Python状态模式详解:原理、优缺点及糖果机实现
本文深入解析Python中的状态模式,阐述其通过封装状态转换规则来应对对象行为随状态变化的场景。文章详细列举了该模式在提高代码可维护性和扩展性方面的优点,以及增加类数量和结构复杂性等缺点。结合经典的糖果机代码示例,展示了如何避免庞大的条件语句块,实现状态与行为的解耦,并探讨了其适用场景。
状态模式
状态模式是一种行为设计模式,它允许一个对象在其内部状态改变时,改变其行为表现。

该模式的主要优点包括:
- 将状态转换的规则进行封装,使逻辑更加清晰。
- 明确枚举所有可能的状态,在使用前需预先确定状态的种类。
- 将与特定状态相关的行为封装到独立的类中,便于新增状态;只需改变对象的状态即可切换其行为。
- 将状态转换逻辑与状态对象本身结合,避免了使用庞大且难以维护的条件语句块。
- 支持多个环境对象共享同一个状态对象,从而减少系统中对象的总数。
然而,该模式也存在一些缺点:
- 使用状态模式通常会增加系统中类和对象的数量。
- 其结构设计和实现相对复杂,若使用不当可能导致程序结构和代码混乱。
- 状态模式对“开闭原则”的支持并不完美。对于允许切换状态的场景,新增状态类往往需要修改负责状态转换的源代码,否则无法切换到新状态;同时,修改某个状态类的行为也需要调整对应的源代码。
状态模式适用于以下场景:
- 对象的行为随着其内部状态的改变而改变的情况。
- 作为复杂的条件判断或分支语句的替代方案。
代码示例

参考状态图,系统包含“有25分钱”、“没有25分钱”、“售出糖果”和“糖果售罄”这4种状态。同时对应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)
总结
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