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Head First设计模式学习笔记-------(12)状态模式

2017-03-11 16:26 369 查看
我们今天开门见山吧,我们又接到了一个新的项目,让我们看看这次的项目是什么吧






对于大家学了熟练的开发技巧,看到这么一个项目,是不是内心第一个想法就是------真TM简单。

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;
//以上四个变量用来设计四个状态
int state = SOLD_OUT; //用来追踪当前状态
int count = 0; //用来保存糖果数量

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 aquarter");
} else if (state = SOLD_OUT) {
System.out.println("You can't insert a quarter , the machine if sold out");
} else if (state = SOLD) {
System.out.println("Please wait, we're already giving you'a gumball");
}
}
}因为代码比较明白,就不写入注释,方法也就写了其中一种,另外三个行为这里就省略的,毕竟重点不是这种直接的设计方法。
我们把这个项目交给公司后,公司的CEO又提出了新的需求,是什么呢?






恕我直言,这个要求真的是无语,没办法,毕竟是需求方的要求,只能帮他们实现了,这个时候,就发现我们之前写的代码不怎么易于维护和修改了吧,这个时候我们就需要重新构造他了。

然后我们通过接口定义,设计了一个新的类图:






让我们实现上面这个模式吧。(这里的类图少了一个WinnerState类,就是成功的能有两颗糖,不要在意,我们会在下面的代码中实现的)

State类:

public interface State {
public void insertQuarter();

public void ejectQuarter();

public void turnCrank();

public void dispense();
}
GumballMachine类:
public class GumballMachine {
State soldOutState;
State noQuarterState;
State hasQuarterState;
State soldState;
State winnerState;
//以上是所有的状态
State state = soldOutState;     //追踪当前状态
int count = 0;                   //记录糖果数

public void insertQuarter() {
state.insertQuarter();
}

public void ejectQuarter() {
state.ejectQuarter();
}

public void turnCrank() {
state.turnCrank();
state.dispense();                 //我们不需要单独实现dispense方法,可以把这个方法写入turnCrank里面
}

public void setState (State state) {
this.state = state;
}

public void releaseBall() {
System.out.println("A gumball comes rolling out the slot...");
if (count != 0) {
count = count - 1;
}
}

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 State getState() {
return state;
}

public int getCount() {
return count;
}
}



HasQuarterState类:

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");
}
}WinnerState类:
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("Sorry, you already turned the crank");
}

public void turnCrank() {
System.out.println("Turning twice doesn't get you another gumball");
}

public void dispense() {
System.out.println("You're a winner ! you get two gumballs for your quarter");
gumballMachine.releaseBall();
if (gumballMachine.getCount() == 0) {
gumballMachine.setState(gumballMachine.getSoldOutState());
} else {
gumballMachine.releaseBall();
if (gumballMachine.getCount() > 0) {
gumballMachine.setState(gumballMachine.getNoQuarterState());
} else {
System.out.println("Oops, out of gumballs");
gumballMachine.setState(gumballMachine.getSoldOutState());
}
}
}
}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。
状态模式的类图:


https://img-blog.csdn.net/20170311170434600?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvYWEzMTUyMzU1/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/Center" border="0" >



这个类图是不是很熟悉,对,他和策略模式的类图是一样的,他们有什么区别的,让我们来看看吧。






总结:

1:状态模式允许一个对象基于内部状态而拥有不同的行为。

2:状态模式用类代表状态。

3: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。

4:状态模式和策略模式有相同的类图,但是他们的意图不一样。

5:使用状态模式通常会导致设计中类的数目大量增加。
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