注意:复现代码时,确保 VS2022 使用 C++17/20 标准以支持现代特性。
分步骤构造复杂对象,实现灵活装配
1. 模式定义与用途
核心目标:将复杂对象的构建过程分离,使得同样的构建步骤可以创建不同的表示形式。
常见场景:
- 创建包含多个组件的复杂对象(如游戏角色、文档格式)
- 需要逐步构造对象,并支持不同配置选项
- 避免构造函数参数爆炸(尤其是可选参数众多时)
2. 模式结构解析
Builder
:定义构造步骤的抽象接口(如buildHead()
,buildBody()
)ConcreteBuilder
:实现具体构造逻辑,提供获取结果的接口Director
:控制构造流程(可选,可让客户端直接操作Builder)Product
:最终构造的复杂对象
3. 现代 C++ 实现示例:游戏角色构造
3.1 基础实现
#include <iostream>
#include <memory>
#include <string>// 产品:游戏角色
class GameCharacter {
public:void setHead(const std::string& head) { head_ = head; }void setBody(const std::string& body) { body_ = body; }void setWeapon(const std::string& weapon) { weapon_ = weapon; }void describe() const {std::cout << "Character: " << head_ << ", " << body_ << ", wielding " << weapon_ << "\n";}private:std::string head_;std::string body_;std::string weapon_;
};// 抽象建造者
class CharacterBuilder {
public:virtual ~CharacterBuilder() = default;virtual void buildHead() = 0;virtual void buildBody() = 0;virtual void buildWeapon() = 0;virtual std::unique_ptr<GameCharacter> getResult() = 0;
};// 具体建造者:骑士
class KnightBuilder : public CharacterBuilder {
public:KnightBuilder() { character_ = std::make_unique<GameCharacter>(); }void buildHead() override { character_->setHead("Steel Helmet"); }void buildBody() override { character_->setBody("Plate Armor"); }void buildWeapon() override { character_->setWeapon("Longsword"); }std::unique_ptr<GameCharacter> getResult() override { return std::move(character_); }private:std::unique_ptr<GameCharacter> character_;
};// 具体建造者:法师
class MageBuilder : public CharacterBuilder {
public:MageBuilder() { character_ = std::make_unique<GameCharacter>(); }void buildHead() override { character_->setHead("Pointed Hat"); }void buildBody() override { character_->setBody("Robe"); }void buildWeapon() override { character_->setWeapon("Staff"); }std::unique_ptr<GameCharacter> getResult() override { return std::move(character_); }private:std::unique_ptr<GameCharacter> character_;
};// 指挥者(可选)
class CharacterDirector {
public:std::unique_ptr<GameCharacter> createCharacter(CharacterBuilder& builder) {builder.buildHead();builder.buildBody();builder.buildWeapon();return builder.getResult();}
};// 客户端代码
int main() {KnightBuilder knightBuilder;MageBuilder mageBuilder;CharacterDirector director;auto knight = director.createCharacter(knightBuilder);auto mage = director.createCharacter(mageBuilder);knight->describe(); // Character: Steel Helmet, Plate Armor, wielding Longswordmage->describe(); // Character: Pointed Hat, Robe, wielding Staffreturn 0;
}
代码解析:
- 将角色构造分解为独立步骤,新增角色类型只需添加新的
ConcreteBuilder
- 使用
std::unique_ptr
明确所有权转移,防止资源泄漏
3.2 支持链式调用的增强实现
// 流畅接口(Fluent Interface)改进
class AdvancedCharacterBuilder {
public:AdvancedCharacterBuilder& withHead(const std::string& head) {head_ = head;return *this;}AdvancedCharacterBuilder& withBody(const std::string& body) {body_ = body;return *this;}AdvancedCharacterBuilder& withWeapon(const std::string& weapon) {weapon_ = weapon;return *this;}std::unique_ptr<GameCharacter> build() {auto character = std::make_unique<GameCharacter>();character->setHead(head_);character->setBody(body_);character->setWeapon(weapon_);return character;}private:std::string head_;std::string body_;std::string weapon_;
};// 客户端使用
void createCustomCharacter() {auto builder = AdvancedCharacterBuilder();auto character = builder.withHead("Hood").withBody("Leather Armor").withWeapon("Dagger").build();character->describe();
}
代码解析:
- 通过返回
this
指针实现链式调用,提升代码可读性 - 支持可选参数和任意顺序设置属性
4. 应用场景示例:HTTP请求构造
class HttpRequest {
public:void setMethod(const std::string& method) { method_ = method; }void setUrl(const std::string& url) { url_ = url; }void addHeader(const std::string& key, const std::string& value) {headers_[key] = value;}void setBody(const std::string& body) { body_ = body; }void send() const {std::cout << "Sending " << method_ << " " << url_ << " with body: " << body_ << "\n";}private:std::string method_;std::string url_;std::map<std::string, std::string> headers_;std::string body_;
};class HttpRequestBuilder {
public:HttpRequestBuilder() : request_(std::make_unique<HttpRequest>()) {}HttpRequestBuilder& method(const std::string& method) {request_->setMethod(method);return *this;}HttpRequestBuilder& url(const std::string& url) {request_->setUrl(url);return *this;}HttpRequestBuilder& header(const std::string& key, const std::string& value) {request_->addHeader(key, value);return *this;}HttpRequestBuilder& body(const std::string& body) {request_->setBody(body);return *this;}std::unique_ptr<HttpRequest> build() {return std::move(request_);}private:std::unique_ptr<HttpRequest> request_;
};// 使用示例
void sendPostRequest() {auto request = HttpRequestBuilder().method("POST").url("https://api.example.com/data").header("Content-Type", "application/json").body(R"({"key": "value"})").build();request->send();
}
5. 优缺点分析
优点 | 缺点 |
---|---|
分步骤构造复杂对象,代码清晰 | 需定义多个Builder类,增加代码量 |
支持不同配置和构造顺序 | 对简单对象可能过度设计 |
隔离复杂构造逻辑与业务代码 | 需维护Builder与Product的同步 |
6. 调试与优化策略
- 参数验证:在Builder方法中添加有效性检查,防止非法状态
- 对象复用:对频繁创建的对象,实现reset()方法重用Builder实例
- 性能分析:使用std::move优化字符串等大型数据成员的传递效率