标签:style class blog c code java
State模式中我们将状态逻辑和动作实现进行分离。允许一个对象在其内部状态改变时改变它的行为,对象看起来似乎修改了它的类;在一个状态即将结束的时候启用下一个状态。
1 /////////state.h///////////////////////////////////////////////////////////////// 2 #pragma once 3 class Context ; 4 class State 5 { 6 public: 7 virtual ~State(); 8 State(); 9 virtual void OperationInterface(Context* ) = 0 ; 10 virtual void OperationChangeState(Context* ) = 0 ; 11 12 protected: 13 bool ChangeState(Context* con , State* st); 14 private: 15 }; 16 17 class ConcreteStateA : public State 18 { 19 public: 20 ~ConcreteStateA(); 21 ConcreteStateA(); 22 void OperationInterface(Context* ); 23 void OperationChangeState(Context* ); 24 protected: 25 private: 26 }; 27 28 class ConcreteStateB : public State 29 { 30 public: 31 ~ConcreteStateB(); 32 ConcreteStateB(); 33 void OperationInterface(Context* ); 34 void OperationChangeState(Context* ); 35 protected: 36 private: 37 };
1 ////////state.cpp////////////////////////////////////////////////////////////////// 2 #include "state.h" 3 #include "Context.h" 4 #include <iostream> 5 using namespace std; 6 State::~State() 7 { 8 9 } 10 State::State() 11 { 12 13 } 14 bool State::ChangeState(Context* con , State* st) 15 { 16 con->ChangeState(st); 17 return true ; 18 } 19 20 ConcreteStateA::ConcreteStateA() 21 { 22 23 } 24 ConcreteStateA::~ConcreteStateA() 25 { 26 27 } 28 void ConcreteStateA::OperationInterface(Context* con) 29 { 30 cout<<"ConcreteStateA::OperationInterface......"<<endl; 31 } 32 33 void ConcreteStateA::OperationChangeState(Context* con) 34 { 35 OperationInterface(con); 36 this->ChangeState(con , new ConcreteStateB()); 37 } 38 39 ConcreteStateB::~ConcreteStateB() 40 { 41 42 } 43 ConcreteStateB::ConcreteStateB() 44 { 45 46 } 47 void ConcreteStateB::OperationInterface(Context* con) 48 { 49 cout<<"ConcreteStateB::OperationInterface......"<<endl; 50 } 51 52 void ConcreteStateB::OperationChangeState(Context* con) 53 { 54 OperationInterface(con); 55 this->ChangeState(con , new ConcreteStateA() ); 56 }
1 //////////////////Context.h//////////////////////////////////////////////////////// 2 #pragma once 3 class State; 4 class Context 5 { 6 public: 7 ~Context(); 8 Context(); 9 Context(State* st); 10 void OprationInterface(); 11 void OperationChangState(); 12 protected: 13 private: 14 friend class State ; 15 bool ChangeState(State* st); 16 State* _st ; 17 };
1 /////////Context.cpp///////////////////////////////////////////////////////////////// 2 #include "Context.h" 3 #include "state.h" 4 Context::Context() 5 { 6 7 } 8 Context::Context(State* st) 9 { 10 _st = st ; 11 } 12 13 bool Context::ChangeState(State* st) 14 { 15 _st = st ; 16 return true ; 17 } 18 Context::~Context() 19 { 20 delete _st ; 21 } 22 23 void Context::OprationInterface() 24 { 25 _st->OperationChangeState(this) ;//主要此处,调用时改变为下一个状态。 26 } 27 28 void Context::OperationChangState() 29 { 30 _st->OperationChangeState(this); 31 }
1 ////////main.cpp////////////////////////////////////////////////////////////////// 2 #include "Context.h" 3 #include "state.h" 4 #include <iostream> 5 using namespace std; 6 int main() 7 { 8 State* st = new ConcreteStateA(); 9 Context* con = new Context(st); 10 con->OprationInterface(); 11 con->OprationInterface(); 12 con->OprationInterface(); 13 if (con) 14 { 15 delete con ; 16 } 17 if (st) 18 { 19 delete st ; 20 } 21 getchar(); 22 return 0 ; 23 }
State
模式在实现中,有两个关键点:
1)将 State 声明为 Context 的友元类(friend class) ,其作用是让 State 模式访问 Context 的
protected接口 ChangeSate() 。
2)State 及其子类中的操作都将 Context*传入作为参数,其主要目的是 State 类可以通过这个指针调用 Context中的方法 (在本示例代码中没有体现)。这也是 State 模式和 Strategy 模式的最大区别所在。
标签:style class blog c code java
原文地址:http://www.cnblogs.com/csxcode/p/3751308.html