状态模式
本课属于 Coddy Swift 学习旅程的“面向对象编程”单元。第 49 课,共 57 课。
状态模式让对象在内部状态发生变化时改变行为。每种状态都有自己的类型,由它决定会发生什么,以及下一个状态是什么:
protocol LightState {
var name: String { get }
func next() -> any LightState
}
struct Red: LightState { var name: String { "red" }; func next() -> any LightState { Green() } }
struct Green: LightState { var name: String { "green" }; func next() -> any LightState { Yellow() } }
struct Yellow: LightState { var name: String { "yellow" }; func next() -> any LightState { Red() } }
var light: any LightState = Red()
for _ in 1...4 {
print(light.name)
light = light.next()
}输出:
red
green
yellow
red拥有状态的对象会将请求转发给当前状态。每种状态都以自己的方式处理事件,而不允许执行这些操作的状态会拒绝非法操作:
protocol OrderState {
var name: String { get }
func pay() -> (any OrderState)?
func ship() -> (any OrderState)?
}
struct New: OrderState { var name: String { "new" }; func pay() -> (any OrderState)? { Paid() }; func ship() -> (any OrderState)? { nil } }
struct Paid: OrderState { var name: String { "paid" }; func pay() -> (any OrderState)? { nil }; func ship() -> (any OrderState)? { Shipped() } }
struct Shipped: OrderState { var name: String { "shipped" }; func pay() -> (any OrderState)? { nil }; func ship() -> (any OrderState)? { nil } }
final class Order {
private(set) var state: any OrderState = New()
func handle(_ event: String) -> String {
guard let next = event == "pay" ? state.pay() : state.ship() else { return "cannot \(event) when \(state.name)" }
state = next
return "now \(state.name)"
}
}
let order = Order()
for e in ["ship", "pay", "pay", "ship"] { print(order.handle(e)) }输出:
cannot ship when new
now paid
cannot pay when paid
now shipped对于少量没有自身数据的状态,使用带有 switch 的枚举通常能更简洁地表达相同的意思,而且编译器会检查是否处理了每种状态:
enum Door {
case open, closed, locked
func handle(_ action: String) -> Door? {
switch (self, action) {
case (.closed, "open"): return .open
case (.open, "close"): return .closed
case (.closed, "lock"): return .locked
case (.locked, "unlock"): return .closed
default: return nil
}
}
}
var door = Door.closed
for a in ["lock", "open", "unlock", "open"] {
if let next = door.handle(a) { door = next; print("\(a) -> \(door)") } else { print("cannot \(a)") }
}输出:
lock -> locked
cannot open
unlock -> closed
open -> open当每种状态都有多种行为或自己的数据时,状态类型就很有用。无论哪种情况,每种状态的规则都集中在一处,而不是分散在对象中的 if 检查里。
// 分散处理:每个方法都要检查状态
func ship() { if status == "paid" { ... } else if status == "new" { ... } }
// 状态模式:每种状态自行决定如何处理
state = state.ship() ?? state挑战
简单用包含 idle、hasCoin(Int) 和 soldOut 这些分支的枚举状态 Vending 来模拟一台自动售货机。handle(_ event:) 返回下一个状态;如果事件不允许,则返回 nil:在 idle 状态下,coin <n> 会转到 hasCoin(n);在 hasCoin 状态下,它会增加金额;在 hasCoin 状态下,金额至少为 150 时执行 buy 会转到 idle(表示售出成功);在 hasCoin 状态下执行 refund 会转到 idle;在任何状态下执行 empty 都会转到 soldOut;在 soldOut 状态下执行 refill 会转到 idle。
提供的代码会按顺序应用这些事件,并在每次应用后输出状态(idle、coin 100、sold out)或 not allowed: <event>。
将你的代码写在 Vending.swift 中。main.swift 包含提供的输入/输出代码,不能编辑。
亲手试试
// 提供的输入/输出代码:保持原样
var input: [String] = []
while let line = readLine() { input.append(line) }
var machine = Vending.idle
for event in input {
if let next = machine.handle(event) {
machine = next
print(machine.label)
} else {
print("not allowed: \(event)")
}
}
这节课包含一个小测验。开始学习即可作答,并记录你的进度。
面向对象编程中的所有课
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