• 面向对象编程思想-状态模式


    一、引言

    上篇博客中学习了中介者模式,我们留下了一个问题,当出现多个玩家需要输赢状态条件判断时,可不可以不去修改中介者类,因为如果每新增一个条件判断,就要修改中介者类,破坏了封装,违背开闭原则。今天我们学习的内容就是要解决这种业务场景,状态模式

    二、状态模式

    定义: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

    下面是状态模式的结构图:

    下面是代码demo:

         //维护一个ConcreteState子类的实例,这个实例定义当前状态
        class Context
        {
            private State state;
            //定义Context的初始状态
            public Context(State state)
            {
                this.State = state;
            }
            //可读写的State
            public State State
            {
                get { return state; }
                set
                {
                    state = value;
                    Console.WriteLine($"当前状态为{this.State.GetType().Name}");
                }
            }
            //对请求做处理,并设置下一个状态
            public void Request()
            {
                state.Handle(this);
            }
        }
         //抽象状态类 定义一个接口以封装与Context的一个特定状态相关的行为
        abstract class State
        {
            public abstract void Handle(Context context);
        }
         class ConcreteStateA : State
        {
            //设置ConcreteStateA的下一个状态是ConcreteStateB
            public override void Handle(Context context)
            {
                context.State= new ConcreteStateB();
            }
        }
         class ConcreteStateB : State
        {
            public override void Handle(Context context)
            {
                context.State = new ConcreteStateA();
            }
        }
         class Program
        {
            static void Main(string[] args)
            {
                Context context = new Context(new ConcreteStateA());
                context.Request();
                context.Request();
                context.Request();
                Console.Read();
            }
        }
    View Code

    分析:上面Context类中State不同时对应不同类ConcreteState中的行为,即将与特定状态相关的行为局部化,并且将不同状态的行为分割开来。

    1.确保了新增状态及对应的行为时,不是去修改很长一大串if...else..逻辑判断。消除庞大的分支语句

    2.把各种状态转移逻辑分布到State类的子类中,更加利于扩展

    下面是大话设计模式中的例子:

    场景:上午状态好,中午想睡觉,下午渐恢复,晚上苦煎熬

         class Work
        {
            public State current;
            public Work()
            {
                current = new ForenoonState();
            }
            public int hour;
            public int Hour
            {
                get { return hour; }
                set { hour = value; }
            }
            public bool finish;
            public bool TaskIsFinish
            {
                get { return finish; }
                set { finish = value; }
            }
            //设置当前状态
            public void SetState(State state)
            {
                current = state;
            }
            public void WriteProgram()
            {
                current.WriteProgram(this);
            }
        }
         abstract class State
        {
            public abstract void WriteProgram(Work work);
           
        }
        class ForenoonState : State
        {
            public override void WriteProgram(Work work)
            {
                if(work.Hour<12)
                {
                    Console.WriteLine("当前时间为{0}点,上午工作,精神充沛",work.Hour);
                }
                else
                {
                    work.SetState(new NoonState());
                    work.WriteProgram();
                }
            }
        }
        class NoonState : State
        {
            public override void WriteProgram(Work work)
            {
                if (work.Hour < 13)
                {
                    Console.WriteLine("当前时间为{0}点,肚子饿了,午休,犯困",work.Hour);
                }
                else
                {
                    work.SetState(new AfternoonState());
                    work.WriteProgram();
                }
            }
        }
         class AfternoonState: State
        {
            public override void WriteProgram(Work work)
            {
                if (work.Hour < 17)
                {
                    Console.WriteLine("当前时间为{0}点,下午状态还不错,继续努力", work.Hour);
                }
                else
                {
                    work.SetState(new EveningState());
                    work.WriteProgram();
                }
            }
        }
        class EveningState: State
        {
            public override void WriteProgram(Work work)
            {
                if (work.TaskIsFinish)
                {
                    work.SetState(new ResetState());
                    work.WriteProgram();
                }
                else
                {
                    if(work.Hour<21)
                    {
                        Console.WriteLine("当前时间为{0}点,要加班哦,疲累至极", work.Hour);
                    }
                    else
                    {
                        work.SetState(new SleepingState());
                        work.WriteProgram();
                    }               
                }
            }
        }
         class SleepingState: State
        {
            public override void WriteProgram(Work work)
            {
                Console.WriteLine("当前时间为{0}点,不行了,睡着了", work.Hour);
            }
        }
          class ResetState: State
        {
            public override void WriteProgram(Work work)
            {
                Console.WriteLine("当前时间为{0}点,下班了,回家了", work.Hour);
            }
        }
         class Program
        {
            static void Main(string[] args)
            {
                Work work = new Work();
                work.Hour = 9;
                work.WriteProgram();
                work.Hour = 12;
                work.WriteProgram();
                work.Hour = 13;
                work.WriteProgram();
                work.Hour = 17;
               // work.TaskIsFinish = true;
                work.WriteProgram();
                work.Hour = 19;
                work.WriteProgram();
                work.Hour = 23;
                work.WriteProgram();
                Console.Read();
            }
        }
    View Code

    分析:如果老板哪天要求“20点以后强制下班”,只需要新增加一个强制下班状态,稍微修改下傍晚状态类就可以了,而不会影响到其它状态类

    下面是上篇博客中留下的问题,结合状态模式和中介者模式处理,下面是代码demo:

        abstract class Mediator
        {
            public IList<Colleague> lstcolleague = new List<Colleague>();
            public State State
            {
                get;
                set;
            }
            public Mediator(State state)
            {
                this.State = state;
            }
            public void Add(Colleague colleague)
            {
                lstcolleague.Add(colleague);
            }
            public void Remove(Colleague colleague)
            {
                lstcolleague.Remove(colleague);
            }
            public void Win(int number)
            {
                State.Win(number);
            }
        }
         class ConcreteMediator : Mediator
        {
            public ConcreteMediator(State state) : base(state)
            {
            }
        }
        abstract class State
        {
            public Mediator mediator;
            public abstract void Win(int number);
        }
         class ConcreteStateAWin : State
        {
            public ConcreteStateAWin(Mediator mediator)
            {
                this.mediator = mediator;
            }
            public override void Win(int number)
            {
                foreach (Colleague colleague in mediator.lstcolleague)
                {
                    ConcreteColleagueA concreteColleagueA= colleague as ConcreteColleagueA;
                    if(concreteColleagueA!=null)
                    {
                        concreteColleagueA.Number += number;
                    }
                    else
                    {
                        colleague.Number -= number;
                    }
                }
            }
        }
        class ConcreteStateBWin : State
        {
            public ConcreteStateBWin(Mediator mediator)
            {
                this.mediator = mediator;
            }
            public override void Win(int number)
            {
                foreach (Colleague colleague in mediator.lstcolleague)
                {
                    ConcreteColleagueB concreteColleagueB = colleague as ConcreteColleagueB;
                    if (concreteColleagueB != null)
                    {
                        concreteColleagueB.Number += number;
                    }
                    else
                    {
                        colleague.Number -= number;
                    }
                }
            }
        }
        class InitState : State
        {
            public InitState()
            {
                Console.WriteLine("游戏才刚刚开始");
            }
            public override void Win(int number)
            {
               
            }
        }
         abstract class Colleague
        {
            public int Number { get; set; }
            public abstract void Win(int number,Mediator mediator);
        }
         class ConcreteColleagueA : Colleague
        {
            public override void Win(int number, Mediator mediator)
            {
                mediator.Win(number);
            }
        }
         class ConcreteColleagueB : Colleague
        {
            public override void Win(int number, Mediator mediator)
            {
                mediator.Win(number);
            }
        }
         class Program
        {
            static void Main(string[] args)
            {
                ConcreteColleagueA concreteColleagueA = new ConcreteColleagueA();
                ConcreteColleagueB concreteColleagueB = new ConcreteColleagueB();
                //初始化
                concreteColleagueA.Number = 100;
                concreteColleagueB.Number = 100;
                ConcreteMediator concreteMediator = new ConcreteMediator(new InitState());
                //玩家A和B 进入游戏
                concreteMediator.lstcolleague.Add(concreteColleagueA);
                concreteMediator.lstcolleague.Add(concreteColleagueB);
                //玩家A赢了
                concreteMediator.State = new ConcreteStateAWin(concreteMediator);
                concreteMediator.Win(5);
    
                Console.WriteLine($"A的数量为{concreteColleagueA.Number}");
                Console.WriteLine($"B的数量为{concreteColleagueB.Number}");
                Console.Read();
    
    
            }
        }
    View Code

    分析:ok,解决了上面博客中的提出的两个问题,具体问题见上篇博客

    优点:

    1.将状态判断逻辑分到每个状态里面,减少了相互依赖,简化逻辑

    2.当有新的状态出现时,可以通过新增状态来进行扩展,扩展性好

    缺点:

    1.当状态较多时,ConcreteState类较多,增加系统开销

    适用场景:

    1.当一个对象的行为取决于它的状态,并且必须在运行时刻根据状态改变行为时,就可以考虑状态模式

    2.一个操作中有庞大的分支结构,并且这些分支结构取决于它的状态

    本文版权归作者和博客园共有,欢迎转载,但未经作者同意必须保留此段声明,且在文章页面明显位置给出原文连接。

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  • 原文地址:https://www.cnblogs.com/jdzhang/p/7413507.html
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