设计模式学习专栏十一--------状态模式
名称: 状态模式 (State)
价值观念: 通过改变对象内部的状态来帮助对象控制自己的行为
场景
设计一个万能糖果机 , 我们希望设计尽可能有弹性 , 而且将来我们可能要为它增加更多的行为~
刚开始的设计方式
public class GumballMachine {
final static int SOLD_OUT = 0;
final static int NO_QUARTER = 1;
final static int HAS_QUARTER = 2;
final static int SOLD = 3;
int state = SOLD_OUT;
int count = 0;
public GumballMachine(int count) {
this.count = count;
if (count > 0) {
state = NO_QUARTER;
}
}
public void insertQuarter() {
if (state == HAS_QUARTER) {
System.out.println("You can't insert another quarter");
} else if (state == NO_QUARTER) {
state = HAS_QUARTER;
System.out.println("You inserted a quarter");
} else if (state == SOLD_OUT) {
System.out.println("You can't insert a quarter, the machine is sold out");
} else if (state == SOLD) {
System.out.println("Please wait, we're already giving you a gumball");
}
}
public void ejectQuarter() {
if (state == HAS_QUARTER) {
System.out.println("Quarter returned");
state = NO_QUARTER;
} else if (state == NO_QUARTER) {
System.out.println("You haven't inserted a quarter");
} else if (state == SOLD) {
System.out.println("Sorry, you already turned the crank");
} else if (state == SOLD_OUT) {
System.out.println("You can't eject, you haven't inserted a quarter yet");
}
}
......
}
我们的第一版设计完成了 , 发现每个动作下都需要判断当前的状态,然后做出相应的动作.
新功能引入 , 我们加入了一个新的游戏状态 , 当曲柄被转动时,有10%的几率掉下来的是两颗糖果(赢家状态)
此时我们会发现第一版设计中. 每个动作下 都需要新增条件判断 , 违反了对修改关闭的原则. 程序出错概率大大提升.
如何解决
分析程序扩展时的 可变部分与不变部分
insertCoin | returnCoin | trunCrank | dispense | |
---|---|---|---|---|
OnReadyState | - | - | - | - |
HasCoin | - | - | - | - |
SoldState | - | - | - | - |
SoldOutState | - | - | - | - |
WinnerState | *** | *** | *** | *** |
不变部分: 从横向来看。 用户能执行的操作都是一样的。 (插入硬币,按下退币按钮,拉下把手)
变化部分: 从横向看。如果糖果工厂新增的状态, 对于用户每一种动作,糖果机的响应都是不同的。都要做出对应的修改
将可变部分抽取出来: 每一种状态都会执行4种操作,糖果机具体的操作与当前状态有关。 因此将状态与该状态下的对应的动作行为抽取
出来形成接口。让每一个状态都实现该接口。
状态模式总览
定义:允许
对象在内部状态在改变时改变它的行为
,对象看起来好像改变了它的类
(将状态与该状态下的行为封装成独立的类,并将动作委托
到代表当前状态的对象)
-
模式的理解
-
类图
-
角色
- 上下文Context
- 封装状态及该状态下行为的 State
- 具体的状态实习那类ConcreteState
-
细节
- 状态模式允许一个对象基于内部状态而拥有不同的行为
- 通过把每个状态封装进一个类, 我们把以后需要做的任何改变都局部化了 (改变这个状态下的行为)
- 状态模式与策略模式有相同的类图 ,但是它们的意图不同
- 策略模式通常会用行为或算法来配置Context类
- 状态模式允许Context随着状态的改变而改变行为
- 状态转换可以由State类(某个行为后改变状态)或者Context(外部设置状态setState)类控制.
- 使用状态模式通常会导致设计中的类的数据大量增量(状态类)
-
核心代码部分
-
上下文
public class GumballMachine { //上下文持有不同的状态引用 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); this.count = numberGumballs; if (numberGumballs > 0) { state = noQuarterState; } } //上下文提供改变状态的接口 void setState(State state) { this.state = state; } public void insertQuarter() { state.insertQuarter(); //将行为委托给状态对象来处理 } public void ejectQuarter() { state.ejectQuarter(); } public void turnCrank() { state.turnCrank(); state.dispense(); } void releaseBall() { System.out.println("A gumball comes rolling out the slot..."); if (count != 0) { count = count - 1; } } int getCount() { return count; } void refill(int count) { this.count += count; System.out.println("The gumball machine was just refilled; it's new count is: " + this.count); state.refill(); } getter and setter... }
-
状态接口
public interface State { public void insertQuarter(); public void ejectQuarter(); public void turnCrank(); public void dispense(); public void refill(); }
- 具体的状态
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("Please wait, we're already giving you a Gumball");
}
public void turnCrank() {
System.out.println("Turning again doesn't get you another gumball!");
}
public void dispense() {
gumballMachine.releaseBall();
if (gumballMachine.getCount() == 0) {
//通过上下文改变状态
gumballMachine.setState(gumballMachine.getSoldOutState());
} else {
gumballMachine.releaseBall();
System.out.println("YOU'RE A WINNER! You got two gumballs for your quarter");
if (gumballMachine.getCount() > 0) {
gumballMachine.setState(gumballMachine.getNoQuarterState());
} else {
System.out.println("Oops, out of gumballs!");
gumballMachine.setState(gumballMachine.getSoldOutState());
}
}
}
public void refill() { }
public String toString() {
return "despensing two gumballs for your quarter, because YOU'RE A WINNER!";
}
}
-
主程序
public class GumballMachineTestDrive { public static void main(String[] args) { GumballMachine gumballMachine = new GumballMachine(10); System.out.println(gumballMachine); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); System.out.println(gumballMachine); } }
-
输出结果
Mighty Gumball, Inc. Java-enabled Standing Gumball Model #2004 Inventory: 10 gumballs Machine is waiting for quarter You inserted a quarter You turned... A gumball comes rolling out the slot... You inserted a quarter You turned... A gumball comes rolling out the slot... Mighty Gumball, Inc. Java-enabled Standing Gumball Model #2004 Inventory: 8 gumballs Machine is waiting for quarter
参考
书籍: HeadFirst设计模式
代码参考地址: 我就是那个地址