解决方案。它通过分步骤构建对象,将对象的创建过程与其表示分离,从而提高代码的可读性和可维护性。
二、什么是建造者模式?
建造者模式(Builder Pattern)是一种创建型设计模式,其核心思想是通过分步骤构造复杂对象,最终返回一个完整的产品。它允许相同的构建过程创建不同的表示,同时避免构造函数参数过多的问题。
例如:Person person1=new Person(10个参数)
如果只需要其中3个的话,就得提供一个3个参数的构造函数
1.核心角色
- Product(产品):最终构建的复杂对象。
- Builder(抽象建造者):定义构建产品的抽象步骤。
- ConcreteBuilder(具体建造者):实现Builder接口,完成具体构建逻辑。
- Director(指挥者,可选):控制构建流程,协调建造者的步骤。
2.适用场景
- 创建包含多个部件的复杂对象(如配置类、HTTP请求对象)。
- 需要控制对象的创建过程(分步骤构建)。
- 需要构建不同表示的对象(相同构建过程,不同实现)。
- 希望避免构造器参数过多(解决“伸缩构造函数”问题)。
三、代码示例:
1.电脑
⑴.产品 (Product):Computer
类表示要构建的电脑
产品提供每个字段的set方法
// 产品类:电脑
public class Computer {private String cpu;private String memory;private String hardDisk;private String graphicsCard;private String monitor;private String keyboard;private String mouse;public void setCpu(String cpu) {this.cpu = cpu;}public void setMemory(String memory) {this.memory = memory;}public void setHardDisk(String hardDisk) {this.hardDisk = hardDisk;}public void setGraphicsCard(String graphicsCard) {this.graphicsCard = graphicsCard;}public void setMonitor(String monitor) {this.monitor = monitor;}public void setKeyboard(String keyboard) {this.keyboard = keyboard;}public void setMouse(String mouse) {this.mouse = mouse;}@Overridepublic String toString() {return "Computer{" +"cpu='" + cpu + '\'' +", memory='" + memory + '\'' +", hardDisk='" + hardDisk + '\'' +", graphicsCard='" + graphicsCard + '\'' +", monitor='" + monitor + '\'' +", keyboard='" + keyboard + '\'' +", mouse='" + mouse + '\'' +'}';}
}
⑵.抽象建造者 (Builder):ComputerBuilder
接口定义了构建电脑各部分的方法
接口定义二次封装的构建方法
// 抽象建造者接口
public interface ComputerBuilder {void buildCPU();void buildMemory();void buildHardDisk();void buildGraphicsCard();void buildMonitor();void buildKeyboard();void buildMouse();Computer getComputer();
}
⑶.具体建造者 (ConcreteBuilder):
GamingComputerBuilder
和OfficeComputerBuilder
实现了抽象接口
// 具体建造者:游戏电脑建造者
public class GamingComputerBuilder implements ComputerBuilder {private Computer computer = new Computer();@Overridepublic void buildCPU() {computer.setCpu("Intel i9-12900K");}@Overridepublic void buildMemory() {computer.setMemory("32GB DDR5 5200MHz");}@Overridepublic void buildHardDisk() {computer.setHardDisk("2TB NVMe SSD");}@Overridepublic void buildGraphicsCard() {computer.setGraphicsCard("NVIDIA RTX 4090");}@Overridepublic void buildMonitor() {computer.setMonitor("4K 144Hz Gaming Monitor");}@Overridepublic void buildKeyboard() {computer.setKeyboard("Mechanical Gaming Keyboard");}@Overridepublic void buildMouse() {computer.setMouse("High Precision Gaming Mouse");}@Overridepublic Computer getComputer() {return computer;}
}
// 具体建造者:办公电脑建造者
public class OfficeComputerBuilder implements ComputerBuilder {private Computer computer = new Computer();@Overridepublic void buildCPU() {computer.setCpu("Intel i5-12400");}@Overridepublic void buildMemory() {computer.setMemory("16GB DDR4 3200MHz");}@Overridepublic void buildHardDisk() {computer.setHardDisk("512GB NVMe SSD");}@Overridepublic void buildGraphicsCard() {computer.setGraphicsCard("Integrated Graphics");}@Overridepublic void buildMonitor() {computer.setMonitor("24-inch Full HD Monitor");}@Overridepublic void buildKeyboard() {computer.setKeyboard("Wireless Keyboard");}@Overridepublic void buildMouse() {computer.setMouse("Wireless Mouse");}@Overridepublic Computer getComputer() {return computer;}
}
⑷.指挥者 (Director):
ComputerDirector
控制构建过程的顺序
// 指挥者:电脑装配指导
public class ComputerDirector {private ComputerBuilder computerBuilder;public ComputerDirector(ComputerBuilder computerBuilder) {this.computerBuilder = computerBuilder;}public void setComputerBuilder(ComputerBuilder computerBuilder) {this.computerBuilder = computerBuilder;}public Computer constructComputer() {computerBuilder.buildCPU();computerBuilder.buildMemory();computerBuilder.buildHardDisk();computerBuilder.buildGraphicsCard();computerBuilder.buildMonitor();computerBuilder.buildKeyboard();computerBuilder.buildMouse();return computerBuilder.getComputer();}
}
⑸.测试
// 演示程序
public class BuilderPatternDemo {public static void main(String[] args) {// 创建具体建造者ComputerBuilder gamingBuilder = new GamingComputerBuilder();ComputerBuilder officeBuilder = new OfficeComputerBuilder();// 创建指挥者并指定建造者ComputerDirector director = new ComputerDirector(gamingBuilder);// 构建游戏电脑Computer gamingComputer = director.constructComputer();System.out.println("游戏电脑配置:");System.out.println(gamingComputer);// 切换为办公电脑建造者director.setComputerBuilder(officeBuilder);// 构建办公电脑Computer officeComputer = director.constructComputer();System.out.println("\n办公电脑配置:");System.out.println(officeComputer);}
}
2.建造一座房屋
以下是一个完整、简单且可运行的Java代码示例,演示如何通过建造者模式构建一个House
对象。
⑴. 产品类(Product)
public class House {private final String walls;private final String roof;private final String windows;// 私有构造函数,防止外部直接创建private House(Builder builder) {this.walls = builder.walls;this.roof = builder.roof;this.windows = builder.windows;}@Overridepublic String toString() {return "House{" +"walls='" + walls + '\'' +", roof='" + roof + '\'' +", windows='" + windows + '\'' +'}';}// 静态内部类:建造者public static class Builder {private String walls;private String roof;private String windows;// 设置墙壁public Builder setWalls(String walls) {this.walls = walls;return this;}// 设置屋顶public Builder setRoof(String roof) {this.roof = roof;return this;}// 设置窗户public Builder setWindows(String windows) {this.windows = windows;return this;}// 构建并返回House对象public House build() {return new House(this);}}
}
⑵.客户端调用(直接使用建造者)
public class Client {public static void main(String[] args) {// 使用建造者模式构建一座房屋House house = new House.Builder().setWalls("Brick").setRoof("Tile").setWindows("Double Glazed").build();System.out.println(house);}
}
⑶.可选:指挥者类(Director)
如果构建流程较为固定,可以通过Director类封装构建逻辑:
public class Director {// 构建标准房屋public House constructStandardHouse() {return new House.Builder().setWalls("Concrete").setRoof("Asphalt").setWindows("Single Glazed").build();}// 构建豪华房屋public House constructLuxuryHouse() {return new House.Builder().setWalls("Stone").setRoof("Wood").setWindows("Triple Glazed").build();}
}
⑷.客户端调用(通过Director)
public class ClientWithDirector {public static void main(String[] args) {Director director = new Director();House standardHouse = director.constructStandardHouse();House luxuryHouse = director.constructLuxuryHouse();System.out.println("Standard House: " + standardHouse);System.out.println("Luxury House: " + luxuryHouse);}
}
四、实际应用场景
建造者模式在Java生态中广泛应用于以下场景:
- Java内置类:
StringBuilder
的链式调用(如append()
方法)。 - 复杂对象构建:如HTTP请求对象、数据库查询构建器。
- 配置类:例如,构建一个包含多个可选参数的配置对象。
五、总结
建造者模式通过分步骤构建复杂对象,将对象的创建过程与表示分离,解决了构造函数参数过多、代码臃肿的问题。通过链式调用和可选参数的支持,它提高了代码的可读性和可维护性。在实际开发中,无论是构建一个简单的房屋对象,还是处理复杂的业务需求,建造者模式都能提供清晰的解决方案。