跳到主要内容我的 C++ 设计模式整理:23 种模式的实现与建议 | 极客日志C++
我的 C++ 设计模式整理:23 种模式的实现与建议
这篇文章整理了 23 种设计模式在 C++ 中的经典实现,按创建型、结构型、行为型分类,给出了最精简的代码骨架。最后从实用角度出发,列出了实际开发中最常用的五种模式——单例、工厂方法、观察者、策略和装饰器,并建议避免浮夸设计,结合现代 C++ 特性(如智能指针、Lambda)能进一步简化实现。
开源信徒2 浏览 设计模式在 C++ 开发中很常见,但到底哪些是真正常用的?我整理了 23 种经典模式,按创建、结构、行为分组,每种附上最精简的 C++ 实现。最后的建议比代码更重要。
创建型模式
这几个模式主要解决对象怎么创建,把创建和使用拆开。
单例模式
全局就一个实例,拿配置、写日志时经常用。
class Singleton {
private:
static Singleton* instance;
Singleton() {}
public:
static Singleton* getInstance() {
if (instance == nullptr) {
instance = new Singleton();
}
return instance;
}
Singleton(const Singleton&) = delete;
Singleton& operator=(const Singleton&) = delete;
};
工厂方法模式
让子类决定具体创建哪个对象,扩展新类型时不用改老代码。
class Product {
public:
virtual ~Product() {}
virtual void operation() = 0;
};
class ConcreteProductA : public Product {
public:
void operation() override {
std::cout << "Product A operation" << std::endl;
}
};
{
:
~() {}
= ;
};
: Creator {
:
{
();
}
};
class
Creator
public
virtual
Creator
virtual Product* factoryMethod()
0
class
ConcreteCreatorA
public
public
Product* factoryMethod() override
return
new
ConcreteProductA
抽象工厂模式
创建一整套相关的对象,比如一套 UI 控件,保证它们风格统一。
class AbstractProductA {
public:
virtual ~AbstractProductA() {}
virtual void operationA() = 0;
};
class AbstractProductB {
public:
virtual ~AbstractProductB() {}
virtual void operationB() = 0;
};
class AbstractFactory {
public:
virtual AbstractProductA* createProductA() = 0;
virtual AbstractProductB* createProductB() = 0;
};
class ConcreteFactory1 : public AbstractFactory {
public:
AbstractProductA* createProductA() override { return new ConcreteProductA1(); }
AbstractProductB* createProductB() override { return new ConcreteProductB1(); }
};
建造者模式
复杂对象的构建和表示分开,同样的构建步骤能产出不同的表示。
class Product {
private:
std::string partA;
std::string partB;
public:
void setPartA(const std::string& a) { partA = a; }
void setPartB(const std::string& b) { partB = b; }
};
class Builder {
public:
virtual ~Builder() {}
virtual void buildPartA() = 0;
virtual void buildPartB() = 0;
virtual Product* getResult() = 0;
};
class Director {
private:
Builder* builder;
public:
Director(Builder* b) : builder(b) {}
void construct() {
builder->buildPartA();
builder->buildPartB();
}
};
原型模式
class Prototype {
public:
virtual ~Prototype() {}
virtual Prototype* clone() const = 0;
virtual void print() const = 0;
};
class ConcretePrototype : public Prototype {
private:
int data;
public:
ConcretePrototype(int d) : data(d) {}
Prototype* clone() const override { return new ConcretePrototype(*this); }
void print() const override {
std::cout << "Data: " << data << std::endl;
}
};
结构型模式
适配器模式
把不兼容的接口转成客户想要的,让原本不能一起工作的类可以合作。
class Target {
public:
virtual ~Target() {}
virtual void request() {
std::cout << "Target request" << std::endl;
}
};
class Adaptee {
public:
void specificRequest() {
std::cout << "Adaptee specific request" << std::endl;
}
};
class Adapter : public Target {
private:
Adaptee* adaptee;
public:
Adapter(Adaptee* a) : adaptee(a) {}
void request() override {
adaptee->specificRequest();
}
};
桥接模式
class Implementor {
public:
virtual ~Implementor() {}
virtual void operationImpl() = 0;
};
class Abstraction {
protected:
Implementor* impl;
public:
Abstraction(Implementor* i) : impl(i) {}
virtual ~Abstraction() {}
virtual void operation() {
impl->operationImpl();
}
};
组合模式
用树形结构表示部分-整体关系,单个对象和组合对象被统一对待。
class Component {
public:
virtual ~Component() {}
virtual void operation() = 0;
virtual void add(Component*) {}
virtual void remove(Component*) {}
virtual Component* getChild(int) { return nullptr; }
};
class Leaf : public Component {
public:
void operation() override {
std::cout << "Leaf operation" << std::endl;
}
};
class Composite : public Component {
private:
std::vector<Component*> children;
public:
void operation() override {
std::cout << "Composite operation" << std::endl;
for (auto child : children) {
child->operation();
}
}
void add(Component* c) override {
children.push_back(c);
}
};
装饰器模式
class Component {
public:
virtual ~Component() {}
virtual void operation() = 0;
};
class ConcreteComponent : public Component {
public:
void operation() override {
std::cout << "ConcreteComponent operation" << std::endl;
}
};
class Decorator : public Component {
protected:
Component* component;
public:
Decorator(Component* c) : component(c) {}
void operation() override {
component->operation();
}
};
class ConcreteDecorator : public Decorator {
public:
ConcreteDecorator(Component* c) : Decorator(c) {}
void operation() override {
Decorator::operation();
addedBehavior();
}
void addedBehavior() {
std::cout << "Added behavior" << std::endl;
}
};
外观模式
class SubsystemA {
public:
void operationA() {
std::cout << "Subsystem A operation" << std::endl;
}
};
class SubsystemB {
public:
void operationB() {
std::cout << "Subsystem B operation" << std::endl;
}
};
class Facade {
private:
SubsystemA* a;
SubsystemB* b;
public:
Facade() : a(new SubsystemA()), b(new SubsystemB()) {}
void operation() {
a->operationA();
b->operationB();
}
};
享元模式
class Flyweight {
public:
virtual ~Flyweight() {}
virtual void operation(int extrinsicState) = 0;
};
class ConcreteFlyweight : public Flyweight {
private:
int intrinsicState;
public:
ConcreteFlyweight(int state) : intrinsicState(state) {}
void operation(int extrinsicState) override {
std::cout << "Intrinsic: " << intrinsicState << ", Extrinsic: " << extrinsicState << std::endl;
}
};
class FlyweightFactory {
private:
std::unordered_map<int, Flyweight*> flyweights;
public:
Flyweight* getFlyweight(int key) {
if (flyweights.find(key) == flyweights.end()) {
flyweights[key] = new ConcreteFlyweight(key);
}
return flyweights[key];
}
};
代理模式
class Subject {
public:
virtual ~Subject() {}
virtual void request() = 0;
};
class RealSubject : public Subject {
public:
void request() override {
std::cout << "RealSubject request" << std::endl;
}
};
class Proxy : public Subject {
private:
RealSubject* realSubject;
public:
Proxy() : realSubject(nullptr) {}
void request() override {
if (realSubject == nullptr) {
realSubject = new RealSubject();
}
realSubject->request();
}
};
行为型模式
责任链模式
class Handler {
protected:
Handler* successor;
public:
Handler() : successor(nullptr) {}
virtual ~Handler() {}
void setSuccessor(Handler* s) { successor = s; }
virtual void handleRequest(int request) = 0;
};
class ConcreteHandler1 : public Handler {
public:
void handleRequest(int request) override {
if (request < 10) {
std::cout << "Handler1 handled request " << request << std::endl;
} else if (successor != nullptr) {
successor->handleRequest(request);
}
}
};
命令模式
class Receiver {
public:
void action() {
std::cout << "Receiver action" << std::endl;
}
};
class Command {
public:
virtual ~Command() {}
virtual void execute() = 0;
};
class ConcreteCommand : public Command {
private:
Receiver* receiver;
public:
ConcreteCommand(Receiver* r) : receiver(r) {}
void execute() override {
receiver->action();
}
};
class Invoker {
private:
Command* command;
public:
void setCommand(Command* c) { command = c; }
void executeCommand() {
command->execute();
}
};
解释器模式
定义一个语言的文法并解释句子,不常见,但编译原理相关。
class Context {};
class Expression {
public:
virtual ~Expression() {}
virtual bool interpret(Context& context) = 0;
};
class TerminalExpression : public Expression {
public:
bool interpret(Context& context) override {
return true;
}
};
迭代器模式
template<typename T>
class Iterator {
public:
virtual ~Iterator() {}
virtual T next() = 0;
virtual bool hasNext() = 0;
};
template<typename T>
class ConcreteIterator : public Iterator<T> {
private:
std::vector<T> collection;
size_t position;
public:
ConcreteIterator(const std::vector<T>& col) : collection(col), position(0) {}
T next() override { return collection[position++]; }
bool hasNext() override { return position < collection.size(); }
};
中介者模式
class Colleague;
class Mediator {
public:
virtual ~Mediator() {}
virtual void notify(Colleague* sender, std::string event) = 0;
};
class Colleague {
protected:
Mediator* mediator;
public:
Colleague(Mediator* m = nullptr) : mediator(m) {}
void setMediator(Mediator* m) { mediator = m; }
};
class ConcreteColleague1 : public Colleague {
public:
void doSomething() {
mediator->notify(this, "event1");
}
};
备忘录模式
class Memento {
private:
std::string state;
public:
Memento(const std::string& s) : state(s) {}
std::string getState() const { return state; }
};
class Originator {
private:
std::string state;
public:
void setState(const std::string& s) { state = s; }
std::string getState() const { return state; }
Memento* createMemento() { return new Memento(state); }
void restoreMemento(Memento* m) { state = m->getState(); }
};
观察者模式
class Observer {
public:
virtual ~Observer() {}
virtual void update(float temperature) = 0;
};
class Subject {
private:
std::vector<Observer*> observers;
public:
void attach(Observer* o) { observers.push_back(o); }
void detach(Observer* o) { }
void notify(float temperature) {
for (auto observer : observers) {
observer->update(temperature);
}
}
};
class ConcreteObserver : public Observer {
public:
void update(float temperature) override {
std::cout << "Temperature updated: " << temperature << std::endl;
}
};
状态模式
class Context;
class State {
public:
virtual ~State() {}
virtual void handle(Context* context) = 0;
};
class Context {
private:
State* state;
public:
Context(State* s) : state(s) {}
void setState(State* s) { state = s; }
void request() { state->handle(this); }
};
class ConcreteStateA : public State {
public:
void handle(Context* context) override;
};
策略模式
class Strategy {
public:
virtual ~Strategy() {}
virtual void algorithm() = 0;
};
class ConcreteStrategyA : public Strategy {
public:
void algorithm() override {
std::cout << "Strategy A algorithm" << std::endl;
}
};
class Context {
private:
Strategy* strategy;
public:
Context(Strategy* s) : strategy(s) {}
void setStrategy(Strategy* s) { strategy = s; }
void executeStrategy() { strategy->algorithm(); }
};
模板方法模式
class AbstractClass {
public:
virtual ~AbstractClass() {}
void templateMethod() {
primitiveOperation1();
primitiveOperation2();
}
virtual void primitiveOperation1() = 0;
virtual void primitiveOperation2() = 0;
};
class ConcreteClass : public AbstractClass {
public:
void primitiveOperation1() override {
std::cout << "Concrete operation 1" << std::endl;
}
void primitiveOperation2() override {
std::cout << "Concrete operation 2" << std::endl;
}
};
访问者模式
class ConcreteElementA;
class ConcreteElementB;
class Visitor {
public:
virtual ~Visitor() {}
virtual void visit(ConcreteElementA* element) = 0;
virtual void visit(ConcreteElementB* element) = 0;
};
class Element {
public:
virtual ~Element() {}
virtual void accept(Visitor* visitor) = 0;
};
class ConcreteElementA : public Element {
public:
void accept(Visitor* visitor) override { visitor->visit(this); }
void operationA() {
std::cout << "Operation A" << std::endl;
}
};
实际运用建议
23 种模式全记住没必要,我实际工作中经常打交道的就那几个:
- 单例:全局配置、日志,注意线程安全。
- 工厂方法:解耦创建,新类型扩展方便。
- 观察者:事件通知、消息总线的基础。
- 策略:避免 if-else 堆砌,让算法独立变化。
- 装饰器:给对象动态加功能,比改类继承好使。
再往下,适配器、代理、模板方法、命令、外观也比较常见。剩下的了解即可,真遇到场景再翻。
- 先搞清楚场景,再套模式,别为了模式而模式。
- 设计模式是帮助减少耦合的,但如果滥用,代码会更绕。
- C++11 之后的智能指针、Lambda 能简化很多实现,比如观察者用 std::function 替换虚接口,代码量少一半。
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