状态模式:允许对象在内部状态改变时改变它的的行为.对象看起来好像修改了化的类.
将以超市购物为例--说明状态模式
[img]http://pan-java.iteye.com/upload/picture/pic/39956/a1750e58-efa0-3d0b-9692-47f7a4282752.jpg[/img]
所有状态抽象类
在超市内
选购商品
支付
打包
抽奖
超市
测试
使用状态值主要作用是便于以的新增和修改状态,其他的状态不会受到影响.改变了以前将状态设置为静态变量.扩展时修改很复杂现象.更加容易扩展.
以上相关例子还有一些缺陷,真是作用是理解这个模式的设计原理,能类代理以前的静态变量状态值,以后更容易维护.
将以超市购物为例--说明状态模式
[img]http://pan-java.iteye.com/upload/picture/pic/39956/a1750e58-efa0-3d0b-9692-47f7a4282752.jpg[/img]
所有状态抽象类
public abstract class BuyStat {
//在超市状态
public void inShop() {
System.out.println("welcome come our shop,please start shoping");
}
//选购商品状态
public void select() {
System.out.println("you not in shop");
}
//支付状态
public void pay() {
System.out.println("you don't have merchandise,so don't pay!");
}
//商品打包
public void packing() {
System.out.println("you don't have merchandise,so don't packing!");
}
//抽奖
public void winner(){
System.out.println("you don't winner!");
}
}
在超市内
public class InShopStat extends BuyStat {
private Shop shop;
public InShopStat(Shop shop) {
this.shop = shop;
}
@Override
public void inShop() {
// TODO Auto-generated method stub
System.out.println("welcome come our shop,please start shoping");
//设置下一个状态
shop.setStat(shop.getSelectStat());
}
}
选购商品
public class SelectStat extends BuyStat {
private Shop shop;
public SelectStat(Shop shop) {
this.shop = shop;
}
@Override
public void select() {
// TODO Auto-generated method stub
System.out.println("I'm shop merchandise!");
//已选购了商品
shop.setHasMer(true);
//设置下一个状态
shop.setStat(shop.getPayStat());
}
}
支付
public class PayStat extends BuyStat {
private Shop shop;
public PayStat(Shop shop) {
this.shop = shop;
}
@Override
public void inShop() {
// TODO Auto-generated method stub
super.inShop();
}
@Override
public void packing() {
// TODO Auto-generated method stub
if (shop.isHasMer()) {
System.out.println("you don't pay!");
} else {
System.out.println("no merchandise don't packing");
}
}
@Override
public void pay() {
// TODO Auto-generated method stub
//确认是否已选购商品
if (shop.isHasMer()) {
System.out.println("ok,your pay success!");
} else {
System.out.println("you don't have merchandise,so don't pay");
}
shop.setStat(shop.getPackingStat());
}
@Override
public void select() {
// TODO Auto-generated method stub
System.out.println("time is pay,don't select merchandise");
}
}
打包
public class PackingStat extends BuyStat {
private Shop shop;
public PackingStat(Shop shop) {
this.shop = shop;
}
@Override
public void packing() {
// TODO Auto-generated method stub
if (shop.isHasMer()) {
System.out.println("time is packing");
shop.setStat(shop.getWinnerStat());
//清空已购商品状态
shop.setHasMer(false);
} else {
System.out.println("don't packing,so your not merchandise");
shop.setStat(shop.getInShopStat());
}
}
@Override
public void pay() {
// TODO Auto-generated method stub
System.out.println("pay is end");
}
@Override
public void select() {
// TODO Auto-generated method stub
System.out.println("don't select merchandise");
}
}
抽奖
public class WinnerStat extends BuyStat {
Random random = new Random();
private Shop shop;
public WinnerStat(Shop shop) {
this.shop = shop;
}
@Override
public void packing() {
// TODO Auto-generated method stub
System.out.println("your merchandise been packing");
}
@Override
public void pay() {
// TODO Auto-generated method stub
System.out.println("your merchandise been pay");
}
@Override
public void select() {
// TODO Auto-generated method stub
System.out.println("don't select merchandise");
}
@Override
public void winner() {
// TODO Auto-generated method stub
int num = random.nextInt(10);
if (num == 8) {
System.out.println("you are a winner");
} else {
System.out.println("sorry,you are not winner");
}
//初始化
shop.setStat(shop.getInShopStat());
}
}
超市
public class Shop {
private BuyStat selectStat;
private BuyStat payStat;
private BuyStat packingStat;
private BuyStat inShopStat;
private BuyStat winnerStat;
private boolean hasMer;
private BuyStat stat = null;
public Shop() {
selectStat = new SelectStat(this);
payStat = new PayStat(this);
packingStat = new PackingStat(this);
inShopStat = new InShopStat(this);
winnerStat = new WinnerStat(this);
stat = inShopStat;
}
public void inShop() {
stat.inShop();
}
public void select() {
stat.select();
}
public void pay() {
stat.pay();
}
public void packing() {
stat.packing();
}
public void winner(){
stat.winner();
}
public boolean isHasMer() {
return hasMer;
}
public void setHasMer(boolean hasMer) {
this.hasMer = hasMer;
}
public BuyStat getStat() {
return stat;
}
public void setStat(BuyStat stat) {
this.stat = stat;
}
public BuyStat getSelectStat() {
return selectStat;
}
public BuyStat getPayStat() {
return payStat;
}
public BuyStat getPackingStat() {
return packingStat;
}
public BuyStat getInShopStat() {
return inShopStat;
}
public BuyStat getWinnerStat() {
return winnerStat;
}
}
测试
public class ShopTest {
/**
* @param args
*/
public static void main(String[] args) {
// TODO Auto-generated method stub
Shop shop = new Shop();
shop.inShop();
shop.select();
shop.pay();
shop.packing();
shop.winner();
}
}
使用状态值主要作用是便于以的新增和修改状态,其他的状态不会受到影响.改变了以前将状态设置为静态变量.扩展时修改很复杂现象.更加容易扩展.
以上相关例子还有一些缺陷,真是作用是理解这个模式的设计原理,能类代理以前的静态变量状态值,以后更容易维护.