狀態模式的定義是:當一個對象內部狀態發生變化時,允許它改變自己的行為。這個對象好像可以改變它的類。
The English Definition:Allow an object to change its behavior when its internal state changes. The object will appear to change its class.
簡單來說就是,當一個對象的內部狀態發生變化時,它會自動的改變自己的行為,這些變化對用戶端的調用代碼是透明的。
其實就是一個狀態機器的概念,運用狀態模型,可以避免使用過多的條件判斷語句,而且當狀態增加以後,可以很容易地添加修改代碼。
狀態模式的應用比較廣泛,網路通訊協定、繪圖工具等。
以下代碼代碼來自《Head First Design Patterns》:
首先定義一個State的抽象類別
public interface State { public void insertQuarter(); public void ejectQuarter(); public void turnCrank(); public void dispense();}
然後是具體的狀態類
public class SoldOutState implements State { GumballMachine gumballMachine; public SoldOutState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("You can't insert a quarter, the machine is sold out"); } public void ejectQuarter() { System.out.println("You can't eject, you haven't inserted a quarter yet"); } public void turnCrank() { System.out.println("You turned, but there are no gumballs"); } public void dispense() { System.out.println("No gumball dispensed"); }}
import java.util.Random;public class HasQuarterState implements State { Random randomWinner = new Random(System.currentTimeMillis()); GumballMachine gumballMachine; public HasQuarterState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("You can't insert another quarter"); } public void ejectQuarter() { System.out.println("Quarter returned"); gumballMachine.setState(gumballMachine.getNoQuarterState()); } 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()); } } public void dispense() { System.out.println("No gumball dispensed"); }}
public class SoldState implements State { GumballMachine gumballMachine; public SoldState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("Please wait, we're already giving you a gumball"); } public void ejectQuarter() { System.out.println("Sorry, you already turned the crank"); } public void turnCrank() { System.out.println("Turning twice doesn't get you another gumball!"); } public void dispense() { gumballMachine.releaseBall(); if (gumballMachine.getCount() > 0) { gumballMachine.setState(gumballMachine.getNoQuarterState()); } else { System.out.println("Oops, out of gumballs!"); gumballMachine.setState(gumballMachine.getSoldOutState()); } }}
public class NoQuarterState implements State { GumballMachine gumballMachine; public NoQuarterState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("You inserted a quarter"); gumballMachine.setState(gumballMachine.getHasQuarterState()); } public void ejectQuarter() { System.out.println("You haven't inserted a quarter"); } public void turnCrank() { System.out.println("You turned, but there's no quarter"); } public void dispense() { System.out.println("You need to pay first"); }}
public class WinnerState implements State { GumballMachine gumballMachine; public WinnerState(GumballMachine gumballMachine) { this.gumballMachine = gumballMachine; } public void insertQuarter() { System.out.println("Please wait, we're already giving you a gumball"); } public void ejectQuarter() { System.out.println("Sorry, you already turned the crank"); } public void turnCrank() { System.out.println("Turning twice doesn't get you another gumball!"); } public void dispense() { 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("Oops, out of gumballs!"); gumballMachine.setState(gumballMachine.getSoldOutState()); } } }}
然後定義主體類(Context),它的行為就是通過狀態見的轉換來控制的。
public class GumballMachine { State soldOutState; State noQuarterState; State hasQuarterState; State soldState; State winnerState; State state = soldOutState; int count = 0; public GumballMachine(int numberGumballs) { soldOutState = new SoldOutState(this); noQuarterState = new NoQuarterState(this); hasQuarterState = new HasQuarterState(this); soldState = new SoldState(this); winnerState = new WinnerState(this); if (numberGumballs > 0) { state = noQuarterState; } count = numberGumballs; } public void insertQuarter() { state.insertQuarter(); } public void ejectQuarter() { state.ejectQuarter(); } public void turnCrank() { state.turnCrank(); state.dispense(); } void setState(State state) { this.state = state; } void releaseBall() { System.out.println("A gumball comes rolling out the slot..."); if (count != 0) { count = count - 1; } } State getSoldOutState() { return soldOutState; } State getNoQuarterState() { return noQuarterState; } State getHasQuarterState() { return hasQuarterState; } State getSoldState() { return soldState; } State getWinnerState() { return winnerState; } int getCount() { return count; }}
測試代碼
public class GumballMachineTestDrive { 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); }}