行为模式关注的是对象的响应性,它们通过对象之间的交互以实现更复杂的功能。
状态模式是一种行为设计模式,在该模式中,一个对象可以基于其内部状态封装多个行为。比如根据收音机的基本状态(AM/FM),当调谐到 AM 或 FM 频道时,扫描频道的行为就会相应地发生动态的改变。
from abc import abstractmethod, ABCMeta
class State(metaclass=ABCMeta):
@abstractmethod
def handle(self):
pass
class ConcreteStateB(State):
def handle(self):
print("ConcreteStateB")
class ConcreteStateA(State):
def handle(self):
print("ConcreteStateA")
class Context(State):
def __init__(self):
self.state = None
def getState(self):
return self.state
def setState(self, state):
self.state = state
def handle(self):
self.state.handle()
context = Context()
stateA = ConcreteStateA()
stateB = ConcreteStateB()
context.setState(stateA)
context.handle()
# => ConcreteStateA
- State:定义
Handle()
抽象方法的接口。需要通过ConcreteState
类实现 - ConcreteState:实现
Handle()
方法,可以根据状态变化定义执行的实际操作 - Context:接收客户端请求,维护着对象当前状态的引用,以根据请求调用具体的行为
简单示例
from abc import abstractmethod, ABCMeta
class State(metaclass=ABCMeta):
@abstractmethod
def doThis(self):
pass
class StartState(State):
def doThis(self):
print("TV Switching ON...")
class StopState(State):
def doThis(self):
print("TV Switching OFF...")
class TVContext(State):
def __init__(self):
self.state = None
def getState(self):
return self.state
def setState(self, state):
self.state = state
def doThis(self):
self.state.doThis()
context = TVContext()
context.getState()
start = StartState()
stop = StopState()
context.setState(stop)
context.doThis()
# => TV Switching OFF...
真实用例
class ComputerState:
name = "state"
allowed = []
def switch(self, state):
if state.name in self.allowed:
print("current:", self, " => switching to", state.name)
self.__class__ = state
else:
print("Current:", self, " => switching to", state.name, "not possible.")
def __str__(self):
return self.name
class Off(ComputerState):
name = "off"
allowed = ['on']
class On(ComputerState):
name = "on"
allowed = ['off', 'suspend', 'hibernate']
class Suspend(ComputerState):
name = "suspend"
allowed = ['on']
class Hibernate(ComputerState):
name = "hibernate"
allowed = ['on']
class Computer:
def __init__(self):
self.state = Off()
def change(self, state):
self.state.switch(state)
if __name__ == '__main__':
comp = Computer()
comp.change(On)
comp.change(Off)
comp.change(On)
comp.change(Suspend)
comp.change(Hibernate)
comp.change(On)
comp.change(Hibernate)
# => current: off => switching to on
# => current: on => switching to off
# => current: off => switching to on
# => current: on => switching to suspend
# => Current: suspend => switching to hibernate not possible.
# => current: suspend => switching to on
# => current: on => switching to Hibernate
状态模式的优点
- 在状态设计模式中,对象的行为是其状态的函数结果,且行为在运行时依旧状态而改变。这消除了对 if/else 或 switch/case 条件逻辑的依赖
- 使用状态模式,实现多态行为是很方便的,并且易于添加状态来支持额外的行为
- 状态模式提高了聚合性,针对状态的行为被聚合到 ConcreteState 类中,放置在代码的同一个地方
- 状态模式不仅改善了扩展应用程序行为时的灵活性,且提高了代码的可维护性。一个 ConcreteState 类即对应一种行为
状态模式的缺点
- 类爆炸:由于每个状态都需要在 ConcreteState 中定义,可能导致创建太多功能较为单一的类。既增加了代码量,又使得状态机的结构更加难以审查
- 随着新行为的引入,Context 类需要进行相应的更新以处理每个行为,使得上下文行为更容易受到每个新行为的影响