一、

1.

2.The State Pattern allows an object to alter its behavior when its internal state changes. The object will appear to change its class.

3.The State Pattern allows an object to have many different behaviors that are based on its internal state.

4.The Context gets its behavior by delegating to the current state object it is composed with.

5.

Strategy Pattern typically configures Context classes with a behavior or algorithm.State Pattern allows a Context to change its behavior as the state of the Context changes.

二、

这种写法若要增加一个状态时,会修改很多

1.

 package headfirst.designpatterns.state.gumball;

 public class GumballMachine {

     final static int SOLD_OUT = 0;
final static int NO_QUARTER = 1;
final static int HAS_QUARTER = 2;
final static int SOLD = 3; int state = SOLD_OUT;
int count = 0; public GumballMachine(int count) {
this.count = count;
if (count > 0) {
//if the inventory isn’t zero, the machine enters state NO_QUARTER,
//meaning it is waiting for someone to insert a quarter,
//otherwise it stays in the SOLD_OUT state.
state = NO_QUARTER;
}
} public void insertQuarter() {
if (state == HAS_QUARTER) {
System.out.println("You can't insert another quarter");
} else if (state == NO_QUARTER) {
state = HAS_QUARTER;
System.out.println("You inserted a 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");
}
} public void ejectQuarter() {
if (state == HAS_QUARTER) {
System.out.println("Quarter returned");
state = NO_QUARTER;
} else if (state == NO_QUARTER) {
System.out.println("You haven't inserted a quarter");
} else if (state == SOLD) {
System.out.println("Sorry, you already turned the crank");
} else if (state == SOLD_OUT) {
System.out.println("You can't eject, you haven't inserted a quarter yet");
}
} 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();
}
} private 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();
}
}

2.

 package headfirst.designpatterns.state.gumball;

 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);
}
}

三、

1.

It looks like we’ve got a new plan: instead of maintaining our existing code, we’re going to
rework it to encapsulate state objects in their own classes and then delegate to the current
state when an action occurs.
We’re following our design principles here, so we should end up with a design that is easier to
maintain down the road. Here’s how we’re going to do it:

First, we’re going to define a State interface that
contains a method for every action in the Gumball
Machine.
Then we’re going to implement a State class for
every state of the machine. These classes will be
responsible for the behavior of the machine when it
is in the corresponding state.
Finally, we’re going to get rid of all of our conditional
code and instead delegate to the state class to do
the work for us.

2.

3.

4.

5.

6.

四、

1.

 package headfirst.designpatterns.state.gumballstatewinner;

 public interface State {

     public void insertQuarter();
public void ejectQuarter();
public void turnCrank();
public void dispense(); public void refill();
}

2.

 package headfirst.designpatterns.state.gumballstatewinner;

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

3.

 package headfirst.designpatterns.state.gumballstatewinner;

 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";
}
}

4.

 package headfirst.designpatterns.state.gumballstatewinner;

 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";
}
}

5.

 package headfirst.designpatterns.state.gumballstatewinner;

 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";
}
}

6.

 package headfirst.designpatterns.state.gumballstatewinner;

 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!";
}
}

7.

 package headfirst.designpatterns.state.gumballstatewinner;

 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); this.count = numberGumballs;
if (numberGumballs > 0) {
state = noQuarterState;
}
} 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;
}
} 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();
} 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 State getWinnerState() {
return winnerState;
} 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();
}
}

8.

 package headfirst.designpatterns.state.gumballstatewinner;

 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);
}
}

HeadFirst设计模式之状态模式的更多相关文章

  1. 【转】设计模式 ( 十七) 状态模式State(对象行为型)

    设计模式 ( 十七) 状态模式State(对象行为型) 1.概述 在软件开发过程中,应用程序可能会根据不同的情况作出不同的处理.最直接的解决方案是将这些所有可能发生的情况全都考虑到.然后使用if... ...

  2. 设计模式 ( 十七) 状态模式State(对象行为型)

    设计模式 ( 十七) 状态模式State(对象行为型) 1.概述 在软件开发过程中,应用程序可能会根据不同的情况作出不同的处理.最直接的解决方案是将这些所有可能发生的情况全都考虑到.然后使用if... ...

  3. 乐在其中设计模式(C#) - 状态模式(State Pattern)

    原文:乐在其中设计模式(C#) - 状态模式(State Pattern) [索引页][源码下载] 乐在其中设计模式(C#) - 状态模式(State Pattern) 作者:webabcd 介绍 允 ...

  4. 折腾Java设计模式之状态模式

    原文地址 折腾Java设计模式之状态模式 状态模式 在状态模式(State Pattern)中,类的行为是基于它的状态改变的.这种类型的设计模式属于行为型模式.在状态模式中,我们创建表示各种状态的对象 ...

  5. 北风设计模式课程---状态模式State(对象行为型)

    北风设计模式课程---状态模式State(对象行为型) 一.总结 一句话总结: 状态模式 具体状态的行为在具体的状态类中就解决,不用交给外部做判断.实质是将多条件判断弄成了多个类,在不同的类中做判断 ...

  6. js设计模式——5.状态模式

    js设计模式——5.状态模式 代码演示 /*js设计模式——状态模式*/ // 状态(红灯,黄灯,绿灯) class State { constructor(color) { this.color = ...

  7. 设计模式2——状态模式State

    参考链接: 设计模式之状态模式:https://www.cnblogs.com/haoerlv/p/7777789.html 设计模式系列之状态模式:https://www.jianshu.com/p ...

  8. python设计模式之状态模式

    python设计模式之状态模式 面向对象编程着力于在对象交互时改变它们的状态.在很多问题中,有限状态机(通常名为状态机)是一个非常方便的状态转换建模(并在必要时以数学方式形式化)工具.首先,什么是状态 ...

  9. Head First 设计模式 --10 状态模式

    状态模式:允许对象在内部状态改变时改变他的行为,对象看起来好像修改了他的类. 用到的设计原则1.封装变化2.多用组合,少用继承3.针对接口编程,不针对实现编程4.松耦合5.对扩展开放,对修改关闭6.依 ...

随机推荐

  1. [Bootstrap]概述

    ——1.html,css,javascript框架                ——2.一般开发响应式布局或者移动优先的项目可以优先考虑 优点 1.css开发版本(可以直接上手)和源码版本(可根据l ...

  2. android 数据库的增删改查

    主java package com.itheima.crud; import android.app.Activity; import android.content.Context; import ...

  3. 09_rlCoachKin讲解

    在Socket.cpp中Socket::readClient()函数中就是解析读取到的内容的. 对于我们发送的2 0 1.57 0.31 0 0 1.57 0,那么就会进入如下分支: 也就是进入2号处 ...

  4. 10套免费的响应式布局 Bootstrap 模版

    1. Cardio Cardio是我最喜欢的一个轻量级模板.它几乎可以很少的修改的用于任何类型的业务. 2. Evento Evento 是一个事件引导广告模板的形状.它是设计精美和注意细节. 3. ...

  5. 51nod1264线段相交

    1264 线段相交 基准时间限制:1 秒 空间限制:131072 KB 分值: 0 难度:基础题 给出平面上两条线段的两个端点,判断这两条线段是否相交(有一个公共点或有部分重合认为相交). 如果相交, ...

  6. Catalyst揭秘 Day2 Catalyst源码初探

    Catalyst揭秘 Day2 Catalyst源码初探 这节课从源码角度来讲catalyst. 首先有一个观点要澄清,就是技术不是越底层就越是性能和效率更高.因为除了指令执行性能以外,更重要的是架构 ...

  7. Programming Collective Intelligence

    最近正在拜读 O'reilly出版的Programming Collective Intelligence,准备研究研究搜索引擎了,童鞋们,到时候会考虑公布源码哦!

  8. 【趟坑】公共引用的jar包 pom的配置方法

    http://www.cnblogs.com/viewcozy/p/4789877.html 接上一篇 ,内部moudule生成jar的方式 上一篇已经实现了,想把jar作为公共的部分让任何项目都可以 ...

  9. 【socket】高级用法-异步

    ReceiveAsync ReceiveFromAsync ReceiveMessageFromAsync

  10. ASP.NET中POST数据并跳转页面

    需求:先Post提交数据,然后跳转到目标页面 找了好久才发现这个神奇的类HttpHelper.原理很简单,利用html的from表单拼接,然后执行 使用方法: NameValueCollection ...