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Chain of Responsibility

Chain of Responsibility en C#

Chain of Responsibility es un patrón de diseño de comportamiento que permite pasar solicitudes a lo largo de la cadena de manejadores potenciales hasta que uno de ellos gestiona la solicitud.

El patrón permite que varios objetos gestionen la solicitud sin acoplar la clase emisora a las clases concretas de los receptores. La cadena puede componerse dinámicamente durante el tiempo de ejecución con cualquier manejador que siga una interfaz manejadora estándar.

Complejidad:

Popularidad:

Ejemplos de uso: El patrón Chain of Responsibility no es un invitado habitual en el programa C#, ya que tan solo es relevante cuando el código opera con cadenas de objetos.

Identificación: El patrón es reconocible porque los métodos de comportamiento de un grupo de objetos invocan indirectamente los mismos métodos en otros objetos, mientras que todos los objetos siguen la interfaz común.

Ejemplo conceptual

Este ejemplo ilustra la estructura del patrón de diseño Chain of Responsibility. Se centra en responder las siguientes preguntas:

  • ¿De qué clases se compone?
  • ¿Qué papeles juegan esas clases?
  • ¿De qué forma se relacionan los elementos del patrón?

Program.cs: Ejemplo conceptual

using System;
using System.Collections.Generic;

namespace RefactoringGuru.DesignPatterns.ChainOfResponsibility.Conceptual
{
    // The Handler interface declares a method for building the chain of
    // handlers. It also declares a method for executing a request.
    public interface IHandler
    {
        IHandler SetNext(IHandler handler);
		
        object Handle(object request);
    }

    // The default chaining behavior can be implemented inside a base handler
    // class.
    abstract class AbstractHandler : IHandler
    {
        private IHandler _nextHandler;

        public IHandler SetNext(IHandler handler)
        {
            this._nextHandler = handler;
            
            // Returning a handler from here will let us link handlers in a
            // convenient way like this:
            // monkey.SetNext(squirrel).SetNext(dog);
            return handler;
        }
		
        public virtual object Handle(object request)
        {
            if (this._nextHandler != null)
            {
                return this._nextHandler.Handle(request);
            }
            else
            {
                return null;
            }
        }
    }

    class MonkeyHandler : AbstractHandler
    {
        public override object Handle(object request)
        {
            if ((request as string) == "Banana")
            {
                return $"Monkey: I'll eat the {request.ToString()}.\n";
            }
            else
            {
                return base.Handle(request);
            }
        }
    }

    class SquirrelHandler : AbstractHandler
    {
        public override object Handle(object request)
        {
            if (request.ToString() == "Nut")
            {
                return $"Squirrel: I'll eat the {request.ToString()}.\n";
            }
            else
            {
                return base.Handle(request);
            }
        }
    }

    class DogHandler : AbstractHandler
    {
        public override object Handle(object request)
        {
            if (request.ToString() == "MeatBall")
            {
                return $"Dog: I'll eat the {request.ToString()}.\n";
            }
            else
            {
                return base.Handle(request);
            }
        }
    }

    class Client
    {
        // The client code is usually suited to work with a single handler. In
        // most cases, it is not even aware that the handler is part of a chain.
        public static void ClientCode(AbstractHandler handler)
        {
            foreach (var food in new List<string> { "Nut", "Banana", "Cup of coffee" })
            {
                Console.WriteLine($"Client: Who wants a {food}?");

                var result = handler.Handle(food);

                if (result != null)
                {
                    Console.Write($"   {result}");
                }
                else
                {
                    Console.WriteLine($"   {food} was left untouched.");
                }
            }
        }
    }

    class Program
    {
        static void Main(string[] args)
        {
            // The other part of the client code constructs the actual chain.
            var monkey = new MonkeyHandler();
            var squirrel = new SquirrelHandler();
            var dog = new DogHandler();

            monkey.SetNext(squirrel).SetNext(dog);

            // The client should be able to send a request to any handler, not
            // just the first one in the chain.
            Console.WriteLine("Chain: Monkey > Squirrel > Dog\n");
            Client.ClientCode(monkey);
            Console.WriteLine();

            Console.WriteLine("Subchain: Squirrel > Dog\n");
            Client.ClientCode(squirrel);
        }
    }
}

Output.txt: Resultado de la ejecución

Chain: Monkey > Squirrel > Dog

Client: Who wants a Nut?
   Squirrel: I'll eat the Nut.
Client: Who wants a Banana?
   Monkey: I'll eat the Banana.
Client: Who wants a Cup of coffee?
   Cup of coffee was left untouched.

Subchain: Squirrel > Dog

Client: Who wants a Nut?
   Squirrel: I'll eat the Nut.
Client: Who wants a Banana?
   Banana was left untouched.
Client: Who wants a Cup of coffee?
   Cup of coffee was left untouched.

Chain of Responsibility en otros lenguajes

Chain of Responsibility en C++ Chain of Responsibility en Go Chain of Responsibility en Java Chain of Responsibility en PHP Chain of Responsibility en Python Chain of Responsibility en Ruby Chain of Responsibility en Rust Chain of Responsibility en Swift Chain of Responsibility en TypeScript