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Design Patterns(二十一):State Pattern--VB代码

發布時間:2025/3/19 编程问答 30 豆豆
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結構圖

?

角色

  • 環境(Subject)角色:負責定義客戶感興趣的接口,并維護一個具體狀態(ConcreteState)的實例,以及維護狀態轉換或為這種轉換提供支持(因為狀態轉換有時候可能是由上層應用發起的)。
  • 狀態(State)角色:定義一個接口以封裝與環境(Context)角色的一個特定狀態相關的行為。
  • 具體狀態(ConcreteState)角色:)每一個子類實現一個與環境(Context)角色狀態相關的行為。

動機

  在軟件構建過程中,某些對象的狀態如果改變,其行為也會隨之而發生變化,比如文檔處于只讀狀態,其支持的行為和讀寫狀態支持的行為就可能完全不同。
???? 如何在運行時根據對象的狀態來透明地更改對象的行為?而不會為對象操作和狀態轉化之間引入緊耦合?

意圖

??
允許一個對象在其內部狀態改變時改變它的行為。從而使對象看起來似乎修改了其行為。

示意性代碼

示意性代碼
'State?pattern?--?Structural?example

'MainApp?test?application
Module?MainApp
????
Public?Sub?Main()
????????
'Setup?context?in?a?state
????????Dim?c?As?New?Context(New?ConcreteStateA)

????????
'Issue?requests,?which?toggles?state
????????c.Request()
????????c.Request()
????????c.Request()
????????c.Request()

????????
'Wait?for?user?
????????Console.ReadLine()
????
End?Sub
End?Module

'"State"
Public?MustInherit?Class?State
????
Public?MustOverride?Sub?Handle(ByVal?context?As?Context)
End?Class

'"ConcreteStateA"
Public?Class?ConcreteStateA
????
Inherits?State
????
Public?Overrides?Sub?Handle(ByVal?context?As?Context)
????????context.State?
=?New?ConcreteStateB
????
End?Sub
End?Class

'"ConcreteStateB"
Public?Class?ConcreteStateB
????
Inherits?State
????
Public?Overrides?Sub?Handle(ByVal?context?As?Context)
????????context.State?
=?New?ConcreteStateA
????
End?Sub
End?Class

'"Context"
Public?Class?Context
????
'Constructor?
????Public?Sub?New(ByVal?state?As?State)
????????
Me._state?=?state
????
End?Sub

????
'Property
????Private?_state?As?State
????
Public?Property?State()?As?State
????????
Get
????????????
Return?_state
????????
End?Get
????????
Set(ByVal?value?As?State)
????????????_state?
=?value
????????
End?Set
????
End?Property

????
Public?Sub?Request()
????????State.Handle(
Me)
????
End?Sub
End?Class

?

?一個實例

??? 下面的狀態模式代碼演示了一個帳戶在處于不同狀態時可以進行不同的操作。在行為上的區別委派給以下三個對象紅色狀態(RedState),灰色狀態(SilverState),金色狀態(GoldState)。這些狀態分別代表透支帳戶,新開通的帳戶,和擁有良好信譽的帳戶。

舊系統代碼
'State?pattern?--?Real?World?example

'MainApp?test?application
Module?MainApp
????
Public?Sub?Main()
????????
'Open?a?new?account
????????Dim?account?As?New?Account("Jim?Johnson")

????????
'Apply?financial?transactions
????????account.Deposit(500.0)
????????account.Deposit(
300.0)
????????account.Deposit(
550.0)
????????account.PayInterest()
????????account.Withdraw(
2000.0)
????????account.Withdraw(
1100.0)

????????
'Wait?for?user
????????Console.ReadLine()
????
End?Sub
End?Module

'"Context"
Public?Class?Account
????
Private?owner?As?String
????
Private?serviceFee?As?Double
????
Private?interest?As?Double

????
'Constructor
????Public?Sub?New(ByVal?owner?As?String)
????????
'New?accounts?are?'Silver'?by?default
????????Me.owner?=?owner
????????_state?
=?"SilverState"
????
End?Sub

????
'Properties
????Protected?_balance?As?Double
????
Public?ReadOnly?Property?Balance()?As?Double
????????
Get
????????????
Return?_balance
????????
End?Get
????
End?Property

????
Private?_state?As?String
????
Public?Property?State()?As?String
????????
Get
????????????
Return?_state
????????
End?Get
????????
Set(ByVal?value?As?String)
????????????_state?
=?value
????????
End?Set
????
End?Property

????
Public?Sub?Deposit(ByVal?amount?As?Double)
????????_balance?
+=?amount
????????StateChangeCheck()
????????Console.WriteLine(
"Deposited?{0:C}?---?",?amount)
????????Console.WriteLine(
"?Balance?=?{0:C}",?Me.Balance)
????????Console.WriteLine(
"?Status?=?{0}",?_
?????????_state)
????????Console.WriteLine(
"")
????
End?Sub

????
Public?Sub?Withdraw(ByVal?amount?As?Double)
????????
If?_state?=?"RedState"?Then
????????????serviceFee?
=?15.0
????????????amount?
-=?serviceFee
????????????Console.WriteLine(
"No?funds?available?for?withdrawal!")
????????
Else
????????????_balance?
-=?amount
????????
End?If
????????StateChangeCheck()
????????Console.WriteLine(
"Withdrew?{0:C}?---?",?amount)
????????Console.WriteLine(
"?Balance?=?{0:C}",?Me.Balance)
????????Console.WriteLine(
"?Status?=?{0}",?_
?????????_state)
????????Console.WriteLine(
"")
????
End?Sub

????
Public?Sub?PayInterest()
????????
Select?Case?_state
????????????
Case?"RedState"
????????????????
'No?Interest?is?paid
????????????Case?"SilverState"
????????????????interest?
=?0.0
????????????????_balance?
+=?interest?*?_balance
????????????
Case?"GoldState"
????????????????interest?
=?0.05
????????????????_balance?
+=?interest?*?_balance
????????
End?Select

????????Console.WriteLine(
"Interest?Paid?---?")
????????Console.WriteLine(
"?Balance?=?{0:C}",?Me.Balance)
????????Console.WriteLine(
"?Status?=?{0}",?_
?????????_state)
????????Console.WriteLine(
"")
????
End?Sub

????
Private?Sub?StateChangeCheck()
????????
If?Balance?<?0.0?Then
????????????_state?
=?"RedState"
????????
ElseIf?_balance?<?1000?Then
????????????_state?
=?"SilverState"
????????
Else
????????????_state?
=?"GoldState"
????????
End?If
????
End?Sub
End?Class

在開發中時常遇到的根據不同的狀態需要進行不同的處理操作的問題,而這樣的問題,大部分人是采用Select-Case/If-Else語句進行處理的,這樣會造成一個問題:分支過多,而且如果加入一個新的狀態就需要對原來的代碼進行編譯.State模式采用了對這些不同的狀態進行封裝的方式處理這類問題,當狀態改變的時候進行處理然后再切換到另一種狀態,也就是說把狀態的切換責任交給了具體的狀態類去負責.具體的狀態類可以通過派生的方式不依賴于其他對象而獨立變化。

運用模式后的代碼
'State?pattern?--?Real?World?example

'MainApp?test?application
Module?MainApp
????
Public?Sub?Main()
????????
'Open?a?new?account
????????Dim?account?As?New?Account("Jim?Johnson")

????????
'Apply?financial?transactions
????????account.Deposit(500.0)
????????account.Deposit(
300.0)
????????account.Deposit(
550.0)
????????account.PayInterest()
????????account.Withdraw(
2000.0)
????????account.Withdraw(
1100.0)

????????
'Wait?for?user
????????Console.ReadLine()
????
End?Sub
End?Module

'"State"
Public?MustInherit?Class?State
????
'Fields
????Protected?interest?As?Double
????
Protected?lowerLimit?As?Double
????
Protected?upperLimit?As?Double

????
'Properties
????Protected?_account?As?Account
????
Public?Property?Account()?As?Account
????????
Get
????????????
Return?_account
????????
End?Get
????????
Set(ByVal?value?As?Account)
????????????_account?
=?value
????????
End?Set
????
End?Property

????
Protected?_balance?As?Double
????
Public?Property?Balance()?As?Double
????????
Get
????????????
Return?_balance
????????
End?Get
????????
Set(ByVal?value?As?Double)
????????????_balance?
=?value
????????
End?Set
????
End?Property

????
Public?MustOverride?Sub?Deposit(ByVal?amount?As?Double)
????
Public?MustOverride?Sub?Withdraw(ByVal?amount?As?Double)
????
Public?MustOverride?Sub?PayInterest()
End?Class

'"ConcreteState"
'
Account?is?overdrawn
Public?Class?RedState
????
Inherits?State

????
Private?serviceFee?As?Double

????
'Constructor
????Public?Sub?New(ByVal?state?As?State)
????????
Me.Balance?=?state.Balance
????????
Me.Account?=?state.Account
????????Initialize()
????
End?Sub

????
Private?Sub?Initialize()
????????
'Should?come?from?a?datasource
????????interest?=?0.0
????????lowerLimit?
=?-100.0
????????upperLimit?
=?0.0
????????serviceFee?
=?15.0
????
End?Sub

????
Public?Overrides?Sub?Deposit(ByVal?amount?As?Double)
????????Balance?
+=?amount
????????StateChangeCheck()
????
End?Sub
????
Public?Overrides?Sub?Withdraw(ByVal?amount?As?Double)
????????amount?
-=?serviceFee
????????Console.WriteLine(
"No?funds?available?for?withdrawal!")
????
End?Sub
????
Public?Overrides?Sub?PayInterest()
????????
'No?intereset?is?paid
????End?Sub
????
Private?Sub?StateChangeCheck()
????????
If?Balance?>?upperLimit?Then
????????????Account.State?
=?New?SilverState(Me)
????????
End?If
????
End?Sub
End?Class

'"ConcreteState"
'
Silver?is?non-interest?bearing?state
Public?Class?SilverState
????
Inherits?State

????
'Overloaded?constructors
????Public?Sub?New(ByVal?state?As?State)
????????
Me.new(state.Balance,?state.Account)
????
End?Sub

????
Public?Sub?New(ByVal?balance?As?Double,?ByVal?account?As?Account)
????????
Me.Balance?=?balance
????????
Me.Account?=?account
????????Initialize()
????
End?Sub
????
Private?Sub?Initialize()
????????
'Should?come?from?a?datasource
????????interest?=?0.0
????????lowerLimit?
=?0.0
????????upperLimit?
=?1000.0
????
End?Sub

????
Public?Overrides?Sub?Deposit(ByVal?amount?As?Double)
????????Balance?
+=?amount
????????StateChangeCheck()
????
End?Sub
????
Public?Overrides?Sub?Withdraw(ByVal?amount?As?Double)
????????Balance?
-=?amount
????????StateChangeCheck()
????
End?Sub
????
Public?Overrides?Sub?PayInterest()
????????Balance?
+=?interest?*?Balance
????????StateChangeCheck()
????
End?Sub
????
Private?Sub?StateChangeCheck()
????????
If?Balance?<?lowerLimit?Then
????????????Account.State?
=?New?RedState(Me)
????????
ElseIf?Balance?>?upperLimit?Then
????????????Account.State?
=?New?GoldState(Me)
????????
End?If
????
End?Sub
End?Class

'"ConcreteState"
'
Interest?bearing?state
Public?Class?GoldState
????
Inherits?State

????
'Overloaded?constructors
????Public?Sub?New(ByVal?state?As?State)
????????
Me.new(state.Balance,?state.Account)
????
End?Sub

????
Public?Sub?New(ByVal?balance?As?Double,?ByVal?account?As?Account)
????????
Me.Balance?=?balance
????????
Me.Account?=?account
????????Initialize()
????
End?Sub
????
Private?Sub?Initialize()
????????
'Should?come?from?a?datasource
????????interest?=?0.05
????????lowerLimit?
=?1000.0
????????upperLimit?
=?10000000.0
????
End?Sub

????
Public?Overrides?Sub?Deposit(ByVal?amount?As?Double)
????????Balance?
+=?amount
????????StateChangeCheck()
????
End?Sub
????
Public?Overrides?Sub?Withdraw(ByVal?amount?As?Double)
????????Balance?
-=?amount
????????StateChangeCheck()
????
End?Sub
????
Public?Overrides?Sub?PayInterest()
????????Balance?
+=?interest?*?Balance
????????StateChangeCheck()
????
End?Sub
????
Private?Sub?StateChangeCheck()
????????
If?Balance?<?0.0?Then
????????????Account.State?
=?New?RedState(Me)
????????
ElseIf?Balance?<?lowerLimit?Then
????????????Account.State?
=?New?SilverState(Me)
????????
End?If
????
End?Sub
End?Class

'"Context"
Public?Class?Account
????
Private?owner?As?String

????
'Constructor
????Public?Sub?New(ByVal?owner?As?String)
????????
'New?accoounts?are?'Silver'?by?default
????????Me.owner?=?owner
????????_state?
=?New?SilverState(0.0,?Me)
????
End?Sub

????
'Properties
????Public?ReadOnly?Property?Balance()?As?Double
????????
Get
????????????
Return?_state.Balance
????????
End?Get
????
End?Property

????
Private?_state?As?State
????
Public?Property?State()?As?State
????????
Get
????????????
Return?_state
????????
End?Get
????????
Set(ByVal?value?As?State)
????????????_state?
=?value
????????
End?Set
????
End?Property

????
Public?Sub?Deposit(ByVal?amount?As?Double)
????????State.Deposit(amount)
????????Console.WriteLine(
"Deposited?{0:C}?---?",?amount)
????????Console.WriteLine(
"?Balance?=?{0:C}",?Me.Balance)
????????Console.WriteLine(
"?Status?=?{0}",?_
?????????_state.GetType().Name)
????????Console.WriteLine(
"")
????
End?Sub

????
Public?Sub?Withdraw(ByVal?amount?As?Double)
????????State.Withdraw(amount)
????????Console.WriteLine(
"Withdrew?{0:C}?---?",?amount)
????????Console.WriteLine(
"?Balance?=?{0:C}",?Me.Balance)
????????Console.WriteLine(
"?Status?=?{0}",?_
?????????_state.GetType().Name)
????????Console.WriteLine(
"")
????
End?Sub

????
Public?Sub?PayInterest()
????????_state.PayInterest()
????????Console.WriteLine(
"Interest?Paid?---?")
????????Console.WriteLine(
"?Balance?=?{0:C}",?Me.Balance)
????????Console.WriteLine(
"?Status?=?{0}",?_
?????????
Me.State.GetType().Name)
????????Console.WriteLine(
"")
????
End?Sub
End?Class

?

State?Pattern模式的幾個要點:
   1、State模式將所有與一個特定狀態相關的行為都放入一個State的子類對象中,在對象狀態切換時,切換相應的對象;但同時維持State的接口,這樣實現了具體操作與狀態轉換之間的解耦。
   2、為不同的狀態引入不同的對象使得狀態轉換變得更加明確,而且可以保證不會出現狀態不一致的情況,因為轉換是原子性的——即要么徹底轉換過來,要么不轉換。
?????3、如果State對象沒有實例變量,那么各個上下文可以共享一個State對象,從而節省對象開銷。

我的理解

封裝與狀態相關的行為,支持狀態的變化。

參考資料
《C#面向對象設計模式縱橫談系列課程(21)》?????李建中老師

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