原理或定義
当一个对象的内在状态改变时允许改变其行为,这个对象看起来像是改变了其类。状态模式中的行为是由状态来决定的,不同的状态对应了不同的行为。
结构
环境类Context: 它定义了客户程序需要的接口并维护一个具体状态角色的实例,将与状态相关的操作委托给当前的Concrete State对象来处理;
抽象状态类State: 定义一个接口以封装与Context的一个特定状态相关的行为;
具体状态类ConcreteState: 每一子类实现一个与Context的一个状态相关的行为;
類圖
案例与代码
本模式使用一个糖果机项目来做示例
智能糖果机,用Java软件控制糖果机:
待机
投入一元硬币
转动把手
滑落一颗糖果
待机(根据机器内糖果库存情况,是否提示售罄)
传统实现:
public class CandyMachine {
final static int SoldOutState = 0;
final static int OnReadyState = 1;
final static int HasCoin = 2;
final static int SoldState = 3;
private int state = SoldOutState;
private int count = 0;
public CandyMachine(int count) {
this.count = count;
if (count > 0) {
state = OnReadyState;
}
}
public void insertCoin() {
switch (state) {
case SoldOutState:
System.out.println("you can't insert coin,the machine sold out!");
break;
case OnReadyState:
state = HasCoin;
System.out
.println("you have inserted a coin,next,please turn crank!");
break;
case HasCoin:
System.out.println("you can't insert another coin!");
break;
case SoldState:
System.out.println("please wait!we are giving you a candy!");
break;
}
}
public void returnCoin() {
switch (state) {
case SoldOutState:
System.out
.println("you can't return,you haven't inserted a coin yet!");
break;
case OnReadyState:
System.out.println("you haven't inserted a coin yet!");
break;
case HasCoin:
System.out.println("coin return!");
state = OnReadyState;
break;
case SoldState:
System.out.println("sorry,you already have turned the crank!");
break;
}
}
public void turnCrank() {
switch (state) {
case SoldOutState:
System.out.println("you turned,but there are no candies!");
break;
case OnReadyState:
System.out.println("you turned,but you haven't inserted a coin!");
break;
case HasCoin:
System.out.println("crank turn...!");
state = SoldState;
dispense();
break;
case SoldState:
System.out
.println("we are giving you a candy,turning another get nothing,!");
break;
}
}
private void dispense() {
count = count - 1;
System.out.println("a candy rolling out!");
if (count > 0) {
state = OnReadyState;
} else {
System.out.println("Oo,out of candies");
state = SoldOutState;
}
}
public void printstate() {
switch (state) {
case SoldOutState:
System.out.println("***SoldOutState***");
break;
case OnReadyState:
System.out.println("***OnReadyState***");
break;
case HasCoin:
System.out.println("***HasCoin***");
break;
case SoldState:
System.out.println("***SoldState***");
break;
}
}
}
public class MainTest {
public static void main(String[] args) {
CandyMachine mCandyMachine=new CandyMachine(1);
mCandyMachine.printstate();
mCandyMachine.insertCoin();
mCandyMachine.printstate();
mCandyMachine.turnCrank();
mCandyMachine.printstate();
mCandyMachine.insertCoin();
mCandyMachine.printstate();
mCandyMachine.turnCrank();
mCandyMachine.printstate();
}
}
加入游戏元素:有10%的概率可以拿到2粒糖果。
以上的设计会违反开闭原则,并且对状态的维护麻烦。
开闭原则:对扩展开放,对修改原有的代码关闭。
状态模式的设计方案:
类图:
状态接口:
public interface State {
public void insertCoin();
public void returnCoin();
public void turnCrank();
public void dispense();
public void printstate();
}
public class OnReadyState implements State {
private CandyMachine mCandyMachine;
public OnReadyState(CandyMachine mCandyMachine)
{
this.mCandyMachine=mCandyMachine;
}
@Override
public void insertCoin() {
// TODO Auto-generated method stub
System.out
.println("you have inserted a coin,next,please turn crank!");
mCandyMachine.setState(mCandyMachine.mHasCoin);
}
@Override
public void returnCoin() {
// TODO Auto-generated method stub
System.out.println("you haven't inserted a coin yet!");
}
@Override
public void turnCrank() {
// TODO Auto-generated method stub
System.out.println("you turned,but you haven't inserted a coin!");
}
@Override
public void dispense() {
// TODO Auto-generated method stub
}
@Override
public void printstate() {
// TODO Auto-generated method stub
System.out.println("***OnReadyState***");
}
}
public class SoldOutState implements State {
private CandyMachine mCandyMachine;
public SoldOutState(CandyMachine mCandyMachine)
{
this.mCandyMachine=mCandyMachine;
}
@Override
public void insertCoin() {
// TODO Auto-generated method stub
System.out.println("you can't insert coin,the machine sold out!");
}
@Override
public void returnCoin() {
// TODO Auto-generated method stub
System.out
.println("you can't return,you haven't inserted a coin yet!");
}
@Override
public void turnCrank() {
// TODO Auto-generated method stub
System.out.println("you turned,but there are no candies!");
}
@Override
public void dispense() {
// TODO Auto-generated method stub
}
@Override
public void printstate() {
// TODO Auto-generated method stub
System.out.println("***SoldOutState***");
}
}
public class SoldState implements State {
private CandyMachine mCandyMachine;
public SoldState(CandyMachine mCandyMachine)
{
this.mCandyMachine=mCandyMachine;
}
@Override
public void insertCoin() {
// TODO Auto-generated method stub
System.out.println("please wait!we are giving you a candy!");
}
@Override
public void returnCoin() {
// TODO Auto-generated method stub
System.out.println("you haven't inserted a coin yet!");
}
@Override
public void turnCrank() {
// TODO Auto-generated method stub
System.out
.println("we are giving you a candy,turning another get nothing,!");
}
@Override
public void dispense() {
// TODO Auto-generated method stub
mCandyMachine.releaseCandy();
if (mCandyMachine.getCount() > 0) {
mCandyMachine.setState(mCandyMachine.mOnReadyState);
} else {
System.out.println("Oo,out of candies");
mCandyMachine.setState(mCandyMachine.mSoldOutState);
}
}
@Override
public void printstate() {
// TODO Auto-generated method stub
System.out.println("***SoldState***");
}
}
public class WinnerState implements State {
private CandyMachine mCandyMachine;
public WinnerState(CandyMachine mCandyMachine) {
this.mCandyMachine = mCandyMachine;
}
@Override
public void insertCoin() {
// TODO Auto-generated method stub
System.out.println("please wait!we are giving you a candy!");
}
@Override
public void returnCoin() {
// TODO Auto-generated method stub
System.out.println("you haven't inserted a coin yet!");
}
@Override
public void turnCrank() {
// TODO Auto-generated method stub
System.out
.println("we are giving you a candy,turning another get nothing,!");
}
@Override
public void dispense() {
// TODO Auto-generated method stub
mCandyMachine.releaseCandy();
if (mCandyMachine.getCount() == 0) {
mCandyMachine.setState(mCandyMachine.mSoldOutState);
} else {
System.out.println("you are a winner!you get another candy!");
mCandyMachine.releaseCandy();
if (mCandyMachine.getCount() > 0) {
mCandyMachine.setState(mCandyMachine.mOnReadyState);
} else {
System.out.println("Oo,out of candies");
mCandyMachine.setState(mCandyMachine.mSoldOutState);
}
}
}
@Override
public void printstate() {
// TODO Auto-generated method stub
System.out.println("***WinnerState***");
}
}
public class HasCoin implements State {
private CandyMachine mCandyMachine;
public HasCoin(CandyMachine mCandyMachine) {
this.mCandyMachine = mCandyMachine;
}
@Override
public void insertCoin() {
// TODO Auto-generated method stub
System.out.println("you can't insert another coin!");
}
@Override
public void returnCoin() {
// TODO Auto-generated method stub
System.out.println("coin return!");
mCandyMachine.setState(mCandyMachine.mOnReadyState);
}
@Override
public void turnCrank() {
// TODO Auto-generated method stub
System.out.println("crank turn...!");
Random ranwinner=new Random();
int winner=ranwinner.nextInt(10);
if(winner==0)
{
mCandyMachine.setState(mCandyMachine.mWinnerState);
}else
{
mCandyMachine.setState(mCandyMachine.mSoldState);
}
}
@Override
public void dispense() {
}
@Override
public void printstate() {
// TODO Auto-generated method stub
System.out.println("***HasCoin***");
}
}
糖果机类:
public class CandyMachine {
State mSoldOutState;
State mOnReadyState;
State mHasCoin;
State mSoldState;
State mWinnerState;
private State state;
private int count = 0;
public CandyMachine(int count) {
this.count = count;
mSoldOutState = new SoldOutState(this);
mOnReadyState = new OnReadyState(this);
mHasCoin = new HasCoin(this);
mSoldState = new SoldState(this);
mWinnerState = new WinnerState(this);
if (count > 0) {
state = mOnReadyState;
} else {
state = mSoldOutState;
}
}
public void setState(State state) {
this.state = state;
}
public void insertCoin() {
state.insertCoin();
}
public void returnCoin() {
state.returnCoin();
}
public void turnCrank() {
state.turnCrank();
state.dispense();
}
void releaseCandy() {
// TODO Auto-generated method stub
if (count > 0) {
count = count - 1;
System.out.println("a candy rolling out!");
}
}
public int getCount() {
return count;
}
public void printstate() {
state.printstate();
}
}
public class MainTest {
public static void main(String[] args) {
CandyMachine mCandyMachine = new CandyMachine(6);
mCandyMachine.printstate();
mCandyMachine.insertCoin();
mCandyMachine.printstate();
mCandyMachine.turnCrank();
mCandyMachine.printstate();
mCandyMachine.insertCoin();
mCandyMachine.printstate();
mCandyMachine.turnCrank();
mCandyMachine.printstate();
}
}
状态模式:能根据内部状态的变化,改变对象的行为,看起来好像修改了类。 不同的状态对应不同的类文件,增加了系统文件个数。
使用場景
1. 一个对象的行为取决于他的状态,并且它必须在运行时根据状态改变它的行为;
2.一个操作中含有庞大的多分支结构,并且这些分支决定于对象的状态
優缺點
主要优点有:
1.状态模式将不同状态所对应的行为彼此分隔开来,降低程序的耦合,从而在新增或修改状态时,可以避免程序互相影响。
2.状态模式将状态的逻辑处理变化交由上下文对象Context管理,便于客户端的调用
缺点主要有:
不同的状态对应不同的类文件,增加了系统文件个数,不便于维护管理。