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📄 class1.cs

📁 来自DoFactory的设计模式, 由于是本人根据已有代码创建,没有NETOptimized项
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// Builder pattern -- Real World example  

using System;
using System.Collections;

namespace DoFactory.GangOfFour.Builder.RealWorld
{
    // MainApp test application 

    public class MainApp
    {
        public static void Main()
        {
            // Create shop with vehicle builders 
            Shop shop = new Shop();
            VehicleBuilder b1 = new ScooterBuilder();
            VehicleBuilder b2 = new CarBuilder();
            VehicleBuilder b3 = new MotorCycleBuilder();

            // Construct and display vehicles 
            shop.Construct(b1);
            b1.Vehicle.Show();

            shop.Construct(b2);
            b2.Vehicle.Show();

            shop.Construct(b3);
            b3.Vehicle.Show();

            // Wait for user 
            Console.Read();
        }
    }

    // "Director" 

    class Shop
    {
        // Builder uses a complex series of steps 
        public void Construct(VehicleBuilder vehicleBuilder)
        {
            vehicleBuilder.BuildFrame();
            vehicleBuilder.BuildEngine();
            vehicleBuilder.BuildWheels();
            vehicleBuilder.BuildDoors();
        }
    }

    // "Builder" 

    abstract class VehicleBuilder
    {
        protected Vehicle vehicle;

        // Property 
        public Vehicle Vehicle
        {
            get { return vehicle; }
        }

        public abstract void BuildFrame();
        public abstract void BuildEngine();
        public abstract void BuildWheels();
        public abstract void BuildDoors();
    }

    // "ConcreteBuilder1" 

    class MotorCycleBuilder : VehicleBuilder
    {
        public override void BuildFrame()
        {
            vehicle = new Vehicle("MotorCycle");
            vehicle["frame"] = "MotorCycle Frame";
        }

        public override void BuildEngine()
        {
            vehicle["engine"] = "500 cc";
        }

        public override void BuildWheels()
        {
            vehicle["wheels"] = "2";
        }

        public override void BuildDoors()
        {
            vehicle["doors"] = "0";
        }
    }

    // "ConcreteBuilder2" 

    class CarBuilder : VehicleBuilder
    {
        public override void BuildFrame()
        {
            vehicle = new Vehicle("Car");
            vehicle["frame"] = "Car Frame";
        }

        public override void BuildEngine()
        {
            vehicle["engine"] = "2500 cc";
        }

        public override void BuildWheels()
        {
            vehicle["wheels"] = "4";
        }

        public override void BuildDoors()
        {
            vehicle["doors"] = "4";
        }
    }

    // "ConcreteBuilder3" 

    class ScooterBuilder : VehicleBuilder
    {
        public override void BuildFrame()
        {
            vehicle = new Vehicle("Scooter");
            vehicle["frame"] = "Scooter Frame";
        }

        public override void BuildEngine()
        {
            vehicle["engine"] = "50 cc";
        }

        public override void BuildWheels()
        {
            vehicle["wheels"] = "2";
        }

        public override void BuildDoors()
        {
            vehicle["doors"] = "0";
        }
    }

    // "Product" 

    class Vehicle
    {
        private string type;
        private Hashtable parts = new Hashtable();

        // Constructor 
        public Vehicle(string type)
        {
            this.type = type;
        }

        // Indexer (i.e. smart array) 
        public object this[string key]
        {
            get { return parts[key]; }
            set { parts[key] = value; }
        }

        public void Show()
        {
            Console.WriteLine("\n---------------------------");
            Console.WriteLine("Vehicle Type: {0}", type);
            Console.WriteLine(" Frame : {0}", parts["frame"]);
            Console.WriteLine(" Engine : {0}", parts["engine"]);
            Console.WriteLine(" #Wheels: {0}", parts["wheels"]);
            Console.WriteLine(" #Doors : {0}", parts["doors"]);
        }
    }
}

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