什么是状态设计模式? 状态设计模式—> 行为型模式
基本介绍
状态模式(State Pattern)它主要用来解决对象在多种状态转换时,需要对外输出不同的行为的问题。状态和行为是一一对应的,状态之间可以相互转换。
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。
Context 类为环境角色,用于维护 State 实例,这个实例定义当前状态;
State 是抽象状态角色,定义一个接口封装与 Context 的一个特点接口相关行为;
ConcreteState 具体的状态角色,每个子类实现一个 与Context的一个状态相关行为;
状态设计模式应用实例
State 1 2 3 4 5 6 7 8 public abstract class State { public abstract void deductMoney () ; public abstract boolean lottery () ; public abstract void dispensePrize () ; }
NoLotteryState 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 public class NoLotteryState extends State { LotteryActivity activity; public NoLotteryState (LotteryActivity activity) { this .activity = activity; } @Override public void deductMoney () { System.out.println("扣取成功,可以抽奖!" ); activity.setState(activity.getCanLotteryState()); } @Override public boolean lottery () { System.out.println("买过票,才可以抽奖!" ); return false ; } @Override public void dispensePrize () { System.out.println("不能发放奖品!" ); } }
CanLotteryState 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 public class CanLotteryState extends State { LotteryActivity activity; public CanLotteryState (LotteryActivity activity) { this .activity = activity; } @Override public void deductMoney () { System.out.println("扣取成功,可以抽奖!" ); } @Override public boolean lottery () { System.out.println("正在抽奖,请稍等..." ); Random r = new Random(); int num = r.nextInt(10 ); if (num == 0 ) { activity.setState(activity.getDispenseState()); return true ; } else { System.out.println("很遗憾没有中奖!" ); activity.setState(activity.getNoLotteryState()); return false ; } } @Override public void dispensePrize () { System.out.println("没有中奖,不能发放奖品!" ); } }
DispenseState 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 public class DispenseState extends State { LotteryActivity activity; public DispenseState (LotteryActivity activity) { this .activity = activity; } @Override public void deductMoney () { System.out.println("不能扣钱!" ); } @Override public boolean lottery () { System.out.println("不能抽奖!" ); return false ; } @Override public void dispensePrize () { if (activity.getCount() > 0 ) { System.out.println("===================> 恭喜中奖,发放奖品!" ); activity.setState(activity.getNoLotteryState()); } else { System.out.println("===================> 已中奖,但很遗憾,奖品发放完毕!" ); activity.setState(activity.getDispensOutState()); } } }
DispenseOutState 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 public class DispenseOutState extends State { LotteryActivity activity; public DispenseOutState (LotteryActivity activity) { this .activity = activity; } @Override public void deductMoney () { } @Override public boolean lottery () { System.out.println("奖品发放完毕,请下次参加!" ); return false ; } @Override public void dispensePrize () { System.out.println("奖品发放完毕,请下次参加!" ); } }
LotteryActivity 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 public class LotteryActivity { State state = null ; int count = 0 ; State canLotteryState = new CanLotteryState(this ); State noLotteryState = new NoLotteryState(this ); State dispenseState = new DispenseState(this ); State dispensOutState = new DispenseOutState(this ); public LotteryActivity (int count) { this .state = getNoLotteryState(); this .count = count; } public void debuctMoney () { state.deductMoney(); } public void lottery () { if (state.lottery()) { state.dispensePrize(); } } public State getState () { return state; } public void setState (State state) { this .state = state; } public int getCount () { int curCount = count; count--; return curCount; } public void setCount (int count) { this .count = count; } public State getNoLotteryState () { return noLotteryState; } public void setNoLotteryState (State noLotteryState) { this .noLotteryState = noLotteryState; } public State getCanLotteryState () { return canLotteryState; } public void setCanLotteryState (State canLotteryState) { this .canLotteryState = canLotteryState; } public State getDispenseState () { return dispenseState; } public void setDispenseState (State dispenseState) { this .dispenseState = dispenseState; } public State getDispensOutState () { return dispensOutState; } public void setDispensOutState (State dispensOutState) { this .dispensOutState = dispensOutState; } }
Client 1 2 3 4 5 6 7 8 9 10 11 public class Client { public static void main (String[] args) { LotteryActivity activity = new LotteryActivity(1 ); for (int i = 1 ; i <= 20 ; i++) { System.out.println("--------第" + i + "抽奖----------" ); activity.debuctMoney(); activity.lottery(); } } }
状态模式的注意事项和细节
代码有很强的可读性。状态模式将每个状态的行为封装到对应的一个类中方便维护;
将容易产生问题的 if/else
语句删除了,如果把每个状态的行为都放到一个类中,每次调用方法时都要判断当前是什么状态,不但会产出很多 if/else 语句,而且容易出错;
符合 “开闭原则”,容易增删状态;
会产生很多类。每个状态都要一个对应的类,当状态过多时会产生很多类,加大维护难度;
应用场景:当一个事件或者对象有很多种状态,状态之间会相互转换,对不同的状态要求有不同的行为的时候,可以考虑使用状态模式。
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