经过改变对象内部状态帮助对象控制行为
以一个简单例子说明,假设咱们要模拟制造一台糖果机器,对方给你的机器流程图以下 编程
ok,咱们如今简单分析这张状态图,可将状态提取出来:有硬币,无硬币,售出糖果,糖果售空四个状态,行为动做提取出来:投入一个硬币,退回一个硬币,转动曲柄,发放糖果四个行为,固然还有一些特殊状况,具体状况参考代码设计模式
代码以下(参考)app
GumballMachinedom
public class GumballMachine { /** * 状态模式 糖果机的状态都用一个不一样整数表示 * */ final static int SOLD_OUT = 0;// 糖果售空 final static int NO_QUARTER = 1;// 没有投25分钱 final static int HAS_QUARTER = 2;// 投了25分钱 final static int SOLD = 3;// 糖果售出 // 当前状态 int state = SOLD_OUT; // 用来追踪糖果数量 int count = 0; public GumballMachine(int count) { this.count = count; if (count > 0) { // 若是有糖果,机器变为没有投25分钱状态(待购买状态) state = NO_QUARTER; } } // 投入25分钱方法 public void insertQuarter() { if (state == HAS_QUARTER) { System.out.println("已经投过币了,不能再投了"); } else if (state == NO_QUARTER) { state = HAS_QUARTER; System.out.println("请投入一枚硬币"); } else if (state == SOLD_OUT) { System.out.println("不能再投币了,机器已经售空了"); } else if (state == SOLD) { System.out.println("请稍等,正在为你出糖果"); } } // 退出25分钱方法 public void ejectQuarter() { // 1\当客户要退钱是 if (state == HAS_QUARTER) { System.out.println("零钱退回"); state = NO_QUARTER;// 进入没投币状态 } else if (state == NO_QUARTER) { System.out.println("你没有投入硬币"); } else if (state == SOLD) { System.out.println("对不起,你已经转动了曲轴,没法退币了"); } else if (state == SOLD_OUT) { System.out.println("糖果售空,没法退币"); } } // 转动曲轴方法(顾客) public void turnCrank() { if (state == HAS_QUARTER) { System.out.println("请转动曲轴"); state = SOLD;// 状态变为售出状态 dispense();// 调用发放糖果方法 } else if (state == SOLD) { System.out.println("转动两次也不给你糖果"); } else if (state == NO_QUARTER) { System.out.println("请先投硬币"); } else if (state == SOLD_OUT) { System.out.println("机器售空"); } } // 发放糖果方法 private void dispense() { if (state == SOLD) { System.out.println("一包糖果出来了"); count -= 1; // 当糖果数量0时候呢? if (count == 0) { System.out.println("哎呀,糖果售空了~~"); state = SOLD_OUT; } else { state = NO_QUARTER; } } else if (state == NO_QUARTER) { System.out.println("你须要投入硬币"); } else if (state == SOLD_OUT) { System.out.println("没有糖果了"); } else if (state == HAS_QUARTER) { System.out.println("没有糖果了"); } } // 重写toString()方法输入糖果机信息 @Override public String toString() { StringBuffer result = new StringBuffer(); result.append("欢迎使用糖果机\n"); result.append("糖果数量:" + count + "\n"); result.append("当前糖果机状态:" + state); return result.toString(); } }
TestMainide
public class TestMain { public static void main(String[] args) { // 装了5个糖 GumballMachine gumballMachine = new GumballMachine(5); System.out.println(gumballMachine + "\n");// 打印糖果机信息 gumballMachine.insertQuarter();// 投入硬币 gumballMachine.turnCrank();// 转动曲柄 System.out.println(gumballMachine + "\n");// 打印糖果机信息 gumballMachine.insertQuarter();// 投入硬币 gumballMachine.ejectQuarter();// 要求退币 gumballMachine.turnCrank();// 转动曲柄,拿不到糖果 System.out.println(gumballMachine + "\n");// 打印糖果机信息 gumballMachine.insertQuarter();// 投入硬币 gumballMachine.turnCrank();// 转动曲柄(拿到糖果) gumballMachine.insertQuarter();// 投入硬币 gumballMachine.turnCrank();// 转动曲柄(拿到糖果) gumballMachine.ejectQuarter();// 要求机器退钱 System.out.println(gumballMachine + "\n");// 打印糖果机信息 gumballMachine.insertQuarter();// 投入硬币 gumballMachine.insertQuarter();// 投入硬币 gumballMachine.turnCrank();// 转动曲柄(拿到糖果) // 下面开始压力测试 //gumballMachine.insertQuarter();// 投入硬币 //gumballMachine.turnCrank();// 转动曲轴 //gumballMachine.insertQuarter();// 投入硬币 //gumballMachine.turnCrank();// 转动曲轴 System.out.println(gumballMachine + "\n");// 打印糖果机信息 } }
效果图(无压力测试)测试
效果图(压力测试)this
效果能够快速实现,但这样的代码显然还有不足之处,假设有个新的需求:增长一个幸运用户,就是购买者有10%的几率能够一次买到两颗糖果,这又要如何实现呢?先看流程图spa
按照以前的1.0代码加新中奖者功能,显然不合适,要在每一个方法里写入,显然太麻烦,这里就须要重构代码了。咱们能够试着行为封装起来,也能够把糖果机器具体一下.咱们要作的是以下:
一、首先定义一个State接口,在这个接口内,糖果机的每一个动做都有一个对应的方法。
二、而后为机器中的每一个状态实现类。这些类将负责在对应的状态下进行机器的行为。
三、重构旧代码,取而代之方式是将动做委托给状态类。设计
具体实现请看代码
结构图code
State
package Interface; public interface State { /** * 将四种状态抽象出来成基类 */ // 投入硬币 public void insertQuarter(); // 退回硬币 public void ejectQuarter(); // 转动曲柄 public void turnCrank(); // 发放糖果 public void dispense(); }
GumballMachine
package Machine; public class GumballMachine { /** * 不在使用静态整数,都是用对象 * */ State soldOutState;// 糖果售空 State noQuarterState;// 没有投币 State hasQuarterState;// 投了币 State soldState;// 糖果售出 State winnerState;// 中奖状态 // 当前状态,持有的是(糖果售空)对象 State state = soldOutState; int count = 0; // numberGumball构造器取得糖果的初始数目后,并把它存放在一个实例变量中 public GumballMachine(int numberGumballs) { soldOutState = new SoldOutState(this); noQuarterState = new NoQuarterState(this); hasQuarterState = new HasQuarterState(this); soldState = new SoldState(this); winnerState = new WinnerState(this); this.count = numberGumballs; if (numberGumballs > 0) { state = noQuarterState; } } /** * 机器的各个操做不在这里具体实现了 而是丢给接口,再让具体实现类去实现接口 */ // 添加硬币 public void insertQuarter() { state.insertQuarter(); } // 退出硬币 public void ejectQuarter() { state.ejectQuarter(); } // 使用曲柄 public void turnCrank() { state.turnCrank(); state.dispense(); } // 变化状态 public void setState(State state) { this.state = state; } // 糖果出货 public void releaseBall() { System.out.println("一包糖果出来了"); if (count != 0) { count = count - 1; } } public int getCount() { return count; } public State getState() { return state; } public State getSoldOutState() { return soldOutState; } public State getNoQuarterState() { return noQuarterState; } public State getHasQuarterState() { return hasQuarterState; } public State getSoldState() { return soldState; } public State getWinnerState() { return winnerState; } public String toString() { StringBuffer result = new StringBuffer(); result.append("欢迎使用糖果机\n"); result.append("糖果数量:" + count + "\n"); result.append("当前糖果机状态: " + state + "\n"); return result.toString(); } }
各个行为类实现
HasQuarterState
package State_Implements; public class HasQuarterState implements State { /** * 投币的实现类 * * @param gumballMachine */ // 增长一个随机数产生器,10%机会 Random randomWinner = new Random(System.currentTimeMillis()); GumballMachine gumballMachine; public HasQuarterState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("你已经投过币了,不能再投了"); } public void ejectQuarter() { System.out.println("硬币退出"); // 退出硬币后,状态变为没有硬币(待购买)状态 gumballMachine.setState(gumballMachine.getNoQuarterState()); } public void turnCrank() { System.out.println("转动....."); int winner = randomWinner.nextInt(10);// 产生0-9随机数,当是0而且还有糖果的时候中奖了 if ((winner == 0) && (gumballMachine.getCount() > 1)) { gumballMachine.setState(gumballMachine.getWinnerState()); } else { gumballMachine.setState(gumballMachine.getSoldState()); } } public void dispense() { System.out.println("没有糖果出来"); } public String toString() { return "等待使用曲柄"; } }
NoQuarterState
package State_Implements; /** * 没有投币状态实现, * 都统统要实现状态基类 * @author Joy * */ public class NoQuarterState implements State { GumballMachine gumballMachine; public NoQuarterState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("你投了一个硬币"); gumballMachine.setState(gumballMachine.getHasQuarterState()); } public void ejectQuarter() { System.out.println("你没有投币,没法退币~~"); } public void turnCrank() { System.out.println("你没有投币,没法继续~~"); } public void dispense() { System.out.println("你须要投币才能买糖果"); } public String toString() { return "正在运营"; } }
SoldOutState
package State_Implements; /** * 售空状态 * * @author Joy * */ public class SoldOutState implements State { GumballMachine gumballMachine; public SoldOutState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("抱歉,你不能在投币了,糖果售空了"); } public void ejectQuarter() { System.out.println("抱歉,糖果售空,没法退币"); } public void turnCrank() { System.out.println("抱歉,转动曲柄无效,糖果售空了"); } public void dispense() { System.out.println("糖果售空了"); } public String toString() { return "糖果售空"; } }
SoldState
package State_Implements; /** * 卖出糖果状态 * * @author Joy * */ public class SoldState implements State { GumballMachine gumballMachine; public SoldState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("请稍等,糖果正出货"); } public void ejectQuarter() { System.out.println("抱歉,你已使用曲柄,没法退币"); } public void turnCrank() { System.out.println("曲柄不可重复使用"); } public void dispense() { // 调用糖果出货方法 gumballMachine.releaseBall(); if (gumballMachine.getCount() > 0) { gumballMachine.setState(gumballMachine.getNoQuarterState()); } else { System.out.println("哎呀,糖果售空了"); gumballMachine.setState(gumballMachine.getSoldOutState()); } } public String toString() { return "一个糖果已出货"; } }
WinnerState
package State_Implements; public class WinnerState implements State { GumballMachine gumballMachine; public WinnerState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("不能投币"); } public void ejectQuarter() { System.out.println("不能投币"); } public void turnCrank() { System.out.println("不能使用曲柄"); } public void dispense() { System.out.println("恭喜中奖了,你获得两个糖果~~"); gumballMachine.releaseBall(); // 此时糖果机器里只有一颗时候,那么第二颗就出不来,状态变为售空状态 if (gumballMachine.getCount() == 0) { gumballMachine.setState(gumballMachine.getSoldOutState()); } else { gumballMachine.releaseBall(); if (gumballMachine.getCount() > 0) { gumballMachine.setState(gumballMachine.getNoQuarterState()); } else { System.out.println("哎呀,糖果售空了"); gumballMachine.setState(gumballMachine.getSoldOutState()); } } } public String toString() { return "你是中奖者,获得两个糖果"; } }
GumballMachineTestDrive 测试类
package TestMain; import Machine.GumballMachine; public class GumballMachineTestDrive { public static void main(String[] args) { // 一开始5颗糖 GumballMachine gumballMachine = new GumballMachine(5); System.out.println(gumballMachine + "\n"); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); System.out.println(gumballMachine + "\n");// 输出状态 gumballMachine.insertQuarter(); gumballMachine.turnCrank(); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); System.out.println(gumballMachine + "\n");// 输出状态 } }
效果图
状态模式定义:容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。
注:这个模式是将状态封装成为独立地类,并将动做委托给表明当前状态的对象。
状态模式类图以下,后来本人在回顾时发现状态模式和策略模式类图很类似,有兴趣朋友能够将二者去比较不一样
感谢你看到这里,状态模式到这里就结束了,本人文笔随便,如有不足或错误之处望给予指点,90度弯腰~~~很快我会发布下一个设计模式的内容,生命不息,编程不止!
参考书籍:《Head First 设计模式》