设计模式 - 状态(state)

一、引出状态模式

假设我们现在有一个糖果机项目,那么我们知道正常一般糖果机提供用户的行为有这么几种:投入硬币、转动曲柄、退出硬币几种行为:那么糖果机呢一般有这几种状态,待机状态、持有硬币的准备状态、运行状态即正在售出状态和初始状态这么几种正常状态。
我们发现处于不同状态的时候,持有的行为是不一样的,图如下:
状态模式
如果我们采用传统的方法来写代码,那么在投入硬币这个行为操作的时候,我们会进行状态的判断,只有在处于待机状态情况下这种行为是正常的,而其他则非正常,那么其他行为也一样,都需要去先判断下当前的状态来进行操作。得到的代码则为:

package study.designmode.statemode;

public class CandyMachine {

    final static int SoldOutState = 0; //初始状态
    final static int OnReadyState = 1;  //待机状态
    final static int HasCoin = 2;  //准备状态
    final static int SoldState = 3;  //售出状态

    private int state = SoldOutState; //变量,用于存放当前的状态值
    private int count = 0; //糖果的数目

    public CandyMachine(int count) {
        this.count = count;
        if (count > 0) {
            state = OnReadyState;
        }
    }

    //投入硬币行为的时候,通过判断当前的状态来匹配所有的状态.
    public void insertCoin() {
        switch (state) {
        case SoldOutState:
            System.out.println("you can't insert coin,the machine sold out!");
            break;
        case OnReadyState: //只有在待机状态的时候,投入硬币行为正确,并将状态改变为准备状态
            state = HasCoin;
            System.out
                    .println("you have inserted a coin,next,please turn crank!");
            break;
        case HasCoin:
            System.out.println("you can't insert another coin!");

            break;
        case SoldState:
            System.out.println("please wait!we are giving you a candy!");

            break;
        }

    }

    //回退硬币
    public void returnCoin() {
        switch (state) {
        case SoldOutState:
            System.out
                    .println("you can't return,you haven't inserted a coin yet!");
            break;
        case OnReadyState:
            System.out.println("you haven't inserted a coin yet!");
            break;
        case HasCoin:

            System.out.println("coin return!");
            state = OnReadyState;

            break;
        case SoldState:
            System.out.println("sorry,you already have turned the crank!");

            break;
        }

    }

    //转动曲柄
    public void turnCrank() {
        switch (state) {
        case SoldOutState:
            System.out.println("you turned,but there are no candies!");
            break;
        case OnReadyState:
            System.out.println("you turned,but you haven't inserted a coin!");
            break;
        case HasCoin:
            System.out.println("crank turn...!");
            state = SoldState;
            dispense();
            break;
        case SoldState:
            System.out
                    .println("we are giving you a candy,turning another get nothing,!");
            break;
        }

    }

    //触发发放糖果行为
    private void dispense() {
        count = count - 1;
        System.out.println("a candy rolling out!");
        if (c
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