当观察者希望观察不同的项目时实现观察者模式

Implementing Observer pattern when observers wish to observe different items

本文关键字:项目 实现 观察者模式 观察者 希望 观察      更新时间:2023-10-16

下面我尝试在观察者希望观察不同项目时为 Observer 模式编写一个 sudo 代码。

忽略语法错误。我想知道这是否是实现此目的的正确方法。如果没有,请提出更好的方法。

// Used by the subject for keeping a track of what items the observer wants to observe
typedef struct observerListStruct
{
    bool getTemperatureUpdate;
    bool getHumidityUpdate;
    bool getPressureUpdate;
    observer's-function pointer's address;
};
// Subject's class
class weatherData
{
    public:
        // Observers will call this function to register themselves. The function pointer will point to the function which will get called when updates are available.
        void registerObservers (observer obj, observer's-FunctionPointer)
        {
            // This observer's function returns which items to observe.
            char* f = obj.returnItemsToObserve ();
            if f[0] = `1`
                observerListStruct.getTemperatureUpdate = true;
        }
        void unregisterObservers (observer obj) {}
    private:
        vector <observerListStruct> observerList;
        float temperature;
        float humidity;
        float pressure;
        void notifyObservers ()          {}
        float getTemperature ()          {}
        float getHumidity ()                 {}
        float getPressure ()                 {}
} weatherDataObject;
// Base class for observers containing common functions
class observers
{
    char ItemsToObserve [3] = {1, 2, 3};
    // This observer's function returns which items to observe. Default - return all items
        virtual char* returnItemsToObserve ()
    {
        return ItemsToObserve;
    }
};
class observerDisplayElementCurrentConditions : public observers
{
    char ItemsToObserve [3] = {1, 2};
    char* returnItemsToObserve ()
    {
        return ItemsToObserve;
    }
    // this function will be used as a function pointer for getting updates
    void getUpdatesAndDisplayWeatherData (float, float) {}
};

一个更面向模式的解决方案(但没有函数指针(可能是这样的。您可以参数化 WeatherObserver-Class 以仅获取所需的值。

#include <list>
#include <iostream>
class Observable;   //forward declaration
//Base class for all observers
class Observer {
    friend class Observable;    //allow access to observedSubject
protected:
    Observable *observedSubject;
public:
    virtual void update(){};
};

//Base class for all observables
class Observable {
private:
    std::list<Observer * const> m_registeredObservers;
public:
    ~Observable()
    {
        //delete the observers
        std::list<Observer * const>::iterator it = m_registeredObservers.begin();
        while (it != m_registeredObservers.end())
        {
            delete *it;
            it = m_registeredObservers.erase(it);
        }
    }
    void addObserver(Observer * const _pObserver)
    {
        _pObserver->observedSubject = this;
        m_registeredObservers.push_back(_pObserver);
    }
    void removeObserver(Observer * const _pObserver)
    {
        m_registeredObservers.remove(_pObserver);
        delete _pObserver;
    }
    void notifyObservers()
    {
        std::list<Observer * const>::iterator it = m_registeredObservers.begin();
        while (it != m_registeredObservers.end())
        {
            (*it)->update();
            it++;
        }
    }
};
//Concrete Observable
class WeatherData : public Observable {
private:
    float temperature;
    float humidity;
    float pressure;
public:
    WeatherData(): temperature(0), humidity(0), pressure(0)
    {};
    float getTemperature () const 
    {
        return temperature;
    }
    float getHumidity () const 
    {
        return humidity;
    }
    float getPressure () const 
    {
        return pressure;
    }
    void setTemperature(float _temperature)
    {
        if (temperature != _temperature)
        {
            temperature = _temperature;
            notifyObservers();
        }
    }
    void setHumidity(float _humidity)
    {
        if (humidity != _humidity)
        {
            humidity = _humidity;
            notifyObservers();
        }
    }
    void setPressure(float _pressure)
    {
        if (pressure != _pressure)
        {
            pressure = _pressure;
            notifyObservers();
        }
    }
};

//Concrete implementation of an weather observer
class WeatherObserver : public Observer 
{
    public:
        WeatherObserver():Observer(){};
        void update()
        {
            WeatherData* pWeatherPtr = static_cast<WeatherData*>(observedSubject);
            if (pWeatherPtr != 0)
            {
                float actHumidity = pWeatherPtr->getHumidity();
                float actPressure = pWeatherPtr->getPressure();
                float actTemperature = pWeatherPtr->getTemperature();
                //do something with the data
                std::cout << "WeatherObserver update" << std::endl;
                std::cout << "Temperature : " << actTemperature << std::endl;
                std::cout << "Humidity : " << actHumidity << std::endl;
                std::cout << "Pressure : " << actPressure << std::endl;
            }
        }
};
int main()
{
    WeatherData weatherData;
    Observer * pObserver = new WeatherObserver();
    weatherData.addObserver(pObserver);
    weatherData.setHumidity(100);
    weatherData.setTemperature(100);
}
#include <algorithm>
#include <vector>

class WeatherFlags
{
public:
    WeatherFlags()
        : mask_(0)
    {}
    union {
        struct {
            unsigned int temperature_ : 1;
            unsigned int humidity_ : 1;
            unsigned int pressure_ : 1;
        };
        unsigned int mask_;
    };
};
class WeatherData;
class WeatherEvent
{
public:
    WeatherEvent(WeatherData* data, WeatherFlags const& flags)
        : data_(data)
        , flags_(flags)
    {}
    double getTemperature() const;
    WeatherData* data_;
    WeatherFlags flags_;  
};
class WeatherListener
{
public:
    virtual ~WeatherListener() = 0;
    virtual void onWeatherUpdate(WeatherEvent& e) = 0;
};
inline WeatherListener::~WeatherListener() {}
class WeatherListenerEntry
{
public:
    WeatherListenerEntry()
        : listener_(0)
    {}
    WeatherListenerEntry(WeatherListener* listener, WeatherFlags const& flags)
        : listener_(listener)
        , flags_(flags)
    {}
    WeatherListener* listener_;
    WeatherFlags flags_;
};
class WeatherData
{
public:
    WeatherData();
    void addListener(WeatherListener* listener, WeatherFlags const& flags);
    void removeListener(WeatherListener* listener);
    void notify(WeatherFlags const& flags);
    double getTemperature() const { return temperature_; }
private:
    typedef std::vector<WeatherListenerEntry> Listeners;
    Listeners listeners_;
    double temperature_;
};
WeatherData::WeatherData()
: temperature_(0)
{}
void WeatherData::addListener(WeatherListener* listener, WeatherFlags const& flags)
{
    // TODO Could maybe check for the addition of duplicates here...
    listeners_.push_back(WeatherListenerEntry(listener, flags));
}
void WeatherData::removeListener(WeatherListener* listener)
{
    struct ListenerEquals {
        WeatherListener* listener_;
        ListenerEquals(WeatherListener* listener)
            : listener_(listener)
        {}
        bool operator()(WeatherListenerEntry const& e) const {
            return (e.listener_ == listener_);
        }
    };
    listeners_.erase(
        std::remove_if(listeners_.begin(), listeners_.end(), ListenerEquals(listener)),
        listeners_.end());
}
void WeatherData::notify(WeatherFlags const& flags)
{
    WeatherEvent evt(this, flags);
    for (Listeners::iterator i = listeners_.begin(); i != listeners_.end(); ++i)
    {
        if (0 != (i->flags_.mask_ & flags.mask_)) {
            i->listener_->onWeatherUpdate(evt);
        }
    }
}
double 
WeatherEvent::getTemperature() const
{
    return data_->getTemperature();
}

#include <iostream>
class WeatherObserverStdout : public WeatherListener
{
public:
    void observe(WeatherData& data) {
        WeatherFlags flags;
        flags.temperature_ = true; // interested in temperature only.
        data.addListener(this, flags);        
    }
    virtual void onWeatherUpdate(WeatherEvent& e);
};
void
WeatherObserverStdout::onWeatherUpdate(WeatherEvent& e)
{
    double temp = e.getTemperature();
    std::cout << "Temperatrure: " << temp << std::endl;
}
int _tmain(int argc, _TCHAR* argv[])
{
    WeatherData wdata;
    WeatherObserverStdout obs;
    obs.observe(wdata);
    WeatherFlags flags;
    wdata.notify(flags);
    flags.temperature_ = true;
    wdata.notify(flags);
    return 0;
}

我认为定义一组每个观察者都可以侦听的事件类型更容易,也更具可扩展性。然后注册观察器以侦听该特定事件类型。然后,观察者保留为每个事件注册的观察者列表,并在事件发生时通知他们。使用 std::functionstd::bind(或 boost 等效项(的组合,可以轻松地为给定事件类型注册回调。您可以将回调放在事件类型的映射中以回调。

例如,类似这些行的东西(几乎是伪代码,尚未经过测试(

class Publisher {
 public :
  void subscribe(const std::string& event, 
                 std::function<void(double)> callback) {
    m_subscribers[s].push_back(callback);    
  }
  void publish(const std::string& event) const {
    for (auto& f : m_subscribers[event]) f( some double );}
  void event(const std::string& event) const { publish(event);}
 private:
  // map of event types (here simply strings) to list of callbacks
  std::map<std::string&, 
           std::list<std::function<void(const std::string&)>>> m_subscribers;
};
struct Foo {
  void foo(double x) {
  std::cout << "Foo received message: " << x << "n";
  }
};
struct Bar {
  void bar(double x) {
  std::cout << "Bar received message: " << x << "n";
  }
};
int main() {
  Publisher pub;
  Foo f0;
  Foo f1;
  Bar bar0;
  pub.subscribe("RED", std::bind(&Foo::foo, &foo0, _1));
  pub.subscribe("GREEN", std::bind(&Foo::foo, &foo1, _1));
  pub.subscribe("WHITE", std::bind(&Foo::foo, &foo1, _1));
  pub.subscribe("RED", std::bind(&Bar::bar, &bar0, _1));
  pub.subscribe("BLUE", std::bind(&Bar::bar, &bar0, _1));
  pub.subscribe("MAGENTA", std::bind(&Bar::bar, &bar0, _1));
  // trigger a "GREEN" event
  pub.event("GREEN");
}

在这里,观察者(或订阅者(注册到一些事件,此处由字符串表示,并且当此事件发生时,将调用其注册的回调。在上面的例子中,我手动触发了一个事件来说明机制。

此事件回调机制允许将实际项目与回调操作分离。观察者(或发布者(知道要为给定事件传递回调的参数,以及要调用的回调,因此观察者不依赖于观察对象的内部数据。

我写了很多C++代码,需要为我正在处理的一些游戏组件创建一个观察者。 我需要一些东西来分发"帧开始"、"用户输入"等,作为游戏中的事件发送给感兴趣的各方。

我还希望在可以处理的事件中具有更精细的粒度。 我有很多小事情要做...我不需要让有兴趣重置下一帧的部分担心用户输入的变化。

我还希望它是直C++的,不依赖于平台或特定的技术(如boost,Qt等(,因为我经常在不同的项目中构建和重用组件(及其背后的想法(。

以下是我想出的解决方案的粗略草图:

  1. 观察者是一个单例,具有键(枚举值,而不是字符串;这是一个速度权衡,因为键没有经过哈希搜索,但这意味着没有简单的"字符串"名称,你必须提前定义它们(供受试者注册兴趣。 因为它是单例,所以它始终存在。
  2. 每个主题都派生自一个公共基类。 基类有一个抽象的虚拟函数 Notify(...(,必须在派生类中实现,还有一个析构函数,在删除基类时将其从观察器中删除(它始终可以访问(。
  3. 在观察者内部,如果在 Notify(...( 正在进行时调用 Detach(...(,则任何分离的主题最终都会出现在列表中。
  4. 在观察者上调用 Notify(...( 时,它会创建主题列表的临时副本。 当它迭代它时,它会将其与最近分离的进行比较。 如果目标不在目标上,则会在目标上调用 Notify(...(。 否则,将跳过它。
  5. 观察器中的 Notify(...(
  6. 还会跟踪处理级联调用的深度(A 通知 B、C、D 和 D.Notify(...( 触发对 E 的 Notify(...( 调用等(。

这是界面最终的样子:

/* 
 The Notifier is a singleton implementation of the Subject/Observer design
 pattern.  Any class/instance which wishes to participate as an observer
 of an event can derive from the Notified base class and register itself
 with the Notiifer for enumerated events.
 Notifier derived classes MUST implement the notify function, which has 
 a prototype of:
 void Notify(const NOTIFIED_EVENT_TYPE_T& event)
 This is a data object passed from the Notifier class.  The structure 
 passed has a void* in it.  There is no illusion of type safety here 
 and it is the responsibility of the user to ensure it is cast properly.
 In most cases, it will be "NULL".
 Classes derived from Notified do not need to deregister (though it may 
 be a good idea to do so) as the base class destructor will attempt to
 remove itself from the Notifier system automatically.
 The event type is an enumeration and not a string as it is in many 
 "generic" notification systems.  In practical use, this is for a closed
 application where the messages will be known at compile time.  This allows
 us to increase the speed of the delivery by NOT having a 
 dictionary keyed lookup mechanism.  Some loss of generality is implied 
 by this.
 This class/system is NOT thread safe, but could be made so with some
 mutex wrappers.  It is safe to call Attach/Detach as a consequence 
 of calling Notify(...).  
 */

class Notified;
class Notifier : public SingletonDynamic<Notifier>
{
public:
   typedef enum
   {
      NE_MIN = 0,
      NE_DEBUG_BUTTON_PRESSED = NE_MIN,
      NE_DEBUG_LINE_DRAW_ADD_LINE_PIXELS,
      NE_DEBUG_TOGGLE_VISIBILITY,
      NE_DEBUG_MESSAGE,
      NE_RESET_DRAW_CYCLE,
      NE_VIEWPORT_CHANGED,
      NE_MAX,
   } NOTIFIED_EVENT_TYPE_T;
private:
   typedef vector<NOTIFIED_EVENT_TYPE_T> NOTIFIED_EVENT_TYPE_VECTOR_T;
   typedef map<Notified*,NOTIFIED_EVENT_TYPE_VECTOR_T> NOTIFIED_MAP_T;
   typedef map<Notified*,NOTIFIED_EVENT_TYPE_VECTOR_T>::iterator NOTIFIED_MAP_ITER_T;
   typedef vector<Notified*> NOTIFIED_VECTOR_T;
   typedef vector<NOTIFIED_VECTOR_T> NOTIFIED_VECTOR_VECTOR_T;
   NOTIFIED_MAP_T _notifiedMap;
   NOTIFIED_VECTOR_VECTOR_T _notifiedVector;
   NOTIFIED_MAP_ITER_T _mapIter;
   // This vector keeps a temporary list of observers that have completely
   // detached since the current "Notify(...)" operation began.  This is
   // to handle the problem where a Notified instance has called Detach(...)
   // because of a Notify(...) call.  The removed instance could be a dead
   // pointer, so don't try to talk to it.
   vector<Notified*> _detached;
   int32 _notifyDepth;
   void RemoveEvent(NOTIFIED_EVENT_TYPE_VECTOR_T& orgEventTypes, NOTIFIED_EVENT_TYPE_T eventType);
   void RemoveNotified(NOTIFIED_VECTOR_T& orgNotified, Notified* observer);
public:
   virtual void Reset();
   virtual bool Init() { Reset(); return true; }
   virtual void Shutdown() { Reset(); }
   void Attach(Notified* observer, NOTIFIED_EVENT_TYPE_T eventType);
   // Detach for a specific event
   void Detach(Notified* observer, NOTIFIED_EVENT_TYPE_T eventType);
   // Detach for ALL events
   void Detach(Notified* observer);
   /* The design of this interface is very specific.  I could 
    * create a class to hold all the event data and then the
    * method would just have take that object.  But then I would
    * have to search for every place in the code that created an
    * object to be used and make sure it updated the passed in
    * object when a member is added to it.  This way, a break
    * occurs at compile time that must be addressed.
    */
   void Notify(NOTIFIED_EVENT_TYPE_T, const void* eventData = NULL);
   /* Used for CPPUnit.  Could create a Mock...maybe...but this seems
    * like it will get the job done with minimal fuss.  For now.
    */
   // Return all events that this object is registered for.
   vector<NOTIFIED_EVENT_TYPE_T> GetEvents(Notified* observer);
   // Return all objects registered for this event.
   vector<Notified*> GetNotified(NOTIFIED_EVENT_TYPE_T event);
};
/* This is the base class for anything that can receive notifications.
 */
class Notified
{
public:
   virtual void Notify(Notifier::NOTIFIED_EVENT_TYPE_T eventType, const void* eventData) = 0;
   virtual ~Notified();
};
typedef Notifier::NOTIFIED_EVENT_TYPE_T NOTIFIED_EVENT_TYPE_T;

注意:通知类有一个函数,此处为 Notify(...(。 由于 void* 不是类型安全的,因此我创建了其他版本,其中通知如下所示:

virtual void Notify(Notifier::NOTIFIED_EVENT_TYPE_T eventType, int value); 
virtual void Notify(Notifier::NOTIFIED_EVENT_TYPE_T eventType, const string& str);

相应的 Notify(...( 方法已添加到通告程序本身。 所有这些都使用单个函数来获取"目标列表",然后在目标上调用适当的函数。 这效果很好,可以防止接收器进行丑陋的投射。

这似乎效果很好。 该解决方案与源代码一起发布在此处的网络上。 这是一个相对较新的设计,因此非常感谢任何反馈。

我的两分钱...

观察者模式的经典(四人帮(实现通知观察者主体的任何属性的变化。在您的问题中,您希望将观察者注册到特定属性,而不是整个主题。您可以将观察者模式向下移动一级,并将属性作为具体主体并定义其观察者(每个属性(,但有一种更好的方法来解决此问题。

在 C# 中,观察者模式是通过事件委托实现的。委托表示事件处理程序 - 触发事件时应执行的函数。可以在事件中添加(注册(或删除(取消注册(委托。

在C++中,函子充当委托 - 它们可以存储所有必要的信息,以便在不同的上下文中调用某个全局函数或类方法。事件是(已注册的(函子的集合,当事件被引发(调用(时,它基本上会遍历该列表并调用所有函子(参见 juanchopanza 解决方案中的Publisher::publish方法(。

我尝试实现C++版本的事件和委托,并在修改后的观察者模式中使用它们,该模式可以应用于您的情况。这就是我想出的:

#include <list>
#include <iostream>
#include <algorithm>
// use base class to resolve the problem of how to put into collection objects of different types
template <typename TPropertyType>
struct PropertyChangedDelegateBase
{
    virtual ~PropertyChangedDelegateBase(){};
    virtual void operator()(const TPropertyType& t) = 0;
};
template <typename THandlerOwner, typename TPropertyType>
struct PropertyChangedDelegate : public PropertyChangedDelegateBase<TPropertyType>
{
    THandlerOwner* pHandlerOwner_;
    typedef void (THandlerOwner::*TPropertyChangeHandler)(const TPropertyType&);
    TPropertyChangeHandler handler_;
public:
    PropertyChangedDelegate(THandlerOwner* pHandlerOwner, TPropertyChangeHandler handler) : 
      pHandlerOwner_(pHandlerOwner), handler_(handler){}
    void operator()(const TPropertyType& t)
    {
        (pHandlerOwner_->*handler_)(t);
    }
};
template<typename TPropertyType>
class PropertyChangedEvent
{
public:
    virtual ~PropertyChangedEvent(){};
    void add(PropertyChangedDelegateBase<TPropertyType>* const d)
    {
        std::list<PropertyChangedDelegateBase<TPropertyType>* const>::const_iterator it = std::find(observers_.begin(), observers_.end(), d);
        if(it != observers_.end())
            throw std::runtime_error("Observer already registered");
        observers_.push_back(d);
    }

    void remove(PropertyChangedDelegateBase<TPropertyType>* const d)
    {       
        std::list<PropertyChangedDelegateBase<TPropertyType>* const>::const_iterator it = std::find(observers_.begin(), observers_.end(), d);
        if(it != observers_.end())
            observers_.remove(d);
    }   
    // notify
    void operator()(const TPropertyType& newValue)
    {
        std::list<PropertyChangedDelegateBase<TPropertyType>* const>::const_iterator it = observers_.begin();
        for(; it != observers_.end(); ++it)
        {
            (*it)->operator()(newValue);
        }
    }
protected:
    std::list<PropertyChangedDelegateBase<TPropertyType>* const> observers_;
};
// class that owns concrete subjects
class PropertyOwner1
{
    int property1_;
    float property2_;   
public:
    PropertyChangedEvent<int> property1ChangedEvent;
    PropertyChangedEvent<float> property2ChangedEvent;
    PropertyOwner1() : 
        property1_(0), 
        property2_(0.0f)
    {}  
    int property1() const {return property1_;}
    void property1(int n) 
    {
        if(property1_ != n)
        {
            property1_ = n;
            std::cout << "PropertyOwner1::property1(): property1_ set to " << property1_ << std::endl;
            property1ChangedEvent(property1_);
        }
    }
    float property2() const {return property2_;}
    void property2(float n) 
    {
        if(property2_ != n)
        {
            property2_ = n;
            std::cout << "PropertyOwner1::property2(): property2_ set to " << property2_ << std::endl;
            property2ChangedEvent(property2_);
        }
    }
};
// class that owns concrete subjects
class PropertyOwner2
{
    bool property1_;
    double property2_;  
public:
    PropertyChangedEvent<bool> property1ChangedEvent;
    PropertyChangedEvent<double> property2ChangedEvent;
    PropertyOwner2() : 
        property1_(false), 
        property2_(0.0)
    {}  
    bool property1() const {return property1_;}
    void property1(bool n) 
    {
        if(property1_ != n)
        {
            property1_ = n;
            std::cout << "PropertyOwner2::property1(): property1_ set to " << property1_ << std::endl;
            property1ChangedEvent(property1_);
        }
    }
    double property2() const {return property2_;}
    void property2(double n) 
    {
        if(property2_ != n)
        {
            property2_ = n;
            std::cout << "PropertyOwner2::property2(): property2_ set to " << property2_ << std::endl;
            property2ChangedEvent(property2_);
        }
    }
};
// class that observes changes in property1 of PropertyOwner1 and property1 of PropertyOwner2
struct PropertyObserver1
{   
    void OnPropertyOwner1Property1Changed(const int& newValue)
    {
        std::cout << "tPropertyObserver1::OnPropertyOwner1Property1Changed(): ntnew value is: " << newValue << std::endl;
    }
    void OnPropertyOwner2Property1Changed(const bool& newValue)
    {
        std::cout << "tPropertyObserver1::OnPropertyOwner2Property1Changed(): ntnew value is: " << newValue << std::endl;
    }
};
// class that observes changes in property2 of PropertyOwner1 and property2 of PropertyOwner2
struct PropertyObserver2
{   
    void OnPropertyOwner1Property2Changed(const float& newValue)
    {
        std::cout << "tPropertyObserver2::OnPropertyOwner1Property2Changed(): ntnew value is: " << newValue << std::endl;
    }
    void OnPropertyOwner2Property2Changed(const double& newValue)
    {
        std::cout << "tPropertyObserver2::OnPropertyOwner2Property2Changed(): ntnew value is: " << newValue << std::endl;
    }
};
int main(int argc, char** argv)
{
    PropertyOwner1 propertyOwner1;  
    PropertyOwner2 propertyOwner2;      
    PropertyObserver1 propertyObserver1;
    PropertyObserver2 propertyObserver2;
    // register observers
    PropertyChangedDelegate<PropertyObserver1, int> delegate1(&propertyObserver1, &PropertyObserver1::OnPropertyOwner1Property1Changed);
    propertyOwner1.property1ChangedEvent.add(&delegate1);
    PropertyChangedDelegate<PropertyObserver2, float> delegate2(&propertyObserver2, &PropertyObserver2::OnPropertyOwner1Property2Changed);
    propertyOwner1.property2ChangedEvent.add(&delegate2);
    PropertyChangedDelegate<PropertyObserver1, bool> delegate3(&propertyObserver1, &PropertyObserver1::OnPropertyOwner2Property1Changed);
    propertyOwner2.property1ChangedEvent.add(&delegate3);
    PropertyChangedDelegate<PropertyObserver2, double> delegate4(&propertyObserver2, &PropertyObserver2::OnPropertyOwner2Property2Changed);
    propertyOwner2.property2ChangedEvent.add(&delegate4);
    propertyOwner1.property1(1);
    propertyOwner1.property2(1.2f);
    propertyOwner2.property1(true);
    propertyOwner2.property2(3.4);
    // unregister PropertyObserver1
    propertyOwner1.property1ChangedEvent.remove(&delegate1);
    propertyOwner2.property1ChangedEvent.remove(&delegate3);
    propertyOwner1.property1(2);
    propertyOwner1.property2(4.5f);
}

输出:

    PropertyOwner1::property1(): property1_ set to 1
      PropertyObserver1::OnPropertyOwner1Property1Changed():
      new value is: 1 
    PropertyOwner1::property2(): property2_ set to 1.2
      PropertyObserver2::OnPropertyOwner1Property2Changed():
      new value is: 1.2 
    PropertyOwner2::property1(): property1_ set to 1
      PropertyObserver1::OnPropertyOwner2Property1Changed():
      new value is: 1 
    PropertyOwner2::property2(): property2_ set to 3.4
      PropertyObserver2::OnPropertyOwner2Property2Changed():
      new value is: 3.4 
    PropertyOwner1::property1(): property1_ set to 2 
    PropertyOwner1::property2(): property2_ set to 4.5
      PropertyObserver2::OnPropertyOwner1Property2Changed():
      new value is: 4.5
每个观察者都

注册了一个特定的属性,当收到通知时,每个观察者都确切地知道谁是该属性的所有者以及属性的新价值。