状态模式
状态模式(State Pattern):允许一个对象在其内部状态改变时改变它的行为,对象看起来似乎修改了它的类
适用场景
一个对象存个多个状态(不同状态下行为不同),且状态之间可以可相互切换。
优点
将不同的状态隔离
把各种状态的转换逻辑,分布到State的子类中,减少相互间的依赖
增加新的状态非常简单
缺点
状态多的业务场景导致类目数量增加,导致系统非常复杂。
下面,我们引入一种应用场景。在视频网站上观看视频的时候,一个视频会有几种状态,例如播放,暂停,快进,停止等等。当我们改变了视频的状态之后,视频本身具有的行为也发生了变化,这就是状态模式。下面我们来实现一下这个设计模式。
Golang Demo
定义四种状态的的一个接口
package state
type IVideoState interface {
play()
stop()
pause()
speed()
}
定义一个VideoContext,用来管理全局的状态。所有的状态变化将在这个Context 结构体下面发生变化。
package state
var PLAY_STATE = PlayState{}
var STOP_STATE = StopState{}
var PAUSE_STATE = PauseState{}
var SPEED_STATE = SpeedState{}
type VideoContext struct {
videoState IVideoState
}
func NewVideoContext() *VideoContext {
v := &VideoContext{}
PLAY_STATE.videoContext = v
PAUSE_STATE.videoContext = v
STOP_STATE.videoContext = v
SPEED_STATE.videoContext = v
return v
}
func (v *VideoContext) SetVideoState(videoState IVideoState) {
v.videoState = videoState
}
func (v *VideoContext) play() {
v.videoState.play()
}
func (v *VideoContext) stop() {
v.videoState.stop()
}
func (v *VideoContext) pause() {
v.videoState.pause()
}
func (v *VideoContext) speed() {
v.videoState.speed()
}
接下来定义四种状态,这四种状态都要实现 videostate类,然后能够 与videocontext相关关联。
package state
import "fmt"
type PlayState struct {
videoContext *VideoContext
}
func (p PlayState) play() {
fmt.Println("正常播放Video")
}
func (p PlayState) stop() {
p.videoContext.videoState = STOP_STATE
}
func (p PlayState) pause() {
p.videoContext.videoState = PAUSE_STATE
}
func (p PlayState) speed() {
p.videoContext.videoState = SPEED_STATE
}
package state
import "fmt"
type PauseState struct {
videoContext *VideoContext
}
func (p PauseState) play() {
fmt.Println("正常播放Video")
}
func (p PauseState) stop() {
p.videoContext.videoState = STOP_STATE
}
func (p PauseState) pause() {
fmt.Println("暂停播放Video")
}
func (p PauseState) speed() {
p.videoContext.videoState = SPEED_STATE
}
package state
import "fmt"
type SpeedState struct {
videoContext *VideoContext
}
func (s SpeedState) play() {
s.videoContext.videoState = PLAY_STATE
}
func (s SpeedState) stop() {
s.videoContext.videoState = STOP_STATE
}
func (s SpeedState) pause() {
s.videoContext.videoState = PAUSE_STATE
}
func (s SpeedState) speed() {
fmt.Println("快进播放Video")
}
package state
import "fmt"
type StopState struct {
videoContext *VideoContext
}
func (s StopState) play() {
s.videoContext.videoState = PLAY_STATE
}
func (s StopState) stop() {
fmt.Println("停止播放Video")
}
func (s StopState) pause() {
fmt.Println("ERROR 停止状态不能 暂停")
}
func (s StopState) speed() {
fmt.Println("ERROR 停止状态不能 快进")
}
前面我们介绍过,四种状态对应的是一个context,所以在我们测试的时候,需要手动设置一下每个状态所指向的context。这与java有所不同,golang 种不允许递归引用,但是java可以。
package state
import (
"fmt"
"reflect"
)
func ExampleState() {
videoContext := NewVideoContext()
videoContext.SetVideoState(PLAY_STATE)
fmt.Printf("current state : %v \n", reflect.TypeOf(videoContext.videoState).Name())
videoContext.pause()
fmt.Printf("current state : %v \n", reflect.TypeOf(videoContext.videoState).Name())
videoContext.speed()
fmt.Printf("current state : %v \n", reflect.TypeOf(videoContext.videoState).Name())
videoContext.stop()
fmt.Printf("current state : %v \n", reflect.TypeOf(videoContext.videoState).Name())
videoContext.speed()
fmt.Printf("current state : %v \n", reflect.TypeOf(videoContext.videoState).Name())
//Output:
// current state : PlayState
// current state : PauseState
// current state : SpeedState
// current state : StopState
// ERROR 停止状态不能 快进
// current state : StopState
}
Java Demo
首先我们定义一个视频状态,包含四种视频状态,并且包含了一个视频的上下文。
package tech.selinux.design.pattern.behavioral.state;
public abstract class VideoState {
protected VideoContext videoContext;
public void setVideoContext(VideoContext videoContext) {
this.videoContext = videoContext;
}
public abstract void play();
public abstract void speed();
public abstract void pause();
public abstract void stop();
}
然后我们来定义这个视频的上下文。上下文里面包含了四种常量状态。同时有一个videostate,用来与VideoState相关联。 有一点要注意,在setVideoState的时候,顺便将自己本身赋值给了VideoState。这样二者就关联了起来。
package tech.selinux.design.pattern.behavioral.state;
public class VideoContext {
private VideoState videoState;
public static final PlayState PLAY_STATE = new PlayState();
public static final StopState STOP_STATE = new StopState();
public static final PauseState PAUSE_STATE = new PauseState();
public static final SpeedState SPEED_STATE = new SpeedState();
public VideoState getVideoState() {
return videoState;
}
public void setVideoState(VideoState videoState) {
this.videoState = videoState;
// 把当前的环境设置到上下文
this.videoState.setVideoContext(this);
}
public void play() {
this.videoState.play();
}
public void stop() {
this.videoState.stop();
}
public void pause() {
this.videoState.pause();
}
public void speed() {
this.videoState.speed();
}
}
实际种的四种状态,我们分别使用Video的四个子类来进行实现。 play 状态下,可以切换到pause,speed,stop状态。
package tech.selinux.design.pattern.behavioral.state;
/** play 状态下是可以切换到其他状态的 */
public class PlayState extends VideoState {
@Override
public void play() {
System.out.println("正常播放Video");
}
@Override
public void speed() {
super.videoContext.setVideoState(VideoContext.SPEED_STATE);
}
@Override
public void pause() {
super.videoContext.setVideoState(VideoContext.PAUSE_STATE);
}
@Override
public void stop() {
super.videoContext.setVideoState(VideoContext.STOP_STATE);
}
}
pause 状态可以切换到play,stop,speed状态。
package tech.selinux.design.pattern.behavioral.state;
/** 暂停状态能够切换到其他状态 */
public class PauseState extends VideoState {
@Override
public void play() {
super.videoContext.setVideoState(VideoContext.PLAY_STATE);
}
@Override
public void speed() {
super.videoContext.setVideoState(VideoContext.SPEED_STATE);
}
@Override
public void pause() {
System.out.println("暂停播放Video");
}
@Override
public void stop() {
super.videoContext.setVideoState(VideoContext.STOP_STATE);
}
}
speed 状态可以切换到其他三种状态。
package tech.selinux.design.pattern.behavioral.state;
/** 快进状态下是可以切换到其他状态的。 */
public class SpeedState extends VideoState {
@Override
public void play() {
super.videoContext.setVideoState(VideoContext.PLAY_STATE);
}
@Override
public void speed() {
System.out.println("快进播放Video");
}
@Override
public void pause() {
super.videoContext.setVideoState(VideoContext.PAUSE_STATE);
}
@Override
public void stop() {
super.videoContext.setVideoState(VideoContext.STOP_STATE);
}
}
stop 状态除了能够切换为play状态外,其他的状态切换不了,这里要注意。
package tech.selinux.design.pattern.behavioral.state;
/** 停止状态不能切换到其他状态 */
public class StopState extends VideoState {
@Override
public void play() {
super.videoContext.setVideoState(VideoContext.PLAY_STATE);
}
@Override
public void speed() {
System.out.println("ERROR 停止状态不能 快进");
}
@Override
public void pause() {
System.out.println("ERROR 停止状态不能 暂停");
}
@Override
public void stop() {
System.out.println("停止播放Video");
}
}
package tech.selinux.design.pattern.behavioral.state;
public class Test {
public static void main(String[] args) {
VideoContext videoContext = new VideoContext();
// 设置初始状态
videoContext.setVideoState(new PlayState());
System.out.println("current state :" + videoContext.getVideoState().getClass().getSimpleName());
videoContext.pause();
System.out.println("current state :" + videoContext.getVideoState().getClass().getSimpleName());
videoContext.speed();
System.out.println("current state :" + videoContext.getVideoState().getClass().getSimpleName());
videoContext.stop();
System.out.println("current state :" + videoContext.getVideoState().getClass().getSimpleName());
videoContext.speed();
System.out.println("current state :" + videoContext.getVideoState().getClass().getSimpleName());
}
}
UML
补充另一个版本的Java/Scala Demo 以及源码解析
Java Demo_
Scala Demo
UML_
源码解析
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