一、概念
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。
关系图:
二、应用实例
1.糖果贩卖机程序
关系图:
代码实现:
State接口
/**
* Created by 韩信 on 2017-11-22.
*/
public interface State {
void insertQuarter();
void ejectQuarter();
void turnCrank();
void dispense();
}
/**
* Created by 韩信 on 2017-11-22.
*/
public class HasQuarterState implements State {
GumBallMachine gumBallMachine;
public HasQuarterState(GumBallMachine gumBallMachine){
this.gumBallMachine = gumBallMachine;
}
@Override
public void insertQuarter() {
System.out.println("You can not inserted another quarrter");
}
@Override
public void ejectQuarter() {
System.out.println("Quarter returned");
gumBallMachine.setState(gumBallMachine.getNoQuarterState());
}
@Override
public void turnCrank() {
System.out.println("You turned...... ");
gumBallMachine.setState(gumBallMachine.getSoldState());
}
@Override
public void dispense() {
System.out.println("No gumball dispensed");
}
}
/**
* Created by 韩信 on 2017-11-22.
*/
public class NoQuarterState implements State{
GumBallMachine gumBallMachine;
public NoQuarterState(GumBallMachine gumBallMachine){
this.gumBallMachine = gumBallMachine;
}
@Override
public void insertQuarter() {
System.out.println("You inserted a quarrter");
gumBallMachine.setState(gumBallMachine.getHasQuarterState());
}
@Override
public void ejectQuarter() {
System.out.println("You have not inserted a quarter");
}
@Override
public void turnCrank() {
System.out.println("You turn ,but there is no quarter");
}
@Override
public void dispense() {
System.out.println("You need to pay first");
}
}
SoldOutState类
/**
* Created by 韩信 on 2017-11-22.
*/
public class SoldOutState implements State {
GumBallMachine gumBallMachine;
public SoldOutState(GumBallMachine gumBallMachine){
this.gumBallMachine = gumBallMachine;
}
@Override
public void insertQuarter() {
System.out.println("You can not inserted a quarrter");
gumBallMachine.setState(gumBallMachine.getSoldState());
}
@Override
public void ejectQuarter() {
System.out.println("You have not inserted a quarter");
}
@Override
public void turnCrank() {
System.out.println("You turn ,but there is no quarter");
}
@Override
public void dispense() {
System.out.println("You need to pay first");
}
}
/**
* Created by 韩信 on 2017-11-22.
*/
public class SoldState implements State {
GumBallMachine gumBallMachine;
public SoldState(GumBallMachine gumBallMachine){
this.gumBallMachine = gumBallMachine;
}
@Override
public void insertQuarter() {
System.out.println("please wait,we are already giving you a gumball");
}
@Override
public void ejectQuarter() {
System.out.println("Sorry,you already turned the carnk");
}
@Override
public void turnCrank() {
System.out.println("Turning twice does not get you another gumball");
}
@Override
public void dispense() {
gumBallMachine.release();
if(gumBallMachine.getCount()>0){
gumBallMachine.setState(gumBallMachine.getNoQuarterState());
}else{
System.out.println("Oops,out of gumballs!");
gumBallMachine.setState(gumBallMachine.getSoldOutState());
}
}
}
/**
* Created by 韩信 on 2017-11-22.
*/
public class GumBallMachine {
private State hasQuarterState;
private State soldOutState;
private State noQuarterState;
private State soldState;
private State state = soldOutState;
int count = 0;
public GumBallMachine(int count){
this.hasQuarterState = new HasQuarterState(this);
this.soldOutState = new SoldOutState(this);
this.noQuarterState = new NoQuarterState(this);
this.soldState = new SoldState(this);
if(count>0){
state = noQuarterState;
}
this.count = count;
}
public State getState() {
return state;
}
public void setState(State state) {
this.state = state;
}
public State getHasQuarterState() {
return hasQuarterState;
}
public void setHasQuarterState(State hasQuarterState) {
this.hasQuarterState = hasQuarterState;
}
public State getSoldOutState() {
return soldOutState;
}
public void setSoldOutState(State soldOutState) {
this.soldOutState = soldOutState;
}
public State getNoQuarterState() {
return noQuarterState;
}
public void setNoQuarterState(State noQuarterState) {
this.noQuarterState = noQuarterState;
}
public State getSoldState() {
return soldState;
}
public void setSoldState(State soldState) {
this.soldState = soldState;
}
public void release(){
System.out.println("A gumball comes rolling out the slot ...");
if(count!=0){
count = count-1;
}
}
public int getCount() {
return count;
}
public void setCount(int count) {
this.count = count;
}
public void insertQuarter(){
state.insertQuarter();
}
public void ejectQuarter(){
state.ejectQuarter();
}
public void turnCrank(){
state.turnCrank();
state.dispense();
}
}
/**
* Created by 韩信 on 2017-11-22.
*/
public class Test {
public static void main(String[] args) {
GumBallMachine g = new GumBallMachine(10);
g.insertQuarter();
g.turnCrank();
}
}
三、优缺点
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。