State Pattern (11)

状态模式:

       当一个对象的状态改变时,允许其行为也进行相应的变化。

示例代码:

using System;

using System.Text;

using System.IO;

using System.Collections.Generic;

 

namespace Hello

{

   //GumballMachine class

   public class GumballMachine

   {

      State soldOutState;

      State noQuarterState;

      State hasQuarterState;

      State soldState;

 

      State state;

      int count = 0;

      public GumballMachine(int gumballsNumber)

      {

        state = soldOutState;

        soldOutState = new SoldOutState(this);

        noQuarterState = new NoQuarterState(this);

        hasQuarterState = new HasQuarterState(this);

        soldState = new SoldState(this);

        count = gumballsNumber;

        if (gumballsNumber > 0)

        {

           state = noQuarterState;

        }

      }

      public void InserQuarter()

      {

        state.InsertQuarter();

      }

      public void EjectQuarter()

      {

        state.InsertQuarter();

      }

      public void TurnCrank()

      {

        state.TurnCrank();

        state.Dispense();

      }

      public State GetHasQuarterState()

      {

        return hasQuarterState;

      }

      public State GetNoQuarterState()

      {

        return noQuarterState;

      }

      public State GetSoldState()

      {

        return soldState;

      }

      public State GetSoldOutState()

      {

        return soldOutState;

      }

      public void SetState(State state)

      {

        this.state = state;

      }

      public void ReleaseBall()

      {

        Console.WriteLine("A gumball comes rolling out the slot...");

        if (count != 0)

        {

           count -= 1;

        }

      }

      public int GetCount()

      {

        return count;

      }

   }

   //State Interface

   public interface State

   {

      void InsertQuarter();

      void EjectQuarter();

      void TurnCrank();

      void Dispense();

   }

   //NoQuarterState

   public class NoQuarterState : State

   {

      GumballMachine gumballMachine;

      public NoQuarterState(GumballMachine gumballMachine)

      {

        this.gumballMachine = gumballMachine;

      }

      public void InsertQuarter()

      {

        Console.WriteLine("You insert a quarter.");

        gumballMachine.SetState(gumballMachine.GetHasQuarterState());

      }

      public void EjectQuarter()

      {

        Console.WriteLine("You haven't insert a quarter!");

      }

      public void TurnCrank()

      {

        Console.WriteLine("You turned, but there is no quarter");

      }

      public void Dispense()

      {

        Console.WriteLine("You need to pay first.");

      }

   }

   //SoldOutState

   public class SoldOutState : State

   {

      GumballMachine gumballMachine;

      public SoldOutState(GumballMachine gumballMachine)

      {

        this.gumballMachine = gumballMachine;

      }

      public void InsertQuarter()

      {

        Console.WriteLine("You can not insert a quarter, the machine is sold out.");

      }

      public void EjectQuarter()

      {

        Console.WriteLine("You can not eject, you haven't inserted a quarter yet.");

      }

      public void TurnCrank()

      {

        Console.WriteLine("You turned, but there are no gumballs.");

      }

      public void Dispense()

      {

        Console.WriteLine("No gumball dispensed.");

      }

   }

   //HasQuarterState

   public class HasQuarterState : State

   {

      GumballMachine gumballMachine;

      public HasQuarterState(GumballMachine gumballMachine)

      {

        this.gumballMachine = gumballMachine;

      }

      public void InsertQuarter()

      {

        Console.WriteLine("You can not insert another quarter.");

      }

      public void EjectQuarter()

      {

        Console.WriteLine("Quarter returned.");

        gumballMachine.SetState(gumballMachine.GetNoQuarterState());

      }

      public void TurnCrank()

      {

        Console.WriteLine("You turned.");

         gumballMachine.SetState(gumballMachine.GetSoldState());

      }

      public void Dispense()

      {

        Console.WriteLine("No gumball dispensed.");

      }

   }

   //SoldState

   public class SoldState : State

   {

      GumballMachine gumballMachine;

      public SoldState(GumballMachine gumballMachine)

      {

        this.gumballMachine = gumballMachine;

      }

      public void InsertQuarter()

      {

        Console.WriteLine("Please wait, we are already geving you a gumball.");

      }

      public void EjectQuarter()

      {

        Console.WriteLine("Sorry, you already turned the crank.");

      }

      public void TurnCrank()

      {

        Console.WriteLine("Turn twice doesn't give you another gumball!");

      }

      public void Dispense()

      {

        gumballMachine.ReleaseBall();

        if (gumballMachine.GetCount() > 0)

        {

            gumballMachine.SetState(gumballMachine.GetNoQuarterState());

        }

        else

        {

           Console.WriteLine("Oops, out of gumballs!");

           gumballMachine.SetState(gumballMachine.GetSoldOutState());

        }

      }

   }

 

   class Program

   {

      static void Main(string[] args)

      {

        GumballMachine gumballMachine = new GumballMachine(2);

 

        gumballMachine.InserQuarter();

        gumballMachine.TurnCrank();

 

        gumballMachine.InserQuarter();

        gumballMachine.TurnCrank();

 

        gumballMachine.InserQuarter();

        gumballMachine.TurnCrank();

      }

   }

}

 

posted @ 2011-10-07 19:50  Erebus_NET  阅读(135)  评论(0编辑  收藏  举报