状态模式

状态模式: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。

状态模式和策略模式很相似,只是意图不一样。状态模式有定义好的状态,并且随着代码的执行状态在改变。

先定义一个状态接口 

public interface State {
	
	void insertQuarter();
	void ejectQuarter();
	void trunCrank();
	void dispense();
	
}

然后分别没一种状态下实现这些方法
 

public class HasQuarterState implements State{

	
	GumballMachine gumballMachine;
	
	
	
	public HasQuarterState(GumballMachine gumballMachine) {
		super();
		this.gumballMachine = gumballMachine;
	}

	public GumballMachine getGumballMachine() {
		return gumballMachine;
	}

	public void setGumballMachine(GumballMachine gumballMachine) {
		this.gumballMachine = gumballMachine;
	}

	@Override
	public void insertQuarter() {
		System.out.println("You inserted a  anotehr quarter");
		
	}

	@Override
	public void ejectQuarter() {
		System.out.println("Quarter returned");
		gumballMachine.setState(gumballMachine.noQuarterState);
	}

	@Override
	public void trunCrank() {
		System.out.println("You truned");
		gumballMachine.setState(gumballMachine.soldState);
	}

	@Override
	public void dispense() {
		System.out.println("no gumball dispensed");
		
	}

}
public class NoQuarterState implements State{

	
	GumballMachine gumballMachine;
	
	
	
	public NoQuarterState(GumballMachine gumballMachine) {
		super();
		this.gumballMachine = gumballMachine;
	}

	public GumballMachine getGumballMachine() {
		return gumballMachine;
	}

	public void setGumballMachine(GumballMachine gumballMachine) {
		this.gumballMachine = gumballMachine;
	}

	@Override
	public void insertQuarter() {
		System.out.println("You inserted a quarter");
		gumballMachine.setState(gumballMachine.hasQuaterState);
		
	}

	@Override
	public void ejectQuarter() {
		System.out.println("You haven't inserted a quarter");
		
	}

	@Override
	public void trunCrank() {
		System.out.println("You haven't,but there's no quarter");
		
	}

	@Override
	public void dispense() {
		System.out.println("You need to play first");
		
	}

}
public class SoldQuarterState implements State{

	
	GumballMachine gumballMachine;
	
	
	
	
	public SoldQuarterState(GumballMachine gumballMachine) {
		super();
		this.gumballMachine = gumballMachine;
	}

	public GumballMachine getGumballMachine() {
		return gumballMachine;
	}

	public void setGumballMachine(GumballMachine gumballMachine) {
		this.gumballMachine = gumballMachine;
	}

	@Override
	public void insertQuarter() {
		System.out.println("Sold out");
		
	}

	@Override
	public void ejectQuarter() {
		System.out.println("Sold out");
		
	}

	@Override
	public void trunCrank() {
		System.out.println("Sold out");
		
	}

	@Override
	public void dispense() {
		System.out.println("Sold out");
		
	}

}

应用类   在调用state子类方法时,state会被改变 ,这样在加一个状态时 只要和state相关的代码 不需要全部改变。 

public class GumballMachine {
	
/*	public final static int SOLD_OUT = 0;
	public final static int NO_QUARTER = 1;
	
	public final static int HAS_QUARTER = 2;
	
	public static int SOLD = 3;*/
	
	State soldOutState;
	State noQuarterState;
	State hasQuaterState;
	State soldState;
	
	
	State state = soldState;
	int count = 0;
	
	
	public GumballMachine(int numberGumballs) {
		soldOutState = new SoldQuarterState(this);
		noQuarterState = new NoQuarterState(this);
		hasQuaterState = 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 trunCrank() {
		state.trunCrank();
		
	}
	
	public void releaseBall() {
		System.out.println("A gumball comes rolling out the solt...");
		if(count != 0) {
			count = count -1;
		}
	}


	public static void main(String[] args) {
		GumballMachine gumballMachine = new GumballMachine(5);
		gumballMachine.insertQuarter();
		gumballMachine.trunCrank();
		gumballMachine.insertQuarter();
		gumballMachine.trunCrank();
		
	}
	
	public State getState() {
		return state;
	}


	public void setState(State state) {
		this.state = state;
	}
	
	
	
}

 

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