设计模式之状态模式

转载自:http://blog.csdn.net/luoweifu/article/details/47263795


状态模式——水之三态


什么是状态?

状态即事物所处的某一种形态。状态模式是说一个对象在其内部状态发生改变时,其表现的行为和外在属性不一样,这个对象看上去就像是改变了它的类型一样。因此,状态模式又称为对象的行为模式。

如我们生活中经常见到的水,就有三种不同状态冰、水、水蒸汽,三种状态所表现的外在性质完全不一样:1.冰,质坚硬,无流动性,表面光滑;2.水,具有流动性;3.水蒸汽,肉眼看不见,却存在于空气中,质轻。这三种状态特性是不相差巨大?简直就不像是同一种物质的,但事实却是不管它是在什么状态,其特里组成都是一样的,都是水分子(H2O)。


 


以水为例说状态模式

你还记得初中物理学书上的这副图吗?水有三种状态:固、液、气,三种状态表现出不同的特性和行为,它们之间的转换也伴随着一着热力学的现象。现在要用程序来模拟水的三种状态和相互转换,要如何实现呢?



我们从对象的角度来考虑会有哪个类,首先不管它是什么状态始终是水(H2O),所以会有一个Water类;而它又有三种状态,我们可以定义三个状态类:SolidState、LiquidState、GaseousState;从SolidState、LiquidState、GaseousState这三个单词中我们会发现都有一个State后缀,于是我们会想它们之间是否有一些共性,能否提取出一个更抽象的类,这个类就是状态类(State)。这些类之间的关系大致如下:


 
水与状态之间的类图关系

Ok,我们已经知道了大概的关系,那就开始Coding实现吧,在实现的过程中不断完善……

Water.h:

#ifndef __WATER_H__
#define __WATER_H__
//===============================================================
class State;
//===============================================================
class Water
{
public:
    Water();
    Water(State* pState, const string& strName);
    ~Water();
public:
    //改变状态
    bool ChangeState(State* pState);
    //设置温度
    void SetTemperature(int nTemperature);
    //获取温度
    int GetTemperature();
    //升温,nStep升高的幅度
    void RiseTemperature(int nStep);
    //降温,nStep降低的幅度
    void ReduceTemperature(int nStep);
    //获取名称
    string GetName();
    //水的作用(功效)
    void DoWork();
private:
    int         m_nTemperature;         //水温
    string      m_strName;              //名称
    State*      m_pState;               //状态
};
#endif  //__WATER_H__


State.h:

#ifndef __STATE_H__
#define __STATE_H__
//===============================================================
class Water;
//===============================================================
class State
{
public:
    virtual ~State() { }
    //某一状态下表现的行为,用途
    virtual void DoWork(Water* pWater) = 0;
    virtual string GetStateName();
protected:
    State(const string& strName) : m_strStateName(strName){}
    string m_strStateName;
};
class SolidState : public State
{
public:
    static SolidState* GetInstance();
    virtual void DoWork(Water* pWater);
private:
    SolidState(const string& strName) : State(strName) { }
    static SolidState* s_pSolidState;
    class CGarbo{
    public:
        ~CGarbo()
        {
            if (SolidState::s_pSolidState != NULL)
            {
                delete SolidState::s_pSolidState;
            }
        }
    };
    static CGarbo s_Carbo;
};
class LiquidState : public State
{
public:
    static LiquidState* GetInstance();
    virtual void DoWork(Water* pWater);
private:
    LiquidState(const string& strName) : State(strName) { }
    static LiquidState* s_pLiquidState;
    class CGarbo{
    public:
        ~CGarbo()
        {
            if (LiquidState::s_pLiquidState != NULL)
            {
                delete LiquidState::s_pLiquidState;
            }
        }
    };
    static CGarbo s_Carbo;
};
class GaseousState : public State
{
public:
    static GaseousState* GetInstance();
    virtual void DoWork(Water* pWater);
private:
    GaseousState(const string& strName) : State(strName){ }
    static GaseousState* s_pGaseousState;
    class CGarbo{
    public:
        ~CGarbo()
        {
            if (GaseousState::s_pGaseousState != NULL)
            {
                delete GaseousState::s_pGaseousState;
            }
        }
    };
    static CGarbo s_Carbo;
};
#endif  //__STATE_H__

Water.cpp:

#include "stdafx.h"
#include "Water.h"
#include "State.h"
Water::Water() : m_pState(NULL), m_strName("水(H2O)")
{
    SetTemperature(25);
}
Water::Water( State* pState, const string& strName) : m_nTemperature(0), m_pState(pState), m_strName(strName)
{
    if (m_pState->GetStateName().compare("固态") == 0)
    {
        m_nTemperature = -25;
    } else if (m_pState->GetStateName().compare("液态") == 0)
    {
        m_nTemperature = 25;
    } else if (m_pState->GetStateName().compare("气态") == 0)
    {
        m_nTemperature = 125;
    }
}
Water::~Water()
{
}
bool Water::ChangeState( State* pState )
{
    if (!pState)
    {
        return false;
    }
    if (!m_pState)
    {
        cout << "初始化为" << pState->GetStateName() << endl;
    } else
    {
        cout << "由" << m_pState->GetStateName() << "变为" << pState->GetStateName() << endl;
    }
    m_pState = pState;
    return true;
}
void Water::SetTemperature( int nTemperature )
{
    m_nTemperature = nTemperature;
    if (m_nTemperature <= 0)
    {
        ChangeState(SolidState::GetInstance());
    } else if (m_nTemperature > 0 && m_nTemperature <= 100)
    {
        ChangeState(LiquidState::GetInstance());
    } else
    {
        ChangeState(GaseousState::GetInstance());
    }
}
int Water::GetTemperature()
{
    return m_nTemperature;
}
void Water::RiseTemperature( int nStep )
{
    SetTemperature(m_nTemperature + nStep);
}
void Water::ReduceTemperature( int nStep )
{
    SetTemperature(m_nTemperature - nStep);
}
std::string Water::GetName()
{
    return m_strName;
}
void Water::DoWork()
{
    if (m_pState)
    {
        m_pState->DoWork(this);
    }
}


State.cpp:

#include "stdafx.h"
#include "State.h"
#include "Water.h"
string State::GetStateName()
{
    return m_strStateName;
}
//===============================================================
SolidState* SolidState::s_pSolidState = NULL;
LiquidState* LiquidState::s_pLiquidState = NULL;
GaseousState* GaseousState::s_pGaseousState = NULL;
//===============================================================
SolidState* SolidState::GetInstance()
{
    if (!s_pSolidState)
    {
        s_pSolidState = new SolidState("固态");
    }
    return s_pSolidState;
}
void SolidState::DoWork( Water* pWater )
{
    cout << "我性格高冷,当前体温" << pWater->GetTemperature() << "摄氏度,"
    << "我坚如钢铁,仿如一冷血动物,请用我砸人,嘿嘿……" << endl;
}
LiquidState* LiquidState::GetInstance()
{
    if (!s_pLiquidState)
    {
        s_pLiquidState = new LiquidState("液态");
    }
    return s_pLiquidState;
}
void LiquidState::DoWork( Water* pWater )
{
    cout << "我性格温和,当前体温" << pWater->GetTemperature() << "摄氏度,"
    << "我可滋润万物,饮用我可让你活力倍增……" << endl;
}
GaseousState* GaseousState::GetInstance()
{
    if (!s_pGaseousState)
    {
        s_pGaseousState = new GaseousState("气态");
    }
    return s_pGaseousState;
}
void GaseousState::DoWork( Water* pWater )
{
    cout << "我性格热烈,当前体温" << pWater->GetTemperature() << "摄氏度,"
    << "飞向天空是我毕生的梦想,在这你将看不到我的存在,我将达到无我的境界……" << endl;
}


测试代码:

void TestStateDesign()
{
    Water water;
    water.DoWork();
    water.SetTemperature(-4);
    water.DoWork();
    water.RiseTemperature(8);
    water.DoWork();
    water.RiseTemperature(110);
    water.DoWork();
    water.ReduceTemperature(130);
    water.DoWork();
}

结果如下:

初始化为液态
我性格温和,当前体温25摄氏度,我可滋润万物,饮用我可让你活力倍增……
由液态变为固态
我性格高冷,当前体温-4摄氏度,我坚如钢铁,仿如一冷血动物,请用我砸人,嘿嘿……
由固态变为液态
我性格温和,当前体温4摄氏度,我可滋润万物,饮用我可让你活力倍增……
由液态变为气态
我性格热烈,当前体温114摄氏度,飞向天空是我毕生的梦想,在这你将看不到我的存在,
我将达到无我的境界……
由气态变为固态
我性格高冷,当前体温-16摄氏度,我坚如钢铁,仿如一冷血动物,请用我砸人,嘿嘿……

好了,上面的程序已经完美地帮我们完成了水的三种状态及其转变的模拟。我们再来整理一个上面的代码中的类图结构,如下图:


水与状态之间的类图关系
水与状态之间的类图关系

SolidState、LiquidState、GaseousState三个类用了单例的模式,因为状态只需要一个对象就可以了,这三个类中CGarbo是一个内部类,只为了释放静态对象,关于单例模式的用法,可以参考《生活中的单例——不是单身》。Water中的ChangeState可方便地进行三种状态之间的转换。

水之三态升级版

在本篇文章发表之后,有读者提出说上面的例子并不太好:因为void Water::SetTemperature( int nTemperature )方法不符合程序设计中的开放封闭原则,如果再加一个状态(State),则要在SetTemperature中再一个if else判断。

这位读者说的确实有道理,这里的SetTemperature确实不符合开放封闭原则,在这要感谢[reply]FRcheng[/reply]提出了宝贵的意见和对此的看法。但我依然觉得水的三种状态是状态模式的典型,因为这特别贴近生活,一说就懂。会出现不符合开放封闭原则的情况是因为我程序写的完善,于是经过思考后又修改了一个新的版本,这版本即符合开发封闭原则,又满足了FRcheng提到的“状态可变化,也可增加”的需求。

State.h:

#ifndef __STATE_H__
#define __STATE_H__

//===============================================================
class Water;
//===============================================================

class State
{
public:
    virtual ~State() { }
    virtual string GetStateName();

    //某一状态下表现的行为,用途
    virtual void DoWork(Water* pWater) = 0;
    //返回这一状态下的默认温度
    virtual int GetDefaultTemperature() = 0;
    //指定的温度是否符合当前的状态
    virtual bool IsMatched(int nTemperature) = 0;

protected:
    State(const string& strName) : m_strStateName(strName){}
    string m_strStateName;
};

class SolidState : public State
{
public:
    static SolidState* GetInstance();
    virtual void DoWork(Water* pWater);
    virtual int GetDefaultTemperature();
    virtual bool IsMatched(int nTemperature);

private:
    SolidState(const string& strName) : State(strName) { }

    static SolidState* s_pSolidState;

    class CGarbo{
    public:
        ~CGarbo()
        {
            if (SolidState::s_pSolidState != NULL)
            {
                delete SolidState::s_pSolidState;
            }
        }
    };
    static CGarbo s_Carbo;
};

class LiquidState : public State
{
public:
    static LiquidState* GetInstance();
    virtual void DoWork(Water* pWater);
    virtual int GetDefaultTemperature();
    virtual bool IsMatched(int nTemperature);

private:
    LiquidState(const string& strName) : State(strName) { }

    static LiquidState* s_pLiquidState;

    class CGarbo{
    public:
        ~CGarbo()
        {
            if (LiquidState::s_pLiquidState != NULL)
            {
                delete LiquidState::s_pLiquidState;
            }
        }
    };
    static CGarbo s_Carbo;
};

class GaseousState : public State
{
public:
    static GaseousState* GetInstance();
    virtual void DoWork(Water* pWater);
    virtual int GetDefaultTemperature();
    virtual bool IsMatched(int nTemperature);

private:
    GaseousState(const string& strName) : State(strName){ }

    static GaseousState* s_pGaseousState;

    class CGarbo{
    public:
        ~CGarbo()
        {
            if (GaseousState::s_pGaseousState != NULL)
            {
                delete GaseousState::s_pGaseousState;
            }
        }
    };
    static CGarbo s_Carbo;
};

#endif  //__STATE_H__


State.cpp:

#include "stdafx.h"
#include "State.h"
#include "Water.h"

string State::GetStateName()
{
    return m_strStateName;
}


//===============================================================
SolidState* SolidState::s_pSolidState = NULL;
LiquidState* LiquidState::s_pLiquidState = NULL;
GaseousState* GaseousState::s_pGaseousState = NULL;
//===============================================================

SolidState* SolidState::GetInstance()
{
    if (!s_pSolidState)
    {
        s_pSolidState = new SolidState("固态");
    }
    return s_pSolidState;
}

void SolidState::DoWork( Water* pWater )
{
    cout << "我性格高冷,当前体温" << pWater->GetTemperature() << "摄氏度," 
        << "我坚如钢铁,仿如一冷血动物,请用我砸人,嘿嘿……" << endl;
}

int SolidState::GetDefaultTemperature()
{
    return -5;
}

bool SolidState::IsMatched( int nTemperature )
{
    return nTemperature < 0;
}

LiquidState* LiquidState::GetInstance()
{
    if (!s_pLiquidState)
    {
        s_pLiquidState = new LiquidState("液态");
    }
    return s_pLiquidState;
}

void LiquidState::DoWork( Water* pWater )
{
    cout << "我性格温和,当前体温" << pWater->GetTemperature() << "摄氏度," 
        << "我可滋润万物,饮用我可让你活力倍增……" << endl;
}

int LiquidState::GetDefaultTemperature()
{
    return 25;  //常温
}

bool LiquidState::IsMatched( int nTemperature )
{
    return nTemperature >= 0 && nTemperature < 100;
}

GaseousState* GaseousState::GetInstance()
{
    if (!s_pGaseousState)
    {
        s_pGaseousState = new GaseousState("气态");
    }
    return s_pGaseousState;
}

void GaseousState::DoWork( Water* pWater )
{
    cout << "我性格热烈,当前体温" << pWater->GetTemperature() << "摄氏度," 
        << "飞向天空是我毕生的梦想,在这你将看不到我的存在,我将达到无我的境界……" << endl;
}

int GaseousState::GetDefaultTemperature()
{
    return 105;
}

bool GaseousState::IsMatched( int nTemperature )
{
    return nTemperature >= 100;
}


Water.h:

#ifndef __WATER_H__
#define __WATER_H__

//===============================================================
class State;
//===============================================================
#include <vector>
//===============================================================


class Water
{
public:
    Water();
    Water(State* pState, const string& strName);
    ~Water();

public:
    void AddState(State* pState);
    //改变状态
    bool ChangeState(State* pState);
    //设置温度
    void SetTemperature(int nTemperature);
    //获取温度
    int GetTemperature();
    //升温,nStep升高的幅度
    void RiseTemperature(int nStep);
    //降温,nStep降低的幅度
    void ReduceTemperature(int nStep);
    //获取名称
    string GetName();

    //水的作用(功效)
    void DoWork();

private:
    int                     m_nTemperature;     //水温
    string                  m_strName;          //名称
    State*                  m_pCurrentState;    //当前状态
    typedef vector<State*>  StateVec;
    StateVec*               m_pvecState;        //所有可能的状态
};
#endif  //__WATER_H__


Water.cpp:

#include "stdafx.h"
#include "Water.h"
#include "State.h"
#include <algorithm>

Water::Water() : m_pCurrentState(LiquidState::GetInstance()), m_strName("水(H2O)"),
    m_pvecState(new StateVec())
{
    m_pvecState->push_back(m_pCurrentState);
    m_nTemperature = m_pCurrentState->GetDefaultTemperature();
}

Water::Water( State* pState, const string& strName) : m_nTemperature(0), m_pCurrentState(pState),
    m_strName(strName), m_pvecState(new StateVec())
{
    m_pvecState->push_back(m_pCurrentState);
    m_nTemperature = m_pCurrentState->GetDefaultTemperature();
}

Water::~Water()
{
    m_pCurrentState = NULL;
    m_pvecState->clear();
    delete m_pvecState;
    m_pvecState = NULL;
}

void Water::AddState( State* pState )
{
    StateVec::iterator itrResult = find(m_pvecState->begin(), m_pvecState->end(), pState);

    if (itrResult == m_pvecState->end())
    {
        m_pvecState->push_back(pState); //如果不在状态列表中,则添加进状态列表
    }
}

bool Water::ChangeState( State* pState )
{
    if (!pState)
    {
        return false;
    }

    if (!m_pCurrentState)
    {
        cout << "初始化为" << pState->GetStateName() << endl;
    } else
    {
        cout << "由" << m_pCurrentState->GetStateName() << "变为" << pState->GetStateName() << endl;
    }

    m_pCurrentState = pState;
    StateVec::iterator itrResult = find(m_pvecState->begin(), m_pvecState->end(), pState);

    if (itrResult == m_pvecState->end())
    {
        m_pvecState->push_back(pState); //如果不在状态列表中,则添加进状态列表
    }
    return true;
}

void Water::SetTemperature( int nTemperature )
{
    m_nTemperature = nTemperature;
    //如果此温度不符合当前的状态,则要更改状态
    if (!m_pCurrentState->IsMatched(m_nTemperature))
    {
        for (StateVec::iterator itr = m_pvecState->begin(); itr != m_pvecState->end(); ++ itr)
        {
            State* pState = *itr;
            if (pState->IsMatched(m_nTemperature))
            {
                ChangeState(pState);
            }
        }
    }
}

int Water::GetTemperature()
{
    return m_nTemperature;
}

void Water::RiseTemperature( int nStep )
{
    SetTemperature(m_nTemperature + nStep);
}

void Water::ReduceTemperature( int nStep )
{
    SetTemperature(m_nTemperature - nStep);
}

std::string Water::GetName()
{
    return m_strName;
}

void Water::DoWork()
{
    if (m_pCurrentState)
    {
        m_pCurrentState->DoWork(this);
    }
}


测试代码:

void TestStateDesign()
{
    Water water;
    water.AddState(SolidState::GetInstance());
    water.AddState(LiquidState::GetInstance());
    water.AddState(GaseousState::GetInstance());
    water.DoWork();
    water.SetTemperature(-4);
    water.DoWork();
    water.RiseTemperature(8);
    water.DoWork();
    water.RiseTemperature(110);
    water.DoWork();
    water.ReduceTemperature(130);
    water.DoWork();
}


结果:

我性格温和,当前体温25摄氏度,我可滋润万物,饮用我可让你活力倍增……
由液态变为固态
我性格高冷,当前体温-4摄氏度,我坚如钢铁,仿如一冷血动物,请用我砸人,嘿嘿……
由固态变为液态
我性格温和,当前体温4摄氏度,我可滋润万物,饮用我可让你活力倍增……
由液态变为气态
我性格热烈,当前体温114摄氏度,飞向天空是我毕生的梦想,在这你将看不到我的存在,
我将达到无我的境界……
由气态变为固态
我性格高冷,当前体温-16摄氏度,我坚如钢铁,仿如一冷血动物,请用我砸人,嘿嘿……


状态模式总结

通过上面一个生活中的例子,应该很容易能明白状态模式吧!其实也简单,其结构关系如下:


状态模式结构图
状态模式结构图

Behavior是不同一个对象在不同状态下的行为(如DoWork),ChangeState用于改变对象的状态,Request则是操作请求(如RiseTemperature和ReduceTemperature)。


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