Pamiątka to behawioralny wzorzec projektowy umożliwiający zapisywanie “migawek” stanu obiektu i późniejsze jego przywracanie.
Wzorzec Pamiątka nie wpływa na wewnętrzną strukturę obiektu z którym współpracuje, ani na dane przechowywane w migawkach.
Złożoność:
Popularność:
Przykłady użycia: Zasada działania Pamiątki opiera się na serializacji, która jest dość powszechnie stosowana w C#. Nie jest to jedyny, czy najefektywniejszy sposób zapisywania migawki stanu obiektu, ale pozwala na przechowywanie kopii zapasowych, chroniąc jednocześnie strukturę obiektu źródłowego przed innymi obiektami.
Przykład koncepcyjny
Poniższy przykład ilustruje strukturę wzorca Pamiątka ze szczególnym naciskiem na następujące kwestie:
Z jakich składa się klas?
Jakie role pełnią te klasy?
W jaki sposób elementy wzorca są ze sobą powiązane?
Program.cs: Przykład koncepcyjny
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
namespace RefactoringGuru.DesignPatterns.Memento.Conceptual
{
// The Originator holds some important state that may change over time. It
// also defines a method for saving the state inside a memento and another
// method for restoring the state from it.
class Originator
{
// For the sake of simplicity, the originator's state is stored inside a
// single variable.
private string _state;
public Originator(string state)
{
this._state = state;
Console.WriteLine("Originator: My initial state is: " + state);
}
// The Originator's business logic may affect its internal state.
// Therefore, the client should backup the state before launching
// methods of the business logic via the save() method.
public void DoSomething()
{
Console.WriteLine("Originator: I'm doing something important.");
this._state = this.GenerateRandomString(30);
Console.WriteLine($"Originator: and my state has changed to: {_state}");
}
private string GenerateRandomString(int length = 10)
{
string allowedSymbols = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
string result = string.Empty;
while (length > 0)
{
result += allowedSymbols[new Random().Next(0, allowedSymbols.Length)];
Thread.Sleep(12);
length--;
}
return result;
}
// Saves the current state inside a memento.
public IMemento Save()
{
return new ConcreteMemento(this._state);
}
// Restores the Originator's state from a memento object.
public void Restore(IMemento memento)
{
if (!(memento is ConcreteMemento))
{
throw new Exception("Unknown memento class " + memento.ToString());
}
this._state = memento.GetState();
Console.Write($"Originator: My state has changed to: {_state}");
}
}
// The Memento interface provides a way to retrieve the memento's metadata,
// such as creation date or name. However, it doesn't expose the
// Originator's state.
public interface IMemento
{
string GetName();
string GetState();
DateTime GetDate();
}
// The Concrete Memento contains the infrastructure for storing the
// Originator's state.
class ConcreteMemento : IMemento
{
private string _state;
private DateTime _date;
public ConcreteMemento(string state)
{
this._state = state;
this._date = DateTime.Now;
}
// The Originator uses this method when restoring its state.
public string GetState()
{
return this._state;
}
// The rest of the methods are used by the Caretaker to display
// metadata.
public string GetName()
{
return $"{this._date} / ({this._state.Substring(0, 9)})...";
}
public DateTime GetDate()
{
return this._date;
}
}
// The Caretaker doesn't depend on the Concrete Memento class. Therefore, it
// doesn't have access to the originator's state, stored inside the memento.
// It works with all mementos via the base Memento interface.
class Caretaker
{
private List<IMemento> _mementos = new List<IMemento>();
private Originator _originator = null;
public Caretaker(Originator originator)
{
this._originator = originator;
}
public void Backup()
{
Console.WriteLine("\nCaretaker: Saving Originator's state...");
this._mementos.Add(this._originator.Save());
}
public void Undo()
{
if (this._mementos.Count == 0)
{
return;
}
var memento = this._mementos.Last();
this._mementos.Remove(memento);
Console.WriteLine("Caretaker: Restoring state to: " + memento.GetName());
try
{
this._originator.Restore(memento);
}
catch (Exception)
{
this.Undo();
}
}
public void ShowHistory()
{
Console.WriteLine("Caretaker: Here's the list of mementos:");
foreach (var memento in this._mementos)
{
Console.WriteLine(memento.GetName());
}
}
}
class Program
{
static void Main(string[] args)
{
// Client code.
Originator originator = new Originator("Super-duper-super-puper-super.");
Caretaker caretaker = new Caretaker(originator);
caretaker.Backup();
originator.DoSomething();
caretaker.Backup();
originator.DoSomething();
caretaker.Backup();
originator.DoSomething();
Console.WriteLine();
caretaker.ShowHistory();
Console.WriteLine("\nClient: Now, let's rollback!\n");
caretaker.Undo();
Console.WriteLine("\n\nClient: Once more!\n");
caretaker.Undo();
Console.WriteLine();
}
}
}
Output.txt: Wynik działania
Originator: My initial state is: Super-duper-super-puper-super.
Caretaker: Saving Originator's state...
Originator: I'm doing something important.
Originator: and my state has changed to: oGyQIIatlDDWNgYYqJATTmdwnnGZQj
Caretaker: Saving Originator's state...
Originator: I'm doing something important.
Originator: and my state has changed to: jBtMDDWogzzRJbTTmEwOOhZrjjBULe
Caretaker: Saving Originator's state...
Originator: I'm doing something important.
Originator: and my state has changed to: exoHyyRkbuuNEXOhhArKccUmexPPHZ
Caretaker: Here's the list of mementos:
12.06.2018 15:52:45 / (Super-dup...)
12.06.2018 15:52:46 / (oGyQIIatl...)
12.06.2018 15:52:46 / (jBtMDDWog...)
Client: Now, let's rollback!
Caretaker: Restoring state to: 12.06.2018 15:52:46 / (jBtMDDWog...)
Originator: My state has changed to: jBtMDDWogzzRJbTTmEwOOhZrjjBULe
Client: Once more!
Caretaker: Restoring state to: 12.06.2018 15:52:46 / (oGyQIIatl...)
Originator: My state has changed to: oGyQIIatlDDWNgYYqJATTmdwnnGZQj
Pamiątka w innych językach