我本来觉得在对乡村的一切事物都很容易,可是每次我一回头就有更多变动的请求纷至沓来。我快崩溃了!----当小编读到这段话的时候,甚是感慨,设计模式的世界真的不是那么容易弄懂的,好在我还在学习。java
基本常识:策略模式和状态模式是双胞胎,在出生时才分开。策略模式是围绕能够互换的算法来建立成功业务的。然而,状态走的是更崇高的路,它经过改变对象内部的状态来帮助对象控制本身的行为。算法
咱们先来看下对象村的你们,此次又想出了什么。他们发现只要在糖果机里装上CPU,就能够增长销量、经过网络监测库存,而且能准确地得知客户的满意度。全部,就有了下面的这个设想:设计模式
咱们如何从状态图获得真正的代码呢?下面是一个实现状态机的简单介绍网络
咱们有:没有25分钱、有25分钱、糖果售罄、售出糖果四个状态app
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;
投入25分钱、退回25分钱、转动曲柄、发放糖果学习
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 old out"); } else if (state == SOLD) { System.out.println("Please wait, we're already giving you a gumball"); } }
如今咱们来实现糖果机。咱们知道要利用实例变量持有当前的状态,而后须要处理全部可能发生的动做、行为和状态的转换。咱们须要实现的动过包括:投入25分钱、退回25分钱、转动曲柄和发放糖果;也要检查糖果是否售罄。测试
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; } } // 当有25分钱投进来,就会执行这里 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"); } } // 如今,若是顾客试着退回25分钱 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"); } } // 顾客试着转动曲柄 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(); } } // 调用此方法,发放糖果 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(); } }
如今,让咱们进入一个小小的内部测试,看下是否符合了要求。this
public class WinnerState implements State { GumballMachine gumballMachine; public WinnerState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("Please wait, we're already giving you a Gumball"); } public void ejectQuarter() { System.out.println("Please wait, we're already giving you a Gumball"); } public void turnCrank() { System.out.println("Turning again doesn't get you another gumball!"); } public void dispense() { gumballMachine.releaseBall(); if (gumballMachine.getCount() == 0) { gumballMachine.setState(gumballMachine.getSoldOutState()); } else { gumballMachine.releaseBall(); System.out.println("YOU'RE A WINNER! You got two gumballs for your quarter"); if (gumballMachine.getCount() > 0) { gumballMachine.setState(gumballMachine.getNoQuarterState()); } else { System.out.println("Oops, out of gumballs!"); gumballMachine.setState(gumballMachine.getSoldOutState()); } } } public void refill() { } public String toString() { return "despensing two gumballs for your quarter, because YOU'RE A WINNER!"; } }
运行结果比较长,在这里就不进行打印啦,须要的朋友请自行根据代码进行执行。设计
如今,客户要求当曲柄转动时,有10%的概率掉下来的是两颗糖果(多送你一颗),那你应该怎么作呢?code
咱们的计划是这样的:不要维护咱们现有的代码,咱们重写它以便于将状态对象封装在各自的类中,而后在动做发生时委托给当前状态。因此,咱们要作的事情就是:
你将会看到,咱们不只遵照了设计原则,实际上咱们还实现了状态模式。接下来,咱们定义状态接口和类,以下:
好了,到如今为止,咱们下一步确定是要去实现怎么改造了,对吧。在这里呢,给你们先留着,先去思考思考,如何进行改造。思路有了,类图有了,就看你怎么想啦。咱们下一次揭晓。