设计模式-状态模式(十九)

2018-05-28  本文已影响0人  巨子联盟

状态模式允许一个对象的内部状态改变的时候改变其行为
缺点是会造出大量的状态类,优点是使程序免于大量的条件转移语句

  1. 对象的行为随着状态的改变而改变
  2. 对象的某一个方法里依赖于一重或多重的条件转移语句

状态模式和策略模式的区别:
考察环境角色是否有明显的状态和状态的转变,有就用状态模式,否则用策略模式,通过一个Context环境角色,使得各个原本一个环境只用一个策略类的可以用很多个了。

上类图:


状态模式.png

例子:

  1. 先定义个接口
package com.byedbl.state;

/**
 *  A state interface
 *  用户在网上购物的状态变化:
 *  选择商品 --> 生成订单 --> 付款取货
 */
public interface ShopState {
    void execute();
    void changeState(ShopContext c, AbstractShopState shopState);
}

changeState是为了内部修改状态方便的一个方法,允许子类自行决定下一个状态是哪个,增加灵活性,当然也可以去掉,下面这个抽象类专门处理该方法。

  1. 抽象类处理changeState
package com.byedbl.state;

/**
 *  The parent class of state
 */
public abstract class AbstractShopState implements ShopState {
    public AbstractShopState() {
    }
    @Override
    public void changeState(ShopContext c, AbstractShopState s) {
        c.changeState(s);
    }
}
  1. 实现3个状态的逻辑
    购物shop
package com.byedbl.state;
/**
 *  A concrete state for customer shopping
 */
public class Shop extends AbstractShopState {
    private static Shop shop;
    private Shop() {
    }
    static {
        shop = new Shop();
    }
    public static Shop getInstance() {
        return shop;
    }
    @Override
    public void execute() {
        System.out.println("The state is shopping now !");
    }
}

生成订单

package com.byedbl.state;
/**
 *  A concrete state for generating bill
 */
public class GenerateBill extends AbstractShopState {
    private static GenerateBill generateBill;
    static {
        generateBill = new GenerateBill();
    }

    private GenerateBill() {
    }
    public static GenerateBill getInstance() {
        return generateBill;
    }
    @Override
    public void execute() {
        System.out.println("The state is generating bill now !");
    }
}

付款

package com.byedbl.state;
/**
 *  A concrete state for customer shopping
 */
public class Pay extends AbstractShopState {
    private static Pay  pay ;
    static {
        pay = new Pay();
    }
    private Pay() {
    }
    public static Pay getInstance() {
        return pay;
    }
    @Override
    public void execute() {
        System.out.println("The state is pay now !");
    }
}
  1. 环境角色类
package com.byedbl.state;

/**
 *  The context for user useing
 */
public class ShopContext  {
    private ShopState currentState;
    public ShopContext() {
    }
    public void changeState(ShopState s) {
        currentState = s;
    }
    public void shop() {
        currentState.execute();
    }
    public void generateBill() {
        currentState.execute();
    }
    public void pay() {
        currentState.execute();
    }
}
  1. 客户端用法
package com.byedbl.state;

/**
 *  A test client
 */
public class Test  {
    public static void main(String[] args) {
        ShopContext myContext = new ShopContext();
        AbstractShopState myShop = Shop.getInstance();
        AbstractShopState myGenBill = GenerateBill.getInstance();
        AbstractShopState myPay = Pay.getInstance();
        
        myContext.changeState(myShop);
        myContext.shop();

        myContext.changeState(myGenBill);
        myContext.generateBill();
        
        myContext.changeState(myPay);
        myContext.pay();

        myShop.changeState(myContext, myPay);
        myContext.pay();
    }
}

状态模式关键是一个环境角色,这个角色使得可以各个状态可以自由切换。

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