状态(State)模式
状态模式主要解决的是当控制一个对象状态转换的条件表达式过于复杂时的情况。把状态的判断逻辑转移到表示不同状态的一系列类当中,可以把复杂的逻辑简化。
人、事物在不同状态下会有不同表现,而一个状态又会在不同的表现下转移到下一个不同的状态。
例题:
工作状态的变化
上午状态好,中午想睡觉,下午渐恢复,加班苦煎熬。
class Work{
private int hour;
private Boolean finish=false;
public int getHour() {
return hour;
}
public void setHour(int hour) {
this.hour = hour;
}
public Boolean getFinish() {
return finish;
}
public void setFinish(Boolean finish) {
this.finish = finish;
}
public void WriteProgram() {
if(hour<12) {
System.out.println("当前时间:"+hour+"点上午工作,精神百倍");
}else if(hour<13) {
System.out.println("当前时间:"+hour+"点饿了,午饭;犯困,午休");
}else if(hour<17) {
System.out.println("当前时间:"+hour+"点下午状态还不错,继续努力");
}else {
if(finish) {
System.out.println("当前时间:"+hour+"点 下班回家了");
}else {
if(hour<21) {
System.out.println("当前时间:"+hour+"点 加班哦,疲惫至极");
}else {
System.out.println("当前时间:"+hour+"点 不行了,睡着了。");
}
}
}
}
}
public class Main{
public static void main(String[] args){
Work emergencyProjects=new Work();
emergencyProjects.setHour(9);
emergencyProjects.WriteProgram();
emergencyProjects.setHour(10);
emergencyProjects.WriteProgram();
emergencyProjects.setHour(12);
emergencyProjects.WriteProgram();
emergencyProjects.setHour(14);
emergencyProjects.WriteProgram();
emergencyProjects.setHour(17);
emergencyProjects.WriteProgram();
emergencyProjects.setFinish(false);
emergencyProjects.WriteProgram();
emergencyProjects.setHour(19);
emergencyProjects.WriteProgram();
emergencyProjects.setHour(22);
emergencyProjects.WriteProgram();
}
}
- 方法过长是坏味道
- 面向对象设计其实就是希望做到代码的责任分解
- 上例违背了“单一职责原则”、“开放-封闭原则”
工作状态用状态模式实现以下
abstract class State{
public abstract void WriteProgram(Work w);
}
class Work{
private State current;
private double hour;
private boolean finish=false;
public Work() {
current=new ForenoonState();
}
public State getCurrent() {
return current;
}
public void setCurrent(State current) {
this.current = current;
}
public double getHour() {
return hour;
}
public void setHour(double hour) {
this.hour = hour;
}
public boolean isFinish() {
return finish;
}
public void setFinish(boolean finish) {
this.finish = finish;
}
public void SetState(State s) {
current=s;
}
public void WriteProgram() {
current.WriteProgram(this);
}
}
class ForenoonState extends State{
public void WriteProgram(Work w) {
if(w.getHour()<12) {
System.out.println("当前时间"+w.getHour()+"点 上午工作,精神百倍");
}else {
w.SetState(new NoonState());
w.WriteProgram();
}
}
}
class NoonState extends State{
public void WriteProgram(Work w) {
if(w.getHour()<13) {
System.out.println("当前时间"+w.getHour()+"点 饿了,午饭;犯困,午休。");
}else {
w.SetState(new AfternoonState());
w.WriteProgram();
}
}
}
class AfternoonState extends State{
public void WriteProgram(Work w) {
if(w.getHour()<17) {
System.out.println("当前时间"+w.getHour()+"点 下午状态不错,继续努力");
}else {
w.SetState(new EveningState());
w.WriteProgram();
}
}
}
class EveningState extends State{
public void WriteProgram(Work w) {
if(w.isFinish()) {
w.SetState(new RestState());
w.WriteProgram();
}
else{
if(w.getHour()<21) {
System.out.println("当前时间"+w.getHour()+"点 加班哦,疲惫至极");
}else {
w.SetState(new SleepingState());
w.WriteProgram();
}
}
}
}
class SleepingState extends State{
public void WriteProgram(Work w) {
System.out.println("当前时间"+w.getHour()+"点 不行了,睡着了。");
}
}
class RestState extends State{
public void WriteProgram(Work w) {
System.out.println("当前时间"+w.getHour()+"点 下班回家了");
}
}
public class Main{
public static void main(String[] args){
Work emergencyProjects=new Work();
emergencyProjects.setHour(9);
emergencyProjects.WriteProgram();
emergencyProjects.setHour(10);
emergencyProjects.WriteProgram();
emergencyProjects.setHour(12);
emergencyProjects.WriteProgram();
emergencyProjects.setHour(13);
emergencyProjects.WriteProgram();
emergencyProjects.setHour(14);
emergencyProjects.WriteProgram();
emergencyProjects.setHour(17);
emergencyProjects.WriteProgram();
emergencyProjects.setFinish(false);
emergencyProjects.WriteProgram();
emergencyProjects.setHour(19);
emergencyProjects.WriteProgram();
emergencyProjects.setHour(22);
emergencyProjects.WriteProgram();
}
}
状态模式(State ) :当一个对象的内在状态改变时允许改变其行为,这个对象看起来像是改变了它的类。状态模式主要解决的是当控制一个对象状态转接的条件表达式过于复杂时的情况。把状态的判断逻辑转移到表示不同状态的一系列类当中,可以把复杂的逻辑简化。
状态模式的基本代码:
abstract class State{
public abstract void Handle(Context context);
}
class ConcreteStateA extends State{
@Override
public void Handle(Context context) {
// TODO Auto-generated method stub
context.setState(new ConcreteStateB());
}
}
class ConcreteStateB extends State{
@Override
public void Handle(Context context) {
// TODO Auto-generated method stub
context.setState(new ConcreteStateA());
}
}
class Context{
private State state;
public Context(State state) {
this.state=state;
}
public State getState() {
return state;
}
public void setState(State state) {
this.state = state;
System.out.println("当前状态:"+state.toString());
}
public void Request() {
state.Handle(this);
}
}
public class Main{
public static void main(String[] args){
Context c=new Context(new ConcreteStateA());
c.Request();
c.Request();
c.Request();
c.Request();
}
}
优点:
- 将与特定状态相关的行为局部化,并且将不同状态的行为分割开来
- 消除庞大的条件分支语句,把各种状态转移逻辑分布到State的子类之间,减少了相互间的依赖。
- 显式化进行状态转换:为不同的状态引入独立的对象,使得状态的转换变得更加明确。而且状态对象可以保证上下文不会发生内部状态不一致的状况,因为上下文中只有一个变量来记录状态对象,只要为这一个变量赋值就可以了。
缺点:
- State模式问题主要是逻辑分散化,状态逻辑分布到了很多的State的子类中,很难看到整个的状态逻辑图,这也带来了代码的维护问题。
本质:
- 根据状态来分离和选择行为
- 状态模式是状态驱动,由上下文负责