python设计模式-状态模式

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问题:有一个糖果公司需要设计一个糖果售卖机,控制流程如下图,需要怎么实现?

这是一个状态图,每个圆圈都是一种状态。很明显,有有 25 分钱、没有 25 分钱、售出糖果、糖果售罄四个状态,同时也对应四个动作:投入 25 分钱,退回 25 分钱,转动曲柄和发放糖果。
那如何从状态图得到真正的代码呢?
简单代码实现如下:
#! -*- coding: utf-8 -*-

class GumballMachine:

# 找出所有状态,并创建实例变量来持有当前状态,然后定义状态的值
STATE_SOLD_OUT = 0
STATE_NO_QUARTER = 1
STATE_HAS_QUARTER = 2
STATE_SOLD = 3

state = STATE_SOLD_OUT

def __init__(self, count=0):
self.count = count
if count > 0:
self.state = self.STATE_NO_QUARTER

def __str__(self):
return “Gumball machine current state: %s” % self.state

def insert_quarter(self):
# 投入 25 分钱
if self.state == self.STATE_HAS_QUARTER: # 如果已经投过
print(“You can’t insert another quarter”)
elif self.state == self.STATE_NO_QUARTER: # 如果没有投过
self.state = self.STATE_HAS_QUARTER
print(“You inserted a quarter”)
elif self.state == self.STATE_SOLD_OUT: # 如果已经售罄
print(“You can’t insert a quarter, the machine is sold out”)
elif self.state == self.STATE_SOLD: # 如果刚刚买了糖果
print(“Please wait, we’re already giving you a gumball”)

def eject_quarter(self):
# 退回 25 分
if self.state == self.STATE_HAS_QUARTER:
print(“Quarter returned”)
self.state = self.STATE_NO_QUARTER
elif self.state == self.STATE_NO_QUARTER:
print(“You haven’t inserted a quarter”)
elif self.state == self.STATE_SOLD:
print(“Sorry, you alread turned the crank”)
elif self.state == self.SOLD_OUT:
print(“You can’t eject, you haven’t inserted”)

def turn_crank(self):
# 转动曲柄
if self.state == self.STATE_SOLD:
print(“Turning twice doesn’t get you another gumball”)
elif self.state == self.STATE_NO_QUARTER:
print(“You turned but there’s no quarter”)
elif self.state == self.STATE_SOLD_OUT:
print(“You turned, but there are no gumballs”)
elif self.state == self.STATE_HAS_QUARTER:
print(“You turned…”)
self.state = self.STATE_SOLD
self.dispense()

def dispense(self):
# 发放糖果
if self.state == self.STATE_SOLD:
print(“A gumball comes rolling out the slot”)
self.count -= 1
if self.count == 0:
self.state = self.STATE_SOLD_OUT
else:
self.state = self.STATE_NO_QUARTER
elif self.state == self.STATE_NO_QUARTER:
print(“You need to pay first”)
elif self.state == self.STATE_SOLD_OUT:
print(“No gumball dispensed”)
elif self.state == self.STATE_HAS_QUARTER:
print(“No gumball dispensed”)

if __name__ == “__main__”:
# 以下是代码测试
gumball_machine = GumballMachine(5) # 装入 5 个糖果
print(gumball_machine)

gumball_machine.insert_quarter() # 投入 25 分钱
gumball_machine.turn_crank() # 转动曲柄
print(gumball_machine)

gumball_machine.insert_quarter() #投入 25 分钱
gumball_machine.eject_quarter() # 退钱
gumball_machine.turn_crank() # 转动曲柄

print(gumball_machine)

gumball_machine.insert_quarter() # 投入 25 分钱
gumball_machine.turn_crank() # 转动曲柄
gumball_machine.insert_quarter() # 投入 25 分钱
gumball_machine.turn_crank() # 转动曲柄
gumball_machine.eject_quarter() # 退钱

print(gumball_machine)
这段代码有几个问题:

没有遵守开放 - 关闭原则
更像是面向过程的设计
状态转化被埋藏在条件语句中
未来加入新的需求,需要改动的较多,不易维护,可能会出 bug

如何改进呢?
考虑封装变化,把每个状态的行为都放在各自的类中,每个状态只要实现自己的动作,用加入新类的方式来实现新状态的加入。

定义 State 父类,在这个类中,糖果机的每个动作都有一个应对的方法
为机器中的每个状态实现状态类,这些类将负责在对应的状态下进行机器的行为
摆脱旧的条件代码,将动作委托到状态类

新的实现代码如下:
#! -*- coding: utf-8 -*-

class State:
# 定义 state 基类
def insert_quarter(self):
pass

def eject_quarter(self):
pass

def turn_crank(self):
pass

def dispense(self):
pass

class SoldOutState(State):
# 继承 State 类
def __init__(self, gumball_machine):
self.gumball_machine = gumball_machine

def __str__(self):
return “sold_out”

def insert_quarter(self):
print(“You can’t insert a quarter, the machine is sold out”)

def eject_quarter(self):
print(“You can’t eject, you haven’t inserted a quarter yet”)

def turn_crank(self):
print(“You turned, but ther are no gumballs”)

def dispense(self):
print(“No gumball dispensed”)

class SoldState(State):
# 继承 State 类
def __init__(self, gumball_machine):
self.gumball_machine = gumball_machine

def __str__(self):
return “sold”

def insert_quarter(self):
print(“Please wait, we’re already giving you a gumball”)

def eject_quarter(self):
print(“Sorry, you already turned the crank”)

def turn_crank(self):
print(“Turning twice doesn’t get you another gumball”)

def dispense(self):
self.gumball_machine.release_ball()
if gumball_machine.count > 0:
self.gumball_machine.state = self.gumball_machine.no_quarter_state
else:
print(“Oops, out of gumballs!”)
self.gumball_machine.state = self.gumball_machine.soldout_state

class NoQuarterState(State):
# 继承 State 类
def __init__(self, gumball_machine):
self.gumball_machine = gumball_machine

def __str__(self):
return “no_quarter”

def insert_quarter(self):
# 投币 并且改变状态
print(“You inserted a quarter”)
self.gumball_machine.state = self.gumball_machine.has_quarter_state

def eject_quarter(self):
print(“You haven’t insert a quarter”)

def turn_crank(self):
print(“You turned, but there’s no quarter”)

def dispense(self):
print(“You need to pay first”)

class HasQuarterState(State):
# 继承 State 类
def __init__(self, gumball_machine):
self.gumball_machine = gumball_machine

def __str__(self):
return “has_quarter”

def insert_quarter(self):
print(“You can’t insert another quarter”)

def eject_quarter(self):
print(“Quarter returned”)
self.gumball_machine.state = self.gumball_machine.no_quarter_state

def turn_crank(self):
print(“You turned…”)
self.gumball_machine.state = self.gumball_machine.sold_state

def dispense(self):
print(“No gumball dispensed”)

class GumballMachine:

def __init__(self, count=0):
self.count = count
# 找出所有状态,并创建实例变量来持有当前状态,然后定义状态的值
self.soldout_state = SoldOutState(self)
self.no_quarter_state = NoQuarterState(self)
self.has_quarter_state = HasQuarterState(self)
self.sold_state = SoldState(self)
if count > 0:
self.state = self.no_quarter_state
else:
self.state = self.soldout_state

def __str__(self):
return “>>> Gumball machine current state: %s” % self.state

def insert_quarter(self):
# 投入 25 分钱
self.state.insert_quarter()

def eject_quarter(self):
# 退回 25 分
self.state.eject_quarter()
# print(“state”, self.state, type(self.state))

def turn_crank(self):
# 转动曲柄
# print(“state”, self.state, type(self.state))
self.state.turn_crank()

def release_ball(self):
# 发放糖果
print(“A gumball comes rolling out the slot…”)
if self.count > 0:
self.count -= 1

if __name__ == “__main__”:
# 以下是代码测试
gumball_machine = GumballMachine(5) # 装入 5 个糖果
print(gumball_machine)

gumball_machine.insert_quarter() # 投入 25 分钱
gumball_machine.turn_crank() # 转动曲柄
print(gumball_machine)

gumball_machine.insert_quarter() #投入 25 分钱
gumball_machine.eject_quarter() # 退钱
gumball_machine.turn_crank() # 转动曲柄

print(gumball_machine)

gumball_machine.insert_quarter() # 投入 25 分钱
gumball_machine.turn_crank() # 转动曲柄
gumball_machine.insert_quarter() # 投入 25 分钱
gumball_machine.turn_crank() # 转动曲柄
gumball_machine.eject_quarter() # 退钱

print(gumball_machine)
重构后的代码相对于之前的代码做了哪些事情呢?

将每个状态的行为局部话到自己的类中
删除 if 语句
将状态类对修改关闭,对糖果季类对扩展开放

下图是刚初始状态图示:

上面重构部分代码使用的就是状态模式:
定义

状态模式: 状态模式允许对象在内部状态改变时改变它的行为,对象看起来好像修改了它的类。
状态模式的类图如下:

状态模式是将多个行为封装在状态对象中,context 的行为随时可委托到其中一个状态中。当前状态在不同的状态对象中改变,以反映出 context 内部的状态,context 的行为也会随之改变。
扩展
如果,现在要在这四个状态的基础上再加一个状态(购买糖果后,有 10% 的概率再得一个),该如何实现呢?
# 添加 WinnerState 类,只有 dispense 方法不同,可以从 SoldState 类继承
class WinnerState(SoldState):

def __str__(self):
return “winner”

def dispense(self):
print(“You’re a WINNER! You get two gumballs for your quarter”)
self.gumball_machine.release_ball()
if gumball_machine.count == 0:
self.gumball_machine.state = self.gumball_machine.soldout_state
else:
self.gumball_machine.release_ball()
if gumball_machine.count > 0:
self.gumball_machine.state = self.gumball_machine.no_quarter_state
else:
print(“Oops, out of gumballs!”)
self.gumball_machine.state = self.gumball_machine.soldout_state

# 修改 turn_crank 方法
class HasQuarterState(State):

def turn_crank(self):
print(“You turned…”)
winner = random.randint(0, 9)
if winner == 4 and self.gumball_machine.count > 1: # 如果库存大于 1 并且随机数等于 4(可以是 0 到 9 任意值)
self.gumball_machine.state = self.gumball_machine.winner_state
else:
self.gumball_machine.state = self.gumball_machine.sold_state

# 在 GumballMachine 中初始化
class GumballMachine:

def __init__(self, count=0):
self.count = count
# 找出所有状态,并创建实例变量来持有当前状态,然后定义状态的值

self.winner_state = WinnerState(self)

总结

状态模式允许一个对象给予内部状态而拥有不同的行为
状态模式用类代表状态
Context 会将行为委托给当前状态对象
通过将每状态封装进一个类,把改变局部化
状态装欢可以由 State 类或 Context 类控制
使用状态模式会增加类的数目
状态类可以被多个 Context 实例共享

本文例子来自《Head First 设计模式》。
最后,感谢女朋友支持和包容,比❤️
也可以在公号输入以下关键字获取历史文章:公号 & 小程序 | 设计模式 | 并发 & 协程

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