状态模式的定义是:当一个对象内部状态发生变化时,允许它改变自己的行为。这个对象好像可以改变它的类。

The English Definition:Allow an object to change its behavior when its internal state changes. The object will appear to change its class.


简单来说就是,当一个对象的内部状态发生变化时,它会自动的改变自己的行为,这些变化对客户端的调用代码是透明的。

其实就是一个状态机的概念,运用状态模型,可以避免使用过多的条件判断语句,而且当状态增加以后,可以很容易地添加修改代码。


状态模式的应用比较广泛,网络通信协议、绘图工具等。


以下代码代码来自《Head First Design Patterns》:


首先定义一个State的抽象类

public interface State {
public void insertQuarter();
public void ejectQuarter();
public void turnCrank();
public void dispense();
}


然后是具体的状态类

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());
}
}
}
}


然后定义主体类(Context),它的行为就是通过状态见的转换来控制的。

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;
}
}

测试代码

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);
}
}