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?
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。