10.状态模式

Head-First-Design-Patterns-master\src\headfirst\designpatterns\state

 

定义: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

 

案例:糖果机

四种状态:

没有25美分,有25美分,糖果售罄,售出糖果

 

动作:

投入25美分

退回25美分

转动曲柄

发放糖果

 

使用变量来表示状态

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");
        }
    }
    public void turnCrank() {
        if (state == SOLD) {
            System.out.println("Turning twice doesn't get you another gumball!");
        } else if (state == NO_QUARTER) {
            System.out.println("You turned but there's no quarter");
        } else if (state == SOLD_OUT) {
            System.out.println("You turned, but there are no gumballs");
        } else if (state == HAS_QUARTER) {
            System.out.println("You turned...");
            state = SOLD;
            dispense();
        }
    }
    private void dispense() {
        if (state == SOLD) {
            System.out.println("A gumball comes rolling out the slot");
            count = count - 1;
            if (count == 0) {
                System.out.println("Oops, out of gumballs!");
                state = SOLD_OUT;
            } else {
                state = NO_QUARTER;
            }
        } else if (state == NO_QUARTER) {
            System.out.println("You need to pay first");
        } else if (state == SOLD_OUT) {
            System.out.println("No gumball dispensed");
        } else if (state == HAS_QUARTER) {
            System.out.println("No gumball dispensed");
        }
    }
    public void refill(int numGumBalls) {
        this.count = numGumBalls;
        state = NO_QUARTER;
    }

    public String toString() {
        StringBuffer result = new StringBuffer();
        result.append("\nMighty Gumball, Inc.");
        result.append("\nJava-enabled Standing Gumball Model #2004\n");
        result.append("Inventory: " + count + " gumball");
        if (count != 1) {
            result.append("s");
        }
        result.append("\nMachine is ");
        if (state == SOLD_OUT) {
            result.append("sold out");
        } else if (state == NO_QUARTER) {
            result.append("waiting for quarter");
        } else if (state == HAS_QUARTER) {
            result.append("waiting for turn of crank");
        } else if (state == SOLD) {
            result.append("delivering a gumball");
        }
        result.append("\n");
        return result.toString();
    }
}

增加需求

有10%机会掉出来2颗糖果(幸运儿)。

 

重构:

定义一个state接口,在这个接口中,糖果机的每个动作都有一个对应的方法

然后为机器中的每个状态实现状态类,这些类将负责在对应的状态下尽心机器的行为

最后,我们要摆脱旧的条件代码,取而代之的方式是,将动作委托到状态类。

通过改变状态state来调用其他状态下的动作。和策略模式很像。

public interface State {
    public void insertQuarter();
    public void ejectQuarter();
    public void turnCrank();
    public void dispense();
    
    public void refill();
}
//没投入25美分
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 void refill() { }
    public String toString() {
        return "waiting for quarter";
    }
}
//重写糖果机
public class GumballMachine {
    State soldOutState;
    State noQuarterState;
    State hasQuarterState;
    State soldState;
    State winnerState; //10%幸运奖状态
    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;
        }
    }
    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;
        System.out.println("The gumball machine was just refilled; it's new count is: " + this.count);
        state.refill();
    }

    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 State getWinnerState() {
        return winnerState;
    }
    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();
    }
}
//售出糖果
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 void refill() { }
    public String toString() {
        return "dispensing a gumball";
    }
}
//添加幸运儿状态。
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) {
            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!";
    }
}
//有25美分状态。
public class HasQuarterState implements State {
    Random randomWinner = new Random(System.currentTimeMillis());
    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());
    }
//发糖果的时候判断是否是幸运儿,如果是幸运儿就
    public void turnCrank() {
        System.out.println("You turned...");
        int winner = randomWinner.nextInt(10);
        if ((winner == 0) && (gumballMachine.getCount() > 1)) {
            gumballMachine.setState(gumballMachine.getWinnerState());
        } else {
            gumballMachine.setState(gumballMachine.getSoldState());
        }
    }

    public void dispense() {
        System.out.println("No gumball dispensed");
    }
    
    public void refill() { }
    public String toString() {
        return "waiting for turn of crank";
    }
}

状态模式和策略模式的区别

状态模式,将一群行为封装在状态对象中,context行为随时可委托到那些对象中的一个。当前状态在状态可以在对象集合中游走。

策略模式通过会去控制对象使用什么策略,状态模式是利用许多不同的状态对象,Context对象会随着时间而改变状态,任何状态改变都是定义好的。

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