• 《Head First 设计模式》:状态模式


    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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  • 原文地址:https://www.cnblogs.com/jingqueyimu/p/13709241.html
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