本文出自 http://blog.csdn.net/shuangde800
基本常识: 策略模式和状态模式是双胞胎,在出生时才分开
假设有一个糖果机, 它的工作状态图如下:
要用代码实现糖果机的功能, 如果不用状态模式:
一种方法是创建一个类,它的作用就是一个状态机,对每一个动作,我们都创建了一个对应的方法,这些方法用条件语句来决定在每一个状态内什么方法是最恰当的.比如对"投入25分钱"这个动作,对应的方法如下:
// 我们根据糖果机的状态,定义4种状态,用整形常量来表示
final static int SOLD_OUT= 0; // 糖果卖完了
final static int NO_QUARTER = 1; // 没有投钱
final static int HAS_QUARTER = 2; // 已投钱了
final static int SOLD = 3; // 正在出售糖果
public void insertQurter() {
// 根据不同的状态,会有不同的动作反应
if (state == HAS_QUARTER) {
// do something
} else if (state == SOLD_OUT) {
// do something
} else if (state == SOLD) {
// do something
} else if (state == NO_QUARTER) {
// do something
}
}
没有遵守"开放-关闭"原则
不符合面向对象
状态转换隐藏在条件语句中,所以并不明显
没有把会改变的部分包装起来
未来加入的代码可能导致bug
是时候学习新的设计模式了
状态模式允许对象在内部状态改变时改变它的行为,对象看起来好像修改了它的类
因为这个模式将状态封装成为独立的类,并将动作委托到代表当前状态的对象,我们知道行为会随着内部状态而改变。
Contex(上下文):是一个类,它可以拥有一些内部状态。
State接口:定义了一个所有具体状态的共同接口;任何状态都实现这个相同的接口,这样一来,状态之间可以互相替换
ConcreteState(具体状态): 处理来自Context的请求.每个ConcreteState都提供了它自己对于请求的实现.所以,当Context改变状态时行为也跟着改变
状态模式的类图和策略模式的基本一模一样, 但它们的"意图"不一样
状态模式允许Context随着状态的改变而改变行为.
策略模式通常会用行为或算法来配置Context类. 通常某个Context类只有一个最适当的策略.
使用状态模式通常那个会导致设计中的类数目大量增加. 因为"一个类,一个责任"原则
public interface State {
// 封装四种动作
public void insertQuarter(); // 投币
public void ejectQuarter(); // 退币
public void turnCrank(); // 转动摇柄
public void dispense(); // 发糖果
}
// 没有投币的状态
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 String toString() {
return "waiting for quarter";
}
}
// 已经投币的状态
public class HasQuarterState implements State {
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...");
gumballMachine.setState(gumballMachine.getSoldState());
}
public void dispense() {
System.out.println("No gumball dispensed");
}
public String toString() {
return "waiting for turn of crank";
}
}
// 正在售出的状态
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 String toString() {
return "dispensing a gumball";
}
}
// 售完的状态
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");
}
public String toString() {
return "sold out";
}
}
public class GumballMachine {
State soldOutState;
State noQuarterState;
State hasQuarterState;
State soldState;
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);
this.count = numberGumballs;
if (numberGumballs > 0) {
state = noQuarterState;
}
}
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;
}
}
int getCount() {
return count;
}
void refill(int count) {
this.count = count;
state = noQuarterState;
}
public State getState() {
return state;
}
public State getSoldOutState() {
return soldOutState;
}
public State getNoQuarterState() {
return noQuarterState;
}
public State getHasQuarterState() {
return hasQuarterState;
}
public State getSoldState() {
return soldState;
}
public String toString() {
StringBuffer result = new StringBuffer();
result.append("\nMighty Gumball, Inc.");
result.append("\nJava-enabled Standing Gumball Model #2004");
result.append("\nInventory: " + count + " gumball");
if (count != 1) {
result.append("s");
}
result.append("\n");
result.append("Machine is " + state + "\n");
return result.toString();
}
}
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);
}
}
1. 将每个状态的行为局部化到自己的类中
2. 将容易产生问题的if语句删除,以方便日后的维护
3. 让每个状态"对修改关闭",让糖果机"对拓展开放",因为可以加入新的状态类
4. 创建一个新的代码基和类结构,这更能映射糖果的图,而且容易阅读和理解