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状态模式

分类:行为型模式。来源:《Head First 设计模式》第 10 章。

策略模式是围绕可以互换的算法来创建成功业务的。然而,状态走的是更崇高的路,它通过改变对象内部的状态来帮助对象控制自己的行为。

类结构

classDiagram
    direction TB
    class Context {
        +request()
        +setState(State state)
    }
    class State {
        <<interface>>
        +handle(Context context)
    }
    class ConcreteStateA {
        +handle(Context context)
    }
    class ConcreteStateB {
        +handle(Context context)
    }
    Context --> State : 当前状态
    State <|.. ConcreteStateA
    State <|.. ConcreteStateB
    State ..> Context : 请求状态切换

角色定义

角色 定义
Context(上下文) 保存当前状态,将请求委托给状态对象,并提供切换状态的操作。
State(状态接口) 定义各状态处理请求时使用的公共操作。
ConcreteStateA / ConcreteStateB(具体状态) 实现各自状态下的行为。图中具体状态可以根据条件调用上下文的 setState();状态切换也可以由上下文负责。

原书笔记

糖果机

糖果机状态流转

stateDiagram-v2
    direction LR
    state InitialStock <<choice>>
    state "没有25分钱" as NoQuarter
    state "有25分钱" as HasQuarter
    state "售出糖果" as Sold
    state "糖果售罄" as SoldOut

    [*] --> InitialStock
    InitialStock --> NoQuarter: 初始库存大于0
    InitialStock --> SoldOut: 初始库存为0
    NoQuarter --> HasQuarter: 投入25分钱
    HasQuarter --> NoQuarter: 退回25分钱
    HasQuarter --> Sold: 转动曲柄
    Sold --> NoQuarter: 发放糖果,仍有库存
    Sold --> SoldOut: 发放最后一颗糖果

图中四个具名状态对应糖果机的四种工作状态,菱形节点用于判断初始库存。这里展示基础购买流程中的有效转换;例如未投币时转动曲柄,只输出提示,状态保持不变。

1.找出所有的状态

  • 没有25分钱
  • 有25分钱
  • 糖果售罄
  • 售出糖果

2.接下来,创建一个实例变量来持有目前的状态,然后定义每个状态的值:

1
2
3
4
5
final static int SOLD_OUT = 0;//售罄
final static int NO_QUARTER = 1;
final static int HAS_QUARTER = 2;
final static int SOLD = 3;//售出
int state = SOLD_OUT;//当前状态

3.创建一个状态机类

public void insertQuarter(){
    if(state == HAS_QUARTER) {
        System.out.println("You can't insert another quarter");
    } else if (state == SOLD_OUT) {
        System.out.println("You can't insert a quarter, the machine is sold out");
    } else if (state == SOLD) {
        System.out.println("Please wait,we're already giving you a gumball");
    } else if (state == NO_QUARTER) {
        state = HAS_QUARTER;
        System.out.println("You inserted a quarter");
    }
}

糖果机GumballMachine

public class GumballMachine {
    final static int SOLD_OUT = 0;//售罄
    final static int NO_QUARTER = 1;
    final static int HAS_QUARTER = 2;
    final static int SOLD = 3;//售出
    int state = SOLD_OUT;//当前状态
    int count = 0;

    public GumballMachine(int count) {
        this.count = count;
        if (count > 0) {
            state = NO_QUARTER;
        }
    }
    //当有25分钱投进来,就会执行这里...
    public void insertQuarter(){
        if(state == HAS_QUARTER) {
            System.out.println("You can't insert another quarter");
        } else if (state == SOLD_OUT) {
            System.out.println("You can't insert a quarter, the machine is sold out");
        } else if (state == SOLD) {
            System.out.println("Please wait,we're already giving you a gumball");
        } else if (state == NO_QUARTER) {
            System.out.println("You inserted a quarter");
            state = HAS_QUARTER;
        }
    }
    //现在,如果顾客试着退回25分钱
    public void ejectQuarter(){
        if(state == HAS_QUARTER) {//如果有25分钱,就把钱退回来,回到没有25分钱的状态。
            System.out.println("Quarter returned");
            state = NO_QUARTER;
        } else if (state == SOLD_OUT) {//如果没有25分钱的话,当然不能退回25分钱
            System.out.println("You haven't inserted a quarter");
        } else if (state == SOLD) {
            //如果顾客已经转动曲柄,就不能在退钱了,他已经拿到糖果了
            System.out.println("Sorry,you already turned the crank");
        } else if (state == NO_QUARTER) {
            //如果糖果售罄,就不可能接受25分钱,当然也不可能退钱。
            System.out.println("You can't eject,you haven't inserted a quarter yet");
        }
    }
    //顾客试着转动曲柄
    public void turnCrank(){
        if(state == SOLD) {
            System.out.println("Turning twice doesn't get you another gumball!");
        } else if (state == NO_QUARTER) {//
            System.out.println("You turned but there's no quarter");
        } else if (state == SOLD_OUT) {
            System.out.println("You turned,but there are no gumballs");
        } else if (state == HAS_QUARTER) {
            System.out.println("You turned...");
            state = SOLD;
            dispense();
        }
    }
    //调用此方法发放糖果
    public void dispense(){
        if(state == SOLD) {
            System.out.println("A gumball comes rolling out the slot");
            count = count -1;
            if(count==0){
                System.out.println("Oops, out of gumballs!");
                state = SOLD_OUT;
            }else{
                state = NO_QUARTER;
            }
        } else if (state == NO_QUARTER) {
            System.out.println("You need to pay first");
        } else if (state == SOLD_OUT) {
            System.out.println("No gumball dispensed");
        } else if (state == HAS_QUARTER) {
            System.out.println("No gumball dispensed");
        }
    }

    public void refill(int numGumBalls) {
        this.count = numGumBalls;
        state = NO_QUARTER;
    }

    public String toString() {
        StringBuffer result = new StringBuffer();
        result.append("\nMighty Gumball, Inc.");
        result.append("\nJava-enabled Standing Gumball Model #2004\n");
        result.append("Inventory: " + count + " gumball");
        if (count != 1) {
            result.append("s");
        }
        result.append("\nMachine is ");
        if (state == SOLD_OUT) {
            result.append("sold out");
        } else if (state == NO_QUARTER) {
            result.append("waiting for quarter");
        } else if (state == HAS_QUARTER) {
            result.append("waiting for turn of crank");
        } else if (state == SOLD) {
            result.append("delivering a gumball");
        }
        result.append("\n");
        return result.toString();
    }
}
测试:

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.ejectQuarter();
        gumballMachine.turnCrank();

        System.out.println(gumballMachine);

        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();
        gumballMachine.ejectQuarter();

        System.out.println(gumballMachine);

        gumballMachine.insertQuarter();
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();

        System.out.println(gumballMachine);
    }
}

输出结果:

Mighty Gumball, Inc.
Java-enabled Standing Gumball Model #2004
Inventory: 5 gumballs
Machine is waiting for quarter

You inserted a quarter
You turned...
A gumball comes rolling out the slot

Mighty Gumball, Inc.
Java-enabled Standing Gumball Model #2004
Inventory: 4 gumballs
Machine is waiting for quarter

You inserted a quarter
Quarter returned
You turned but there's no quarter

Mighty Gumball, Inc.
Java-enabled Standing Gumball Model #2004
Inventory: 4 gumballs
Machine is waiting for quarter

You inserted a quarter
You turned...
A gumball comes rolling out the slot
You inserted a quarter
You turned...
A gumball comes rolling out the slot
You can't eject,you haven't inserted a quarter yet

Mighty Gumball, Inc.
Java-enabled Standing Gumball Model #2004
Inventory: 2 gumballs
Machine is waiting for quarter

You inserted a quarter
You can't insert another quarter
You turned...
A gumball comes rolling out the slot
You inserted a quarter
You turned...
A gumball comes rolling out the slot
Oops, out of gumballs!
You can't insert a quarter, the machine is sold out
You turned,but there are no gumballs

Mighty Gumball, Inc.
Java-enabled Standing Gumball Model #2004
Inventory: 0 gumballs
Machine is sold out

变更需求:当曲柄被转动时,有10%的机会掉下来的是两个糖果。

新的设计

1.首先我们定义一个State接口,在这个接口内,糖果机的每个动作都有一个对应的方法。 2.然后为机器中的每个状态实现状态类。这些类将负责在对应的状态下进行机器的行为。 3.最后,我们要摆脱旧的条件代码,取而代之的方式是,将动作委托到状态类。

状态接口与具体状态

classDiagram
    direction TB
    class State {
        <<interface>>
        +insertQuarter()
        +ejectQuarter()
        +turnCrank()
        +dispense()
    }
    class SoldState {
        +insertQuarter()
        +ejectQuarter()
        +turnCrank()
        +dispense()
    }
    class SoldOutState {
        +insertQuarter()
        +ejectQuarter()
        +turnCrank()
        +dispense()
    }
    class NoQuarterState {
        +insertQuarter()
        +ejectQuarter()
        +turnCrank()
        +dispense()
    }
    class HasQuarterState {
        +insertQuarter()
        +ejectQuarter()
        +turnCrank()
        +dispense()
    }
    State <|.. SoldState
    State <|.. SoldOutState
    State <|.. NoQuarterState
    State <|.. HasQuarterState

新的”赢家“状态,实现State接口。

新增赢家状态

classDiagram
    direction TB
    class State {
        <<interface>>
        +insertQuarter()
        +ejectQuarter()
        +turnCrank()
        +dispense()
    }
    class WinnerState {
        +insertQuarter()
        +ejectQuarter()
        +turnCrank()
        +dispense()
    }
    State <|.. WinnerState

实现状态类

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 void refill() { }

    public String toString() {
        return "waiting for quarter";
    }
}
public class HasQuarterState implements State {
    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...");
        gumballMachine.setState(gumballMachine.getSoldState());
    }

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

    public void refill() { }

    public String toString() {
        return "waiting for turn of crank";
    }
}
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");
    }

    public void refill() { 
        gumballMachine.setState(gumballMachine.getNoQuarterState());
    }

    public String toString() {
        return "sold out";
    }
}

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 void refill() { }

    public String toString() {
        return "dispensing a gumball";
    }
}

重新改造糖果机

public class GumballMachine {

    State soldOutState;
    State noQuarterState;
    State hasQuarterState;
    State soldState;

    State state;
    int count = 0;

    public GumballMachine(int numberGumballs) {
        soldOutState = new SoldOutState(this);
        noQuarterState = new NoQuarterState(this);
        hasQuarterState = new HasQuarterState(this);
        soldState = new SoldState(this);

        this.count = numberGumballs;
        if (numberGumballs > 0) {
            state = noQuarterState;
        } else {
            state = soldOutState;
        }
    }

    public void insertQuarter() {
        state.insertQuarter();
    }

    public void ejectQuarter() {
        state.ejectQuarter();
    }

    public void turnCrank() {
        state.turnCrank();
        state.dispense();
    }

    void releaseBall() {
        System.out.println("A gumball comes rolling out the slot...");
        if (count != 0) {
            count = count - 1;
        }
    }

    int getCount() {
        return count;
    }

    void refill(int count) {
        this.count += count;
        System.out.println("The gumball machine was just refilled; it's new count is: " + this.count);
        state.refill();
    }

    void setState(State state) {
        this.state = state;
    }
    public State getState() {
        return state;
    }

    public State getSoldOutState() {
        return soldOutState;
    }

    public State getNoQuarterState() {
        return noQuarterState;
    }

    public State getHasQuarterState() {
        return hasQuarterState;
    }

    public State getSoldState() {
        return soldState;
    }

    public String toString() {
        StringBuffer result = new StringBuffer();
        result.append("\nMighty Gumball, Inc.");
        result.append("\nJava-enabled Standing Gumball Model #2004");
        result.append("\nInventory: " + count + " gumball");
        if (count != 1) {
            result.append("s");
        }
        result.append("\n");
        result.append("Machine is " + state + "\n");
        return result.toString();
    }
}

测试

public class GumballMachineTestDrive {

    public static void main(String[] args) {
        GumballMachine gumballMachine = new GumballMachine(2);

        System.out.println(gumballMachine);

        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();

        System.out.println(gumballMachine);

        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();

        gumballMachine.refill(5);
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();

        System.out.println(gumballMachine);
    }
}

定义状态模式

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。

WinnerState

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("Please wait, we're already giving you a Gumball");
    }

    public void turnCrank() {
        System.out.println("Turning again doesn't get you another gumball!");
    }

    public void dispense() {
        gumballMachine.releaseBall();
        if (gumballMachine.getCount() == 0) {
            gumballMachine.setState(gumballMachine.getSoldOutState());
        } else {
            gumballMachine.releaseBall();
            System.out.println("YOU'RE A WINNER! You got two gumballs for your quarter");
            if (gumballMachine.getCount() > 0) {
                gumballMachine.setState(gumballMachine.getNoQuarterState());
            } else {
                System.out.println("Oops, out of gumballs!");
                gumballMachine.setState(gumballMachine.getSoldOutState());
            }
        }
    }

    public void refill() { }

    public String toString() {
        return "despensing two gumballs for your quarter, because YOU'RE A WINNER!";
    }
}

public class GumballMachine {

    State soldOutState;
    State noQuarterState;
    State hasQuarterState;
    State soldState;
    State winnerState;//加进一个新的WinnerState状态,然后在构造器中将它初始化
    //...
}

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 void refill() { }

    public String toString() {
        return "waiting for turn of crank";
    }
}
public class GumballMachineTestDrive {

    public static void main(String[] args) {
        GumballMachine gumballMachine = 
            new GumballMachine(10);

        System.out.println(gumballMachine);

        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();

        System.out.println(gumballMachine);

        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();

        System.out.println(gumballMachine);

        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();

        System.out.println(gumballMachine);

        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();

        System.out.println(gumballMachine);

        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();

        System.out.println(gumballMachine);
    }
}

Head First 示例:带赢家奖励的糖果机

第 10 章将糖果机的投币、退币、转动曲柄和出糖行为交给状态对象。本节按作者 2020 年第二版配套源码的 state/gumballstatewinner 补齐“糖果机与状态对象如何协作”的类结构,包括投一次币获得两颗糖的赢家状态。

GumballMachine 同时保存各具体状态实例和当前状态引用。图中只画当前状态及两个代表性的回指关系;五个具体状态在源码中都持有糖果机引用。接口上的 refill() 是这一源码版本的补货操作,和前文历史四操作图属于不同阶段。

示例类型 模式角色 职责
GumballMachine 上下文 保存库存、当前状态和各状态实例,委托外部请求并提供切换与出糖方法。
State 状态接口 统一投币、退币、转动、发放与补货时的行为。
NoQuarterState 未投币状态 接收硬币后切换到已投币状态。
HasQuarterState 已投币状态 退币或处理转动;根据随机结果及库存决定普通出糖或赢家奖励。
SoldState 普通出糖状态 发出一颗糖,再根据库存切换到等待投币或售罄。
WinnerState 赢家状态 发出奖励糖果,并处理库存耗尽的情况。
SoldOutState 售罄状态 拒绝购买相关操作,在补货后转回等待投币状态。

示例 UML

classDiagram
    direction TB
    class GumballMachine {
        State state
        int count
        +insertQuarter()
        +ejectQuarter()
        +turnCrank()
        setState(State state)
        releaseBall()
        refill(int count)
    }
    class State {
        <<interface>>
        +insertQuarter()
        +ejectQuarter()
        +turnCrank()
        +dispense()
        +refill()
    }
    class NoQuarterState
    class HasQuarterState
    class SoldState
    class WinnerState
    class SoldOutState
    GumballMachine --> State : 当前状态
    State <|.. NoQuarterState
    State <|.. HasQuarterState
    State <|.. SoldState
    State <|.. WinnerState
    State <|.. SoldOutState
    HasQuarterState --> GumballMachine : 查询库存并切换
    WinnerState --> GumballMachine : 发放奖励并切换

协作过程

  1. 投入硬币时,糖果机委托当前的 NoQuarterState 处理,状态切换为 HasQuarterState。
  2. 转动曲柄时,已投币状态生成随机结果;命中赢家条件且库存大于一颗时切换到 WinnerState,否则转到 SoldState。
  3. GumballMachine.turnCrank() 在调用状态的 turnCrank() 后,继续调用**新的当前状态**的 dispense()。
  4. 普通状态发一颗、赢家状态按奖励规则发两颗,随后根据剩余库存切回等待投币或售罄状态。

配套源码(2020 年第二版,固定版本):

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