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  • 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。

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