设计模式-状态模式-笔记

状态模式State

在组件构建过程中,某些对象的状态经常面临变化,如何对这些变化进行有效的管理?同时又维持高层模块的稳定?“状态变化”模式为这一问题提供了一种解决方案。

经典模式:State、Memento

动机(Motivation)

在软件构建过程中,某些对象的状态如何改变,其行为也随之而发生变化,比如文档处于只读状态,其支持的行为和读写状态支持的行为就可以完全不同。

如何在运行时根据对象的状态来透明地更改对象的行为?而不会为对象操作和状态转化之间引入耦合?

设计模式-状态模式-笔记_第1张图片

示例1


enum NetworkState
{
    Network_Open,
    Network_Close,
    Network_Connect,
    NetWork_Wait    // 新增状态
};

class NetworkProcessor {
    NetworkState state_;

public:
    void Operation1() {
        if (Network_Open == state_) {
            //***
            state_ = Network_Close;
        }
        else if(Network_Close == state_)
        {
            //...
            state_ = Network_Connect;
        }
        else if (Network_Connect == state_) {
            //$$$
            state_ = Network_Open;
        }
        // 变化
        else if (NetWork_Wait == state_) {
            //---
        }
    }

    void Operation2() {
        if (Network_Open == state_) {
            //***
            state_ = Network_Connect;
        }
        else if (Network_Close == state_)
        {
            //...
            state_ = Network_Open;
        }
        else if (Network_Connect == state_) {
            //$$$
            state_ = Network_Close;
        }
        // 变化
        else if (NetWork_Wait == state_) {
            //---
        }
    }

    void Operation3() {
        //...
    }
};

示例2


class NetworkState {
public:
    NetworkState* pNext;
    virtual void Operation1() = 0;
    virtual void Operation2() = 0;
    virtual void Operation3() = 0;

    virtual ~NetworkState() {}
};

class OpenState : public NetworkState {
    static NetworkState* m_instance;

public:
    static NetworkState* getInstance() {
        if (nullptr == m_instance) {
            m_instance = new OpenState();
        }

        return m_instance;
    }

    virtual void Operation1() {
        //***
        pNext = CloseState::getInstance();
    }

    virtual void Operation2() {
        //...
        pNext = ConnectState::getInstance();
    }
    virtual void Operation3() {
        //$$$
        pNext = OpenState::getInstance();
    }
};

class CloseState : public NetworkState {
    static NetworkState* m_instance;

public:
    static NetworkState* getInstance() {
        if (nullptr == m_instance) {
            m_instance = new CloseState();
        }

        return m_instance;
    }

    virtual void Operation1() {
        //***
        pNext = ConnectState::getInstance();
    }

    virtual void Operation2() {
        //...
        pNext = OpenState::getInstance();
    }
    virtual void Operation3() {
        //$$$
        pNext = CloseState::getInstance();
    }
};

class ConnectState : public NetworkState {
    static NetworkState* m_instance;

public:
    static NetworkState* getInstance() {
        if (nullptr == m_instance) {
            m_instance = new ConnectState();
        }

        return m_instance;
    }

    virtual void Operation1() {
        //***
        pNext = OpenState::getInstance();
    }

    virtual void Operation2() {
        //...
        pNext = CloseState::getInstance();
    }
    virtual void Operation3() {
        //$$$
        pNext = ConnectState::getInstance();
    }
};

// 扩展
class WaitState : public NetworkState {
    //...
};

class NetworkProcessor {
    NetworkState* state_;

public:
    NetworkProcessor(NetworkState* state) {
        this->state_ = state;
    }

    void Operation1() {
        //...
        state_->Operation1();
        state_ = state_->pNext;
        //...
    }

    void Operation2() {
        //...
        state_->Operation2();
        state_ = state_->pNext;
        //...
    }

    void Operation3() {
        //...
        state_->Operation3();
        state_ = state_->pNext;
        //...
    }

};

要点总结

State模式将所有与一个特定状态的相关的行为都放入一个State的子类对象中,在对象状态切换时,切换相应的对象;但同时维持State的接口,这样实现了具体操作与状态转换之间的解耦。

为不同的状态引入不同的对象使得状态转换变得更加明确,而且可怀疑保证不会出现状态不一致的情况,因为转换是原子性的---即要么彻底转换过来,要么不转换。

如果State对象没有实例变量,那么各个上下文可怀疑共享同一个State对象,从而节省对象开销。

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