1.以下为例:
具体状态类:
package com.hb.designPattern4.statePattern;
public class StayOpen extends DoorState {
public StayOpen(Door door) {
super(door);
// TODO Auto-generated constructor stub
}
public void touch() {
door.setState(door.CLOSING);
}
@Override
public void complete() {
// TODO Auto-generated method stub
}
@Override
public void timeOut() {
// TODO Auto-generated method stub
}
}
具体状态类:
package com.hb.designPattern4.statePattern;
public class Opening extends DoorState{
public Opening(Door door) {
super(door);
// TODO Auto-generated constructor stub
}
@Override
public void touch() {
// TODO Auto-generated method stub
door.setState(door.CLOSING);
}
public void complete() {
door.setState(door.OPEN);
}
@Override
public void timeOut() {
// TODO Auto-generated method stub
}
}
具体状态类:
package com.hb.designPattern4.statePattern;
public class Open extends DoorState {
public Open(Door door) {
super(door);
// TODO Auto-generated constructor stub
}
@Override
public void touch() {
// TODO Auto-generated method stub
door.setState(door.STAYOPEN);
}
public void timeOut() {
door.setState(door.CLOSING);
}
@Override
public void complete() {
// TODO Auto-generated method stub
}
}
抽象状态类:
package com.hb.designPattern4.statePattern;
public abstract class DoorState {
protected Door door;
public abstract void touch();
public abstract void complete();
public abstract void timeOut() ;
public String status() {
String s=getClass().getName();
return s.substring(s.lastIndexOf(".")+1);
}
public DoorState(Door door) {
this.door=door;
}
}
package com.hb.designPattern4.statePattern;
public class Door {
public final DoorState CLOSED=new Closed(this);
public final DoorState OPENING=new Opening(this);
public final DoorState OPEN=new Open(this);
public final DoorState CLOSING=new Closing(this);
public final DoorState STAYOPEN=new StayOpen(this);
private DoorState state=CLOSED;
public void touch() {
state.touch();
}
public void complete() {
state.complete();
}
public void timeOut() {
state.timeOut();
}
public String status() {
return state.status();
}
protected void setState(DoorState state) {
this.state=state;
setChanged();
notifyObservers();
}
private void notifyObservers() {
// TODO Auto-generated method stub
}
private void setChanged() {
// TODO Auto-generated method stub
}
}
具体状态类:
package com.hb.designPattern4.statePattern;
public class Closing extends DoorState {
public Closing(Door door) {
super(door);
// TODO Auto-generated constructor stub
}
@Override
public void touch() {
// TODO Auto-generated method stub
door.setState(door.OPENING);
}
public void complete() {
door.setState(door.CLOSED);
}
@Override
public void timeOut() {
// TODO Auto-generated method stub
}
}
具体状态类:
package com.hb.designPattern4.statePattern;
public class Closed extends DoorState {
public Closed(Door door) {
super(door);
// TODO Auto-generated constructor stub
}
@Override
public void touch() {
// TODO Auto-generated method stub
door.setState(door.OPENING);
}
@Override
public void complete() {
// TODO Auto-generated method stub
}
@Override
public void timeOut() {
// TODO Auto-generated method stub
}
}
测试:
package com.hb.designPattern4.statePattern;
public class Client {
public static void main(String[] args) {
Door door=new Door();
//初始状态
System.out.println(door.status());
//
door.touch();
System.out.println(door.status());
door.complete();
System.out.println(door.status());
door.timeOut();
System.out.println(door.status());
door.complete();
System.out.println(door.status());
}
}
2.介绍
状态模式(State Pattern) :允许一个对象在其内部状态改变时改变它的行为,对象看起来似乎修改了它的类。其别名为状态对象(Objects for States),状态模式是一种对象行为型模式。
状态模式的关键是引入了一个抽象类来专门表示对象的状态,这个类我们叫做抽象状态类,而对象的每一种具体状态类都继承了该类,并在不同具体状态类中实现了不同状态的行为,包括各种状态之间的转换。
例:
3.优点
封装了转换规则。
枚举可能的状态,在枚举状态之前需要确定状态种类。
将所有与某个状态有关的行为放到一个类中,并且可以方便地增加新的状态,只需要改变对象状态即可改变对象的行为。
允许状态转换逻辑与状态对象合成一体,而不是某一个巨大的条件语句块。
可以让多个环境对象共享一个状态对象,从而减少系统中对象的个数。
4.缺点
状态模式的使用必然会增加系统类和对象的个数。
状态模式的结构与实现都较为复杂,如果使用不当将导致程序结构和代码的混乱。
状态模式对“开闭原则”的支持并不太好,对于可以切换状态的状态模式,增加新的状态类需要修改那些负责状态转换的源代码,否则无法切换到新增状态;而且修改某个状态类的行为也需修改对应类的源代码。