正文
一、定义
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。
要点:
- 状态模式允许一个对象基于内部状态而拥有不同的行为。
- 状态模式将状态封装成为独立的类,并将动作委托到代表当前状态的对象。
- 通过将每个状态封装进一个类,我们把以后需要做的任何改变局部化了。
二、实现步骤
1、创建状态接口
/**
* 状态接口
*/
public interface State {
/**
* 根据状态进行处理的方法
*/
public void handle();
}
2、在持有状态的类中,将请求委托给状态类
/**
* 持有状态的上下文类
*/
public class Context {
private State state;
public State getState() {
return state;
}
public void setState(State state) {
this.state = state;
}
/**
* 接收请求,并将请求委托给状态类
*/
public void request() {
state.handle();
}
}
3、创建具体的状态,并实现状态接口
(1)具体状态 A
/**
* 具体状态A
*/
public class ConcreteStateA implements State {
Context context;
public ConcreteStateA() {
context = new Context();
}
@Override
public void handle() {
// 实现该状态下相应的行为
System.out.println("Context is in A state, and start to do something...");
context.setState(this);
}
}
(2)具体状态 B
/**
* 具体状态B
*/
public class ConcreteStateB implements State {
Context context;
public ConcreteStateB() {
context = new Context();
}
@Override
public void handle() {
// 实现该状态下相应的行为
System.out.println("Context is in B state, and start to do something...");
context.setState(this);
}
}
4、通过改变状态,来改变上下文类的行为
public class Test {
public static void main(String[] args) {
// 上下文
Context context = new Context();
// 状态
State stateA = new ConcreteStateA();
State stateB = new ConcreteStateB();
// 通过状态改变行为
context.setState(stateA);
context.request();
context.setState(stateB);
context.request();
}
}
三、举个栗子
1、背景
万能糖果公司打算使用 Java 来实现糖果机的控制器。他们希望设计能够尽量有弹性而且好维护,因为将来可能要为糖果机增加更多的行为。
糖果机的工作流程如下:
2、实现
(1)创建状态接口,并定义相应的糖果机行为
/**
* 状态接口
*/
public interface State {
/**
* 投入25分钱
*/
public void insertQuarter();
/**
* 退回25分钱
*/
public void ejectQuarter();
/**
* 转动曲柄
*/
public void turnCrank();
/**
* 发放糖果
*/
public void dispense();
}
(2)创建糖果机
将传递给糖果机的请求,委托给状态类。
/**
* 糖果机
*/
public class GumballMachine {
State soldOutState;
State noQuarterState;
State hasQuarterState;
State soldState;
State state = soldOutState;
int gumballCount = 0;
public GumballMachine(int initGumballCount) {
soldOutState = new SoldOutState(this);
noQuarterState = new NoQuarterState(this);
hasQuarterState = new HasQuarterState(this);
soldState = new SoldState(this);
// 初始化糖果数量
this.gumballCount = initGumballCount;
// 初始化糖果机状态
if (initGumballCount > 0) {
state = noQuarterState;
} else {
state = soldOutState;
}
}
/**
* 投入25分钱
*/
public void insertQuarter() {
state.insertQuarter();
}
/**
* 退回25分钱
*/
public void ejectQuarter() {
state.ejectQuarter();
}
/**
* 转动曲柄
*/
public void turnCrank() {
state.turnCrank();
state.dispense();
}
/**
* 发放糖果
*/
public void releaseBall() {
System.out.println("A gumball comes rolling out the slot...");
if (gumballCount > 0) {
gumballCount = gumballCount -1;
}
}
public void setState(State state) {
this.state = state;
}
public int getGumballCount() {
return gumballCount;
}
public State getSoldOutState() {
return soldOutState;
}
public State getNoQuarterState() {
return noQuarterState;
}
public State getHasQuarterState() {
return hasQuarterState;
}
public State getSoldState() {
return soldState;
}
}
(3)创建具体的状态,并实现状态接口
/**
* 未投入25分钱状态
*/
public class NoQuarterState implements State {
GumballMachine gumballMachine;
public NoQuarterState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
@Override
public void insertQuarter() {
// 投入25分钱,并转到已投入25分钱状态
System.out.println("You inserted a quarter");
gumballMachine.setState(gumballMachine.getHasQuarterState());
}
@Override
public void ejectQuarter() {
// 当前为未投入25分钱状态,不能退回25分钱
System.out.println("You haven't inserted a quarter");
}
@Override
public void turnCrank() {
// 当前为未投入25分钱状态,不能转动曲柄
System.out.println("You truned, but there's no quarter");
}
@Override
public void dispense() {
// 当前为未投入25分钱状态,不能发放糖果
System.out.println("You need to pay first");
}
}
/**
* 已投入25分钱状态
*/
public class HasQuarterState implements State {
GumballMachine gumballMachine;
public HasQuarterState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
@Override
public void insertQuarter() {
// 当前为已投入25分钱状态,不能再次投入
System.out.println("You can't insert another quarter");
}
@Override
public void ejectQuarter() {
// 退回25分钱,并将状态转到未投入25分钱状态
System.out.println("Quarter returned");
gumballMachine.setState(gumballMachine.getNoQuarterState());
}
@Override
public void turnCrank() {
// 转动曲柄,并将状态转为售出状态
System.out.println("You turned...");
gumballMachine.setState(gumballMachine.getSoldState());
}
@Override
public void dispense() {
// 当前为已投入25分钱状态,还未转动曲柄,不能发放糖果
System.out.println("No gumball dispensed");
}
}
/**
* 售出状态
*/
public class SoldState implements State {
GumballMachine gumballMachine;
public SoldState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
@Override
public void insertQuarter() {
// 当前为售出状态,不能再次投入25分钱
System.out.println("Please wait, we're already giving you a gumball");
}
@Override
public void ejectQuarter() {
// 当前为售出状态,不能退回25分钱
System.out.println("Sorry, you already truned the crank");
}
@Override
public void turnCrank() {
// 当前为售出状态,不能再次转动曲柄
System.out.println("Turning twice doesn't get you another gumball!");
}
@Override
public void dispense() {
// 发放糖果
gumballMachine.releaseBall();
if (gumballMachine.getGumballCount() > 0) {
gumballMachine.setState(gumballMachine.getNoQuarterState());
} else {
System.out.println("Oops, out of gumballs!");
gumballMachine.setState(gumballMachine.getSoldOutState());
}
}
}
/**
* 售罄状态
*/
public class SoldOutState implements State {
GumballMachine gumballMachine;
public SoldOutState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
@Override
public void insertQuarter() {
// 当前为售罄状态,不能投入25分钱
System.out.println("You can't insert a quarter, the machine is sold out");
}
@Override
public void ejectQuarter() {
// 当前为售罄状态,不能要求退回25分钱
System.out.println("You can't eject, you haven't inserted a quarter yet");
}
@Override
public void turnCrank() {
// 当前为售罄状态,不能转动曲柄
System.out.println("You turned, but there are no gumballs");
}
@Override
public void dispense() {
// 当前为售罄状态,不能发放糖果
System.out.println("No gumball dispensed");
}
}
(4)操作糖果机
public class Test {
public static void main(String[] args) {
// 糖果机
GumballMachine gumballMachine = new GumballMachine(5);
// 正常操作
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
System.out.println("-----------------------");
// 异常操作
gumballMachine.insertQuarter();
gumballMachine.ejectQuarter();
gumballMachine.turnCrank();
}
}
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