动机

  • 在软件构建过程中,某些对象的状态如果改变,其行为也会随之发生变化,比如文档处于只读状态,其支持的行为和读写状态支持就可能完全不同。
  • 如何在运行是根据对象的状态来透明地更改对象地行为?而不会为对象操作和状态转化之间引入紧耦合?

    模式定义

    允许一个对象在其内部状态改变时改变它地行为。从而使对象看起来似乎修改了其行为。

    未使用该模式

    ```cpp enum NetworkState { Network_Open, Network_Close, Network_Connect, //如果添加wait状态,则需在代码中做很多地修改 Network_Wait, };

class NetworkProcessor { NetworkState state; public: void Operation1() { if (state == Network_Open) { //** state = Network_Close; } else if (state == Network_Close) { //…………. state = Network_Connect; } else if (state == Network_Connect) { //$ state = Network_Open; } }

  1. void Operation2() {
  2. if (state == Network_Open) {
  3. //************
  4. state = Network_Connect;
  5. }
  6. else if (state == Network_Close) {
  7. //.............
  8. state = Network_Open;
  9. }
  10. else if (state == Network_Connect) {
  11. //$$$$$$$$$$$$$
  12. state = Network_Close;
  13. }
  14. }

};

  1. <a name="ADkHi"></a>
  2. ### 实现1
  3. ```cpp
  4. class NetworkState
  5. {
  6. public:
  7. NetworkState* pNext;
  8. virtual void Operation1() = 0;
  9. virtual void Operation2() = 0;
  10. virtual void Operation3() = 0;
  11. virtual ~NetworkState() {}
  12. };
  13. class OpenState : public NetworkState
  14. {
  15. static NetworkState* m_instance;
  16. public:
  17. static NetworkState* getInstance() {
  18. if (m_instance == nullptr) {
  19. m_instance = new OpenState();
  20. }
  21. return m_instance;
  22. }
  23. void Operation1() {
  24. //*************
  25. pNext = CloseState::getInstace();
  26. }
  27. void Operation2() {
  28. //.............
  29. pNext = ConnectState::getInstance();
  30. }
  31. void Operation3() {
  32. pNext = OpenState::getInstance();
  33. }
  34. };
  35. class OpenState : public NetworkState
  36. {
  37. static NetworkState* m_instance;
  38. public:
  39. static NetworkState* getInstance() {
  40. if (m_instance == nullptr) {
  41. m_instance = new OpenState();
  42. }
  43. return m_instance;
  44. }
  45. void Operation1() {
  46. //*************
  47. pNext = CloseState::getInstance();
  48. }
  49. void Operation2() {
  50. //.............
  51. pNext = ConnectState::getInstance();
  52. }
  53. void Operation3() {
  54. pNext = OpenState::getInstance();
  55. }
  56. };
  57. class CloseState : public NetworkState
  58. {
  59. };
  60. class NetworkProcessor {
  61. NetworkState* pState;
  62. public:
  63. NetworkProcessor(NetworkState* pState) {
  64. this->pState = pState;
  65. }
  66. void Operation1() {
  67. //...
  68. pState->Operation1();
  69. pState = pState->pNext;
  70. //...
  71. }
  72. void Operation2() {
  73. //...
  74. pState->Operation2();
  75. pState = pState->pNext;
  76. }
  77. void Operation3() {
  78. }
  79. };

要点总结

  • State模式将所有与一个特定状态相关的行为都放进一个State的子对象中,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,而且可以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,要么各个上下文可以共享一个State对象,从而节省对象开销。