什么是状态模式
一个糖果机的状态转换图如下所示:
如图,糖果机共有四种状态:有硬币、没硬币、售出糖果、糖果售罄,可以用四个常亮来表示四种状态,在糖果机类里定义投硬币、退硬币、转动曲柄、发糖果这四个动作的方法,这样,每个方法都要写与状态有关的if语句,确定在某个状态下某个动作的结果,但是这样的话,扩展起来很不方便,代码可维护性也低。可以定义一个状态接口,用四种状态类实现它,每个类实现需要的方法并适时转换到其他状态,这样,糖果机类只要对一个State对象进行操作即可,扩展也只需要增加一个类即可。下面是具体的实现:
糖果机类:
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--;
}
}
public State getHasQuarterState() {
return hasQuarterState;
}
public State getNoQuarterState() {
return noQuarterState;
}
public State getSoldOutState() {
return soldOutState;
}
public State getSoldState() {
return soldState;
}
public State getState() {
return state;
}
public int getCount() {
return count;
}
}
状态接口如下:
public interface State {
public void insertQuarter();
public void ejectQuarter();
public void turnCrank();
public void dispense();
}
一个状态类示意:
public class HasQuarterState implements State{
GumballMachine gumballMachine;
public HasQuarterState(GumballMachine gumballMachine){
this.gumballMachine = gumballMachine;
}
@Override
public void insertQuarter() {
System.out.println("You had inserted quarter into gumballMachine");
}
@Override
public void ejectQuarter() {
System.out.println("Quarter returned");
gumballMachine.setState(gumballMachine.getNoQuarterState());
}
@Override
public void turnCrank() {
System.out.println("You turned...");
gumballMachine.setState(gumballMachine.getSoldState());
}
@Override
public void dispense() {
System.out.println("No gumball dispensed");
}
}
状态模式的定义:
状态模式允许对象在内部状态改变时改变他的行为,对象看起来好像修改了它的类。
- 状态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,行为会随着内部状态而改变;
- 使用组合通过简单引用不同的状态对象来造成类改变的假象。
状态模式的结构:
- 一个上下文类(Context),可以拥有一些内部状态,如糖果机类;
- 一个State接口,状态实现这个接口,可以互相替换;
- 具体的状态类,处理来自Context的请求,每一个状态类提供了它自己对于请求的实现。
扩展状态模式
在上例中加入一个功能:当曲柄被转动时,有10%的机会掉落两颗糖。
首先在糖果机类中添加一个状态”WinnerState”,改写HasQuarterState类:
@Override
public void turnCrank() {
System.out.println("You turned...");
int winner = random.nextInt(10);
if((winner == 0)&&(gumballMachine.getCount() >1)){
gumballMachine.setState(gumballMachine.getWinnerState());
}else {
gumballMachine.setState(gumballMachine.getSoldState());
}
}
创建一个WinnerState类:
public class WinnerState implements State {
GumballMachine gumballMachine;
public WinnerState(GumballMachine gumballMachine){
this.gumballMachine = gumballMachine;
}
@Override
public void insertQuarter() {
System.out.println("You can't insert now");
}
@Override
public void ejectQuarter() {
System.out.println("No quarter in machine");
}
@Override
public void turnCrank() {
System.out.println("You can't turn twice");
}
@Override
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());
}
}
}
}
- 状态模式用类代表状态;
- 状态转换可以由Context或State类控制;
- 使用状态模式通常会使设计中的类的数目大量增加;
- 状态类可以被多个Context共享。