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Python设计模式中的状态模式你了解吗

作者:范桂飓

这篇文章主要为大家详细介绍了Python设计模式中的状态模式,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下,希望能够给你带来帮助

状态模式

状态模式,当对象的内部状态发生了改变的时候,允许对象执行不同的流程。

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优点

缺点

应用场景

代码示例

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这是一个状态图,具有 “有 25 分钱”、“没有 25 分钱”、“售出糖果”、“糖果售罄” 这 4 个状态。同时也对应 4 个动作:“投入 25 分钱”,“退回 25 分钱”,“转动曲柄” 和 “发放糖果”。

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)

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