在和大家探讨“FlyWeight”(享元)模式之前,想和大家先讨论下面向对象的代价:
面向对象很好的解决了系统抽象性的问题,同时在大多数情况下,也不会损及系统的性能。但是,在某些特殊的应用下,由于对象数量太大,采用面向对象会给系统带来难以承受的内存开销且采用纯粹对象方案的问题在于大量细粒度的对象会很快充斥在系统中,从而带来很高的运行时代价,主要指内存需求方面的代价。
而为了解决上述的问题从而引进了“FlyWeight”(享元)模式。
“FlyWeight”模式定义:运用共享技术有效地支持大量细粒度的对象;

“FlyWeight”模式要点:
1.)面向对象很好地解决了抽象性的问题,但是作为一个运行在机器中的程序实体,我们需要考虑对象的代价问题。FlyWeight设计模式主要解决面向对象的代价问题,一般不触及面向对象的抽象性问题;
2.)FlyWeight采用对象共享的做法来降低系统中对象的个数,从而降低细粒度对象给系统带来的内存压力。具体实现方面,要注意对象状态的处理;
3.)对象的数量太大从而导致对象内存开销加大,什么样的数量才算大?这需要我们仔细地根据具体地应用情况进行评估,而不是凭空臆想;
当然我们使用该模式之前一定要:评估内存需求
抽象/实现类
public abstract class Flyweight
{
public abstract void Operation(int extrinsicstate);
}
public class ConcreteFlyweight : Flyweight
{
public override void Operation(int extrinsicstate)
{
Console.WriteLine("ConcreteFlyweight: " + extrinsicstate);
}
}
public class UnsharedConcreteFlyweight : Flyweight
{
public override void Operation(int extrinsicstate)
{
Console.WriteLine("UnsharedConcreteFlyweight: " + extrinsicstate);
}
}
享元工厂
public class FlyweightFactory
{
private Hashtable flyweights = new Hashtable();
public FlyweightFactory()
{
flyweights.Add("X", new ConcreteFlyweight());
flyweights.Add("Y", new ConcreteFlyweight());
flyweights.Add("Z", new ConcreteFlyweight());
}
public Flyweight GetFlyweight(string key)
{
return ((Flyweight)flyweights[key]);
}
}
客户程序
class Program
{
static void Main(string[] args)
{
int extrinsicstate = 22;
//享元模式
FlyweightFactory factory = new FlyweightFactory();
Flyweight fx = factory.GetFlyweight("X");
fx.Operation(--extrinsicstate);
Flyweight fy = factory.GetFlyweight("Y");
fy.Operation(--extrinsicstate);
Flyweight fz = factory.GetFlyweight("Z");
fz.Operation(--extrinsicstate);
//普通模式
UnsharedConcreteFlyweight fu = new UnsharedConcreteFlyweight();
fu.Operation(--extrinsicstate);
}
}
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