一、模式动机
在很多情况下,一个对象的行为取决于一个或多个动态变化的属性,这样的属性叫做状态,这样的对象叫做有状态的对象,对象的状态是从事先定义好的一系列值中取出的。当一个这样的对象与外部事件产生互动时,其内部状态就会改变,从而使得系统的行为也随之发生变化。
二、模式定义
状态模式(State Pattern)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。UML类图如下:
状态模式包含如下角色
● Context: 上下文类
● State: 抽象状态类
● ConcreteState: 具体状态类
三、模式示例
万能糖果公司希望糖果机如下图一样工作。
C++代码实现
State.h
#ifndef STATE_H
#define STATE_H
class GumballMachine;
//抽象状态类
class State
{
public:
virtual void InsertQuarter() = 0;
virtual void EjectQuarter() = 0;
virtual void TurnCrank() = 0;
virtual void Dispense() = 0;
};
/*具体状态类*/
class NoQuarterState : public State
{
public:
NoQuarterState(GumballMachine *gumballMachine);
void InsertQuarter();
void EjectQuarter();
void TurnCrank();
void Dispense();
private:
GumballMachine* gumballMachine;
};
class HasQuarterState : public State
{
public:
HasQuarterState(GumballMachine* gumballMachine);
void InsertQuarter();
void EjectQuarter();
void TurnCrank();
void Dispense();
private:
GumballMachine* gumballMachine;
};
class SoldState : public State
{
public:
SoldState(GumballMachine* gumballMachine);
void InsertQuarter();
void EjectQuarter();
void TurnCrank();
void Dispense();
private:
GumballMachine* gumballMachine;
};
class SoldOutState : public State
{
public:
SoldOutState(GumballMachine* gumballMachine);
void InsertQuarter();
void EjectQuarter();
void TurnCrank();
void Dispense();
private:
GumballMachine* gumballMachine;
};
#endif
State.cpp
#include <iostream>
#include "GumballMachine.h"
using namespace std;
NoQuarterState::NoQuarterState(GumballMachine* gumballMachine)
{
this->gumballMachine = gumballMachine;
}
void NoQuarterState::InsertQuarter()
{
cout << "You inserted a quarter" << endl;
gumballMachine->SetState(gumballMachine->GetHasQuarterState());
}
void NoQuarterState::EjectQuarter()
{
cout << "You haven't inserted a quarter" << endl;
}
void NoQuarterState::TurnCrank()
{
cout << "You turned, but there's no quarter" << endl;
}
void NoQuarterState::Dispense()
{
cout << "You need to pay first" << endl;
}
HasQuarterState::HasQuarterState(GumballMachine* gumballMachine)
{
this->gumballMachine = gumballMachine;
}
void HasQuarterState::InsertQuarter()
{
cout << "You can't insert another quarter" << endl;
}
void HasQuarterState::EjectQuarter()
{
cout << "Quarter returned" << endl;
gumballMachine->SetState(gumballMachine->GetNoQuarterState());
}
void HasQuarterState::TurnCrank()
{
cout << "You turned..." << endl;
gumballMachine->SetState(gumballMachine->GetSoldState());
}
void HasQuarterState::Dispense()
{
cout << "No gumball dispensed" << endl;
}
SoldState::SoldState(GumballMachine* gumballMachine)
{
this->gumballMachine = gumballMachine;
}
void SoldState::InsertQuarter()
{
cout << "Please wait, we're already giving you a gumball" << endl;
}
void SoldState::EjectQuarter()
{
cout << "Sorry, you already turned the crank" << endl;
}
void SoldState::TurnCrank()
{
cout << "Turning twice doesn't get you another gumball" << endl;
}
void SoldState::Dispense()
{
gumballMachine->ReleaseBall();
if (gumballMachine->GetCount() > 0)
{
gumballMachine->SetState(gumballMachine->GetNoQuarterState());
}
else
{
gumballMachine->SetState(gumballMachine->GetSoldOutState());
}
}
SoldOutState::SoldOutState(GumballMachine* gumballMachine)
{
this->gumballMachine = gumballMachine;
}
void SoldOutState::InsertQuarter()
{
cout << "You can't insert a quarter, the machine is sold out" << endl;
}
void SoldOutState::EjectQuarter()
{
cout << "You can't eject, you haven't inserted a quarter yet" << endl;
}
void SoldOutState::TurnCrank()
{
cout << "You turned, but there are no gumballs" << endl;
}
void SoldOutState::Dispense()
{
cout << "No gumball dispensed" << endl;
}
GumballMachine.h
#ifndef GUMBALL_MACHINE_H
#define GUMBALL_MACHINE_H
class State;
class GumballMachine
{
public:
GumballMachine(int numberGumballs);
void InsertQuarter();
void EjectQuarter();
void TurnCrank();
State* GetHasQuarterState();
State* GetNoQuarterState();
State* GetSoldState();
State* GetSoldOutState();
void SetState(State* state);
int GetCount()
{
return count;
}
void ReleaseBall()
{
if (count != 0)
{
count--;
}
}
private:
State* state;
State* soldOutState;
State* noQuarterState;
State* hasQuarterState;
State* soldState;
int count = 0;
};
#endif
GumballMachine.cpp
#include "GumballMachine.h"
#include "State.h"
GumballMachine::GumballMachine(int numberGumballs)
{
soldOutState = new SoldOutState(this);
noQuarterState = new NoQuarterState(this);
hasQuarterState = new HasQuarterState(this);
soldState = new SoldState(this);
count = numberGumballs;
if (count > 0)
{
state = noQuarterState;
}
}
void GumballMachine::InsertQuarter()
{
state->InsertQuarter();
}
void GumballMachine::EjectQuarter()
{
state->EjectQuarter();
}
void GumballMachine::TurnCrank()
{
state->TurnCrank();
state->Dispense();
}
State* GumballMachine::GetHasQuarterState()
{
return hasQuarterState;
}
State* GumballMachine::GetNoQuarterState()
{
return noQuarterState;
}
State* GumballMachine::GetSoldState()
{
return soldState;
}
State* GumballMachine::GetSoldOutState()
{
return soldOutState;
}
void GumballMachine::SetState(State* state)
{
this->state = state;
}
main.cpp
#include "stdlib.h"
#include "GumballMachine.h"
int _tmain(int argc, _TCHAR* argv[])
{
GumballMachine gumballMachine = GumballMachine(2);
gumballMachine.InsertQuarter();
gumballMachine.TurnCrank();
gumballMachine.InsertQuarter();
gumballMachine.TurnCrank();
gumballMachine.InsertQuarter();
gumballMachine.TurnCrank();
system("pause");
return 0;
}
运行结果:
四、分析总结
状态模式的关键是引入了一个抽象类来专门表示对象的状态,这个类我们叫做抽象状态类,而对象的每一种具体状态类都继承了该类,并在不同具体状态类中实现了不同状态的行为,包括各种状态之间的转换。这使得环境类对象在其内部状态改变时可以改变它的行为,对象看起来似乎修改了它的类,而实际上是由于切换到不同的具体状态类实现的。一句话:将状态封装成为独立的类,Context会将行为委托到代表当前状态的对象。
策略模式通常会用行为或算法来配置Context类,状态模式允许Context随着状态的改变而改变行为。
优点
- 封装了转换规则。
- 枚举可能的状态,在枚举状态之前需要确定状态种类。
- 将所有与某个状态有关的行为放到一个类中,并且可以方便地增加新的状态,只需要改变对象状态即可改变对象的行为。
- 允许状态转换逻辑与状态对象合成一体,而不是某一个巨大的条件语句块。
- 可以让多个环境对象共享一个状态对象,从而减少系统中对象的个数。
缺点
- 状态模式的使用必然会增加系统类和对象的个数。
- 状态模式的结构与实现都较为复杂,如果使用不当将导致程序结构和代码的混乱。
- 状态模式对“开闭原则”的支持并不太好,对于可以切换状态的状态模式,增加新的状态类需要修改那些负责状态转换的源代码,否则无法切换到新增状态;而且修改某个状态类的行为也需修改对应类的源代码。