《headfirst设计模式》读书笔记10-状态模式

1. 糖果机

这是一个状态图,糖果机有“糖果售完”,“有25分钱”,“没有25分钱”,“售出糖果”四个状态(其实还有一个检测是否售完的状态),我们也有四个动作“投入25分钱”,“退回25分钱”,“转动曲柄”,“发放糖果”。但是对于任意一个可能的动作,我们都要检查,看看我们所处的状态和动作是否合适(所以每种状态下都可能做这些动作)。

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2. 看图写代码

这是一个照着图写的代码,只要一变更需求则需要重构代码

2.1 GumballMachine.h

#include <string>
#include <iostream>
using std::cout;
using std::endl;
using std::string;
enum{SOLD_OUT,NO_QUARTER,HAS_QUARTER,SOLD};
class GumballMachine{
public:
    GumballMachine(int count);
    void insertQuarter();
    void ejectQuarter();
    void turnCrank();
    void dispense();
    void refill(int numGumBalls);
    string toString();
private:
    int state=SOLD_OUT;
    int count=0;
};

2.2 GumballMachine.cpp

#include "GumballMachine.h"

GumballMachine::GumballMachine(int count)
{
    this->count=count;
    if(count>0){
        state=NO_QUARTER;
    }
}

void GumballMachine::insertQuarter()
{
    if (state == HAS_QUARTER) {
        cout<<"You can't insert another quarter"<<endl;
    } else if (state == NO_QUARTER) {
        state = HAS_QUARTER;
        cout<<"You inserted a quarter"<<endl;
    } else if (state == SOLD_OUT) {
        cout<<"You can't insert a quarter, the machine is sold out"<<endl;
    } else if (state == SOLD) {
        cout<<"Please wait, we're already giving you a gumball"<<endl;
    }
}

void GumballMachine::ejectQuarter()
{
    if (state == HAS_QUARTER) {
        cout<<"Quarter returned"<<endl;
        state = NO_QUARTER;
    } else if (state == NO_QUARTER) {
        cout<<"You haven't inserted a quarter"<<endl;
    } else if (state == SOLD) {
        cout<<"Sorry, you already turned the crank"<<endl;
    } else if (state == SOLD_OUT) {
        cout<<"You can't eject, you haven't inserted a quarter yet"<<endl;
    }
}

void GumballMachine::turnCrank()
{
    if (state == SOLD) {
        cout<<"Turning twice doesn't get you another gumball!"<<endl;
    } else if (state == NO_QUARTER) {
        cout<<"You turned but there's no quarter"<<endl;
    } else if (state == SOLD_OUT) {
        cout<<"You turned, but there are no gumballs"<<endl;
    } else if (state == HAS_QUARTER) {
        cout<<"You turned..."<<endl;
        state = SOLD;
        dispense();
    }
}

void GumballMachine::dispense()
{
    if (state == SOLD) {
        cout<<"A gumball comes rolling out the slot"<<endl;
        count = count - 1;
        if (count == 0) {
            cout<<"Oops, out of gumballs!"<<endl;
            state = SOLD_OUT;
        } else {
            state = NO_QUARTER;
        }
    } else if (state == NO_QUARTER) {
        cout<<"You need to pay first"<<endl;
    } else if (state == SOLD_OUT) {
        cout<<"No gumball dispensed"<<endl;
    } else if (state == HAS_QUARTER) {
        cout<<"No gumball dispensed"<<endl;
    }
}

void GumballMachine::refill(int numGumBalls)
{
    this->count = numGumBalls;
    state = NO_QUARTER;
}

string GumballMachine::toString()
{
    string result="";
    result.append("\nMighty Gumball, Inc.");
    result.append("\nJava-enabled Standing Gumball Model #2004\n");
    result.append("Inventory: " + std::to_string(count) + " gumball");
    if (count != 1) {
        result.append("s");
    }
    result.append("\nMachine is ");
    if (state == SOLD_OUT) {
        result.append("sold out");
    } else if (state == NO_QUARTER) {
        result.append("waiting for quarter");
    } else if (state == HAS_QUARTER) {
        result.append("waiting for turn of crank");
    } else if (state == SOLD) {
        result.append("delivering a gumball");
    }
    result.append("\n");
    return result;
}

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3. 定义状态模式

状态模式就是将状态封装成独立的类(通过抽象出状态类,实现共同的方法),通过组合的改变关联的类(组合可以随意改变关联的类),然后委托关联的类进行方法的处理(不同的状态就会关联不同的类,从而调用不同的方法)

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
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4. 部分源码

4.1 State.h

#include <iostream>
#include <string>
using std::string;
using std::cout;
using std::endl;
class State{
public:
    virtual void insertQuarter()=0;
    virtual void ejectQuarter()=0;
    virtual void turnCrank()=0;
    virtual void dispense()=0;
    virtual void refill()=0;
    virtual string toString()=0;
    virtual ~State(){};
};

4.2 HasQuarterState.h

#include "State.h"
class GumballMachine;
class HasQuarterState:public State{
public:
    HasQuarterState(GumballMachine *gumballMachine);
    virtual void insertQuarter()override final;
    virtual void ejectQuarter()override final;
    virtual void turnCrank()override final;
    virtual void dispense()override final;
    virtual void refill()override final;
    virtual string toString()override final;
    virtual ~HasQuarterState();
private:
    GumballMachine *gumballMachine;
};

4.3 HasQuarterState.cpp

#include "HasQuarterState.h"
#include "GumballMachine.h"
HasQuarterState::HasQuarterState(GumballMachine *gumballMachine)
{
    this->gumballMachine=gumballMachine;
}

void HasQuarterState::insertQuarter()
{
    cout<<"You can't insert another quarter"<<endl;
}

void HasQuarterState::ejectQuarter()
{
    cout<<"Quarter returned"<<endl;
    gumballMachine->setState(gumballMachine->getNoQuarterState());
}

void HasQuarterState::turnCrank()
{
    cout<<"You turned..."<<endl;
    gumballMachine->setState(gumballMachine->getSoldState());
}

void HasQuarterState::dispense()
{
    cout<<"No gumball dispensed"<<endl;
}

void HasQuarterState::refill()
{

}

string HasQuarterState::toString()
{
    return "waiting for turn of crank";
}

HasQuarterState::~HasQuarterState()
{

}

4.4 GumballMachine.h

#include "State.h"
#include <string>
using std::string;
class GumballMachine{
public:
    GumballMachine(int numberGumballs);
    void insertQuarter();
    void ejectQuarter();
    void turnCrank();
    void releaseBall();
    int getCount();
    void refill(int count);
    void setState(State *state);
    State *getState();
    State *getSoldOutState();
    State *getNoQuarterState();
    State *getHasQuarterState();
    State *getSoldState();
    string toString();
    ~GumballMachine();
private:
    State *state;
    int count=0;
    State *soldOutState;
    State *noQuarterState;
    State *hasQuarterState;
    State *soldState;
};

5.策略模式和状态模式的区别

策略模式和状态模式的类图相同,但是它们的意图不同:
1.状态模式不想让客户知道状态对象的改变,策略模式是客户主动组合的对象
2.状态模式内部状态对象变化很快,策略模式内部状态对象一般是不咋改变
3.状态模式是不用在context中放置许多条件判断的替换方案,策略模式是想除了继承之外的一种弹性替换方案。

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