head first--------------state pattern

本文介绍了一种常用的设计模式——状态模式,并通过一个糖果机的例子详细展示了如何使用状态模式来实现对象内部状态的变化,从而改变其行为。代码示例中定义了多个状态类,如HasQuarterState、NoQuarterState等,并在不同状态下对投币、退币等操作进行了相应的响应。
head first----------浅谈状态模式
    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
    实现代码如下:
     package com.clark.statepattern.state;
/**
 * 将所有的方法封装到一个状态类中,
 * insertQuarter(),ejectQuarter(),turnCrank(),dispense()
 * 没一个状态都定义成一个类,实现接口State
 * @author Administrator
 *
 */
public interface State {
//投币
public void insertQuarter();
//退币
public void ejectQuarter();
//转动糖果机
public void turnCrank();
//出糖果
public void dispense();
}

package com.clark.statepattern.state;
/**
 * 糖果机器生产
 * @author Administrator
 *
 */
public class GumballMachine {
//定义四个状态对象
public State soldOutState;
public State noQuarterState;
public State hasQuarterState;
public State soldState;
public State winnerState;
//初始化状态为soldOutState
State state=soldOutState;
//初始化糖果个数
public int count=0;

public GumballMachine(int count) {
this.count = count;
soldOutState = new SoldOutState(this);
soldState = new SoldState(this);
noQuarterState = new NoQuarterState(this);
hasQuarterState = new HasQuarterState(this);
winnerState = new WinnerState(this);
if(count>0){
state=noQuarterState;
}
}
public void insertQuarter(){
state.insertQuarter();
}
public void ejectQuarter(){
state.ejectQuarter();
}
public void turnCrank(){
state.turnCrank();
state.dispense();
}
public State getState() {
return state;
}
public void setState(State state) {
this.state = state;
}
public void releaseBall(){
System.out.println("A gumball comes rolling............");
if(count!=0){
count--;
}
}
public State getSoldOutState() {
return soldOutState;
}
public State getNoQuarterState() {
return noQuarterState;
}
public State getHasQuarterState() {
return hasQuarterState;
}
public State getSoldState() {
return soldState;
}
public int getCount() {
return count;
}
public State getWinnerState() {
return winnerState;
}
@Override
public String toString() {
// TODO Auto-generated method stub
return count+" gumballs";
}
}
package com.clark.statepattern.state;


import java.util.Random;


public class HasQuarterState implements State {
GumballMachine gumballMachine;
//增加一个随机数,产生10%赢的机会
Random randomWinner=new Random(System.currentTimeMillis());
public HasQuarterState(GumballMachine gumballMachine) {
this.gumballMachine=gumballMachine;
}


@Override
public void insertQuarter() {
System.out.println("you couldn't insert twice quarter");
}


@Override
public void ejectQuarter() {
System.out.println("Quarter returned");
gumballMachine.setState(gumballMachine.getNoQuarterState());
}


@Override
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());
}
}


@Override
public void dispense() {
System.out.println("No gumball dispense");
}


}

package com.clark.statepattern.state;


public class NoQuarterState implements State {
public GumballMachine gumballMachine;
public NoQuarterState(GumballMachine gumballMachine) {
this.gumballMachine=gumballMachine;
}
@Override
public void insertQuarter() {
System.out.println("You insert a quarter");
gumballMachine.setState(gumballMachine.getHasQuarterState());
}


@Override
public void ejectQuarter() {
System.out.println("You haven't insert a quarter");
}


@Override
public void turnCrank() {
System.out.println("you turned!but there is no quarter");
}


@Override
public void dispense() {
System.out.println("you need to pay first");
}


}

package com.clark.statepattern.state;


public class SoldOutState implements State {
GumballMachine gumballMachine;
public SoldOutState(GumballMachine gumballMachine) {
this.gumballMachine=gumballMachine;
}


@Override
public void insertQuarter() {
System.out.println("there isn't a quarter to sale");
}


@Override
public void ejectQuarter() {
System.out.println("you couldn't eject any other quarter");
}


@Override
public void turnCrank() {
System.out.println("you couldn't turn crank");
}


@Override
public void dispense() {
System.out.println("there no gumball to dispense");
}


}
package com.clark.statepattern.state;


public class SoldState implements State {
GumballMachine gumballMachine;
public SoldState(GumballMachine gumballMachine) {
this.gumballMachine=gumballMachine;
}
@Override
public void insertQuarter() {
System.out.println("please wait,we have already giving you a gumball");
}


@Override
public void ejectQuarter() {
System.out.println("Sorry!you have turn crank");
}
@Override
public void turnCrank() {
System.out.println("turning twice doesn't give you another gumball");
}


@Override
public void dispense() {
gumballMachine.releaseBall();
if(gumballMachine.getCount()>0){
gumballMachine.setState(gumballMachine.getNoQuarterState());
}else{
System.out.println("out of gumballs!");
gumballMachine.setState(gumballMachine.getSoldOutState());
}
}


}
package com.clark.statepattern.state;


public class WinnerState implements State {
GumballMachine gumballMachine;
public WinnerState(GumballMachine gumballMachine) {
this.gumballMachine=gumballMachine;
}


@Override
public void insertQuarter() {
System.out.println("please wait,we have already giving you a gumball");
}


@Override
public void ejectQuarter() {
System.out.println("Sorry!you have turn crank");
}
@Override
public void turnCrank() {
System.out.println("turning twice doesn't give you another gumball");
}
//给两次释放糖果的机会,让后进入NoQuarter State和SoldOutState
@Override
public void dispense() {
System.out.println("You are a winner!you get two gumballs for you 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("out of gumballs!!!");
gumballMachine.setState(gumballMachine.getSoldOutState());
}
}
}


}
package com.clark.statepattern.state;
//测试类
public class GumballMachineTest {
public static void main(String[] args) {
GumballMachine gumballMachine= new GumballMachine(5);
System.out.println(gumballMachine);
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
System.out.println(gumballMachine);
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
System.out.println(gumballMachine);
}
}

//======以下为测试结果,其中结果存在随即性,其主要是由于WinnerState引起的,如果存在十次抽中一次中奖的游戏,则其送一个免费的糖果==================
5 gumballs
You insert a quarter
you turned......
A gumball comes rolling............
4 gumballs
You insert a quarter
you turned......
A gumball comes rolling............
You insert a quarter
you turned......
You are a winner!you get two gumballs for you quarter
A gumball comes rolling............
A gumball comes rolling............
1 gumballs


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