[实验任务一]:围棋
设计一个围棋软件,在系统中只存在一个白棋对象和一个黑棋对象,但是它们可以在棋盘的不同位置显示多次。
实验要求:
1.提交类图;
2.提交源代码;
3.注意编程规范;
4.要求用简单工厂模式和单例模式实现享元工厂类的设计。
1.类图
2.源代码
Coordinates.java package test13; //外部状态类——坐标类 class Coordinates { private int x; private int y; public Coordinates(int x,int y) { this.x = x; this.y = y; } public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } } Chess.java package test13; abstract class Chess { public abstract String getColor(); public void locate(Coordinates co) { System.out.println(this.getColor()+"棋的位置:"+co.getX()+","+co.getY()); } } ChessFactory.java package test13; import java.util.Hashtable; public class ChessFactory { private static ChessFactory instance=new ChessFactory(); private static Hashtable ht; public ChessFactory() { ht=new Hashtable(); Chess black,white; black=new BlackChess(); ht.put("b", black); white=new WhiteChess(); ht.put("w", white); } public static ChessFactory getInstance() { return instance; } public static Chess getChess(String color) { return (Chess)ht.get(color) ; } } BlackChess.java package test13; public class BlackChess extends Chess{ @Override public String getColor() { return "黑"; } } WhiteChess.java package test13; public class WhiteChess extends Chess{ @Override public String getColor() { // TODO 自动生成的方法存根 return "白"; } } Client.java package test13; public class Client { public static void main(String[] args) { Chess black1,black2,black3,white1,white2; ChessFactory factory; factory = ChessFactory.getInstance(); black1 = ChessFactory.getChess("b"); black2 = ChessFactory.getChess("b"); black3 = ChessFactory.getChess("b"); white1 = ChessFactory.getChess("w"); white2 = ChessFactory.getChess("w"); black1.locate(new Coordinates(1, 1)); black2.locate(new Coordinates(-4, 6)); black3.locate(new Coordinates(2, 4)); white1.locate(new Coordinates(-2, 3)); white2.locate(new Coordinates(3, 3)); } }
标签:享元,13,int,Coordinates,实验,Chess,ChessFactory,new,public From: https://www.cnblogs.com/po3a/p/18538997