Head First设计模式之状态模式

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一、定义

定义: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。

主要解决:对象的行为依赖于它的状态(属性),并且可以根据它的状态改变而改变它的相关行为。

何时使用:代码中包含大量与对象状态有关的条件语句。

如何解决:将各种具体的状态类抽象出来。

关键代码:通常命令模式的接口中只有一个方法。而状态模式的接口中有一个或者多个方法。而且,状态模式的实现类的方法,一般返回值,或者是改变实例变量的值。也就是说,状态模式一般和对象的状态有关。实现类的方法有不同的功能,覆盖接口中的方法。状态模式和命令模式一样,也可以用于消除 if...else 等条件选择语句。

二、结构图

 

Context类:维护一个ConcreteState子类的一个实例,这个实例定义当前的状态。

State类:抽象状态类,定义一个接口以封装与Context的一个特定状态相关的行为。

ConcreteStateA,ConcreteStateB,ConcreteStateC类:具体状态类,每一个子类实现一个与Context的一个状态相关的行为。

三、适用场景

1、行为随状态改变而改变的场景。

2、条件、分支语句的代替者。

四、优缺点

优点: 1、封装了转换规则。 2、枚举可能的状态,在枚举状态之前需要确定状态种类。 3、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。 4、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。 5、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: 1、状态模式的使用必然会增加系统类和对象的个数。 2、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。 3、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。

五、实现

 

using System;using System.Collections.Generic;using System.Linq;using System.Text;using System.Threading.Tasks;namespace DesignPatterns.StatePattern{    class Program    {        static void Main(string[] args)        {            // Open a new account            Account account = new Account("Jim Johnson");            // Apply financial transactions            account.Deposit(500.0);            account.Deposit(300.0);            account.Deposit(550.0);            account.PayInterest();            account.Withdraw(2000.00);            account.Withdraw(1100.00);            // Wait for user            Console.ReadKey();        }    }    class Account    {        private State _state;        private string _owner;        // Constructor        public Account(string owner)        {            // New accounts are 'Silver' by default            this._owner = owner;            this._state = new SilverState(0.0, this);        }        // Properties        public double Balance        {            get { return _state.Balance; }        }        public State State        {            get { return _state; }            set { _state = value; }        }        public void Deposit(double amount)        {            _state.Deposit(amount);            Console.WriteLine("Deposited {0:C} --- ", amount);            Console.WriteLine("Balance = {0:C}", this.Balance);            Console.WriteLine("Status = {0}",this.State.GetType().Name);            Console.WriteLine("");        }        public void Withdraw(double amount)        {            _state.Withdraw(amount);            Console.WriteLine("Withdrew {0:C} --- ", amount);            Console.WriteLine(" Balance = {0:C}", this.Balance);            Console.WriteLine(" Status = {0}\n",                this.State.GetType().Name);        }        public void PayInterest()        {            _state.PayInterest();            Console.WriteLine("Interest Paid --- ");            Console.WriteLine(" Balance = {0:C}", this.Balance);            Console.WriteLine(" Status = {0}\n",                this.State.GetType().Name);        }    }    /// <summary>    /// The 'State' abstract class    /// </summary>    abstract class State    {        protected Account account;        protected double balance;        protected double interest;        protected double lowerLimit;        protected double upperLimit;        // Properties        public Account Account        {            get { return account; }            set { account = value; }        }        public double Balance        {            get { return balance; }            set { balance = value; }        }        public abstract void Deposit(double amount);        public abstract void Withdraw(double amount);        public abstract void PayInterest();    }    /// <summary>    /// A 'ConcreteState' class    /// <remarks>    /// Red indicates that account is overdrawn    /// </remarks>    /// </summary>    class RedState : State    {        private double _serviceFee;        // Constructor        public RedState(State state)        {            this.balance = state.Balance;            this.account = state.Account;            Initialize();        }        private void Initialize()        {            // Should come from a datasource            interest = 0.0;            lowerLimit = -100.0;            upperLimit = 0.0;            _serviceFee = 15.00;        }        public override void Deposit(double amount)        {            balance += amount;            StateChangeCheck();        }        public override void Withdraw(double amount)        {            amount = amount - _serviceFee;            Console.WriteLine("No funds available for withdrawal!");        }        public override void PayInterest()        {            // No interest is paid        }        private void StateChangeCheck()        {            if (balance > upperLimit)            {                account.State = new SilverState(this);            }        }    }    /// <summary>    /// A 'ConcreteState' class    /// <remarks>    /// Silver indicates a non-interest bearing state    /// </remarks>    /// </summary>    class SilverState : State    {        // Overloaded constructors        public SilverState(State state)            :            this(state.Balance, state.Account)        {        }        public SilverState(double balance, Account account)        {            this.balance = balance;            this.account = account;            Initialize();        }        private void Initialize()        {            // Should come from a datasource            interest = 0.0;            lowerLimit = 0.0;            upperLimit = 1000.0;        }        public override void Deposit(double amount)        {            balance += amount;            StateChangeCheck();        }        public override void Withdraw(double amount)        {            balance -= amount;            StateChangeCheck();        }        public override void PayInterest()        {            balance += interest * balance;            StateChangeCheck();        }        private void StateChangeCheck()        {            if (balance < lowerLimit)            {                account.State = new RedState(this);            }            else if (balance > upperLimit)            {                account.State = new GoldState(this);            }        }    }    /// <summary>    /// A 'ConcreteState' class    /// <remarks>    /// Gold indicates an interest bearing state    /// </remarks>    /// </summary>    class GoldState : State    {        // Overloaded constructors        public GoldState(State state)            : this(state.Balance, state.Account)        {        }        public GoldState(double balance, Account account)        {            this.balance = balance;            this.account = account;            Initialize();        }        private void Initialize()        {            // Should come from a database            interest = 0.05;            lowerLimit = 1000.0;            upperLimit = 10000000.0;        }        public override void Deposit(double amount)        {            balance += amount;            StateChangeCheck();        }        public override void Withdraw(double amount)        {            balance -= amount;            StateChangeCheck();        }        public override void PayInterest()        {            balance += interest * balance;            StateChangeCheck();        }        private void StateChangeCheck()        {            if (balance < 0.0)            {                account.State = new RedState(this);            }            else if (balance < lowerLimit)            {                account.State = new SilverState(this);            }        }    }}

 

现实中还有其他很多例子,比如自动贩卖机、电梯等。

状态模式的关键在于 状态变化时引起行为的变化,它是被动的触发

策略模式的差别在于,它是由外部(client)主动引起行为的变化,可以随意控制它想要执行的行为。

 
 

 

参考文章:

http://www.cnblogs.com/ywqu/archive/2010/01/26/1656418.html

http://www.runoob.com/design-pattern/state-pattern.html

http://www.cnblogs.com/JsonShare/p/7246915.html

 

欢迎阅读本系列文章:Head First设计模式之目录

 

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