【设计方式】之状态模式(State)
【设计模式】之状态模式(State)
然后是具体的状态类
然后定义主体类(Context),它的行为就是通过状态见的转换来控制的。
状态模式的定义是:当一个对象内部状态发生变化时,允许它改变自己的行为。这个对象好像可以改变它的类。
The English Definition:Allow an object to change its behavior when its internal state changes. The object will appear to change its class.
简单来说就是,当一个对象的内部状态发生变化时,它会自动的改变自己的行为,这些变化对客户端的调用代码是透明的。
其实就是一个状态机的概念,运用状态模型,可以避免使用过多的条件判断语句,而且当状态增加以后,可以很容易地添加修改代码。
状态模式的应用比较广泛,网络通信协议、绘图工具等。
以下代码代码来自《Head First Design Patterns》:
首先定义一个State的抽象类
public interface State { public void insertQuarter(); public void ejectQuarter(); public void turnCrank(); public void dispense(); }
然后是具体的状态类
public class SoldOutState implements State { GumballMachine gumballMachine; public SoldOutState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("You can't insert a quarter, the machine is sold out"); } public void ejectQuarter() { System.out.println("You can't eject, you haven't inserted a quarter yet"); } public void turnCrank() { System.out.println("You turned, but there are no gumballs"); } public void dispense() { System.out.println("No gumball dispensed"); } }
import java.util.Random; public class HasQuarterState implements State { Random randomWinner = new Random(System.currentTimeMillis()); GumballMachine gumballMachine; public HasQuarterState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("You can't insert another quarter"); } public void ejectQuarter() { System.out.println("Quarter returned"); gumballMachine.setState(gumballMachine.getNoQuarterState()); } public void turnCrank() { System.out.println("You turned..."); int winner = randomWinner.nextInt(10); if ((winner == 0) && (gumballMachine.getCount() > 1)) { gumballMachine.setState(gumballMachine.getWinnerState()); } else { gumballMachine.setState(gumballMachine.getSoldState()); } } public void dispense() { System.out.println("No gumball dispensed"); } }
public class SoldState implements State { GumballMachine gumballMachine; public SoldState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("Please wait, we're already giving you a gumball"); } public void ejectQuarter() { System.out.println("Sorry, you already turned the crank"); } public void turnCrank() { System.out.println("Turning twice doesn't get you another gumball!"); } public void dispense() { gumballMachine.releaseBall(); if (gumballMachine.getCount() > 0) { gumballMachine.setState(gumballMachine.getNoQuarterState()); } else { System.out.println("Oops, out of gumballs!"); gumballMachine.setState(gumballMachine.getSoldOutState()); } } }
public class NoQuarterState implements State { GumballMachine gumballMachine; public NoQuarterState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("You inserted a quarter"); gumballMachine.setState(gumballMachine.getHasQuarterState()); } public void ejectQuarter() { System.out.println("You haven't inserted a quarter"); } public void turnCrank() { System.out.println("You turned, but there's no quarter"); } public void dispense() { System.out.println("You need to pay first"); } }
public class WinnerState implements State { GumballMachine gumballMachine; public WinnerState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("Please wait, we're already giving you a gumball"); } public void ejectQuarter() { System.out.println("Sorry, you already turned the crank"); } public void turnCrank() { System.out.println("Turning twice doesn't get you another gumball!"); } public void dispense() { System.out.println("YOU'RE A WINNER! You get two gumballs for your quarter"); gumballMachine.releaseBall(); if (gumballMachine.getCount() == 0) { gumballMachine.setState(gumballMachine.getSoldOutState()); } else { gumballMachine.releaseBall(); if (gumballMachine.getCount() > 0) { gumballMachine.setState(gumballMachine.getNoQuarterState()); } else { System.out.println("Oops, out of gumballs!"); gumballMachine.setState(gumballMachine.getSoldOutState()); } } } }
然后定义主体类(Context),它的行为就是通过状态见的转换来控制的。
public class GumballMachine { State soldOutState; State noQuarterState; State hasQuarterState; State soldState; State winnerState; State state = soldOutState; int count = 0; public GumballMachine(int numberGumballs) { soldOutState = new SoldOutState(this); noQuarterState = new NoQuarterState(this); hasQuarterState = new HasQuarterState(this); soldState = new SoldState(this); winnerState = new WinnerState(this); if (numberGumballs > 0) { state = noQuarterState; } count = numberGumballs; } public void insertQuarter() { state.insertQuarter(); } public void ejectQuarter() { state.ejectQuarter(); } public void turnCrank() { state.turnCrank(); state.dispense(); } void setState(State state) { this.state = state; } void releaseBall() { System.out.println("A gumball comes rolling out the slot..."); if (count != 0) { count = count - 1; } } State getSoldOutState() { return soldOutState; } State getNoQuarterState() { return noQuarterState; } State getHasQuarterState() { return hasQuarterState; } State getSoldState() { return soldState; } State getWinnerState() { return winnerState; } int getCount() { return count; } }测试代码
public class GumballMachineTestDrive { public static void main(String[] args) { GumballMachine gumballMachine = new GumballMachine(5); System.out.println(gumballMachine); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); System.out.println(gumballMachine); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); System.out.println(gumballMachine); } }