目录
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)。
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;
}
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
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。