最近在公司闲着没事干,看了一下<<Head First设计模式>>一书,感觉还蛮有意思,设计模式涉及到OO的设计思想和OO的设计原则。这本书是采用Java语言描述的。由于我比较熟悉C++,所以看完之后想使用C++来实现。由于想要结合状态模式和工厂模式做Windows计算器,所以重点看了一下状态模式,并且将<<Head First设计模式>>一书中以糖果机为例子讲述状态模式的例子使用C++做了一篇,加深我对状态模式的理解。大家如果看了之后觉得我写得有什么问题,欢迎大家提出自己的见解,大家交流学习一下,毕竟我也只是设计模式的初学者而已,开发经验不足。
下面是<<Head First设计模式>>一书中糖果机的状态图及相应的Java代码和C++实现代码:
糖果机共有5个状态:没有25分钱、有25分钱、售出糖果、糖果售罄、赢家状态,这里从下面的UML状态图可以看到,Visio里使用椭圆形表示状态,还有引发糖果机状态发生转换的事件动作。
我使用Visio2003绘制的糖果机状态图,画得不太好,可能不是很标准,UML对于面向对象的软件设计很重要。
对应的Java代码如下:
//State.java
package State;
/*
* 状态接口State
*/
public interface State {
public void insertQuarter(); // 投入25分钱
public void ejectQuarter(); // 拒绝25分钱
public void turnCrank(); // 转动曲柄
public void dispense(); // 发放糖果
}
//NoQuarterState.java
package State;
import State.GumballMachine;
/*
* 没有25分钱状态,实现了State接口
*/
public class NoQuarterState implements State{
GumballMachine gumballMachine;
public NoQuarterState(GumballMachine gumballMachine){
this.gumballMachine=gumballMachine;
}
// 投入25分钱
public void insertQuarter() {
System.out.println("You insert a quarter");
gumballMachine.setState(gumballMachine.getHasQuarterState());
}
// 拒绝25分钱
public void ejectQuarter() {
System.out.println("You haven't insert a quarter");
}
// 转动曲柄
public void turnCrank() {
System.out.println("You turned crank,but you there's no quarter");
}
// 发放糖果
public void dispense() {
System.out.println("You need to pay first");
}
}
//HasQuarterState.java
package State;
import java.util.Random;
import State.GumballMachine;
/*
* 有25分钱状态,实现了State接口
*/
public class HasQuarterState implements State {
Random randomWinner = new Random(System.currentTimeMillis()); //首先我们增加一个随机数产生器,产生10%赢的机
会
GumballMachine gumballMachine;
public HasQuarterState(GumballMachine gumballMachine){
this.gumballMachine = gumballMachine;
}
// 投入25分钱
public void insertQuarter() {
System.out.println("You can not insert anther quarter");
}
// 拒绝25分钱
public void ejectQuarter() {
System.out.println("Quarter returned");
gumballMachine.setState(gumballMachine.getNoQuarterState());
}
// 转动曲柄
public void turnCrank() {
System.out.println("You turned...");
int winner = randomWinner.nextInt(10);
System.out.println("winner =" + winner);
if((winner ==0) && (gumballMachine.getCount() > 1)) {
gumballMachine.setState(gumballMachine.getWinnerState());
} else {
gumballMachine.setState(gumballMachine.getSoldState());
}
}
// 发放糖果
public void dispense() {
System.out.println("No gumball dispensed");
}
}
//SoldState.java
package State;
import State.GumballMachine;
/*
* 售出糖果状态,实现了State接口
*/
public class SoldState implements State{
GumballMachine gumballMachine;
public SoldState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
// 投入25分钱
public void insertQuarter() {
System.out.println("Please wait, we're already giving you a gumball");
}
// 拒绝25分钱
public void ejectQuarter() {
System.out.println("Sorry,you have already turn crank");
}
// 转动曲柄
public void turnCrank() {
System.out.println("trun twice ,doesn't give you anthor gamball!");
}
// 发放糖果
public void dispense() {
gumballMachine.releaseBall();
if(gumballMachine.getCount()>0){
gumballMachine.setState(gumballMachine.getNoQuarterState());
} else {
System.out.println("Opps,out of gamball!");
gumballMachine.setState(gumballMachine.getSoldOutState());
}
}
}
//SoldOutState.java
package State;
import State.GumballMachine;
/*
* 通过售罄状态,实现了State接口
*/
public class SoldOutState implements State{
GumballMachine gumballMachine;
public SoldOutState(GumballMachine gumballMachine){
this.gumballMachine=gumballMachine;
}
// 投入25分钱
public void insertQuarter() {
System.out.println("You can't insert a quarter, the machine is sold out");
}
// 拒绝25分钱
public void ejectQuarter() {
// TODO Auto-generated method stub
System.out.println("You can't eject, you haven't inserted a quarter yet");
}
// 转动曲柄
public void turnCrank() {
// TODO Auto-generated method stub
System.out.println("You turned, but there are no gumballs");
}
// 发放糖果
public void dispense() {
// TODO Auto-generated method stub
System.out.println("No gumball dispensed");
}
}
//WinnerState.java
package State;
import State.GumballMachine;
/*
* 赢家状态,实现了State接口
*/
public class WinnerState implements State{
GumballMachine gumballMachine;
public WinnerState(GumballMachine gumballMachine){
this.gumballMachine = gumballMachine;
}
// 投入25分钱
@Override
public void insertQuarter() {
// TODO Auto-generated method stub
System.out.println("Please wait, we're already giving you a gumball");
}
// 拒绝25分钱
@Override
public void ejectQuarter() {
// TODO Auto-generated method stub
System.out.println("Sorry,you have already turn crank");
}
// 转动曲柄
@Override
public void turnCrank() {
// TODO Auto-generated method stub
System.out.println("trun twice ,doesn't give you anthor gamball!");
}
// 发放糖果
@Override
public void dispense() {
// TODO Auto-generated method stub
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("Opps,out of gamball!");
gumballMachine.setState(gumballMachine.getSoldOutState());
}
}
}
}
//糖果机上下文环境类Java源文件 GumballMachine.java
package State;
import State.HasQuarterState;
import State.NoQuarterState;
import State.SoldOutState;
import State.SoldState;
import State.WinnerState;
import State.State;
/*
* 糖果机器上下文环境接口类 GumballMachine
*/
public class GumballMachine {
//状态实例
State soldOutState;
State noQuarterState;
State hasQuarterState;
State soldState;
State winnerState;
// 实例变量state,初始化为糖果售罄状态
State state = soldOutState;
// 记录机器内装有糖果的数目,开始机器是没有装糖果的
int count=0;
// 构造器取得糖果的初始数目并把它放在一个实例变量count中
public GumballMachine(int numberGumballs) {
// 每种状态都创建一个状态实例
soldOutState=new SoldOutState(this);
noQuarterState=new NoQuarterState(this);
hasQuarterState=new HasQuarterState(this);
soldState=new SoldState(this);
winnerState = new WinnerState(this);
this.count = numberGumballs;
// 若超过0颗糖果,就将状态设置为NoQuarterState
if(numberGumballs > 0) {
state = noQuarterState;
}
}
// 取得机器内的糖果数目
public int getCount() {
return count;
}
// 取得糖果售罄状态
public State getSoldOutState() {
return soldOutState;
}
// 取得没有25分钱状态
public State getNoQuarterState() {
return noQuarterState;
}
// 取得拥有25分钱
public State getHasQuarterState() {
return hasQuarterState;
}
// 取得售出糖果状态
public State getSoldState() {
return soldState;
}
// 取得赢家状态
public State getWinnerState() {
return winnerState;
}
// 投入25分钱
public void insertQuarter(){
state.insertQuarter();
}
// 拒绝25分钱
public void ejectQuarter(){
state.ejectQuarter();
}
// 转动曲柄
public void turnCrank(){
state.turnCrank();
state.dispense();
}
// 设置状态
public void setState(State state){
this.state=state;
}
// 糖果滚出来一个
public void releaseBall(){
System.out.println("A gumball comes rolling out of the solt...");
if(count!=0){
count--;
}
}
}
//测试糖果机的Java源文件 GumballMachineTestDrive.java
package State;
/*
* 糖果机测试驱动程序:GumballMachineTestDrive.java
*/
public class GumballMachineTestDrive {
/**
* @param args
*/
public static void main(String[] args) {
GumballMachine gumballMachine = new GumballMachine(5);
System.out.println(gumballMachine);
System.out.println("The current gumball number is:" + gumballMachine.getCount());
System.out.println("****************************************");
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
System.out.println(gumballMachine);
System.out.println("The current gumball number is:" + gumballMachine.getCount());
System.out.println("****************************************");
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
System.out.println(gumballMachine);
System.out.println("The current gumball number is:" + gumballMachine.getCount());
System.out.println("****************************************");
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
System.out.println(gumballMachine);
System.out.println("The current gumball number is:" + gumballMachine.getCount());
System.out.println("****************************************");
}
}
运行结果截图如下:
对应的C++代码如下:
//State抽象基类
//State.h
#pragma once
class State
{
public:
State(void);
public:
~State(void);
public:
// 投入25分钱
virtual void insertQuarter(void)=0;
public:
// 退回25分钱
virtual void ejectQuarter(void)=0;
public:
// 转动曲柄
virtual void turnCrank(void)=0;
public:
// 发放糖果
virtual void dispense(void)=0;
};
//State.cpp
#include "State.h"
State::State(void)
{
}
State::~State(void)
{
}
//没有25分钱状态类 NoQuarterState
//NoQuarterState.h
#pragma once
#include "state.h"
#include "GumballMachine.h"
class NoQuarterState :
public State
{
public:
NoQuarterState(GumballMachine *pGumballMachine);
public:
~NoQuarterState(void);
public:
// 投入25分钱
void insertQuarter(void);
public:
// 退回25分钱
void ejectQuarter(void);
public:
// 转动曲柄
void turnCrank(void);
public:
// 发放糖果
void dispense(void);
private:
// 糖果机实例变量
GumballMachine *m_pGumballMachine;
};
//NoQuarterState.cpp
#include "NoQuarterState.h"
#include <iostream>
using namespace std;
NoQuarterState::NoQuarterState(GumballMachine *pGumballMachine)
{
this->m_pGumballMachine = pGumballMachine;
}
NoQuarterState::~NoQuarterState(void)
{
}
// 投入25分钱
void NoQuarterState::insertQuarter(void)
{
cout<<"You inserted a quarter"<<endl;
m_pGumballMachine->setState(m_pGumballMachine->getHasQuarterState());
}
// 退回25分钱
void NoQuarterState::ejectQuarter(void)
{
cout<<"You haven't inserted a quarter"<<endl;
}
// 转动曲柄
void NoQuarterState::turnCrank(void)
{
cout<<"You turned, but there's no quarter"<<endl;
}
// 发放糖果
void NoQuarterState::dispense(void)
{
cout<<"You need to pay first"<<endl;
}
//有25分钱状态 HasQuarterState
//HasQuarterState.h
#pragma once
#include "state.h"
#include "GumballMachine.h"
class HasQuarterState :
public State
{
public:
HasQuarterState(GumballMachine *pGumballMachine);
public:
~HasQuarterState(void);
public:
// 投入25分钱
void insertQuarter(void);
public:
// 退回25分钱
void ejectQuarter(void);
public:
// 转动曲柄
void turnCrank(void);
public:
// 发放糖果
void dispense(void);
private:
// 糖果机实例变量
GumballMachine *m_pGumballMachine;
};
//HasQuarterState.cpp
#include "HasQuarterState.h"
#include <iostream>
#include <cstdlib>
#include <ctime>
using namespace std;
HasQuarterState::HasQuarterState(GumballMachine *pGumballMachine)
{
this->m_pGumballMachine = pGumballMachine;
}
HasQuarterState::~HasQuarterState(void)
{
}
// 投入25分钱
void HasQuarterState::insertQuarter(void)
{
cout<<"You can't insert another quarter"<<endl;
}
// 退回25分钱
void HasQuarterState::ejectQuarter(void)
{
cout<<"Quarter returned"<<endl;
m_pGumballMachine->setState(m_pGumballMachine->getNoQuarterState());
}
// 转动曲柄
void HasQuarterState::turnCrank(void)
{
cout<<"You turned..."<<endl;
// srand(time(0)); //用时间作种子,使每次随即的数字不一样
//int winner = (int)(10.0*rand()/(RAND_MAX+1.0)); // 产生随机数
int winner = rand()%10; // 产生随机数
cout<<winner<<endl;
if((winner == 3) && (m_pGumballMachine->getCount()>1))
{
m_pGumballMachine->setState(m_pGumballMachine->getWinnerState());
}else{
m_pGumballMachine->setState(m_pGumballMachine->getSoldState());
}
}
// 发放糖果
void HasQuarterState::dispense(void)
{
cout<<"No gumball dispensed"<<endl;
}
//售出糖果状态 SoldState
//SoldState.h
#pragma once
#include "state.h"
#include "GumballMachine.h"
class SoldState :
public State
{
public:
SoldState(GumballMachine *pGumballMachine);
public:
~SoldState(void);
public:
// 投入25分钱
void insertQuarter(void);
// 退回25分钱
void ejectQuarter(void);
// 转动曲柄
void turnCrank(void);
// 发放糖果
void dispense(void);
private:
// 糖果机实例变量
GumballMachine *m_pGumballMachine;
};
//SoldState.cpp
#include "SoldState.h"
#include <iostream>
using namespace std;
SoldState::SoldState(GumballMachine *pGumballMachine)
{
this->m_pGumballMachine = pGumballMachine;
}
SoldState::~SoldState(void)
{
}
// 投入25分钱
void SoldState::insertQuarter(void)
{
cout<<"Please wait, we're already giving you a gumball"<<endl;
}
// 退回25分钱
void SoldState::ejectQuarter(void)
{
cout<<"Sorry, you already turned the Crank"<<endl;
}
// 转动曲柄
void SoldState::turnCrank(void)
{
cout<<"Turning twice doesn't get you another gumball!"<<endl;
}
// 发放糖果
void SoldState::dispense(void)
{
m_pGumballMachine->releaseBall();
if(m_pGumballMachine->getCount()>0)
{
m_pGumballMachine->setState(m_pGumballMachine->getNoQuarterState());
}
else
{
cout<<"Oops, out of gumballs!"<<endl;
m_pGumballMachine->setState(m_pGumballMachine->getSoldOutState());
}
}
//糖果售罄状态 SoldOutState类
//SoldOutState.h
#pragma once
#include "state.h"
#include "GumballMachine.h"
class SoldOutState :
public State
{
public:
SoldOutState(GumballMachine *pGumballMachine);
public:
~SoldOutState(void);
public:
// 投入25分钱
void insertQuarter(void);
// 退回25分钱
void ejectQuarter(void);
// 转动曲柄
void turnCrank(void);
// 发放糖果
void dispense(void);
private:
// 糖果机实例变量
GumballMachine *m_pGumballMachine;
};
//SoldOutState.cpp
#include "SoldOutState.h"
#include <iostream>
using namespace std;
SoldOutState::SoldOutState(GumballMachine *pGumballMachine)
{
this->m_pGumballMachine = pGumballMachine;
}
SoldOutState::~SoldOutState(void)
{
}
// 投入25分钱
void SoldOutState::insertQuarter(void)
{
cout<<"You can't insert a quarter, the machine is sold out"<<endl;
}
// 退回25分钱
void SoldOutState::ejectQuarter(void)
{
cout<<"You can't eject, you haven't inserted a quarter yet"<<endl;
}
// 转动曲柄
void SoldOutState::turnCrank(void)
{
cout<<"You turned, but there are no gumballs"<<endl;
}
// 发放糖果
void SoldOutState::dispense(void)
{
cout<<"No gumball dispensed"<<endl;
}
//赢家状态 WinnerState类
//WinnerState.h
#pragma once
#include "state.h"
#include "GumballMachine.h"
class WinnerState :
public State
{
public:
WinnerState(GumballMachine *pGumballMachine);
public:
~WinnerState(void);
public:
// 投入25分钱
void insertQuarter(void);
public:
// 退回25分钱
void ejectQuarter(void);
public:
// 转动曲柄
void turnCrank(void);
public:
// 发放糖果
void dispense(void);
private:
// 糖果机实例变量
GumballMachine *m_pGumballMachine;
};
//WinnerState.cpp
#include "WinnerState.h"
#include <iostream>
using namespace std;
WinnerState::WinnerState(GumballMachine *pGumballMachine)
{
this->m_pGumballMachine = pGumballMachine;
}
WinnerState::~WinnerState(void)
{
}
// 投入25分钱
void WinnerState::insertQuarter(void)
{
cout<<"Please wait, we're already giving you a gumball"<<endl;
}
// 退回25分钱
void WinnerState::ejectQuarter(void)
{
cout<<"Sorry, you already turned the Crank"<<endl;
}
// 转动曲柄
void WinnerState::turnCrank(void)
{
cout<<"Turning twice doesn't get you another gumball!"<<endl;
}
// 发放糖果
void WinnerState::dispense(void)
{
cout<<"You're a Winner! You get two gumballs for your quarter";
m_pGumballMachine->releaseBall();
if(m_pGumballMachine->getCount() == 0)
{
m_pGumballMachine->setState(m_pGumballMachine->getSoldOutState());
}
else{
m_pGumballMachine->releaseBall();
if(m_pGumballMachine->getCount()>0){
m_pGumballMachine->setState(m_pGumballMachine->getNoQuarterState());
}else{
cout<<"Oops, out of gumballs!"<<endl;
m_pGumballMachine->setState(m_pGumballMachine->getSoldOutState());
}
}
}
//糖果机 上下文环境GumballMachine类
//GumballMachine.h
#pragma once
#include "State.h"
class GumballMachine
{
public:
GumballMachine(int numberGumballs=0);
public:
~GumballMachine(void);
private:
// 状态类的指针
State* m_pState;
private:
// 记录机器内的糖果数目
int m_count;
State* m_pSoldOutState;
State* m_pNoQuarterState;
State* m_pHasQuarterState;
State* m_pSoldState;
State* m_pWinnerState;
public:
void insertQuarter(void);
public:
// 退回25分钱
void ejectQuarter(void);
public:
// 转动曲柄
void turnCrank(void);
public:
// 设置状态
void setState(State* pState);
public:
// 释放糖果
void releaseBall(void);
public:
// 获取当前糖果的数目
int getCount(void);
// 获取发放糖果状态
State* getSoldState(void);
// 获取拥有25分钱状态
State* getHasQuarterState(void);
// 获取没有25分钱状态
State* getNoQuarterState(void);
// 获取糖果售罄状态
State* getSoldOutState(void);
public:
// 获取赢家状态
State* getWinnerState(void);
};
//GumballMachine.cpp
#include "GumballMachine.h"
#include "NoQuarterState.h"
#include "HasQuarterState.h"
#include "SoldOutState.h"
#include "SoldState.h"
#include "WinnerState.h"
#include <iostream>
using namespace std;
GumballMachine::GumballMachine(int numberGumballs)
{
m_pSoldOutState = new SoldOutState(this);
m_pNoQuarterState = new NoQuarterState(this);
m_pHasQuarterState = new HasQuarterState(this);
m_pSoldState = new SoldState(this);
this->m_count = numberGumballs;
m_pState = m_pSoldOutState;
if(numberGumballs>0)
{
m_pState = m_pNoQuarterState;
}
}
GumballMachine::~GumballMachine(void)
{
delete m_pSoldOutState;
delete m_pNoQuarterState;
delete m_pHasQuarterState;
delete m_pSoldState;
}
void GumballMachine::insertQuarter(void)
{
m_pState->insertQuarter();
}
// 退回25分钱
void GumballMachine::ejectQuarter(void)
{
m_pState->ejectQuarter();
}
// 转动曲柄
void GumballMachine::turnCrank(void)
{
m_pState->turnCrank();
m_pState->dispense();
}
// 设置状态
void GumballMachine::setState(State* pState)
{
this->m_pState = pState;
}
// 释放糖果
void GumballMachine::releaseBall(void)
{
cout<<"A gumball comes rolling out of the solt...";
if(m_count != 0)
{
m_count = m_count -1;
}
}
// 获取当前糖果的数目
int GumballMachine::getCount(void)
{
return m_count;
}
// 获取发放糖果状态
State* GumballMachine::getSoldState(void)
{
return m_pSoldState;
}
// 获取拥有25分钱状态
State* GumballMachine::getHasQuarterState(void)
{
return m_pHasQuarterState;
}
// 获取没有25分钱状态
State* GumballMachine::getNoQuarterState(void)
{
return m_pNoQuarterState;
}
// 获取糖果售罄状态
State* GumballMachine::getSoldOutState(void)
{
return m_pSoldOutState;
}
// 获取赢家状态
State* GumballMachine::getWinnerState(void)
{
return m_pWinnerState;
}
//测试主函数文件 TestDriver.cpp
#include "GumballMachine.h"
#include <iostream>
using namespace std;
int main()
{
srand(time(NULL)); //以系统时间作为种子,设置随机数种子
GumballMachine *pGumballMachine = new GumballMachine(5);
pGumballMachine->insertQuarter();
pGumballMachine->turnCrank();
cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;
pGumballMachine->insertQuarter();
pGumballMachine->turnCrank();
cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;
pGumballMachine->insertQuarter();
pGumballMachine->turnCrank();
cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;
pGumballMachine->insertQuarter();
pGumballMachine->turnCrank();
cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;
pGumballMachine->insertQuarter();
pGumballMachine->turnCrank();
cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;
pGumballMachine->insertQuarter();
pGumballMachine->turnCrank();
cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;
pGumballMachine->insertQuarter();
pGumballMachine->turnCrank();
cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;
return 0;
}
下面是程序运行结果截图:
记得以前在学校学Java得时候做的实验报告里面有一个关于地铁十字旋转门(turnstile)的状态模式练习,我感觉那个例子还比较好理解,因为来源于日常生活,例子描述如下:
在地铁十字旋转门(turnstile)的操作中,可以找到一个简单的有限状态机(FSM)。这个装置控制着乘客通往列车站台的大门。下面这个状态图展示了地铁十字转门的初步状态机。
状态图由四个部分组成。图中的矩形框表示一个状态(state),箭头表示状态的迁移,箭头上面有两个元素:前面那个是事件(event),后面那个是响应动作(action)。
(1)若状态机在Locked(锁)状态,收到一个coin(投币)事件,则执行unlock(开门)操作,并迁移到Unlocked(开)状态。
(2)若状态机在Locked(锁)状态,收到一个pass(人员通过)事件,则执行alarm(警报)操作,没有状态迁移。
(3)若状态机在Unlocked(开)状态,收到一个pass(人员通过)事件,则执行lock操作,并迁移到Locked(锁)状态。
(4)若状态机在Unlocked(开)状态,收到一个coin(投币)事件,则执行refund(退款)操作,没有状态迁移。
我们用一般的方法描述这件事应该是这样:
/*
*用TurnstileController封装旋转门能做的所有操作
*/
class TurnstileController {
public void unlock(){
System.out.println("正在执行开门操作…");
}
public void alarm(){
System.out.println("注意! 有人强行越过旋转门…");
}
public void lock(){
System.out.println("正在执行关门操作…");
}
public void refund(){
System.out.println("退款中…");
}
}
/*
*Turnstile:旋转门类
*/
class Turnstile {
//用来代表状态的两个常量
public static final int LOCKED = 0;
public static final int UNLOCKED = 1;
//用来代表事件的常量
public static final int COIN = 0;
public static final int PASS = 1;
//当前旋转门的状态
public int state = LOCKED;
public TurnstileController tController;
public Turnstile(TurnstileController tController){
this.tController = tController;
}
//当新的事件发生时调用此方法,同时把事件代码传递给它
public void eventHappen(int event){
switch(state){
case LOCKED:
switch(event){
case COIN:
tController.unlock();
state = UNLOCKED;
break;
case PASS:
tController.alarm();
break;
}
break;
case UNLOCKED:
switch(event){
case COIN:
tController.refund();
break;
case PASS:
tController.lock();
state = LOCKED;
break;
}
break;
}
}
}
public class TurnstileTest {
public static void main(String [] args){
Turnstile turnstile = new Turnstile(new TurnstileController());
turnstile.eventHappen(Turnstile.COIN);
turnstile.eventHappen(Turnstile.PASS);
turnstile.eventHappen(Turnstile.PASS);
turnstile.eventHappen(Turnstile.COIN);
turnstile.eventHappen(Turnstile.COIN);
}
}
但是这种实现方式至少有以下两个问题:
1)当状态数目不是很多的时候,Switch/Case可能可以搞定。但是当状态数目很多的时候(实际系统中也正是如此),维护一大组的Switch/Case语句将是一件异常困难并且容易出错的事情。
2)状态逻辑和动作实现没有分离。在很多的系统实现中,动作的实现代码直接写在状态的逻辑当中。这带来的后果就是系统的扩展性和维护得不到保证。
下面介绍 State模式:在State模式中我们将状态逻辑和动作实现进行分离。当一个操作中要维护大量的case分支语句,并且这些分支依赖于对象的状态。State模式将每一个分支都封装到独立的类中。State模式典型的类图为:
State接口定义了所有状态的共同接口(能够发生的所有事件),任何状态都实现这个接口,这样一来,状态之间可以相互替换 |
---|
Context(上下文)拥有一个当前的内部状态 |
---|
不管什么时候发生一个事件(someEventHappen),Context将委托给具体的状态类去处理 |
---|
具体状态,处理Context的请求,每一个具体状态实现了在该状态下,针对某一事件的特定响应动作和下一步的状态迁移 |
---|
上面这幅图来源于<<Head First设计模式>>的状态模式章节。
代码如下:
interface State{
public void someEventHappen(Context c);
}
class StateA implements State{
public void someEventHappen(Context c){
c.actionA();
c.state = new StateB();
}
}
class StateB implements State{
public void someEventHappen(Context c){
c.actionB();
c.state = new StateA();
}
}
class Context{
public State state = new StateA();
public void someEventHappen(){
state.someEventHappen(this);
}
public void actionA(){
System.out.println("action A is going on...");
}
public void actionB(){
System.out.println("aciton B is going on...");
}
}
public class StateTest{
public static void main(String [] args){
Context c = new Context();
c.someEventHappen();
c.someEventHappen();
}
}
注意该代码实现了如下的状态机:
你的任务:
参考以上描述的状态模式,利用状态模式重新设计并编写“地铁十字旋转门(turnstile)”问题。
下面是我的Java实现代码,不知道对不对。
//MyTurstileTest.java
interface State{
public abstract void DropCoinEventHappen(Context c);
public abstract void PassEventHappen(Context c);
}
class Context {
private State state = new LockedState();
public void CoinEventHappen(){
state.DropCoinEventHappen(this);
}
public void PassEventHappen(){
state.PassEventHappen(this);
}
public void unlock(){
System.out.println("正在执行开门操作.......");
state = new UnLockedState();
}
public void alarm(){
System.out.println("注意! 有人强行越过旋转门.......");
state = new LockedState();
}
public void lock(){
System.out.println("正在执行关门操作........");
state = new LockedState();
}
public void refund(){
System.out.println("退款中........");
state = new UnLockedState();
}
}
class LockedState implements State{
public void DropCoinEventHappen(Context c){
c.unlock();//执行开门操作
}
public void PassEventHappen(Context c){
c.alarm();//报警
}
}
class UnLockedState implements State{
public void DropCoinEventHappen(Context c){
c.refund();//退款
}
public void PassEventHappen(Context c){
c.lock();//执行关门操作
}
}
public class MyTurstileTest{
public static void main(String[] args){
Context c = new Context();
System.out.println("地铁十字旋转门初始态为关的状态......");
//起始状态地铁十字旋转门(turnstile)默认处于关的状态
c.CoinEventHappen();
//turnstile状态为关时,发生投币操作,事件发生后turnstile状态为开
c.PassEventHappen();
//turnstile状态为开时,发生人员通过事件,事件发生后turnstile状态为关
c.PassEventHappen();
//turnstile状态为关时,发生人员通过事件,事件发生后turnstile状态为开
c.CoinEventHappen();
//turstile状态为关时,发生投币操作,事件发生后turnstile状态为开
}
}
下面是程序运行代码运行结果的贴图
另外我想使用MFC结合状态模式和工厂模式做一个标准版的Windows计算器,大概分成左操作数状态、操作符状态、右操作数状态、结果状态、错误异常状态这5个状态,然后可能还要区分单目运算符和双目运算符等等,等我做完这个练习后把关键的状态图和C++相关类设计代码也传上来,算是对状态模式学习的一个总结吧。