1.动机
- 在软件构建过程中,某些对象的状态如果改变,其行为也会随之而放生变化
- 比如文档处于只读状态,其支持的行为和读写状态支持的行为就可能完全不同
- 如何在运行时根据对象的状态来透明地改变对象的行为?而不会为对象操作和状态转化之间引入紧耦合?
2.模式定义
- 定义:允许一个对象在其内部状态改变时改变它的行为,从而使对象看起来似乎修改了其行为
- 结构
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3.要点总结
- State模式将所有与一个特定状态相关的行为都放入一个State的子对象中,在对象状态切换时,切换相应的对象; 但同时维持State的接口,这样实现了具体操作与状态转换之间的解耦
- 为不同的状态引入不同的对象使得状态转换变得更加明确,而且可以保证不会出现状态不一致的情况,因为转换是原子性的 —— 即要么彻底转换过来,要么不转换
- 与Strategy模式类似
- 如果State对象没有实例变量,那么各个上下文可以共享同一个State对象,从而节省对象开销
4.代码感受
1.代码一
enum NetworkState
{
Network_Open,
Network_Close,
Network_Connect,
};
class NetworkProcessor
{
NetworkState state;
public:
void Operation1()
{
if (state == Network_Open)
{
state = Network_Close;
}
else if (state == Network_Close)
{
state = Network_Connect;
}
else if (state == Network_Connect)
{
state = Network_Open;
}
}
void Operation2()
{
if (state == Network_Open)
{
state = Network_Connect;
}
else if (state == Network_Close)
{
state = Network_Open;
}
else if (state == Network_Connect)
{
state = Network_Close;
}
}
void Operation3()
{}
};
2.代码二
class NetworkState
{
public:
NetworkState* pNext;
virtual void Operation1() = 0;
virtual void Operation2() = 0;
virtual void Operation3() = 0;
virtual ~NetworkState(){}
};
class OpenState : public NetworkState
{
static NetworkState* m_instance;
public:
static NetworkState* getInstance()
{
if (m_instance == nullptr)
{
m_instance = new OpenState();
}
return m_instance;
}
void Operation1()
{
pNext = CloseState::getInstance();
}
void Operation2()
{
pNext = ConnectState::getInstance();
}
void Operation3()
{
pNext = OpenState::getInstance();
}
};
class CloseState : public NetworkState
{}
class NetworkProcessor
{
NetworkState* pState;
public:
NetworkProcessor(NetworkState* pState)
{
this->pState = pState;
}
void Operation1()
{
pState->Operation1();
pState = pState->pNext;
}
void Operation2()
{
pState->Operation2();
pState = pState->pNext;
}
void Operation3()
{
pState->Operation3();
pState = pState->pNext;
}
};