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。
直接看定义好像有些晦涩,我们先看例子,待会儿再回到定义来。
我们现在模拟一个糖果机的工作状态,它的状态变化图如下所示
找出所有的状态:
- 没有25分钱
- 有25分钱
- 糖果售罄
- 售出糖果
现在我们需要用代码来实现这些状态。我们可以创建一个实例变量来持有目前的状态,然后定义每个状态的值:
final static int SOLD_OUT=0;
final static int NO_QUARTER=1;
final static int HAS_QUARTER=2;
final static int SOLD=3;
int state =SOLD_OUT;
但是显然可以预见的是,这种做法会带来一个弊端,当你需要扩展状态时,修改代码会变得非常困难。比如说,我们需要为糖果机新增一个功能,“售出糖果”状态有10%的几率会导致掉下两颗糖果,而不是一颗,这显然需要增加一个状态,用原有的实现方式会让我们陷入混乱的状态中无法脱身。
为此,我们应该试着局部化每个状态的行为,遵守“封装变化”原则,将每个状态的行为都放在各自的类中,那么每个状态只要实现它自己的动作就可以了。我们要做的事情是
- 我们可以定义一个State接口,在这个接口内,糖果机的每个动作都有一个对应的方法。
- 然后为机器中的每个状态实现状态类。这些类将负责在对应的状态下进行机器的行为。
- 最后,将动作委托到状态类。
State接口
public interface State {
public void insertQuarter();
public void ejectQuarter();
public void turnCrank();
public void dispense();
}
每个状态对应的状态类
import java.util.Random;
public class HasQuarterState implements State {
Random randomWinner = new Random(System.currentTimeMillis());
GumballMachine gumballMachine;
public HasQuarterState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
public void insertQuarter() {
System.out.println("You can't insert another quarter");
}
public void ejectQuarter() {
System.out.println("Quarter returned");
gumballMachine.setState(gumballMachine.getNoQuarterState());
}
public void turnCrank() {
System.out.println("You turned...");
int winner = randomWinner.nextInt(10);
if ((winner == 0) && (gumballMachine.getCount() > 1)) {
gumballMachine.setState(gumballMachine.getWinnerState());
} else {
gumballMachine.setState(gumballMachine.getSoldState());
}
}
public void dispense() {
System.out.println("No gumball dispensed");
}
public String toString() {
return "waiting for turn of crank";
}
}
public class NoQuarterState implements State {
GumballMachine gumballMachine;
public NoQuarterState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
public void insertQuarter() {
System.out.println("You inserted a quarter");
gumballMachine.setState(gumballMachine.getHasQuarterState());
}
public void ejectQuarter() {
System.out.println("You haven't inserted a quarter");
}
public void turnCrank() {
System.out.println("You turned, but there's no quarter");
}
public void dispense() {
System.out.println("You need to pay first");
}
public String toString() {
return "waiting for quarter";
}
}
public class SoldOutState implements State {
GumballMachine gumballMachine;
public SoldOutState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
public void insertQuarter() {
System.out.println("You can't insert a quarter, the machine is sold out");
}
public void ejectQuarter() {
System.out.println("You can't eject, you haven't inserted a quarter yet");
}
public void turnCrank() {
System.out.println("You turned, but there are no gumballs");
}
public void dispense() {
System.out.println("No gumball dispensed");
}
public String toString() {
return "sold out";
}
}
public class SoldState implements State {
GumballMachine gumballMachine;
public SoldState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
public void insertQuarter() {
System.out.println("Please wait, we're already giving you a gumball");
}
public void ejectQuarter() {
System.out.println("Sorry, you already turned the crank");
}
public void turnCrank() {
System.out.println("Turning twice doesn't get you another gumball!");
}
public void dispense() {
gumballMachine.releaseBall();
if (gumballMachine.getCount() > 0) {
gumballMachine.setState(gumballMachine.getNoQuarterState());
} else {
System.out.println("Oops, out of gumballs!");
gumballMachine.setState(gumballMachine.getSoldOutState());
}
}
public String toString() {
return "dispensing a gumball";
}
}
public class WinnerState implements State {
GumballMachine gumballMachine;
public WinnerState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
public void insertQuarter() {
System.out.println("Please wait, we're already giving you a Gumball");
}
public void ejectQuarter() {
System.out.println("Please wait, we're already giving you a Gumball");
}
public void turnCrank() {
System.out.println("Turning again doesn't get you another gumball!");
}
public void dispense() {
System.out.println("YOU'RE A WINNER! You get two gumballs for your quarter");
gumballMachine.releaseBall();
if (gumballMachine.getCount() == 0) {
gumballMachine.setState(gumballMachine.getSoldOutState());
} else {
gumballMachine.releaseBall();
if (gumballMachine.getCount() > 0) {
gumballMachine.setState(gumballMachine.getNoQuarterState());
} else {
System.out.println("Oops, out of gumballs!");
gumballMachine.setState(gumballMachine.getSoldOutState());
}
}
}
public String toString() {
return "despensing two gumballs for your quarter, because YOU'RE A WINNER!";
}
}
下面是我们的糖果机代码
public class GumballMachine {
State soldOutState;
State noQuarterState;
State hasQuarterState;
State soldState;
State winnerState;
State state = soldOutState;
int count = 0;
public GumballMachine(int numberGumballs) {
soldOutState = new SoldOutState(this);
noQuarterState = new NoQuarterState(this);
hasQuarterState = new HasQuarterState(this);
soldState = new SoldState(this);
winnerState = new WinnerState(this);
this.count = numberGumballs;
if (numberGumballs > 0) {
state = noQuarterState;
}
}
public void insertQuarter() {
state.insertQuarter();
}
public void ejectQuarter() {
state.ejectQuarter();
}
public void turnCrank() {
state.turnCrank();
state.dispense();
}
void setState(State state) {
this.state = state;
}
void releaseBall() {
System.out.println("A gumball comes rolling out the slot...");
if (count != 0) {
count = count - 1;
}
}
int getCount() {
return count;
}
void refill(int count) {
this.count = count;
state = noQuarterState;
}
public State getState() {
return state;
}
public State getSoldOutState() {
return soldOutState;
}
public State getNoQuarterState() {
return noQuarterState;
}
public State getHasQuarterState() {
return hasQuarterState;
}
public State getSoldState() {
return soldState;
}
public State getWinnerState() {
return winnerState;
}
public String toString() {
StringBuffer result = new StringBuffer();
result.append("\nMighty Gumball, Inc.");
result.append("\nJava-enabled Standing Gumball Model #2004");
result.append("\nInventory: " + count + " gumball");
if (count != 1) {
result.append("s");
}
result.append("\n");
result.append("Machine is " + state + "\n");
return result.toString();
}
}
测试代码如下
public class GumballMachineTestDrive {
public static void main(String[] args) {
GumballMachine gumballMachine =
new GumballMachine(10);
System.out.println(gumballMachine);
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
System.out.println(gumballMachine);
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
System.out.println(gumballMachine);
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
System.out.println(gumballMachine);
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
System.out.println(gumballMachine);
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
System.out.println(gumballMachine);
}
}
测试结果为
现在我们回到文章开头状态模式的定义,这个描述的第一部分“状态模式允许对象在内部状态改变时改变它的行为”附有相当多的涵义,因为这个模式将状态封装成独立的类,并将动作委托到代表当前状态的对象,行为会随着内部的状态改变而改变。
定义的第二部分“对象看起来好像修改了它的类”是什么意思呢?从客户的视角看:如果你使用的对象能够完全改变它的行为,那么你会觉得,这个对象实际上是从别的类实例化而来的。然而,实际上,我们是在使用组合通过简单引用不同的状态对象来造成类改变的假象。
状态模式的类图为
状态模式和策略模式
我们把策略模式想成是除了继承之外的一种弹性替代方案。如果你继承定义了一个类的行为,你将被这个行为困住,甚至要修改它都很难。有了策略模式,你可以通过组合不同的对象来改变行为。
我们把状态模式想成是不用再context中放置许多条件判断的替代方案。通过将行为包装进状态对象中,你可以通过在context内简单地改变状态对象来改变context的行为。