設計模式(Swift) - 3.觀察者模式、建造者模式

上一篇 設計模式(Swift) - 2.單例模式、備忘錄模式和策略模式中講了三種常見的設計模式.git

  • 單例模式: 限制了類的實例化,一個類只能實例化一個對象,全部對單例對象的引用都是指向了同一個對象.
  • 備忘錄模式: 咱們能夠把某個對象保存在本地,並在適當的時候恢復出來,app開發中最多見的應用就是用戶數據的本地緩存.
  • 策略模式: 經過封裝業務分支來屏蔽業務細節,只給出相關的策略接口做爲切換.

1. 觀察者模式(Observer Pattern)

1. 觀察者模式概述

觀察者模式: 一個對象的變化,可以被另外一個對象知道. 本文除了介紹基於Runtime的KVO實現及其原理,還會本身動手去現實一套觀察者模式,畢竟在swift中使用Runtime並不被推薦. github

  • 被觀察對象(subject): 用來被監聽的可觀察對象.
  • 觀察者(observer): 用來監聽被觀察對象.

2. 基於OC Runtime的觀察者模式實現

1. 實現一個繼承自NSObject的可觀察對象
// @objcMembers 爲了給類中每一個屬性添加 @objc 關鍵詞,
@objcMembers public class KVOUser: NSObject {
    dynamic var name: String

    public init(name: String) {
        self.name = name
    }
}
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@objcMembers 爲了給類中每一個屬性添加 @objc 關鍵詞,在swift4中繼承NSObject的子類的屬性不會暴露給OC的Runtime,因此只能手動添加express

swift自己是門靜態語言,添加@objc 關鍵詞是爲了讓屬性具備動態特性,能夠動態的生成set和get方法,由於KVO就須要去操做set方法.編程

// 注意kvoObserver的生命週期
    var kvoObserver: NSKeyValueObservation?
    let kvoUser = KVOUser(name: "Dariel")

    // 監聽kvoUser name屬性的變化
    kvoObserver = kvoUser.observe(\.name, options: [.initial, .new]) {
            (user, change) in
            print("User's name is \(user.name)")
    }
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第一個參數是路徑,這邊是簡略寫法.name, swift會本身轉成全路徑; options是 NSKeyValueObservingOptions, 這邊傳入的表示初始化的值和新的值swift

2. 使用繼承自NSObject的可觀察對象
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
      kvoUser.name = "John"
}
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在任何地方改變kvoUser對象的name屬性,kvoObserver的observe方法都會回調.設計模式

3. OC Runtime的觀察者模式實現原理

那麼KVO是怎樣實現對對象屬性的監聽的呢? 當給一個對象添加KVO以後,OC會經過Runtime將這個對象的isa指針指向(未設定KVO的對象的isa指針指向該對象的類對象)本身定義的一個原類的子類類對象(NSKVONotifying_xxx),這個子類類對象的isa指針指向原來對象的類對象,並調用這個類對象中的set方法,而後去通知監聽器哪些值發生了改變. api

KVO具體的實現原理

在Swift4中,並無在語言層級上支持KVO,若是要使用須要導入Foundation和被觀察對象必須繼承自NSObject,這種實現方式顯然不夠優雅.緩存

4. 實現一個不基於Runtime的觀察者模式

KVO的觀察者模式本質上仍是經過拿到屬性的set方法去搞事情,基於這樣的原理咱們能夠本身實現.直接貼代碼,新建一個Observable的swift文件app

public class Observable<Type> {
    
    // MARK: - Callback
    fileprivate class Callback {
        fileprivate weak var observer: AnyObject?
        fileprivate let options: [ObservableOptions]
        fileprivate let closure: (Type, ObservableOptions) -> Void
        
        fileprivate init(
            observer: AnyObject,
            options: [ObservableOptions],
            closure: @escaping (Type, ObservableOptions) -> Void) {
            
            self.observer = observer
            self.options = options
            self.closure = closure
        }
    }
    
    // MARK: - Properties
    public var value: Type {
        didSet {
            removeNilObserverCallbacks()
            notifyCallbacks(value: oldValue, option: .old)
            notifyCallbacks(value: value, option: .new)
        }
    }
    
    private func removeNilObserverCallbacks() {
        callbacks = callbacks.filter { $0.observer != nil }
    }
    
    private func notifyCallbacks(value: Type, option: ObservableOptions) {
        let callbacksToNotify = callbacks.filter { $0.options.contains(option) }
        callbacksToNotify.forEach { $0.closure(value, option) }
    }
    
    // MARK: - Object Lifecycle
    public init(_ value: Type) {
        self.value = value
    }
    
    // MARK: - Managing Observers
    private var callbacks: [Callback] = []
    
    
    /// 添加觀察者
    ///
    /// - Parameters:
    /// - observer: 觀察者
    /// - removeIfExists: 若是觀察者存在須要移除
    /// - options: 被觀察者
    /// - closure: 回調
    public func addObserver( _ observer: AnyObject, removeIfExists: Bool = true, options: [ObservableOptions] = [.new], closure: @escaping (Type, ObservableOptions) -> Void) {
        
        if removeIfExists {
            removeObserver(observer)
        }
        
        let callback = Callback(observer: observer, options: options, closure: closure)
        callbacks.append(callback)
        
        if options.contains(.initial) {
            closure(value, .initial)
        }
    }
    
    public func removeObserver(_ observer: AnyObject) {
        callbacks = callbacks.filter { $0.observer !== observer }
    }
}

// MARK: - ObservableOptions
public struct ObservableOptions: OptionSet {
    
    public static let initial = ObservableOptions(rawValue: 1 << 0)
    public static let old = ObservableOptions(rawValue: 1 << 1)
    public static let new = ObservableOptions(rawValue: 1 << 2)
    
    public var rawValue: Int
    
    public init(rawValue: Int) {
        self.rawValue = rawValue
    }
}

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使用:ide

public class User {
    // 被觀察的屬性須要是Observable類型
    public let name: Observable<String>
    public init(name: String) {
        self.name = Observable(name)
    }
}
// 用來管理觀察者
public class Observer {}

var observer: Observer? // 當observer置爲nil的時候,可觀察對象會自動釋放.
let user = User(name: "Made")
observer = Observer()
user.name.addObserver(observer!, options: [.new]) { name, change in     
    print("name:\(name), change:\(change)")                        
}

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {        
    user.name.value = "Amel"
}
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注意: 在使用過程當中,若是改變value, addObserver方法不調用,頗有多是Observer對象已經被釋放掉了.

5. 觀察者模式的使用場景

觀察者模式通常用在MVC模式中,控制器須要監聽某個模型屬性的改變,而模型不須要知道控制器的類型,所以多個控制器能夠監聽一個模型對象.

2. 建造者模式(Buidler Pattern)

1. 建造者模式概述

建造者模式能夠一步步分解複雜業務場景的實現過程.

  • 管理者(Dircetor): 一般用來管理建造者,通常是個Controller
  • 建造者(Builder): 一般是個類,用來管理Product的建立和數據輸入
  • 產品(Product): 比較複雜的對象,能夠是類或者結構體,一般是個模型

1. 建造者模式舉例

1. Product
// MARK: - Product
public struct Person {
    public let area: Area
    public let character: Character
    public let hobby: Hobby
}
extension Person: CustomStringConvertible {
    public var description: String {
        return area.rawValue
    }
}
public enum Area: String { // 來自區域
    case ShangHai
    case ShenZhen
    case HangZhou
    case Toronto
}
public struct Character: OptionSet { // 性格
    
    public static let independent = Character(rawValue: 1 << 1) // 2
    public static let ambitious = Character(rawValue: 1 << 2) // 4
    public static let outgoing = Character(rawValue: 1 << 3) // 8
    public static let unselfish = Character(rawValue: 1 << 4) // 16
    public static let expressivity = Character(rawValue: 1 << 5) // 32

    public let rawValue: Int
    public init(rawValue: Int) {
        self.rawValue = rawValue
    }
}
public struct Hobby: OptionSet { // 愛好
    
    public static let mountaineering = Hobby(rawValue: 1 << 1)
    public static let boating = Hobby(rawValue: 1 << 2)
    public static let climbing = Hobby(rawValue: 1 << 3)
    public static let running = Hobby(rawValue: 1 << 4)
    public static let camping = Hobby(rawValue: 1 << 5)
    
    public let rawValue: Int
    public init(rawValue: Int) {
        self.rawValue = rawValue
    }
}
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Person中定義了三個屬性,area地區,character性格,hobby愛好,其中地區只能是一個值,性格和愛好能夠支持多個值.Character和Hobby能夠經過傳入一個值,設置多個值.

2. Builder
// MARK: - Builder
public class PersonStatistics {
    public private(set) var area: Area = .HangZhou
    public private(set) var characters: Character = []
    public private(set) var hobbys: Hobby = []
    
    private var outOfAreas: [Area] = [.Toronto]
    
    public func addCharacter(_ character: Character) {
        characters.insert(character)
    }
    
    public func removeCharacter(_ character: Character) {
        characters.remove(character)
    }
    
    public func addHobby(_ hobby: Hobby) {
        hobbys.insert(hobby)
    }
    
    public func removeHobby(_ hobby: Hobby) {
        hobbys.remove(hobby)
    }
    
    public func setArea(_ area: Area) throws {
        guard isAvailable(area) else { throw Error.OutOfArea }
        self.area = area
    }
    
    public func build() -> Person {
        return Person(area: area, character: characters, hobby: hobbys)
    }
    
    public func isAvailable(_ area: Area) -> Bool {
        return !outOfAreas.contains(area)
    }
    
    public enum Error: Swift.Error {
        case OutOfArea
    }
}
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經過builder統一對Product進行管理,設置完數據以後再去建立Person對象.

3. Director
public class ManagerStatistics {

    public func createLiLeiData() throws -> Person {
        let builder = PersonStatistics()
        try builder.setArea(.HangZhou)
        builder.addCharacter(.ambitious)
        builder.addHobby([.climbing, .boating, .camping])
        return builder.build()
    }
    
    public func createLucyData() throws -> Person {
        let builder = PersonStatistics()
        try builder.setArea(.Toronto)
        builder.addCharacter([.ambitious, .independent, .outgoing])
        builder.addHobby([.boating, .climbing, .camping])
        return builder.build()
    }
}
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經過Director去設置builder中的數據.

let manager = ManagerStatistics()
        
 if let Lucy = try? manager.createLucyData() {
     print(Lucy.description)
     print(Lucy.character)
     print(Lucy.hobby)
 }else {
     print("Out of area here")
 }
        
 if let Lilei = try? manager.createLiLeiData() {
     print(Lilei.description)
     print(Lilei.character)
     print(Lilei.hobby)
 }
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2. 建造者模式的使用注意

建造者模式是用在創造比較複雜的Product,這個Product須要設置不少值,而這用構造器又比較麻煩的狀況下.若是Product比較簡單,那用構造器就行了.

3. 總結

本篇主要講了用來對對象監聽的觀察者模式和用在建立和管理複雜對象場景下的建造者模式.

示例代碼

參考:

The Swift Programming Language (Swift 4.1)

Objective-C編程之道

Design Patterns by Tutorials

若有疑問,歡迎留言 :-D

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