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; } }
void Operation2() {
if (state == Network_Open) {
//************
state = Network_Connect;
}
else if (state == Network_Close) {
//.............
state = Network_Open;
}
else if (state == Network_Connect) {
//$$$$$$$$$$$$$
state = Network_Close;
}
}
};
<a name="ADkHi"></a>
### 实现1
```cpp
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 (m_instance == nullptr) {
m_instance = new OpenState();
}
return m_instance;
}
void Operation1() {
//*************
pNext = CloseState::getInstace();
}
void Operation2() {
//.............
pNext = ConnectState::getInstance();
}
void Operation3() {
pNext = OpenState::getInstance();
}
};
class OpenState : public NetworkState
{
static NetworkState* m_instance;
public:
static NetworkState* getInstance() {
if (m_instance == nullptr) {
m_instance = new OpenState();
}
return m_instance;
}
void Operation1() {
//*************
pNext = CloseState::getInstance();
}
void Operation2() {
//.............
pNext = ConnectState::getInstance();
}
void Operation3() {
pNext = OpenState::getInstance();
}
};
class CloseState : public NetworkState
{
};
class NetworkProcessor {
NetworkState* pState;
public:
NetworkProcessor(NetworkState* pState) {
this->pState = pState;
}
void Operation1() {
//...
pState->Operation1();
pState = pState->pNext;
//...
}
void Operation2() {
//...
pState->Operation2();
pState = pState->pNext;
}
void Operation3() {
}
};
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。