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982526f286
* Translate Iterator pattern to Spanish * Translate to Spanish: Servant pattern Sharding pattern Spatial-partition pattern Special-case pattern specification pattern State pattern Strategy pattern Subclass-case pattern * Update language to es * Fixing Missing translation
236 lines
5.0 KiB
Markdown
236 lines
5.0 KiB
Markdown
---
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title: Servant
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category: Behavioral
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language: es
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tag:
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- Decoupling
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---
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## Propósito
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Servant se utiliza para proporcionar algún comportamiento a un grupo de clases.
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En lugar de definir ese comportamiento en cada clase - o cuando no podemos factorizar
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este comportamiento en la clase padre común - se define una vez en el Servant.
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## Explicación
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Ejemplo del mundo real
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> El Rey, la Reina y otros miembros reales de palacio necesitan sirvientes que les den de comer,
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> organizar bebidas, etc.
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En otras palabras
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> Garantiza que un objeto servidor preste determinados servicios a un grupo de clases atendidas.
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Wikipedia dice
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> En ingeniería de software, el patrón Servant define un objeto utilizado para ofrecer alguna funcionalidad
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> a un grupo de clases sin definir esa funcionalidad en cada una de ellas. Un Servant es una clase
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> cuya instancia (o incluso sólo clase) proporciona métodos que se encargan de un servicio deseado, mientras que
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> los objetos para los que (o con los que) el Servant hace algo, se toman como parámetros.
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**Ejemplo programático**
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La clase Servant puede prestar servicios a otros miembros reales de palacio.
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```java
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/**
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* Servant.
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*/
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public class Servant {
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public String name;
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/**
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* Constructor.
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*/
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public Servant(String name) {
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this.name = name;
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}
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public void feed(Royalty r) {
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r.getFed();
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}
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public void giveWine(Royalty r) {
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r.getDrink();
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}
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public void giveCompliments(Royalty r) {
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r.receiveCompliments();
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}
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/**
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* Check if we will be hanged.
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*/
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public boolean checkIfYouWillBeHanged(List<Royalty> tableGuests) {
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return tableGuests.stream().allMatch(Royalty::getMood);
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}
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}
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```
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Royalty es una interfaz. Es implementada por las clases King, y Queen para obtener servicios de servant.
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```java
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interface Royalty {
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void getFed();
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void getDrink();
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void changeMood();
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void receiveCompliments();
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boolean getMood();
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}
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```
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La clase King implementa la interfaz Royalty.
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```java
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public class King implements Royalty {
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private boolean isDrunk;
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private boolean isHungry = true;
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private boolean isHappy;
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private boolean complimentReceived;
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@Override
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public void getFed() {
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isHungry = false;
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}
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@Override
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public void getDrink() {
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isDrunk = true;
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}
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public void receiveCompliments() {
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complimentReceived = true;
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}
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@Override
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public void changeMood() {
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if (!isHungry && isDrunk) {
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isHappy = true;
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}
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if (complimentReceived) {
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isHappy = false;
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}
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}
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@Override
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public boolean getMood() {
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return isHappy;
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}
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}
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```
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La clase Queen implementa la interfaz Royalty.
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```java
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public class Queen implements Royalty {
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private boolean isDrunk = true;
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private boolean isHungry;
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private boolean isHappy;
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private boolean isFlirty = true;
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private boolean complimentReceived;
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@Override
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public void getFed() {
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isHungry = false;
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}
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@Override
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public void getDrink() {
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isDrunk = true;
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}
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public void receiveCompliments() {
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complimentReceived = true;
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}
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@Override
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public void changeMood() {
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if (complimentReceived && isFlirty && isDrunk && !isHungry) {
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isHappy = true;
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}
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}
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@Override
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public boolean getMood() {
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return isHappy;
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}
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public void setFlirtiness(boolean f) {
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this.isFlirty = f;
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}
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}
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```
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Luego:
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```java
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public class App {
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private static final Servant jenkins = new Servant("Jenkins");
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private static final Servant travis = new Servant("Travis");
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/**
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* Program entry point.
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*/
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public static void main(String[] args) {
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scenario(jenkins, 1);
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scenario(travis, 0);
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}
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/**
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* Can add a List with enum Actions for variable scenarios.
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*/
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public static void scenario(Servant servant, int compliment) {
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var k = new King();
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var q = new Queen();
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var guests = List.of(k, q);
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// feed
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servant.feed(k);
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servant.feed(q);
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// serve drinks
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servant.giveWine(k);
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servant.giveWine(q);
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// compliment
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servant.giveCompliments(guests.get(compliment));
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// outcome of the night
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guests.forEach(Royalty::changeMood);
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// check your luck
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if (servant.checkIfYouWillBeHanged(guests)) {
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LOGGER.info("{} will live another day", servant.name);
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} else {
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LOGGER.info("Poor {}. His days are numbered", servant.name);
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}
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}
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}
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```
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La salida de la consola
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```
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Jenkins will live another day
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Poor Travis. His days are numbered
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```
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## Diagrama de clases
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## Aplicabilidad
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Utiliza el patrón Servant cuando
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* Cuando queremos que algunos objetos realicen una acción común y no queremos definir esta acción como un método en cada clase.
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## Créditos
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* [Let's Modify the Objects-First Approach into Design-Patterns-First](http://edu.pecinovsky.cz/papers/2006_ITiCSE_Design_Patterns_First.pdf)
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