12.
OO模式:狀態模式——允許對象在內部狀態改變時改變它的行爲,對象看起來好像修改了它的類。
例子:要求製造一個糖果機,糖果機在工作中的狀態圖如下。
那麼一般的思維可能會寫出一個這樣的產品:
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;
}
}
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");
}
}
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");
}
}
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();
}
}
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();
}
}
如果我們需要新增一個“贏家”狀態(投入硬幣,轉動曲柄後,有10%的機率就掉下來兩顆糖果!),那麼我們就得修改以上代碼,很容易會造成bug。以上代碼很明顯不容易拓展,未來加入的代碼和有可能導致bug,那些會改變的地方沒有包裝起來,狀態轉換被埋藏在條件語句中,所以並不明顯。
此例子我們可以用狀態模式解決。
設計圖:
每個方法的作用:
代碼:
public interface State {
public void insertQuarter();
public void ejectQuarter();
public void turnCrank();
public void dispense();
public void refill();
}
“沒有投25分幣”狀態:
public class NoQuarterState implements State { GumballMachine gumballMachine; public NoQuarterState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("You inserted a quarter"); gumballMachine.setState(gumballMachine.getHasQuarterState()); } public void ejectQuarter() { System.out.println("You haven't inserted a quarter"); } public void turnCrank() { System.out.println("You turned, but there's no quarter"); } public void dispense() { System.out.println("You need to pay first"); } public void refill() { } public String toString() { return "waiting for quarter"; } }
“已投25分幣”狀態:
public class HasQuarterState implements State {
GumballMachine gumballMachine;
public HasQuarterState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
public void insertQuarter() {
System.out.println("You can't insert another quarter");
}
public void ejectQuarter() {
System.out.println("Quarter returned");
gumballMachine.setState(gumballMachine.getNoQuarterState());
}
public void turnCrank() {
System.out.println("You turned...");
gumballMachine.setState(gumballMachine.getSoldState());
}
public void dispense() {
System.out.println("No gumball dispensed");
}
public void refill() { }
public String toString() {
return "waiting for turn of crank";
}
}
“糖果售罄”狀態
public class SoldOutState implements State { GumballMachine gumballMachine; public SoldOutState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("You can't insert a quarter, the machine is sold out"); } public void ejectQuarter() { System.out.println("You can't eject, you haven't inserted a quarter yet"); } public void turnCrank() { System.out.println("You turned, but there are no gumballs"); } public void dispense() { System.out.println("No gumball dispensed"); } public void refill() { gumballMachine.setState(gumballMachine.getNoQuarterState()); } public String toString() { return "sold out"; } }
“糖果售出”狀態
public class SoldState implements State {
GumballMachine gumballMachine;
public SoldState(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("Sorry, you already turned the crank");
}
public void turnCrank() {
System.out.println("Turning twice doesn't get you another gumball!");
}
public void dispense() {
gumballMachine.releaseBall();
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 "dispensing a gumball";
}
}
public class GumballMachine {
//此處不再使用靜態整數,而是對象
State soldOutState;
State noQuarterState;
State hasQuarterState;
State soldState;
State state;
int count = 0;
public GumballMachine(int numberGumballs) {
soldOutState = new SoldOutState(this);
noQuarterState = new NoQuarterState(this);
hasQuarterState = new HasQuarterState(this);
soldState = new SoldState(this);
this.count = numberGumballs;
if (numberGumballs > 0) {
state = noQuarterState;
} else {
state = soldOutState;
}
}
public void insertQuarter() {
state.insertQuarter();
}
public void ejectQuarter() {
state.ejectQuarter();
}
public void turnCrank() {
state.turnCrank();
state.dispense();
}
void releaseBall() {
System.out.println("A gumball comes rolling out the slot...");
if (count != 0) {
count = count - 1;
}
}
int getCount() {
return count;
}
void refill(int count) {
this.count += count;
System.out.println("The gumball machine was just refilled; it's new count is: " + this.count);
state.refill();
}
void setState(State state) {
this.state = state;
}
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 String toString() {
StringBuffer result = new StringBuffer();
result.append("\nMighty Gumball, Inc.");
result.append("\nJava-enabled Standing Gumball Model #2004");
result.append("\nInventory: " + count + " gumball");
if (count != 1) {
result.append("s");
}
result.append("\n");
result.append("Machine is " + state + "\n");
return result.toString();
}
}
以上代碼的優點:
1.每個狀態的行爲局部化到它自己的類中
2.將容易產生問題的if語句刪除,以方便日後的維護
3.讓每個狀態“對修改關閉”,讓糖果機“對擴展開放”,因爲可以加入新的狀態類
4.創建一個新的基和類結構,這更能映射萬能通過公司的圖,而且更容易閱讀和理解
看到這裏有沒有感覺“狀態模式”很眼熟?有沒有想起之前的什麼模式?
嗯,策略模式與狀態模式有點相似。
兩者不同:
1.狀態模式往往在運行的過程中動態改變其狀態,並因此改變主類的行爲;
而策略模式一般在運行前就已經確認好它要組合的策略對象(即一般只有一個適合的策略對象,並且確認後不會再改變)。
2.策略模式主要是爲了組合不同的對象來改變行爲(避免因爲使用繼承定義一個類的行爲而很難對其進行修改);
狀態模式主要爲了能在主類中簡單地修改當前狀態對象來改變主類的行爲(避免在主類中放置過多的條件判斷)。
那麼,現在來擴展一下糖果機功能吧!
“贏家”狀態:
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!";
}
}
在“已投25分幣”狀態加入一個隨機數產生器,產生10%贏的機會:
import java.util.Random; public class HasQuarterState implements State { Random randomWinner = new Random(System.currentTimeMillis()); GumballMachine gumballMachine; public HasQuarterState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("You can't insert another quarter"); } public void ejectQuarter() { System.out.println("Quarter returned"); gumballMachine.setState(gumballMachine.getNoQuarterState()); } public void turnCrank() { System.out.println("You turned..."); int winner = randomWinner.nextInt(10); if ((winner == 0) && (gumballMachine.getCount() > 1)) { gumballMachine.setState(gumballMachine.getWinnerState()); } else { gumballMachine.setState(gumballMachine.getSoldState()); } } public void dispense() { System.out.println("No gumball dispensed"); } public void refill() { } public String toString() { return "waiting for turn of crank"; } }
糖果機:
public class GumballMachine {
State soldOutState;
State noQuarterState;
State hasQuarterState;
State soldState;
State winnerState;
State state = soldOutState;
int count = 0;
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;
}
}
public void insertQuarter() {
state.insertQuarter();
}
public void ejectQuarter() {
state.ejectQuarter();
}
public void turnCrank() {
state.turnCrank();
state.dispense();
}
void setState(State state) {
this.state = state;
}
void releaseBall() {
System.out.println("A gumball comes rolling out the slot...");
if (count != 0) {
count = count - 1;
}
}
int getCount() {
return count;
}
void refill(int count) {
this.count += count;
System.out.println("The gumball machine was just refilled; it's new count is: " + this.count);
state.refill();
}
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("\nMighty Gumball, Inc.");
result.append("\nJava-enabled Standing Gumball Model #2004");
result.append("\nInventory: " + count + " gumball");
if (count != 1) {
result.append("s");
}
result.append("\n");
result.append("Machine is " + state + "\n");
return result.toString();
}
}
新功能添加進去,但幾乎不需要改變以前的代碼!
測試類:
public class GumballMachineTestDrive { public static void main(String[] args) { GumballMachine gumballMachine = new GumballMachine(10); System.out.println(gumballMachine); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); System.out.println(gumballMachine); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); System.out.println(gumballMachine); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); System.out.println(gumballMachine); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); System.out.println(gumballMachine); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); gumballMachine.insertQuarter(); gumballMachine.turnCrank(); System.out.println(gumballMachine); } }