状态模式通过改变对象内部的状态来帮助对象控制自己的行为。
这是一张状态图,其中每个圆圈都是一个状态。
最简单,第一反应的实现就是使用一个变量来控制状态值,并在方法内书写条件代码来处理不同情况。
package headfirst.designpatterns.state.gumball;
public class GumballMachine {
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;
int count = 0;
public GumballMachine(int count) {
this.count = count;
if (count > 0) {
state = NO_QUARTER;
}
}
public void insertQuarter() {
if (state == HAS_QUARTER) {
System.out.println("You can't insert another quarter");
} else if (state == NO_QUARTER) {
state = HAS_QUARTER;
System.out.println("You inserted a quarter");
} else if (state == SOLD_OUT) {
System.out.println("You can't insert a quarter, the machine is sold out");
} else if (state == SOLD) {
System.out.println("Please wait, we're already giving you a gumball");
}
}
public void ejectQuarter() {
if (state == HAS_QUARTER) {
System.out.println("Quarter returned");
state = NO_QUARTER;
} else if (state == NO_QUARTER) {
System.out.println("You haven't inserted a quarter");
} else if (state == SOLD) {
System.out.println("Sorry, you already turned the crank");
} else if (state == SOLD_OUT) {
System.out.println("You can't eject, you haven't inserted a quarter yet");
}
}
public void turnCrank() {
if (state == SOLD) {
System.out.println("Turning twice doesn't get you another gumball!");
} else if (state == NO_QUARTER) {
System.out.println("You turned but there's no quarter");
} else if (state == SOLD_OUT) {
System.out.println("You turned, but there are no gumballs");
} else if (state == HAS_QUARTER) {
System.out.println("You turned...");
state = SOLD;
dispense();
}
}
private void dispense() {
if (state == SOLD) {
System.out.println("A gumball comes rolling out the slot");
count = count - 1;
if (count == 0) {
System.out.println("Oops, out of gumballs!");
state = SOLD_OUT;
} else {
state = NO_QUARTER;
}
} else if (state == NO_QUARTER) {
System.out.println("You need to pay first");
} else if (state == SOLD_OUT) {
System.out.println("No gumball dispensed");
} else if (state == HAS_QUARTER) {
System.out.println("No gumball dispensed");
}
}
public void refill(int numGumBalls) {
this.count = numGumBalls;
state = NO_QUARTER;
}
public String toString() {
StringBuffer result = new StringBuffer();
result.append("\nMighty Gumball, Inc.");
result.append("\nJava-enabled Standing Gumball Model #2004\n");
result.append("Inventory: " + 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.toString();
}
}
以上的代码最大的问题就是没有遵守开发-关闭原则,一遇到新的需求(投币后有10%的概率出现“赢家”状态,给出2颗糖果)就需要修改源代码,重新整理所有代码的逻辑。
重构后的代码理念:
- 定义一个State接口,糖果机器的每个动作都在接口中有一个对应的方法。
- 为机器中的每个状态实现一个状态类。这些类将负责在对应状态下进行机器的行为。
- 将动作委托到状态类。
// 每种状态的各个方法的行为都不一样
NoQuarterState
{
insertQuarter() // 转到HasQuarterState
ejectQuarter() // 未投入25分钱
turnCrank() // 未投入25分钱,转动曲柄无效
dispense() // 未投入25分钱,不能分发糖果
}
在新的糖果机中,我们不使用静态整数,而使用state对象。
public class GumballMachine {
// 所有的状态对象都在构造器中创建并赋值
State soldOutState;
State noQuarterState;
State hasQuarterState;
State soldState;
State state;
int count = 0;
public GumballMachine(int numberGumballs) {
soldOutState = new SoldOutState(this);
noQuarterState = new NoQuarterState(this);
hasQuarterState = new HasQuarterState(this);
soldState = new SoldState(this);
this.count = numberGumballs;
if (numberGumballs > 0) {
state = noQuarterState;
} else {
state = soldOutState;
}
}
public void insertQuarter() {
state.insertQuarter();
}
public void ejectQuarter() {
state.ejectQuarter();
}
public void turnCrank() {
state.turnCrank();
state.dispense();
}
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;
System.out.println("The gumball machine was just refilled; its new count is: " + this.count);
state.refill();
}
void setState(State state) {
this.state = state;
}
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 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();
}
}
现在我们已经可以:
- 将每个状态的行为局部化到它自己的类中。
- 将容易产生问题的if语句删除,以方便日后的维护。
- 让每个状态“对修改关闭”,让糖果机“对扩展开放”(可以加入新的状态类)
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。
策略模式和状态模式的类图是一样的(回去翻了下书,好像没瞅到),但
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。如果使用继承定义一个类的行为,则会被这个行为困住,很难修改。
状态模式是不用在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,可以通过在context内简单改变状态对象来改变context的行为。
在GumballMachine中,状态决定了下一个状态应该是什么。ConcreteState总是决定接下来的状态是什么吗?
状态转换是固定的时候,就适合放在Context中。转换是更动态的适合,通常就会放在状态类中。
// GumballMachine的修改和WinnerState的实现是很简单的
// 这里就只将HasQuarterState列出
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 void refill() { }
public String toString() {
return "waiting for turn of crank";
}
}
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