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CyC2018 2018-06-04 22:39:02 +08:00
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@ -486,7 +486,7 @@ public class Client {
### 实现
设计一个要控制,可以控制电灯开关。
设计一个遥控器,可以控制电灯开关。
<div align="center"> <img src="../pics//e6bded8e-41a0-489a-88a6-638e88ab7666.jpg"/> </div><br>
@ -857,6 +857,306 @@ StatisticsDisplay.update: 1.0 1.0 1.0
## 8. 状态State
### 意图
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所属的类。
### 类图
<div align="center"> <img src="../pics//abb3e0d1-c1bd-45d0-8190-73c74a9f6679.png"/> </div><br>
### 实现
糖果销售机有多种状态,每种状态下销售机有不同的行为,状态可以发生转移,使得销售机的行为也发生改变。
<div align="center"> <img src="../pics//396be981-3f2c-4fd9-8101-dbf9c841504b.jpg" width="600"/> </div><br>
```java
public interface State {
/**
* 投入 25 分钱
*/
void insertQuarter();
/**
* 退回 25 分钱
*/
void ejectQuarter();
/**
* 转动曲柄
*/
void turnCrank();
/**
* 发放糖果
*/
void dispense();
}
```
```java
public class HasQuarterState implements State {
private GumballMachine gumballMachine;
public HasQuarterState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
@Override
public void insertQuarter() {
System.out.println("You can't insert another quarter");
}
@Override
public void ejectQuarter() {
System.out.println("Quarter returned");
gumballMachine.setState(gumballMachine.getNoQuarterState());
}
@Override
public void turnCrank() {
System.out.println("You turned...");
gumballMachine.setState(gumballMachine.getSoldState());
}
@Override
public void dispense() {
System.out.println("No gumball dispensed");
}
}
```
```java
public class NoQuarterState implements State {
GumballMachine gumballMachine;
public NoQuarterState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
@Override
public void insertQuarter() {
System.out.println("You insert a quarter");
gumballMachine.setState(gumballMachine.getHasQuarterState());
}
@Override
public void ejectQuarter() {
System.out.println("You haven't insert a quarter");
}
@Override
public void turnCrank() {
System.out.println("You turned, but there's no quarter");
}
@Override
public void dispense() {
System.out.println("You need to pay first");
}
}
```
```java
public class SoldOutState implements State {
GumballMachine gumballMachine;
public SoldOutState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
@Override
public void insertQuarter() {
System.out.println("You can't insert a quarter, the machine is sold out");
}
@Override
public void ejectQuarter() {
System.out.println("You can't eject, you haven't inserted a quarter yet");
}
@Override
public void turnCrank() {
System.out.println("You turned, but there are no gumballs");
}
@Override
public void dispense() {
System.out.println("No gumball dispensed");
}
}
```
```java
public class SoldState implements State {
GumballMachine gumballMachine;
public SoldState(GumballMachine gumballMachine) {
this.gumballMachine = gumballMachine;
}
@Override
public void insertQuarter() {
System.out.println("Please wait, we're already giving you a gumball");
}
@Override
public void ejectQuarter() {
System.out.println("Sorry, you already turned the crank");
}
@Override
public void turnCrank() {
System.out.println("Turning twice doesn't get you another gumball!");
}
@Override
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());
}
}
}
```
```java
public class GumballMachine {
private State soldOutState;
private State noQuarterState;
private State hasQuarterState;
private State soldState;
private State state;
private int count = 0;
public GumballMachine(int numberGumballs) {
count = numberGumballs;
soldOutState = new SoldOutState(this);
noQuarterState = new NoQuarterState(this);
hasQuarterState = new HasQuarterState(this);
soldState = new SoldState(this);
if (numberGumballs > 0) {
state = noQuarterState;
} else {
state = soldOutState;
}
}
public void insertQuarter() {
state.insertQuarter();
}
public void ejectQuarter() {
state.ejectQuarter();
}
public void turnCrank() {
state.turnCrank();
state.dispense();
}
public void setState(State state) {
this.state = state;
}
public void releaseBall() {
System.out.println("A gumball comes rolling out the slot...");
if (count != 0) {
count -= 1;
}
}
public State getSoldOutState() {
return soldOutState;
}
public State getNoQuarterState() {
return noQuarterState;
}
public State getHasQuarterState() {
return hasQuarterState;
}
public State getSoldState() {
return soldState;
}
public int getCount() {
return count;
}
}
```
```java
public class Client {
public static void main(String[] args) {
GumballMachine gumballMachine = new GumballMachine(5);
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
gumballMachine.insertQuarter();
gumballMachine.ejectQuarter();
gumballMachine.turnCrank();
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
gumballMachine.ejectQuarter();
gumballMachine.insertQuarter();
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
gumballMachine.insertQuarter();
gumballMachine.turnCrank();
}
}
```
```html
You insert a quarter
You turned...
A gumball comes rolling out the slot...
You insert a quarter
Quarter returned
You turned, but there's no quarter
You need to pay first
You insert a quarter
You turned...
A gumball comes rolling out the slot...
You insert a quarter
You turned...
A gumball comes rolling out the slot...
You haven't insert a quarter
You insert a quarter
You can't insert another quarter
You turned...
A gumball comes rolling out the slot...
You insert a quarter
You turned...
A gumball comes rolling out the slot...
Oops, out of gumballs
You can't insert a quarter, the machine is sold out
You turned, but there are no gumballs
No gumball dispensed
```
## 9. 策略Strategy
### 意图
@ -870,7 +1170,17 @@ StatisticsDisplay.update: 1.0 1.0 1.0
- Strategy 接口定义了一个算法族,它们都具有 BehaviorInterface() 方法。
- Context 是使用到该算法族的类,其中的 doSomething() 方法会调用 BehaviorInterface()setStrategy(in Strategy) 方法可以动态地改变 strategy 对象,也就是说能动态地改变 Context 所使用的算法。
<div align="center"> <img src="../pics//4dc08713-f6fe-424c-a24c-ad5a993a941d.png"/> </div><br>
<div align="center"> <img src="../pics//b8dd708d-f372-4b04-b828-1dd99021c244.png"/> </div><br>
### 与状态模式的比较
状态模式的类图和策略模式一样,并且都是能够动态改变对象的行为。
但是状态模式是通过状态转移来改变 Context 所组合的 State 对象,而策略模式是通过 Context 本身的决策来改变组合的 Strategy 对象。
所谓的状态转移,是指 Context 在运行过程中由于一些条件发生改变而使得 State 对象发生改变,注意必须要是在运行过程中。
状态模式主要是用来解决状态转移的问题,当状态发生转移了,那么 Context 对象就会改变它的行为;而策略模式主要是用来封装一组可以互相替代的算法族,并且可以根据需要动态地去替换 Context 使用的算法。
### 实现

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