设计模式之状态模式

基本介绍

  1. 主要是用来解决对象在多种状态转换时,需要对外输出不同的行为的问题,状态和行为是一一对应的,状态之间是可以相互转换的
  2. 当一个对象的内在状态改变时,允许改变其行为,这个对象看起来像是改变了其类

角色及职责

  1. State:是状态接口角色,封装与Context的一个特定接口相关行为
  2. ConcreteState:实现State接口,是具体的状态角色,每个子类实现一个于Context的一个状态相关行为。
  3. Context:上下文对象,聚合State,用于维护ConcreteState的实例,这个实例定义当前状态

代码示例

抽奖场景

State

public interface State {
    void deduceMoney();
    boolean raffle();
    void dispensePrize();
}

context

public class Activity {

    private State state = null;
    private int count = 0;
    private State noRaffleState = new NoRaffleState(this);
    private State canRaffleState = new CanRaffleState(this);
    private State dispenseState = new DispenseState(this);
    private State dispenseOutState = new DispenseOutState(this);

    public Activity(int count) {
        this.state = getNoRaffleState();
        this.count = count;
    }
    
    public void deductMoney(){
        state.deduceMoney();
    }

    public void raffle(){
        if (state.raffle()){
            state.dispensePrize();
        }
    }



    public int getCount() {
        int cur = count;
        count--;
        return cur;
    }

    public void setCount(int count) {
        this.count = count;
    }

    public State getNoRaffleState() {
        return noRaffleState;
    }

    public void setNoRaffleState(State noRaffleState) {
        this.noRaffleState = noRaffleState;
    }

    public State getCanRaffleState() {
        return canRaffleState;
    }

    public void setCanRaffleState(State canRaffleState) {
        this.canRaffleState = canRaffleState;
    }

    public State getDispenseState() {
        return dispenseState;
    }

    public void setDispenseState(State dispenseState) {
        this.dispenseState = dispenseState;
    }

    public State getDispenseOutState() {
        return dispenseOutState;
    }

    public void setDispenseOutState(State dispenseOutState) {
        this.dispenseOutState = dispenseOutState;
    }

    public Activity(State state) {
        this.state = state;
    }

    public State getState() {
        return state;
    }

    public void setState(State state) {
        this.state = state;
    }
}

ConcreteState:具体实现

public class NoRaffleState implements State{

    Activity activity;

    public NoRaffleState(Activity activity) {
        this.activity = activity;
    }

    @Override
    public void deduceMoney() {
        System.out.println("扣除积分,你可以抽奖了");
        activity.setState(activity.getCanRaffleState());
    }

    @Override
    public boolean raffle() {
        System.out.println("扣了积分才能抽奖");
        return false;
    }

    @Override
    public void dispensePrize() {
        System.out.println("不能发放奖品");
    }
}

public class DispenseOutState implements State{

    Activity activity;

    public DispenseOutState(Activity activity) {
        this.activity = activity;
    }

    @Override
    public void deduceMoney() {
        System.out.println("奖品已经发放完了,不能扣除积分");
    }

    @Override
    public boolean raffle() {
        System.out.println("奖品已经发放完了,不能抽奖了");
        return false;
    }

    @Override
    public void dispensePrize() {
        System.out.println("奖品已经发放完了,不能发放奖品了");
    }
}
public class DispenseState implements State{

    Activity activity;

    public DispenseState(Activity activity) {
        this.activity = activity;
    }

    @Override
    public void deduceMoney() {
        System.out.println("不能扣除积分");
    }

    @Override
    public boolean raffle() {
        System.out.println("不能抽奖");
        return false;
    }

    @Override
    public void dispensePrize() {
        if (activity.getCount() > 0){
            System.out.println("恭喜你中奖了");
            activity.setState(activity.getNoRaffleState());
        }else {
            System.out.println("奖品已经发放完了");
            activity.setState(activity.getDispenseOutState());
        }

    }
}
public class CanRaffleState implements State{

    Activity activity;

    public CanRaffleState(Activity activity) {
        this.activity = activity;
    }

    @Override
    public void deduceMoney() {
        System.out.println("已经扣除了积分");
    }

    @Override
    public boolean raffle() {
        System.out.println("正在抽奖");
        Random random = new Random();
        int num = random.nextInt(10);
        if (num == 0){
            activity.setState(activity.getDispenseState());
        }else {
            System.out.println("没有抽中奖品");
            activity.setState(activity.getNoRaffleState());
        }
        return true;
    }

    @Override
    public void dispensePrize() {
        System.out.println("没中奖,不能发放奖品");
    }
}

客户端调用

public class Client {
    public static void main(String[] args) {
        Activity activity = new Activity(1);
        for (int i = 0; i < 30; i++) {
            System.out.println("第" + (i+1) + "次抽奖");
            activity.deductMoney();
            activity.raffle();
        }
    }
}

注意事项和细节

  1. 代码有很强的可读性,状态模式将每个状态的行为封装到对应的一个类中
  2. 方便维护,将容易产生问题的if-else语句删除了,如果把每个状态的行为都放到一个类中,每次调用方法时都要判断当前是什么状态,不但会产生很多的if-else语句,而且容易出错
  3. 符合开闭原则,容易增删状态
  4. 会产生很多的类,每个状态都对应一个类,当状态过多时会产生很大类,加大维护难度
  5. 当一个事件或者对象有很多种状态,状态之间会相互转换,对不同的状态要求有不同的行为时,可以考虑使用状态模式
  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值