State模式允許一個對象在其內部狀態改變時改變它的行為。對象看起來似乎修改了它的類。
在面向對象系統的開發和設計過程,經常會遇到一種情況就是需求變更(Requirement Changing),經常我們做好的一個設計、實現了一個系統原型,咱們的客戶又會有了新的需求。我們又因此不得不去修改已有的設計,最常見就是解決方案就是給已經設計、實現好的類添加新的方法去實現客戶新的需求,這樣就陷入了設計變更的夢魘:不停地打補丁,其帶來的后果就是設計根本就不可能封閉、編譯永遠都是整個系統代碼。
訪問者模式則提供了一種解決方案:將更新(變更)封裝到一個類中(訪問操作),并由待更改類提供一個接收接口,則可達到效果。
結構圖:
實例:
context.h
#ifndef _CONTEXT_H_#define _CONTEXT_H_class State;/*****/class Context{ public: Context(); Context(State* state); ~Context(); void Handle(); void OperationForStateA(); void OperationForStateB(); protected: private: friend class State; //表明在 State 類中可以訪問 Context 類的 private 字段,重要是訪問 ChangeState void ChangeState(State* state); private: State* _state;};#endif //~_CONTEXT_H_
context.cpp
#include "Context.h"#include "State.h"#include <iostream>using namespace std;Context::Context(){}Context::Context(State* state){ this->_state = state;}Context::~Context(){ delete _state;}void Context::Handle(){ _state->Handle(this);}void Context::ChangeState(State* state){ ///_state->ChangeState(this,state); this->_state = state;}void Context::OperationForStateA(){ cout<<"Do operation in State A ";}void Context::OperationForStateB(){ cout<<"Do operation in State B ";}
state.h
#ifndef _STATE_H_#define _STATE_H_class Context; //前置聲明class State{ public: State(); virtual ~State(); virtual void Handle(Context* con) = 0; protected: void ChangeState(Context* con,State* st); private: //bool ChangeState(Context* con,State* st);};class ConcreteStateA:public State{ public: ConcreteStateA(); virtual ~ConcreteStateA(); void Handle(Context* con); protected: private:};class ConcreteStateB:public State{ public: ConcreteStateB(); virtual ~ConcreteStateB(); void Handle(Context* con); protected: private:};#endif //~_STATE_H_
State.cpp
#include "State.h"#include "Context.h"#include <iostream>using namespace std;State::State(){}State::~State(){}void State::ChangeState(Context* con,State* st){ con->ChangeState(st);}///ConcreteStateA::ConcreteStateA(){}ConcreteStateA::~ConcreteStateA(){}void ConcreteStateA::Handle(Context* con){ con->OperationForStateA(); cout<<":: State change from A to B"<<endl; State::ChangeState(con,new ConcreteStateB());}///ConcreteStateB::ConcreteStateB(){}ConcreteStateB::~ConcreteStateB(){}void ConcreteStateB::Handle(Context* con){ con->OperationForStateB(); cout<<":: State change from B to A"<<endl; State::ChangeState(con,new ConcreteStateA());}
main.cpp
#include "Context.h"#include "State.h"#include <iostream>using namespace std;int main(int argc,char* argv[]){ State* st = new ConcreteStateA(); Context* con = new Context(st); con->Handle(); con->Handle(); con->Handle(); if (con != NULL) delete con; if (st != NULL) st = NULL; return 0;}
可以看到在測試程序中,三次調用 con->Handle(),因為 con 狀態的不同,可以得到以下的輸出:
Do operation in State A :: State change from A to BDo operation in State B :: State change from B to ADo operation in State A :: State change from A to B
適用性
一個對象的行為取決于它的狀態, 并且它必須在運行時刻根據狀態改變它的行為。
一個操作中含有龐大的多分支的條件語句,且這些分支依賴于該對象的狀態。這個狀態通常用一個或多個枚舉常量表示。通常, 有多個操作包含這一相同的條件結構。S t a t e模式將每一個條件分支放入一個獨立的類中。這使得你可以根據對象自身的情況將對象的狀態作為一個對象,這一對象可以不依賴于其他對象而獨立變化。