之状态模式学习篇

      最近在公司闲着没事干,看了一下<<Head First设计模式>>一书,感觉还蛮有意思,设计模式涉及到OO的设计思想和OO的设计原则。这本书是采用Java语言描述的。由于我比较熟悉C++,所以看完之后想使用C++来实现。由于想要结合状态模式和工厂模式做Windows计算器,所以重点看了一下状态模式,并且将<<Head First设计模式>>一书中以糖果机为例子讲述状态模式的例子使用C++做了一篇,加深我对状态模式的理解。大家如果看了之后觉得我写得有什么问题,欢迎大家提出自己的见解,大家交流学习一下,毕竟我也只是设计模式的初学者而已,开发经验不足。

     下面是<<Head First设计模式>>一书中糖果机的状态图及相应的Java代码和C++实现代码:

糖果机共有5个状态:没有25分钱、有25分钱、售出糖果、糖果售罄、赢家状态,这里从下面的UML状态图可以看到,Visio里使用椭圆形表示状态,还有引发糖果机状态发生转换的事件动作。

我使用Visio2003绘制的糖果机状态图,画得不太好,可能不是很标准,UML对于面向对象的软件设计很重要。

 

对应的Java代码如下:

//State.java
package State;
/*
 * 状态接口State
 */
public interface State {
   public void insertQuarter();   // 投入25分钱
   public void ejectQuarter();    // 拒绝25分钱
   public void turnCrank();       // 转动曲柄
   public void dispense();        // 发放糖果
}


//NoQuarterState.java
package State;
import State.GumballMachine;
/*
 * 没有25分钱状态,实现了State接口
 */

public class NoQuarterState implements State{
	GumballMachine gumballMachine;
	
	public NoQuarterState(GumballMachine gumballMachine){
		this.gumballMachine=gumballMachine;
	}
	// 投入25分钱
	public void insertQuarter() {
		System.out.println("You insert a quarter");
		gumballMachine.setState(gumballMachine.getHasQuarterState());
	}
    // 拒绝25分钱
	public void ejectQuarter() {
		System.out.println("You haven't insert a quarter");
	}
    // 转动曲柄
	public void turnCrank() {
		System.out.println("You turned crank,but you there's no quarter");
	}
	// 发放糖果
	public void dispense() {
		System.out.println("You need to pay first");
	}
}


//HasQuarterState.java
package State;
import java.util.Random;

import State.GumballMachine;
/*
 * 有25分钱状态,实现了State接口
 */
public class HasQuarterState implements State {
	Random randomWinner = new Random(System.currentTimeMillis()); //首先我们增加一个随机数产生器,产生10%赢的机

会
	GumballMachine gumballMachine;
	
	public HasQuarterState(GumballMachine gumballMachine){
		this.gumballMachine = gumballMachine;
	}
	// 投入25分钱
	public void insertQuarter() {
		System.out.println("You can not insert anther quarter");
	}
	// 拒绝25分钱
	public void ejectQuarter() {
		System.out.println("Quarter returned");
		gumballMachine.setState(gumballMachine.getNoQuarterState());
	}
    // 转动曲柄
	public void turnCrank() {
		System.out.println("You turned...");
		int winner = randomWinner.nextInt(10);
		System.out.println("winner =" + winner);
		if((winner ==0) && (gumballMachine.getCount() > 1)) {
			gumballMachine.setState(gumballMachine.getWinnerState());
		} else {
			gumballMachine.setState(gumballMachine.getSoldState());
		}
	}
	// 发放糖果
	public void dispense() {
		System.out.println("No gumball dispensed");
	}
}

//SoldState.java
package State;
import State.GumballMachine;
/*
 * 售出糖果状态,实现了State接口
 */
public class SoldState implements State{
	
	GumballMachine gumballMachine;
	public SoldState(GumballMachine gumballMachine) {
		this.gumballMachine = gumballMachine;
	}
	// 投入25分钱
	public void insertQuarter() {
		System.out.println("Please wait, we're already giving you a gumball");
	}
	// 拒绝25分钱
	public void ejectQuarter() {
		System.out.println("Sorry,you have already turn crank");
	}
	// 转动曲柄
	public void turnCrank() {
		System.out.println("trun twice ,doesn't give you anthor gamball!");
	}
	// 发放糖果
	public void dispense() {
		gumballMachine.releaseBall();
			if(gumballMachine.getCount()>0){
				gumballMachine.setState(gumballMachine.getNoQuarterState());
			} else {
			System.out.println("Opps,out of gamball!");	
			gumballMachine.setState(gumballMachine.getSoldOutState());
		}
	}
}


//SoldOutState.java
package State;
import State.GumballMachine;
/*
 * 通过售罄状态,实现了State接口
 */
public class SoldOutState implements State{
	
	GumballMachine gumballMachine;
	public SoldOutState(GumballMachine gumballMachine){
		this.gumballMachine=gumballMachine;
	}
    // 投入25分钱
	public void insertQuarter() {
		System.out.println("You can't insert a quarter, the machine is sold out");
	}
	// 拒绝25分钱
	public void ejectQuarter() {
		// TODO Auto-generated method stub
		System.out.println("You can't eject, you haven't inserted a quarter yet");
	}
    // 转动曲柄
	public void turnCrank() {
		// TODO Auto-generated method stub
		System.out.println("You turned, but there are no gumballs");
	}
	// 发放糖果
	public void dispense() {
		// TODO Auto-generated method stub
		System.out.println("No gumball dispensed");
	}
}


//WinnerState.java
package State;
import State.GumballMachine;
/*
 * 赢家状态,实现了State接口
 */
public class WinnerState implements State{
    GumballMachine gumballMachine;
    
    public WinnerState(GumballMachine gumballMachine){
    	this.gumballMachine = gumballMachine;
    }
    // 投入25分钱
    @Override
	public void insertQuarter() {
		// TODO Auto-generated method stub
    	System.out.println("Please wait, we're already giving you a gumball");
	}
    // 拒绝25分钱
    @Override
	public void ejectQuarter() {
		// TODO Auto-generated method stub
    	System.out.println("Sorry,you have already turn crank");
	}
    // 转动曲柄
	@Override
	public void turnCrank() {
		// TODO Auto-generated method stub
		System.out.println("trun twice ,doesn't give you anthor gamball!");
	}
	// 发放糖果
	@Override
	public void dispense() {
		// TODO Auto-generated method stub
		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("Opps,out of gamball!");	
			   gumballMachine.setState(gumballMachine.getSoldOutState());
		   }
	    }
	}
}


//糖果机上下文环境类Java源文件 GumballMachine.java
package State;
import State.HasQuarterState;
import State.NoQuarterState;
import State.SoldOutState;
import State.SoldState;
import State.WinnerState;
import State.State;
/*
 *  糖果机器上下文环境接口类 GumballMachine
 */

public class GumballMachine {
	//状态实例
	State soldOutState;
	State noQuarterState;
	State hasQuarterState;
	State soldState;
	State winnerState;
	
	// 实例变量state,初始化为糖果售罄状态
	State state = soldOutState; 
	// 记录机器内装有糖果的数目,开始机器是没有装糖果的
	int count=0;
	// 构造器取得糖果的初始数目并把它放在一个实例变量count中
	public GumballMachine(int numberGumballs) {
		// 每种状态都创建一个状态实例
		soldOutState=new SoldOutState(this);
		noQuarterState=new NoQuarterState(this);
		hasQuarterState=new HasQuarterState(this);
		soldState=new SoldState(this);
		winnerState = new WinnerState(this);
		
		this.count = numberGumballs;
		// 若超过0颗糖果,就将状态设置为NoQuarterState
		if(numberGumballs > 0) {
			state = noQuarterState;
		}
	}
	// 取得机器内的糖果数目
	public int getCount() {
		return count;
	}
    // 取得糖果售罄状态
	public State getSoldOutState() {
		return soldOutState;
	}
    // 取得没有25分钱状态
	public State getNoQuarterState() {
		return noQuarterState;
	}
    // 取得拥有25分钱
	public State getHasQuarterState() {
		return hasQuarterState;
	}
    // 取得售出糖果状态
	public State getSoldState() {
		return soldState;
	}
	// 取得赢家状态
	public State getWinnerState() {
		return winnerState;
	}
    // 投入25分钱
	public void insertQuarter(){
		state.insertQuarter();
	}
	// 拒绝25分钱
	public void ejectQuarter(){
		state.ejectQuarter();
	}
	// 转动曲柄
	public void turnCrank(){
		state.turnCrank();
		state.dispense();
	}
	// 设置状态
	public void setState(State state){
		this.state=state;
	}
	// 糖果滚出来一个
	public void releaseBall(){
		System.out.println("A gumball comes rolling out of the solt...");
		if(count!=0){
			count--;
		}
	}
}


//测试糖果机的Java源文件 GumballMachineTestDrive.java
package State;
/*
 * 糖果机测试驱动程序:GumballMachineTestDrive.java
 */
public class GumballMachineTestDrive {

	/**
	 * @param args
	 */
	public static void main(String[] args) {
        GumballMachine gumballMachine = new GumballMachine(5);
        
        System.out.println(gumballMachine);
        System.out.println("The current gumball number is:" + gumballMachine.getCount());
        System.out.println("****************************************");
        
        
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();
        
        System.out.println(gumballMachine);
        System.out.println("The current gumball number is:" + gumballMachine.getCount());
        System.out.println("****************************************");
        
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();
        System.out.println(gumballMachine); 
        System.out.println("The current gumball number is:" + gumballMachine.getCount());
        System.out.println("****************************************");
        
        gumballMachine.insertQuarter();
        gumballMachine.turnCrank();
        System.out.println(gumballMachine); 
        System.out.println("The current gumball number is:" + gumballMachine.getCount());
        System.out.println("****************************************");
	}

}

运行结果截图如下:


对应的C++代码如下:

//State抽象基类
//State.h
#pragma once

class State
{
public:
	State(void);
public:
	~State(void);
public:
	// 投入25分钱
	virtual void insertQuarter(void)=0;
public:
	// 退回25分钱
	virtual void ejectQuarter(void)=0;
public:
	// 转动曲柄
	virtual void turnCrank(void)=0;
public:
	// 发放糖果
	virtual void dispense(void)=0;
};


//State.cpp
#include "State.h"

State::State(void)
{
}

State::~State(void)
{
}

//没有25分钱状态类 NoQuarterState
//NoQuarterState.h
#pragma once
#include "state.h"
#include "GumballMachine.h"

class NoQuarterState :
	public State
{
public:
	NoQuarterState(GumballMachine *pGumballMachine);
public:
	~NoQuarterState(void);
public:
	// 投入25分钱
	void insertQuarter(void);
public:
	// 退回25分钱
	void ejectQuarter(void);
public:
	// 转动曲柄
	void turnCrank(void);
public:
	// 发放糖果
	void dispense(void);
private:
	// 糖果机实例变量
	GumballMachine *m_pGumballMachine;
};

//NoQuarterState.cpp
#include "NoQuarterState.h"
#include <iostream>
using namespace std;

NoQuarterState::NoQuarterState(GumballMachine *pGumballMachine)
{
	this->m_pGumballMachine = pGumballMachine;
}

NoQuarterState::~NoQuarterState(void)
{
}

// 投入25分钱
void NoQuarterState::insertQuarter(void)
{
	cout<<"You inserted a quarter"<<endl;
	m_pGumballMachine->setState(m_pGumballMachine->getHasQuarterState());
}

// 退回25分钱
void NoQuarterState::ejectQuarter(void)
{
	cout<<"You haven't inserted a quarter"<<endl;
}

// 转动曲柄
void NoQuarterState::turnCrank(void)
{
	cout<<"You turned, but there's no quarter"<<endl;
}

// 发放糖果
void NoQuarterState::dispense(void)
{
	cout<<"You need to pay first"<<endl;
}


//有25分钱状态 HasQuarterState
//HasQuarterState.h
#pragma once
#include "state.h"
#include "GumballMachine.h"

class HasQuarterState :
	public State
{
public:
	HasQuarterState(GumballMachine *pGumballMachine);
public:
	~HasQuarterState(void);
public:
	// 投入25分钱
	void insertQuarter(void);
public:
	// 退回25分钱
	void ejectQuarter(void);
public:
	// 转动曲柄
	void turnCrank(void);
public:
	// 发放糖果
	void dispense(void);
private:
	// 糖果机实例变量
	GumballMachine *m_pGumballMachine;
};

//HasQuarterState.cpp
#include "HasQuarterState.h"
#include <iostream>
#include <cstdlib>
#include <ctime>
using namespace std;

HasQuarterState::HasQuarterState(GumballMachine *pGumballMachine)
{
	this->m_pGumballMachine = pGumballMachine;
}

HasQuarterState::~HasQuarterState(void)
{
}

// 投入25分钱
void HasQuarterState::insertQuarter(void)
{
	cout<<"You can't insert another quarter"<<endl;
}

// 退回25分钱
void HasQuarterState::ejectQuarter(void)
{
	cout<<"Quarter returned"<<endl;
	m_pGumballMachine->setState(m_pGumballMachine->getNoQuarterState());
}

// 转动曲柄
void HasQuarterState::turnCrank(void)
{
	cout<<"You turned..."<<endl;
	// srand(time(0));                      //用时间作种子,使每次随即的数字不一样
	//int winner = (int)(10.0*rand()/(RAND_MAX+1.0)); // 产生随机数
	int winner = rand()%10; // 产生随机数
	cout<<winner<<endl;
	if((winner == 3) && (m_pGumballMachine->getCount()>1))
	{
        m_pGumballMachine->setState(m_pGumballMachine->getWinnerState());
	}else{
		m_pGumballMachine->setState(m_pGumballMachine->getSoldState());
	}
}

// 发放糖果
void HasQuarterState::dispense(void)
{
	cout<<"No gumball dispensed"<<endl;
}

//售出糖果状态 SoldState
//SoldState.h
#pragma once
#include "state.h"
#include "GumballMachine.h"

class SoldState :
	public State
{
public:
	SoldState(GumballMachine *pGumballMachine);
public:
	~SoldState(void);
public:
	// 投入25分钱
	void insertQuarter(void);
	// 退回25分钱
	void ejectQuarter(void);
	// 转动曲柄
	void turnCrank(void);
	// 发放糖果
	void dispense(void);
private:
	// 糖果机实例变量
	GumballMachine *m_pGumballMachine;
};

//SoldState.cpp
#include "SoldState.h"
#include <iostream>
using namespace std;

SoldState::SoldState(GumballMachine *pGumballMachine)
{
	this->m_pGumballMachine = pGumballMachine;
}

SoldState::~SoldState(void)
{
}

// 投入25分钱
void SoldState::insertQuarter(void)
{
	cout<<"Please wait, we're already giving you a gumball"<<endl;
}

// 退回25分钱
void SoldState::ejectQuarter(void)
{
   cout<<"Sorry, you already turned the Crank"<<endl;
}

// 转动曲柄
void SoldState::turnCrank(void)
{
	cout<<"Turning twice doesn't get you another gumball!"<<endl;
}

// 发放糖果
void SoldState::dispense(void)
{
	m_pGumballMachine->releaseBall();
	if(m_pGumballMachine->getCount()>0)
	{
		m_pGumballMachine->setState(m_pGumballMachine->getNoQuarterState());
	}
	else
	{
		cout<<"Oops, out of gumballs!"<<endl;
		m_pGumballMachine->setState(m_pGumballMachine->getSoldOutState());
	}
}

//糖果售罄状态 SoldOutState类
//SoldOutState.h
#pragma once
#include "state.h"
#include "GumballMachine.h"

class SoldOutState :
	public State
{
public:
	SoldOutState(GumballMachine *pGumballMachine);
public:
	~SoldOutState(void);
public:
	// 投入25分钱
	void insertQuarter(void);
	// 退回25分钱
	void ejectQuarter(void);
	// 转动曲柄
	void turnCrank(void);
	// 发放糖果
	void dispense(void);
private:
	// 糖果机实例变量
	GumballMachine *m_pGumballMachine;
};

//SoldOutState.cpp
#include "SoldOutState.h"
#include <iostream>
using namespace std;

SoldOutState::SoldOutState(GumballMachine *pGumballMachine)
{
	this->m_pGumballMachine = pGumballMachine;
}

SoldOutState::~SoldOutState(void)
{
}

// 投入25分钱
void SoldOutState::insertQuarter(void)
{
	cout<<"You can't insert a quarter, the machine is sold out"<<endl;
}

// 退回25分钱
void SoldOutState::ejectQuarter(void)
{
	cout<<"You can't eject, you haven't inserted a quarter yet"<<endl;
}

// 转动曲柄
void SoldOutState::turnCrank(void)
{
	cout<<"You turned, but there are no gumballs"<<endl;
}

// 发放糖果
void SoldOutState::dispense(void)
{
	cout<<"No gumball dispensed"<<endl;
}

//赢家状态 WinnerState类
//WinnerState.h
#pragma once
#include "state.h"
#include "GumballMachine.h"

class WinnerState :
	public State
{
public:
	WinnerState(GumballMachine *pGumballMachine);
public:
	~WinnerState(void);
public:
	// 投入25分钱
	void insertQuarter(void);
public:
	// 退回25分钱
	void ejectQuarter(void);
public:
	// 转动曲柄
	void turnCrank(void);
public:
	// 发放糖果
	void dispense(void);
private:
	// 糖果机实例变量
	GumballMachine *m_pGumballMachine;
};


//WinnerState.cpp
#include "WinnerState.h"
#include <iostream>
using namespace std;

WinnerState::WinnerState(GumballMachine *pGumballMachine)
{
	this->m_pGumballMachine = pGumballMachine;
}

WinnerState::~WinnerState(void)
{
}

// 投入25分钱
void WinnerState::insertQuarter(void)
{
	cout<<"Please wait, we're already giving you a gumball"<<endl;
}

// 退回25分钱
void WinnerState::ejectQuarter(void)
{
	cout<<"Sorry, you already turned the Crank"<<endl;
}

// 转动曲柄
void WinnerState::turnCrank(void)
{
	cout<<"Turning twice doesn't get you another gumball!"<<endl;
}

// 发放糖果
void WinnerState::dispense(void)
{
	cout<<"You're a Winner! You get two gumballs for your quarter";
	m_pGumballMachine->releaseBall();
	if(m_pGumballMachine->getCount() == 0)
	{
       m_pGumballMachine->setState(m_pGumballMachine->getSoldOutState());
	}
	else{
       m_pGumballMachine->releaseBall();
	   if(m_pGumballMachine->getCount()>0){
		   m_pGumballMachine->setState(m_pGumballMachine->getNoQuarterState());
	   }else{
		   cout<<"Oops, out of gumballs!"<<endl;
		   m_pGumballMachine->setState(m_pGumballMachine->getSoldOutState());
	   }

	}
}


//糖果机 上下文环境GumballMachine类
//GumballMachine.h
#pragma once

#include "State.h"


class GumballMachine
{
public:
	GumballMachine(int numberGumballs=0);
public:
	~GumballMachine(void);
private:
	// 状态类的指针
	State* m_pState;
private:
	// 记录机器内的糖果数目
	int m_count;
	State* m_pSoldOutState;
	State* m_pNoQuarterState;
	State* m_pHasQuarterState;
	State* m_pSoldState;
	State* m_pWinnerState;
public:
	void insertQuarter(void);
public:
	// 退回25分钱
	void ejectQuarter(void);
public:
	// 转动曲柄
	void turnCrank(void);
public:
	// 设置状态
	void setState(State* pState);
public:
	// 释放糖果
	void releaseBall(void);
public:
	// 获取当前糖果的数目
	int getCount(void);
	// 获取发放糖果状态
	State* getSoldState(void);
	// 获取拥有25分钱状态
	State* getHasQuarterState(void);
	// 获取没有25分钱状态
	State* getNoQuarterState(void);
	// 获取糖果售罄状态
	State* getSoldOutState(void);
public:
	// 获取赢家状态
	State* getWinnerState(void);
};


//GumballMachine.cpp
#include "GumballMachine.h"
#include "NoQuarterState.h"
#include "HasQuarterState.h"
#include "SoldOutState.h"
#include "SoldState.h"
#include "WinnerState.h"

#include <iostream>
using namespace std;

GumballMachine::GumballMachine(int numberGumballs)
{
	m_pSoldOutState = new SoldOutState(this);
	m_pNoQuarterState = new NoQuarterState(this);
	m_pHasQuarterState = new HasQuarterState(this);
	m_pSoldState = new SoldState(this);
	this->m_count = numberGumballs;
	m_pState = m_pSoldOutState;
	if(numberGumballs>0)
	{
		m_pState = m_pNoQuarterState;
	}
}

GumballMachine::~GumballMachine(void)
{   
	delete m_pSoldOutState;
    delete m_pNoQuarterState;
	delete m_pHasQuarterState;
	delete m_pSoldState;
}

void GumballMachine::insertQuarter(void)
{
    m_pState->insertQuarter();
}

// 退回25分钱
void GumballMachine::ejectQuarter(void)
{
	m_pState->ejectQuarter();
}

// 转动曲柄
void GumballMachine::turnCrank(void)
{
	m_pState->turnCrank();
	m_pState->dispense();
}

// 设置状态
void GumballMachine::setState(State* pState)
{
	this->m_pState = pState;
}

// 释放糖果
void GumballMachine::releaseBall(void)
{
	cout<<"A gumball comes rolling out of the solt...";
	if(m_count != 0)
	{
		m_count = m_count -1;
	}
}

// 获取当前糖果的数目
int GumballMachine::getCount(void)
{
	return m_count;
}


// 获取发放糖果状态
State* GumballMachine::getSoldState(void)
{
	return m_pSoldState;
}


// 获取拥有25分钱状态
State* GumballMachine::getHasQuarterState(void)
{   
	return m_pHasQuarterState;
}


// 获取没有25分钱状态
State* GumballMachine::getNoQuarterState(void)
{
	return m_pNoQuarterState;
}


// 获取糖果售罄状态
State* GumballMachine::getSoldOutState(void)
{
	return m_pSoldOutState;
}

// 获取赢家状态
State* GumballMachine::getWinnerState(void)
{
	return m_pWinnerState;
}

//测试主函数文件 TestDriver.cpp
#include "GumballMachine.h"

#include <iostream>
using namespace std;

int main()
{
        srand(time(NULL)); //以系统时间作为种子,设置随机数种子
        GumballMachine *pGumballMachine = new GumballMachine(5);
	pGumballMachine->insertQuarter();
	pGumballMachine->turnCrank();
	cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;

	pGumballMachine->insertQuarter();
	pGumballMachine->turnCrank();
	cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;

	pGumballMachine->insertQuarter();
	pGumballMachine->turnCrank();
	cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;

	pGumballMachine->insertQuarter();
	pGumballMachine->turnCrank();
	cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;

	pGumballMachine->insertQuarter();
	pGumballMachine->turnCrank();
	cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;

	pGumballMachine->insertQuarter();
	pGumballMachine->turnCrank();
	cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;

	pGumballMachine->insertQuarter();
	pGumballMachine->turnCrank();
	cout<<"the gumball count is:"<<pGumballMachine->getCount()<<endl;

	return 0;
}

下面是程序运行结果截图:

记得以前在学校学Java得时候做的实验报告里面有一个关于地铁十字旋转门(turnstile)的状态模式练习,我感觉那个例子还比较好理解,因为来源于日常生活,例子描述如下:

 

 

在地铁十字旋转门(turnstile)的操作中,可以找到一个简单的有限状态机(FSM)。这个装置控制着乘客通往列车站台的大门。下面这个状态图展示了地铁十字转门的初步状态机。

状态图由四个部分组成。图中的矩形框表示一个状态(state),箭头表示状态的迁移,箭头上面有两个元素:前面那个是事件(event),后面那个是响应动作(action)。
(1)若状态机在Locked(锁)状态,收到一个coin(投币)事件,则执行unlock(开门)操作,并迁移到Unlocked(开)状态。
(2)若状态机在Locked(锁)状态,收到一个pass(人员通过)事件,则执行alarm(警报)操作,没有状态迁移。
(3)若状态机在Unlocked(开)状态,收到一个pass(人员通过)事件,则执行lock操作,并迁移到Locked(锁)状态。
(4)若状态机在Unlocked(开)状态,收到一个coin(投币)事件,则执行refund(退款)操作,没有状态迁移。
我们用一般的方法描述这件事应该是这样:
/*
*用TurnstileController封装旋转门能做的所有操作
*/
class TurnstileController {
	public void unlock(){
		System.out.println("正在执行开门操作…");
	}
	public void alarm(){
		System.out.println("注意! 有人强行越过旋转门…");
	}
	public void lock(){
		System.out.println("正在执行关门操作…");
	}
	public void refund(){
		System.out.println("退款中…");
	}
}

/*
*Turnstile:旋转门类
*/
class Turnstile {
	//用来代表状态的两个常量
	public static final int LOCKED = 0;
	public static final int UNLOCKED = 1;

	//用来代表事件的常量
	public static final int COIN = 0;
	public static final int PASS = 1;
	
	//当前旋转门的状态
	public int state = LOCKED;
	public TurnstileController tController;
	
	public Turnstile(TurnstileController tController){
		this.tController = tController;
	}

	//当新的事件发生时调用此方法,同时把事件代码传递给它
	public void eventHappen(int event){
		switch(state){
			case LOCKED:
				switch(event){
					case COIN:
						tController.unlock();
						state = UNLOCKED;
						break;
					case PASS:
						tController.alarm();
						break;
				}
				break;
			case UNLOCKED:
				switch(event){
					case COIN:
						tController.refund();
						break;
					case PASS:
						tController.lock();
						state = LOCKED;
						break;
				}
				break;
		}
	}
	
}

public class TurnstileTest {
	public static void main(String [] args){
		Turnstile turnstile = new Turnstile(new TurnstileController());
		turnstile.eventHappen(Turnstile.COIN);
		turnstile.eventHappen(Turnstile.PASS);
		
		turnstile.eventHappen(Turnstile.PASS);
		turnstile.eventHappen(Turnstile.COIN);
		turnstile.eventHappen(Turnstile.COIN);
	}
}

 

但是这种实现方式至少有以下两个问题:

1)当状态数目不是很多的时候,Switch/Case可能可以搞定。但是当状态数目很多的时候(实际系统中也正是如此),维护一大组的Switch/Case语句将是一件异常困难并且容易出错的事情。

2)状态逻辑和动作实现没有分离。在很多的系统实现中,动作的实现代码直接写在状态的逻辑当中。这带来的后果就是系统的扩展性和维护得不到保证。

 
下面介绍State模式:在State模式中我们将状态逻辑和动作实现进行分离。当一个操作中要维护大量的case分支语句,并且这些分支依赖于对象的状态。State模式将每一个分支都封装到独立的类中。State模式典型的类图为:

State接口定义了所有状态的共同接口(能够发生的所有事件),任何状态都实现这个接口,这样一来,状态之间可以相互替换

 

Context(上下文)拥有一个当前的内部状态

不管什么时候发生一个事件(someEventHappen),Context将委托给具体的状态类去处理

具体状态,处理Context的请求,每一个具体状态实现了在该状态下,针对某一事件的特定响应动作和下一步的状态迁移

 

 上面这幅图来源于<<Head First设计模式>>的状态模式章节。

代码如下:
interface State{
	public void someEventHappen(Context c);
}

class StateA implements State{
	public void someEventHappen(Context c){
		c.actionA();
		c.state = new StateB();
	}
}

class StateB implements State{
	public void someEventHappen(Context c){
		c.actionB();
		c.state = new StateA();
	}
}

class Context{
	public State state = new StateA();
	
	public void someEventHappen(){
		state.someEventHappen(this);
	}
	
	public void actionA(){
		System.out.println("action A is going on...");
	}
	
	public void actionB(){
		System.out.println("aciton B is going on...");
	}
}

public class StateTest{
	public static void main(String [] args){
		Context c = new Context();
		c.someEventHappen();
		c.someEventHappen();
	}
}

 
注意该代码实现了如下的状态机:

你的任务:
参考以上描述的状态模式,利用状态模式重新设计并编写“地铁十字旋转门(turnstile)”问题。

下面是我的Java实现代码,不知道对不对。

//MyTurstileTest.java
interface State{
	public abstract void DropCoinEventHappen(Context c);
    public abstract  void PassEventHappen(Context c);
}

class Context {
     private  State state = new LockedState();
	 public void CoinEventHappen(){
		 
		state.DropCoinEventHappen(this);
		  
	 }
	 public void PassEventHappen(){
		 state.PassEventHappen(this);
			
		  
	 }
   public void unlock(){
			System.out.println("正在执行开门操作.......");
			state = new UnLockedState();
			
	 }
	public void alarm(){
			System.out.println("注意! 有人强行越过旋转门.......");
			state = new LockedState();
	}
	public void lock(){
			System.out.println("正在执行关门操作........");
			state = new LockedState();
			  
			
		}
	public void refund(){
			System.out.println("退款中........");
		    state = new UnLockedState();
	}
	  
	  
}
class LockedState implements State{
	public void DropCoinEventHappen(Context c){
		 
			 
		c.unlock();//执行开门操作
	}
		 
		  
		
   public void PassEventHappen(Context c){
		
		c.alarm();//报警
	   
   }
}

class UnLockedState implements State{
	public void DropCoinEventHappen(Context c){
		
		 c.refund();//退款
	}
	
	public void PassEventHappen(Context c){
		
		c.lock();//执行关门操作
	}
}


public class MyTurstileTest{
	public static void main(String[] args){
		Context c = new Context();
	System.out.println("地铁十字旋转门初始态为关的状态......");
		//起始状态地铁十字旋转门(turnstile)默认处于关的状态
		c.CoinEventHappen();
		//turnstile状态为关时,发生投币操作,事件发生后turnstile状态为开
		c.PassEventHappen();
		//turnstile状态为开时,发生人员通过事件,事件发生后turnstile状态为关
		
		c.PassEventHappen();
		//turnstile状态为关时,发生人员通过事件,事件发生后turnstile状态为开
		c.CoinEventHappen();
		//turstile状态为关时,发生投币操作,事件发生后turnstile状态为开		
	}
}

下面是程序运行代码运行结果的贴图

另外我想使用MFC结合状态模式和工厂模式做一个标准版的Windows计算器,大概分成左操作数状态、操作符状态、右操作数状态、结果状态、错误异常状态这5个状态,然后可能还要区分单目运算符和双目运算符等等,等我做完这个练习后把关键的状态图和C++相关类设计代码也传上来,算是对状态模式学习的一个总结吧。

原文地址:https://www.cnblogs.com/ccf19881030/p/12004900.html