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sztime:
可以在文本框上绑定事件来禁用回车键, 我就是这样做的.在IE中 ...
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非常好的文章,很透彻不过有一句话小僧腆着脸补充一下:“1111 ...
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火狐和IE 对css 样式解释的差异
It’s our winter holiday now, and I spend many times in playing games. In last week, I soaked myself in <Prince of Persia: the sands of time>. I love this game, but it’s a pity for me that when I fight to the monsters, I can’t control the heroine. Because of that sometimes I need her help to shot somebody exactly not the other one. OK, I’m crazy Controlling two roles will increase the difficulty of manipulation, and it’s not a RTS game.
In RTS game, such as Warcraft, you can control many units. When your team attacks someone, the team members will use their own skills. Maybe the Dwarven Sniper will use his gun to shot, while the Mountain King uses his hammer. So, in action script, we may express these in this way.
- Var team : Array = new Array () ;
- team . push ( new DwarvenSniper ()) ;
- team . push ( new MountainKing ()) ;
- team . push ( new Priest ()) ;
- function attack ( team : Array ) : void
- {
- for ( var i : int = 0 ; i < team . length ; i ++ )
- {
- If ( team [ i ] instanceof DwarvenSniper )
- DwarvenSniper ( Team [ i ]) . gunShot () ;
- Else if ( team [ i ] instanceof MountainKing )
- MountainKing ( Team [ i ]) . hammerShot () ;
- Else if ( team [ i ] instanceof Priest )
- Priest ( Team [ i ]) . priestHit () ;
- }
- }
Note: the above code is directly type in Word, so don’t try to complier it, it may contain many grammar mistakes
Now, take a look at the attack function. When you pass the team array into it, it may works well. Actually, the team member maybe more than ten, eh, I mean the type of members. So, we need to distinguish them in the iteration. This will cause many if-else. And this is the “bad smell” of our code
Here, our problem is that, in an array that may contains many objects, and the action it takes depends on the object type. Further more, the object type is fixed, and the operations of each type are also known, just as the units in Warcraft. What we want to do is organize their basic operations to form a series operation, such as a team in Warcraft to attack the creatures with their normal skills, or attack the buildings with siege skills.
- Function creatureAttack ( team : Array ) : void
- {
- If ( ……… )
- //Using it’s skill here
- Else if ( ………… )
- .
- .
- .
- .
- Else if ( ……….. )
- //Using it’s own skill here
- }
- Function buildingAttack ( team : Array ) : void
- {
- ….. //the same if-else clauses with different skills
- }
Actually, our aim is to refactoring the if-else clauses. And that’s what the Visitor pattern does. The intent is as follows.
Represent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.
–By GOF BOOK
And here is the static diagram of this pattern from the GoF book.
In the Warcraft example, the member is corresponding to the Element, eh, one for each concrete element. And the array is the ObjectStructure. The attacks is the visitor, the concrete visitor is the creature attack and building attack.
So, we can refactor the code by this pattern, let all the members implements the Element interface, and let the attacks implements the Visitor interface. And in the iteration, we can do it in this way.
- Var creatureAttack : AttackVisitor = new creatureAttack () ;
- For ( var i : int = 0 ; I < team . length ; i ++ )
- ( teamElement ) team [ i ] . accept ( creatureAttack ) ;
Here, one accept method replace all the if-else clauses and the concrete operations. Eh, you should implement every accept method in the concrete element like this.
- Function accept ( visitor : AttackVisitor ) : void
- {
- Visitor . visitElementX ( this ) ;
- }
If you’re interested in this pattern, find more information by Google And you can take a look at the example code in the attach file. Download Full Project
发表评论
-
设计模式 图析
2011-09-24 14:27 735【observer】 【adapter】 【comm ... -
一个设计模式的图片
2009-05-03 02:14 539... -
Design Patterns in ActionScript–Factory Method
2009-02-24 13:37 768In our last topic, we talk abou ... -
Design Patterns in ActionScript-Strategy
2009-02-24 13:34 572Today, we’re going to talk abou ... -
Design Patterns in ActionScript-Mediator
2009-02-24 13:29 508Ok, the last pattern now. Let’s ... -
Design Patterns in ActionScript-Command
2009-02-24 13:21 621A few months ago, I was an inte ... -
Design Patterns in ActionScript-Chain of Responsib
2009-02-24 13:12 602When you need some help in a ho ... -
Design Patterns in ActionScript-Flyweight
2009-02-24 13:07 640In Action Script 3.0 we have th ... -
Design Patterns in ActionScript-Memento
2009-02-23 23:38 519Now, I’m using Microsoft word t ... -
Design Patterns in Action Script-Composite
2009-02-23 14:29 516Still remember the Interpreter ... -
Design Patterns in ActionScript-Interpreter
2009-02-23 14:26 665In web programming, we often us ... -
Design Patterns in ActionScript-Proxy
2009-02-23 14:19 631Have you ever use HTTP-proxy or ... -
Design Patterns in Action Script-State
2009-02-23 14:17 959Yesterday, when I was on my way ... -
Design Patterns in ActionScript-Builder
2009-02-23 14:16 522Have you ever buy a computer on ... -
Design Patterns in ActionScript-Prototype
2009-02-23 14:12 667When I want to write the Protot ... -
Design Patterns in ActionScript-Iterator
2009-02-23 14:07 576There is a famous saying in com ... -
Design Patterns in Action Script-Template Method
2009-02-23 14:04 497Do you like playing cards? If y ... -
Design Patterns in ActionScript-Observer
2009-02-23 14:00 593In GUI programming, event-drive ... -
Design Patterns in ActionScript-Singleton
2009-02-23 13:55 527In our real world, many things ... -
Design Patterns in Action Script-Bridge
2009-02-23 13:44 556I think many of you are the fan ...
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