设计模式之备忘录
原理也比较简单,就是提取类的一部分信息作为一个备份
// Memento.cpp : Defines the entry point for the console application.//#include "stdafx.h"// 备忘录模式(Memento): 再不跑坏封装性的前提下// 捕获一个对象的内部状态, 并在对象之外保存这个状态// 这样以后就可将该对象恢复到原先保存的状态// 情景假设,存储于恢复游戏中人物的状态// 模拟的人物状态的结构体struct SRoleState {int nlevle;int nHp;int nMp;};// 人物状态的存档class Memento{public:void GetInfo(SRoleState &sState) const{sState = m_sRolestate;}void SetInfo(const SRoleState& sState){m_sRolestate = sState;}private:SRoleStatem_sRolestate;};// 人物角色class Role{public:void SaveState(Memento &memo){memo.SetInfo(m_sRoleState);}void LoadState(const Memento &memo){memo.GetInfo(m_sRoleState);}void SetRoleState_fortest(int lvl, int hp, int mp){m_sRoleState.nlevle = lvl;m_sRoleState.nHp= hp;m_sRoleState.nMp= mp;}void ShowInfor(){printf("The lvl of hero is %d\nHp:%d\nMp:%d\n",m_sRoleState.nlevle, m_sRoleState.nHp, m_sRoleState.nMp);}protected:SRoleState m_sRoleState;};class MementoMgr{public:void SetMemnto(const Memento& mem){m_memento = mem;}Memento GetMemnto(){return m_memento;}protected:Mementom_memento;private:};int _tmain(int argc, _TCHAR* argv[]){MementoMgr mgr;Role hero;// 英雄的初始属性hero.SetRoleState_fortest(0, 100, 100);hero.ShowInfor();Memento memStart;hero.SaveState(memStart);mgr.SetMemnto(memStart);// 后来英雄的属性hero.SetRoleState_fortest(10, 500, 300);hero.ShowInfor();// 回档hero.LoadState(mgr.GetMemnto());hero.ShowInfor();return 0;}// 输出结果://The lvl of hero is 0//Hp:100//Mp:100//The lvl of hero is 10//Hp:500//Mp:300//The lvl of hero is 0//Hp:100//Mp:100