大话设计模式——12状态模式

一、概念

当一个对象的行为取决于它的状态,并且它必须在运行时刻根据状态改变它的行为时,就可以考虑使用状态模式。

状态模式就是将特定状态相关的行为放入一个对象中,通过新增子类来增加新的状态和转换。通过把各种状态转移逻辑分布到state的子类之间,消除了庞大的条件分支语句。

二、代码示例

第一版

public class Work {
    private Integer hour;
    private Boolean isFinished;
    // 方法过长是坏味道!
    public void writeProgram() {
        if (isFinished) {
            System.out.println(hour + "点 回家休息");
        } else {
            if (hour >= 9 && hour < 12) {
                System.out.println(hour + "点 上午工作");
            } else if (hour >= 12 && hour < 13) {
                System.out.println(hour + "点 中午吃饭");
            } else if (hour >= 13 && hour < 17) {
                System.out.println(hour + "点 下午工作");
            } else {
                System.out.println(hour + "点 加班中");
            }
        }
    }
    public Integer getHour() {
        return hour;
    }
    public void setHour(Integer hour) {
        this.hour = hour;
    }
    public Boolean getFinished() {
        return isFinished;
    }
    public void setFinished(Boolean finished) {
        isFinished = finished;
    }
}
public class RunMain {
    public static void main(String[] args) {
        Work work = new Work();
        work.setFinished(false);
        work.setHour(9);
        work.writeProgram();
        work.setHour(12);
        work.writeProgram();
        work.setHour(15);
        work.writeProgram();
        work.setHour(18);
        work.writeProgram();
        work.setFinished(true);
        work.setHour(21);
        work.writeProgram();
    }
}

第二版

public class Context {
    private State state;
    public Context(State state) {
        this.state = state;
    }
    public State getState() {
        return state;
    }
    public void setState(State state) {
        this.state = state;
    }
    public void request() {
        state.handle(this);
    }
}
public abstract class State {
    public abstract void handle(Context context);
}
public class StateA extends State {
    @Override
    public void handle(Context context) {
        context.setState(new StateB());
    }
}
public class StateB extends State {
    @Override
    public void handle(Context context) {
        context.setState(new StateA());
    }
}
public class RunMain {
    public static void main(String[] args) {
        Context context = new Context(new StateA());
        // 不断请求同时改变状态
        System.out.println(context.getState());
        context.request();
        System.out.println(context.getState());
        context.request();
        System.out.println(context.getState());
        context.request();
        System.out.println(context.getState());
        context.request();
        System.out.println(context.getState());
    }
}

第三版

public class Work {
    // 状态改变的依据
    private Integer hour;
    // 是否下班的依据
    private Boolean isFinished;
    // 工作状态抽象类
    private State state;
    public Work(State state) {
        this.state = state;
    }
    public Integer getHour() {
        return hour;
    }
    public void setHour(Integer hour) {
        this.hour = hour;
    }
    public Boolean getFinished() {
        return isFinished;
    }
    public void setFinished(Boolean finished) {
        isFinished = finished;
    }
    public State getState() {
        return state;
    }
    public void setState(State state) {
        this.state = state;
    }
    public void writeProgram() {
        state.writeProgram(this);
    }
}
public abstract class State {
    public abstract void writeProgram(Work work);
}
public class StateA extends State {
    @Override
    public void writeProgram(Work work) {
        if (work.getHour() >= 9 && work.getHour() < 12) {
            System.out.println(work.getHour() + "点 上午工作");
        } else {
            work.setState(new StateB());
            work.writeProgram();
        }
    }
}
public class StateB extends State {
    @Override
    public void writeProgram(Work work) {
        if (work.getHour() >= 13 && work.getHour() < 17) {
            System.out.println(work.getHour() + "点 下午工作");
        } else {
            work.setState(new StateC());
            work.writeProgram();
        }
    }
}
public class StateC extends State {
    @Override
    public void writeProgram(Work work) {
        System.out.println(work.getHour() + "点 啥也不做");
    }
}
public class RunMain {
    public static void main(String[] args) {
        // 给初始状态
        Work work = new Work(new StateA());
        work.setHour(9);
        work.writeProgram();
        work.setHour(15);
        work.writeProgram();
        work.setHour(21);
        work.writeProgram();
    }
}

三、状态模式&策略模式

状态模式是策略模式的孪生兄弟,是因为它们的UML图是一样的。但意图却完全不一样,策略模式是让用户指定更换的策略算法,而状态模式是状态在满足一定条件下的自动更换,用户无法指定状态,最多只能设置初始状态。

更多请看 https://www.runoob.com/w3cnote/state-vs-strategy.html

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