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  • Head First设计模式之状态模式

    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}
    ",
                    this.State.GetType().Name);
            }
    
            public void PayInterest()
            {
                _state.PayInterest();
                Console.WriteLine("Interest Paid --- ");
                Console.WriteLine(" Balance = {0:C}", this.Balance);
                Console.WriteLine(" Status = {0}
    ",
                    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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  • 原文地址:https://www.cnblogs.com/xcsn/p/7492518.html
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