请编写程序完成APP抽奖活动 具
体要求如下:
1) 假如每参加一次这个活动要扣除用户50积分,中奖概率是10%
2) 奖品数量固定,抽完就不能抽奖
3) 活动有四个状态: 可以抽奖、不能抽奖、发放奖品和奖品领完

状态模式
状态模式(State Pattern):它主要用来解决对象在多种状态转换时,需要对外输出不同行为的问题。状态和行为是一 一 对应的,状态之间可以互相转换
当一个对象的内在状态改变时,允许改变其行为,这个对象看起来像是改变了其类

Context 类为环境橘色,用于维护State实例,这个实例定义当前状态
State 是抽象状态角色,它定义一个接口封装于Context的一个特定接口相关行为
ConcreteState 具体的状态角色,每一个子类实现一个于Context的一个状态相关的行为

/*** 状态抽象类* @author Administrator**/public abstract class State {// 扣除积分 - 50public abstract void deductMoney();// 是否抽中奖品public abstract boolean raffle();// 发放奖品public abstract void dispensePrize();}/*** 不能抽奖状态* @author Administrator**/public class NoRaffleState extends State {// 初始化时传入活动引用,扣除积分后改变其状态RaffleActivity activity;public NoRaffleState(RaffleActivity activity) {this.activity = activity;}// 当前状态可以扣积分 , 扣除后,将状态设置成可以抽奖状态@Overridepublic void deductMoney() {System.out.println("扣除50积分成功,您可以抽奖了");activity.setState(activity.getCanRaffleState());}// 当前状态不能抽奖@Overridepublic boolean raffle() {System.out.println("扣了积分才能抽奖喔!");return false;}// 当前状态不能发奖品@Overridepublic void dispensePrize() {System.out.println("不能发放奖品");}}/*** 发放奖品的状态* @author Administrator**/public class DispenseState extends State {// 初始化时传入活动引用,发放奖品后改变其状态RaffleActivity activity;public DispenseState(RaffleActivity activity) {this.activity = activity;}//@Overridepublic void deductMoney() {System.out.println("不能扣除积分");}@Overridepublic boolean raffle() {System.out.println("不能抽奖");return false;}//发放奖品@Overridepublic void dispensePrize() {if(activity.getCount() > 0){System.out.println("恭喜中奖了");// 改变状态为不能抽奖activity.setState(activity.getNoRafflleState());}else{System.out.println("很遗憾,奖品发送完了");// 改变状态为奖品发送完毕, 后面我们就不可以抽奖activity.setState(activity.getDispensOutState());//System.out.println("抽奖活动结束");//System.exit(0);}}}/*** 奖品发放完毕状态* 说明,当我们activity 改变成 DispenseOutState, 抽奖活动结束* @author Administrator**/public class DispenseOutState extends State {// 初始化时传入活动引用RaffleActivity activity;public DispenseOutState(RaffleActivity activity) {this.activity = activity;}@Overridepublic void deductMoney() {System.out.println("奖品发送完了,请下次再参加");}@Overridepublic boolean raffle() {System.out.println("奖品发送完了,请下次再参加");return false;}@Overridepublic void dispensePrize() {System.out.println("奖品发送完了,请下次再参加");}}/*** 可以抽奖的状态* @author Administrator**/public class CanRaffleState extends State {RaffleActivity activity;public CanRaffleState(RaffleActivity activity) {this.activity = activity;}//已经扣除了积分,不能再扣@Overridepublic void deductMoney() {System.out.println("已经扣取过了积分");}//可以抽奖, 抽完奖后,根据实际情况,改成新的状态@Overridepublic boolean raffle() {System.out.println("正在抽奖,请稍等!");Random r = new Random();int num = r.nextInt(10);// 10%中奖机会if(num == 0){// 改变活动状态为发放奖品 contextactivity.setState(activity.getDispenseState());return true;}else{System.out.println("很遗憾没有抽中奖品!");// 改变状态为不能抽奖activity.setState(activity.getNoRafflleState());return false;}}// 不能发放奖品@Overridepublic void dispensePrize() {System.out.println("没中奖,不能发放奖品");}}
/*** 抽奖活动 //** @author Administrator**/public class RaffleActivity {// state 表示活动当前的状态,是变化State state = null;// 奖品数量int count = 0;// 四个属性,表示四种状态State noRafflleState = new NoRaffleState(this);State canRaffleState = new CanRaffleState(this);State dispenseState = new DispenseState(this);State dispensOutState = new DispenseOutState(this);//构造器//1. 初始化当前的状态为 noRafflleState(即不能抽奖的状态)//2. 初始化奖品的数量public RaffleActivity( int count) {this.state = getNoRafflleState();this.count = count;}//扣分, 调用当前状态的 deductMoneypublic void debuctMoney(){state.deductMoney();}//抽奖public void raffle(){// 如果当前的状态是抽奖成功if(state.raffle()){//领取奖品state.dispensePrize();}}public State getState() {return state;}public void setState(State state) {this.state = state;}//这里请大家注意,每领取一次奖品,count--public int getCount() {int curCount = count;count--;return curCount;}public void setCount(int count) {this.count = count;}public State getNoRafflleState() {return noRafflleState;}public void setNoRafflleState(State noRafflleState) {this.noRafflleState = noRafflleState;}public State getCanRaffleState() {return canRaffleState;}public void setCanRaffleState(State canRaffleState) {this.canRaffleState = canRaffleState;}public State getDispenseState() {return dispenseState;}public void setDispenseState(State dispenseState) {this.dispenseState = dispenseState;}public State getDispensOutState() {return dispensOutState;}public void setDispensOutState(State dispensOutState) {this.dispensOutState = dispensOutState;}}
public static void main(String[] args) {// TODO Auto-generated method stub// 创建活动对象,奖品有1个奖品RaffleActivity activity = new RaffleActivity(1);// 我们连续抽300次奖for (int i = 0; i < 30; i++) {System.out.println("--------第" + (i + 1) + "次抽奖----------");// 参加抽奖,第一步点击扣除积分activity.debuctMoney();// 第二步抽奖activity.raffle();}}
订单问题 案例



/*** 状态接口* @author Administrator**/public interface State {/*** 电审*/void checkEvent(Context context);/*** 电审失败*/void checkFailEvent(Context context);/*** 定价发布*/void makePriceEvent(Context context);/*** 接单*/void acceptOrderEvent(Context context);/*** 无人接单失效*/void notPeopleAcceptEvent(Context context);/*** 付款*/void payOrderEvent(Context context);/*** 接单有人支付失效*/void orderFailureEvent(Context context);/*** 反馈*/void feedBackEvent(Context context);String getCurrentState();}public abstract class AbstractState implements State {protected static final RuntimeException EXCEPTION = new RuntimeException("操作流程不允许");//抽象类,默认实现了 State 接口的所有方法//该类的所有方法,其子类(具体的状态类),可以有选择的进行重写@Overridepublic void checkEvent(Context context) {throw EXCEPTION;}@Overridepublic void checkFailEvent(Context context) {throw EXCEPTION;}@Overridepublic void makePriceEvent(Context context) {throw EXCEPTION;}@Overridepublic void acceptOrderEvent(Context context) {throw EXCEPTION;}@Overridepublic void notPeopleAcceptEvent(Context context) {throw EXCEPTION;}@Overridepublic void payOrderEvent(Context context) {throw EXCEPTION;}@Overridepublic void orderFailureEvent(Context context) {throw EXCEPTION;}@Overridepublic void feedBackEvent(Context context) {throw EXCEPTION;}}
/*** 状态枚举类* @author Administrator**/public enum StateEnum {//订单生成GENERATE(1, "GENERATE"),//已审核REVIEWED(2, "REVIEWED"),//已发布PUBLISHED(3, "PUBLISHED"),//待付款NOT_PAY(4, "NOT_PAY"),//已付款PAID(5, "PAID"),//已完结FEED_BACKED(6, "FEED_BACKED");private int key;private String value;StateEnum(int key, String value) {this.key = key;this.value = value;}public int getKey() {return key;}public String getValue() {return value;}}
//各种具体状态类class FeedBackState extends AbstractState {@Overridepublic String getCurrentState() {return StateEnum.FEED_BACKED.getValue();}}class GenerateState extends AbstractState {@Overridepublic void checkEvent(Context context) {context.setState(new ReviewState());}@Overridepublic void checkFailEvent(Context context) {context.setState(new FeedBackState());}@Overridepublic String getCurrentState() {return StateEnum.GENERATE.getValue();}}class NotPayState extends AbstractState {@Overridepublic void payOrderEvent(Context context) {context.setState(new PaidState());}@Overridepublic void feedBackEvent(Context context) {context.setState(new FeedBackState());}@Overridepublic String getCurrentState() {return StateEnum.NOT_PAY.getValue();}}class PaidState extends AbstractState {@Overridepublic void feedBackEvent(Context context) {context.setState(new FeedBackState());}@Overridepublic String getCurrentState() {return StateEnum.PAID.getValue();}}class PublishState extends AbstractState {@Overridepublic void acceptOrderEvent(Context context) {//把当前状态设置为 NotPayState。。。//至于应该变成哪个状态,有流程图来决定context.setState(new NotPayState());}@Overridepublic void notPeopleAcceptEvent(Context context) {context.setState(new FeedBackState());}@Overridepublic String getCurrentState() {return StateEnum.PUBLISHED.getValue();}}class ReviewState extends AbstractState {@Overridepublic void makePriceEvent(Context context) {context.setState(new PublishState());}@Overridepublic String getCurrentState() {return StateEnum.REVIEWED.getValue();}}
//环境上下文
public class Context extends AbstractState{
//当前的状态 state, 根据我们的业务流程处理,不停的变化
private State state;
@Override
public void checkEvent(Context context) {
state.checkEvent(this);
getCurrentState();
}
@Override
public void checkFailEvent(Context context) {
state.checkFailEvent(this);
getCurrentState();
}
@Override
public void makePriceEvent(Context context) {
state.makePriceEvent(this);
getCurrentState();
}
@Override
public void acceptOrderEvent(Context context) {
state.acceptOrderEvent(this);
getCurrentState();
}
@Override
public void notPeopleAcceptEvent(Context context) {
state.notPeopleAcceptEvent(this);
getCurrentState();
}
@Override
public void payOrderEvent(Context context) {
state.payOrderEvent(this);
getCurrentState();
}
@Override
public void orderFailureEvent(Context context) {
state.orderFailureEvent(this);
getCurrentState();
}
@Override
public void feedBackEvent(Context context) {
state.feedBackEvent(this);
getCurrentState();
}
public State getState() {
return state;
}
public void setState(State state) {
this.state = state;
}
@Override
public String getCurrentState() {
System.out.println("当前状态 : " + state.getCurrentState());
return state.getCurrentState();
}
}
public static void main(String[] args) {
// TODO Auto-generated method stub
//创建context 对象
Context context = new Context();
//将当前状态设置为 PublishState
context.setState(new PublishState());
System.out.println(context.getCurrentState());
// //publish --> not pay
context.acceptOrderEvent(context);
// //not pay --> paid
context.payOrderEvent(context);
// // 失败, 检测失败时,会抛出异常
// try {
// context.checkFailEvent(context);
// System.out.println("流程正常..");
// } catch (Exception e) {
// // TODO: handle exception
// System.out.println(e.getMessage());
// }
}
注意事项
状态模式的注意事项和细节1) 代码有很强的可读性。状态模式将每个状态的行为封装到对应的一个类中
2) 方便维护。将容易产生问题的if-else语句删除了,如果把每个状态的行为都放到一
个类中,每次调用方法时都要判断当前是什么状态,不但会产出很多if-else语句,
而且容易出错
3) 符合“开闭原则”。容易增删状态
4) 会产生很多类。每个状态都要一个对应的类,当状态过多时会产生很多类,加大维
护难度
5) 应用场景:当一个事件或者对象有很多种状态,状态之间会相互转换,对不同的状
态要求有不同的行为的时候,可以考虑使用状态模式
