- 将所有与一个特定状态相关的行为都放入一个State的子类对象中,在对象状态切换时,切换相应的对象;但是同时维持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
- 如果State对象没有实例变量,各个上下文可以共享同一个State对象,从而节省对象开销
在软件构建过程中,某些对象的状态如果改变,其行为也会随之而发生变化,比如文档处于只读状态,其支持的行为和读写状态支持的行为就可能完全不同。
允许一个对象在其内部状态改变时改变它的行为,从而使对象看起来似乎修改了其行为。
enum NetworkState
{
Network_Open,
Network_Close,
Network_Connect,
+ 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;
+ }else if(state == Network_Wait){
+ //...
+ 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;
+ }else if(state == Network_Wait){
+ //...
+ state = Network_Open;
+ }
}
};
class NetworkState{
public:
NetworkState* pNext;
virtual void Operation1() = 0;
virtual void Operation2() = 0;
virtual ~NetworkState(){}
};
class OpenState : public NetworkState{
static NetworkState* m_instance;
public:
static NetworkState* getInstacne(){
if(m_instance == nullptr){
m_instace = new OpenState();
}
return m_instacne;
}
void Operation1(){
//...
pNext = CloseState::getInstace();
}
void Operation2(){
//...
pNext = ConnectState::getInstace();
}
};
class CloseState : public NetworkState{
//...
};
class NetworkProcessor{
NetworkState* pState;
public:
NetworkProcessor(NetworkState* state) : pState(state){}
void Operation1(){
//...
pState->Operation1();
pState = pState->pNext;
}
void Operation2(){
//...
pState->Operation2();
pState = pState->pNext;
}
};