State(状态模式)

1、定义:

       允许一个对象在其状态改变时改变他的行为。

2、模式结构

   

3、协作角色

        Context 定义客户感兴趣的接口和定义当前状态

         State: 定义一个接口以封装与Context的一个特定状态相关的行为

        ConcreteState* 实现一个与Context的一个状态相关的行为

4、适用性:

         对象的行为决定于其行为,且需要在运行时根据状态的改变他的行为。

          多个操作依赖一个相同的条件结构。

5、实例:

     1、需求:(引用head first 设计模式上的一个例子)自动糖果机,需求如下图所示:

               

 

                 实现:

gumball.h

#ifndef __GUMBALL_H__
#define __GUMBALL_H__

typedef enum {
	MACHINE_SLOD_OUT,
	MACHINE_NO_QUARTER,
	MACHINE_HAS_QUARTER,
	MACHINE_SLOD,
}MACHINE_STATE;

typedef struct {
	MACHINE_STATE state;
	unsigned int count;
}machine;

int gumball_init(unsigned int count);
int gumball_insertQuarter(void);
int gumball_ejectQuarter(void);
int gumball_turnedCrank(void);


#endif


 

gumball.c

#include <stdio.h>
#include <string.h>
#include "gumball.h"

machine this_machine;

static int gumball_setState(MACHINE_STATE state)
{
	this_machine.state = state;
}
static unsigned int gumball_deCount()
{
	this_machine.count--;
	return this_machine.count;
}
static int gumball_dispense()
{
	unsigned int count;
	switch(this_machine.state)
	{
		case MACHINE_HAS_QUARTER:
			printf("No gumball dispensed.\n");
			break;
		case MACHINE_NO_QUARTER:
			printf("You need pay first.\n");
			break;
		case MACHINE_SLOD_OUT:
			printf("No gumball dispensed.\n");
			break;
		case MACHINE_SLOD:
			printf("A gumball comes rolling out the slot.\n");
			count = gumball_deCount();
			if(count == 0)
			{
				gumball_setState(MACHINE_SLOD_OUT);
			}
			else
			{
				gumball_setState(MACHINE_NO_QUARTER);
			}
			break;
		default:
			//never ~
			break;
	}
	return 0;
}


int gumball_init(unsigned int count)
{
	memset((void *)&this_machine, 0, sizeof(machine));
	this_machine.count = count;
	this_machine.state = MACHINE_SLOD_OUT;

	if(count > 0)
	{
		gumball_setState(MACHINE_NO_QUARTER);
	}

	return 0;
}
int gumball_insertQuarter(void)
{
	switch(this_machine.state)
	{
		case MACHINE_HAS_QUARTER:
			printf("You could not insert another quarter.\n");
			break;
		case MACHINE_NO_QUARTER:
			gumball_setState(MACHINE_HAS_QUARTER);
			printf("You insert a quarter.\n");
			break;
		case MACHINE_SLOD_OUT:
			printf("You could not insert a quarter , as this machine is sold out.\n");
			break;
		case MACHINE_SLOD:
			printf("Please wait ,we are already giving you a gumball.\n");
			break;
		default:
			//never ~
			break;
	}
	return 0;
}

int gumball_ejectQuarter(void)
{
	switch(this_machine.state)
	{
		case MACHINE_HAS_QUARTER:
			printf("quarter returned\n");
			gumball_setState(MACHINE_NO_QUARTER);
			break;
		case MACHINE_NO_QUARTER:
			printf("You have not inserted a quarter.\n");
			break;
		case MACHINE_SLOD_OUT:
			printf("You could not insert a quarter , as this machine is sold out.\n");
			break;
		case MACHINE_SLOD:
			printf("you could not eject. You have not inserted a quarter yet.\n");
			break;
		default:
			//never ~
			break;
	}
	return 0;
}

int gumball_turnedCrank(void)
{
	switch(this_machine.state)
	{
		case MACHINE_HAS_QUARTER:
			printf("your turned ...\n");
			gumball_setState(MACHINE_NO_QUARTER);
			break;
		case MACHINE_NO_QUARTER:
			printf("You turned but there is no quarter.\n");
			break;
		case MACHINE_SLOD_OUT:
			printf("You turned, but there art no gumball.\n");
			break;
		case MACHINE_SLOD:
			printf("Turning twice does not get you another gumball.\n");
			break;
		default:
			//never ~
			break;
	}
	return 0;
}


 

client.c

#include <stdio.h>
#include "gumball.h"

int main()
{
	gumball_init(5);

	printf("first test\n");
	gumball_insertQuarter();
	gumball_turnedCrank();

	printf("second\n");
	gumball_insertQuarter();
	gumball_ejectQuarter();
	gumball_turnedCrank();

	printf("third\n");
	gumball_insertQuarter();
	gumball_ejectQuarter();
	gumball_turnedCrank();
	gumball_ejectQuarter();

	printf("last\n");
	
	gumball_insertQuarter();
	gumball_turnedCrank();
	gumball_insertQuarter();
	gumball_turnedCrank();
	gumball_insertQuarter();
	gumball_turnedCrank();
	gumball_ejectQuarter();

	printf("over\n");
	return 0;
}


 

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