状态
允许一个对象在其内部状态改变时改变它的行为。对象看起来似乎修改了它的类.
实例
main.cc:
#include <windows.h>
#include "slow_run.h"
#include "middle_run.h"
#include "context.h"
/*
design_pattern:"state"
In order to improve the performance of running a lot of people will choose intermittent running:
slow speed run(6km/minute)--->middle speed run(5km/minute)--->fast speed run(4km/minute)
--->slow speed run(6km/minute)--->middle speed run(5km/minute)--->fast speed run(4km/minute).
*/
int main(){
Run *slow = new SlowRun();
Context *context = new Context(slow);
context->Training();
context->Training();
context->Training();
context->Training();
context->Training();
context->Training();
//clear,need to delete object which created in Handle method!
delete context;
system("Pause");
return 0;
}
Context:
//context.h
#ifndef HELENDP_SOURCE_CONTEXT_H_
#define HELENDP_SOURCE_CONTEXT_H_
#include "run.h"
class Context{
public:
Context(Run *run);
~Context();
void Training();
void SetRun(Run *run);
private:
Run *run_;
Run *old_run_;//Each process generates an object in the next state, so the old object needs to be deleted
};
#endif
//context.cc
#include "context.h"
Context::Context(Run * run){
run_ = run;
}
Context::~Context(){
delete run_;
}
void Context::SetRun(Run * run){
run_ = run;
}
void Context::Training(){
old_run_ = run_;
run_->Handle(this);
delete old_run_;
}
Run:
//run.h
#ifndef HELENDP_SOURCE_RUN_H_
#define HELENDP_SOURCE_RUN_H_
class Context;
class Run{
public:
Run();
virtual ~Run();
virtual void Handle(Context *context);
};
#endif
//run.cc
#include "run.h"
#include "context.h"
Run::Run(){
}
Run::~Run(){
}
void Run::Handle(Context *context){
}
FastRun:
//fast_run.h
#ifndef HELENDP_SOURCE_FAST_RUN_H_
#define HELENDP_SOURCE_FAST_RUN_H_
#include "run.h"
#include "context.h"
class FastRun : public Run{
public:
FastRun();
~FastRun();
void Handle(Context *context);
};
#endif
//fast_run.cc
#include "slow_run.h"
#include "fast_run.h"
#include <iostream>
using namespace std;
FastRun::FastRun(){
}
FastRun::~FastRun(){
}
void FastRun::Handle(Context *context){
cout << "Fast run:4KM/M!" << endl;
context->SetRun(new SlowRun());
}
MiddleRun:
//middle_run.h
#ifndef HELENDP_SOURCE_MIDDLE_RUN_H_
#define HELENDP_SOURCE_MIDDLE_RUN_H_
#include "run.h"
#include "context.h"
class MiddleRun : public Run{
public:
MiddleRun();
~MiddleRun();
void Handle(Context *context);
};
#endif
//middle_run.cc
#include "fast_run.h"
#include "middle_run.h"
#include <iostream>
using namespace std;
MiddleRun::MiddleRun(){
}
MiddleRun::~MiddleRun(){
}
void MiddleRun::Handle(Context *context){
cout << "middle run:5KM/M!" << endl;
context->SetRun(new FastRun());
}
SlowRun:
//slow_run.h
#ifndef HELENDP_SOURCE_SLOW_RUN_H_
#define HELENDP_SOURCE_SLOW_RUN_H_
#include "run.h"
#include "context.h"
class SlowRun : public Run{
public:
SlowRun();
~SlowRun();
void Handle(Context *context);
};
#endif
//slow_run.cc
#include "slow_run.h"
#include "middle_run.h"
#include <iostream>
using namespace std;
SlowRun::SlowRun(){
}
SlowRun::~SlowRun(){
}
void SlowRun::Handle(Context *context){
cout << "slow run:6KM/M!" << endl;
context->SetRun(new MiddleRun());
}
代码和UML图(EA)工程文件,最后会整理打包上传.
UML类图
结构
- Context(Context):环境类.
- State(Run):状态抽象类.
- ConcreteState(FastRun,MiddleRun,SlowRun):各状态子类.
优点
- 封装了转换规则.
- 枚举可能的状态,在枚举状态之前需要确定状态种类.
- 将所有与某个状态有关的行为放到一个类中,并且可以方便地增加新的状态,只需要改变对象状态即可改变对象的行为.
- 允许状态转换逻辑与状态对象合成一体,而不是某一个巨大的条件语句块.
- 可以让多个环境对象共享一个状态对象,从而减少系统中对象的个数.
缺点
- 状态模式的使用必然会增加系统类和对象的个数.
- 状态模式的结构与实现都较为复杂,如果使用不当将导致程序结构和代码的混乱.
- 状态模式对“开闭原则”的支持并不太好,对于可以切换状态的状态模式,增加新的状态类需要修改那些负责状态转换的源代码,否则无法切换到新增状态;而且修改某个状态类的行为也需修改对应类的源代码.