设计模式学习(十)状态模式

设计模式学习(九)迭代器与组合模式


本文是阅读《Head First 设计模式》的学习记录。详细内容可以自行阅读书本

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。

举例

  一家糖果公司需要实现一个糖果售货机,它的实现逻辑如下,需要先投入1元,再转动曲柄,机器人吐出糖果,如果还有剩余糖果就继续售货:
在这里插入图片描述

  如果我们通过条件语句来控制,也可以实现代码逻辑,但是代码会很难扩展,所以需要使用状态模式来实现。

  1.定义状态接口,将影响状态的行为封装到里面。并且所有的状态都必须实现它。

public interface State {

    /**
     * 投钱
     */
    void insertMoney();

    /**
     * 退钱
     */
    void ejectMoney();

    /**
     * 转动曲柄
     */
    void turnCrank();

    /**
     * 出糖果
     */
    void dispense();

    String description();
}

  2.实现上图四个状态

public class NoMoneyState implements State{
    GumballMachine gumballMachine;

    public NoMoneyState(GumballMachine gumballMachine) {
        this.gumballMachine = gumballMachine;
    }

    @Override
    public void insertMoney() {
        System.out.println("inserted money");
        gumballMachine.setState(gumballMachine.getHasMoneyState());
    }

    @Override
    public void ejectMoney() {
        System.out.println("ignore !");
    }

    @Override
    public void turnCrank() {
        System.out.println("ignore !");
    }

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

    @Override
    public String description() {
        return "NoMoneyState";
    }
}
public class HasMoneyState implements State{

    GumballMachine gumballMachine;

    public HasMoneyState(GumballMachine gumballMachine) {
        this.gumballMachine = gumballMachine;
    }

    @Override
    public void insertMoney() {
        System.out.println("ignore !");
    }

    @Override
    public void ejectMoney() {
        System.out.println("money return ");
        gumballMachine.setState(gumballMachine.getNoMoneyState());
    }

    @Override
    public void turnCrank() {
        System.out.println("turned... ");
        gumballMachine.setState(gumballMachine.getSoldState());
    }

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

    @Override
    public String description() {
        return "HasMoneyState";
    }
}
public class SoldState implements State{

    GumballMachine gumballMachine;

    public SoldState(GumballMachine gumballMachine) {
        this.gumballMachine = gumballMachine;
    }

    @Override
    public void insertMoney() {
        System.out.println("ignore !");
    }

    @Override
    public void ejectMoney() {
        System.out.println("ignore !");
    }

    @Override
    public void turnCrank() {
        System.out.println("ignore !");
    }

    @Override
    public void dispense() {
        System.out.println("dispense");
        gumballMachine.releaseBall();
        gumballMachine.setState(gumballMachine.getCount() > 0 ? gumballMachine.getNoMoneyState() :
                gumballMachine.getSoldOutState());
    }

    @Override
    public String description() {
        return "SoldState";
    }
}

public class SoldOutState implements State{
    // 糖果售空,该状态下不处理任何行为
    GumballMachine gumballMachine;

    public SoldOutState(GumballMachine gumballMachine) {
        this.gumballMachine = gumballMachine;
    }

    @Override
    public void insertMoney() {
        System.out.println("ignore !");
    }

    @Override
    public void ejectMoney() {
        System.out.println("ignore !");
    }

    @Override
    public void turnCrank() {
        System.out.println("ignore !");
    }

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

    @Override
    public String description() {
        return "SoldOutState";
    }
}

  3.实现售货机类

public class GumballMachine {

    State hasMoneyState, noMoneyState, soldOutState, soldState;
    State state;
    int count = 0;

    public GumballMachine(int count) {
        this.count = count;
        hasMoneyState = new HasMoneyState(this);
        noMoneyState = new NoMoneyState(this);
        soldOutState = new SoldOutState(this);
        soldState = new SoldState(this);

        state = count > 0 ? noMoneyState : soldOutState;
    }

    public void insertMoney() {
        state.insertMoney();
    }

    public void ejectMoney() {
        state.ejectMoney();
    }

    public void turnCrank() {
        state.turnCrank();
    }

    public void dispense() {
        state.dispense();
    }

    public void setState(State state) {
        System.out.println(this.state.description() + " -> " + state.description());
        this.state = state;
    }

    public int getCount() {
        return count;
    }

    /**
     * 出糖果方法
     */
    void releaseBall() {
        System.out.println("a gumball comes rolling out the slot ...");
        if (count != 0) {
            count--;
        }
    }

    public State getHasMoneyState() {
        return hasMoneyState;
    }

    public State getNoMoneyState() {
        return noMoneyState;
    }

    public State getSoldOutState() {
        return soldOutState;
    }

    public State getSoldState() {
        return soldState;
    }
}

  4.测试

    public static void main(String[] args) {
        GumballMachine gumballMachine = new GumballMachine(1);

        for (int i = 0; i <= 1; i++){
            System.out.println(" test " + i);
            gumballMachine.insertMoney();
            gumballMachine.turnCrank();
            gumballMachine.dispense();
        }
    }

在这里插入图片描述

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