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首页 / 操作系统 / Linux / Android中的设计模式-状态模式

状态模式说明

“状态模式允许一个对象在其内部状态改变的时候改变其行为。这个对象看上去就像是改变了它的类一样。” –《JAVA与模式》
管理者持有多种状态,状态切换后,管理者调用Handle方法时,间接调用状态类中的Handle方法,从而根据当前状态的不同,就可以表现出不同的结果。

状态模式类图

状态模式使用示例

例如一个变形金刚,假设它有3中状态:汽车状态,人形状态,飞机状态。 不同的状态进行战斗的时候,采用的方式不同,分别是“撞击碾压”,“赤手空拳”和“导弹射击”。各个类及方法见下面类图

代码

State接口

public interface State {public void fight();}

CarState

public class CarState implements State {private static StringstateName ="汽车形态";@Overridepublic void fight() {System.out.println("横冲直撞碾压");}@Overridepublic String toString() {return stateName;}}

FlightState

public class FlightState implements State {private static StringstateName ="飞机形态";@Overridepublic void fight() {System.out.println("发射导弹攻击");}@Overridepublic String toString() {return stateName;}}

HumanState

public class HumanState implements State {private static StringstateName ="人性形态";@Overridepublic void fight() {System.out.println("赤手空拳搏斗");}@Overridepublic String toString() {return stateName;}}

Transformer类

public class Transformer {private String name;private State currentState;public StatetransformTo(State state){this.currentState=state;return this.currentState;}public void fight(){this.currentState.fight();}public Transformer(String name,State currentState) {this.name=name;this.currentState = currentState;}}

测试类

public class TransformerTest { public static void main(String[] args){ State currentState; //创建初始形态 State initState=new CarState(); //创建变形金刚 Transformer bumblebee= new Transformer("大黄蜂", initState); //开始战斗 bumblebee.fight(); //切换到人形形态 currentState= bumblebee.transformTo(new HumanState()); System.out.println("切换到:"+currentState); bumblebee.fight(); //切换到飞机形态 currentState= bumblebee.transformTo(new FlightState()); System.out.println("切换到:"+currentState); bumblebee.fight(); }}

输出结果

横冲直撞碾压切换到:人性形态赤手空拳搏斗切换到:飞机形态发射导弹攻击

Android源码中的使用举例

Android系统源代码中有一个名为StateMachine的工具类,该类是一个分层状态机,处理各种State类的转化。State状态类必须实现processMessage方法,为了创建/摧毁工作环境,还可以继承实现enter/exit等方法。相比较前面所说的基本的状态模式,StateMachine可以在每一个状态内,定义其接收不同的指令,会切换到哪个状态,而不需要状态机主动去设定状态,降低了主体和状态之间的耦合,增加一个新状态时更加方便。

状态机建立

当一个StateMachine对象建立后,可以通过addState()函数来设定状态机有哪些状态,通过setInitialState()来设定初始的状态。通过start()方法来初始化并启动虚拟机。addState(State state, State parent) ----state为当前增加的状态,parent为当前状态的父状态。状态机启动时首先调用初始State的enter函数来初始化当前状态,并且是从最顶层的父状态开始调用,然后再向下调用到子状态的enter。mP1 / mS2 mS1 ----> initial state如上所示,当设定mS1为初始状态时,会依次调用mP1 mS1的enter函数来初始化环境。如下代码所展示的,mStateStack是状态从父到子的一个StateInfo数组。StateInfo是和一个State绑定的。包含了当前状态,父状态,当前是否激活。private final void invokeEnterMethods(int stateStackEnteringIndex) {for (int i = stateStackEnteringIndex; i <= mStateStackTopIndex; i++) {if (mDbg) Log.d(TAG, "invokeEnterMethods: " + mStateStack[i].state.getName());mStateStack[i].state.enter();mStateStack[i].active = true;}}可以看看这个数组的初始化过程:
1,首先依次把当前状态及循环追溯父类的状态保存在mTempStateStack临时的栈中。private final void setupInitialStateStack() {if (mDbg) {Log.d(TAG, "setupInitialStateStack: E mInitialState="+ mInitialState.getName());}StateInfo curStateInfo = mStateInfo.get(mInitialState);for (mTempStateStackCount = 0; curStateInfo != null; mTempStateStackCount++) {mTempStateStack[mTempStateStackCount] = curStateInfo;curStateInfo = curStateInfo.parentStateInfo;}// Empty the StateStackmStateStackTopIndex = -1;moveTempStateStackToStateStack();}2,然后把临时的栈倒序,并保存在mStateStack中,这时mStateStack从0开始就是最顶端的父类,然后依次保存子类。private final int moveTempStateStackToStateStack() {int startingIndex = mStateStackTopIndex + 1;int i = mTempStateStackCount - 1;int j = startingIndex;while (i >= 0) {if (mDbg) Log.d(TAG, "moveTempStackToStateStack: i=" + i + ",j=" + j);mStateStack[j] = mTempStateStack[i];j += 1;i -= 1;}mStateStackTopIndex = j - 1;if (mDbg) {Log.d(TAG, "moveTempStackToStateStack: X mStateStackTop="+ mStateStackTopIndex + ",startingIndex=" + startingIndex+ ",Top=" + mStateStack[mStateStackTopIndex].state.getName());}return startingIndex;}

状态机运行

状态机启动之后,通过调用状态机的StateMachine.obtainMessage()函数来获取消息,通过StateMachine.sendMessage()函数来发送消息,状态机接收到这个消息后,就会调用当前状态的processMessage()函数来根据当前状态中定义好的方式,进行状态的切换。public final void handleMessage(Message msg) {if (mDbg) Log.d(TAG, "handleMessage: E msg.what=" + msg.what);/** Save the current message */mMsg = msg;if (mIsConstructionCompleted) {/** Normal path */processMsg(msg);......
private final void processMsg(Message msg) {StateInfo curStateInfo = mStateStack[mStateStackTopIndex];if (mDbg) {Log.d(TAG, "processMsg: " + curStateInfo.state.getName());}if (isQuit(msg)) {transitionTo(mQuittingState);} else {while (!curStateInfo.state.processMessage(msg)) { //调用当前状态的processMessage()函数curStateInfo = curStateInfo.parentStateInfo;//如果当前状态没有处理,则将父状态设为当前状态,继续父状态的ProcessMessage函数处理if (curStateInfo == null) {//如果不再有父状态了,则作为未处理的信息打印LogmSm.unhandledMessage(msg);break;}if (mDbg) {Log.d(TAG, "processMsg: " + curStateInfo.state.getName());}}
状态机中的状态,可能会有父状态,如果当前状态的processMessage函数返回false 或者 NOT_HANDLED,就会向上调用父状态的processMessage函数进行处理,如果最顶端的父状态也没处理,那就交给unhandledMessage函数做最后的处理(一般是丢掉,当然可以自己定义最后的处理函数)。随后当所有的处理结束后,状态机可以调用transitionToHaltingState进入HaltingState(StateMachine内部预设的状态)。并调用到自定义StateMachine的onHalting()函数,进入HaltingState状态后,所有随后发来的消息,都会导致HaltingState的haltedProcessMessage的调用(同样需要继承实现自定义处理)。如果想要停止状态机,可以调用quit或者abort方法,从而进入QuittingState,并在下一次处理时,退出HandlerThread线程,清理内部各个对象。状态的转换会导致当前状态的退出,和新状态的进入,当从当前状态退出时,会逐层向上调用父状态的退出exit函数,但注意,这种逐层调用,会在当前状态和目标状态的共同父状态处不再执行exit(),如果前状态和目标状态的不存在共同的父状态,则彻底退出当前状态的所有父状态,并进入新状态。private final void invokeExitMethods(StateInfo commonStateInfo) {//commonStateInfo是前状态和目标状态的共同父状态while ((mStateStackTopIndex >= 0) &&(mStateStack[mStateStackTopIndex] != commonStateInfo)) {State curState = mStateStack[mStateStackTopIndex].state;if (mDbg) Log.d(TAG, "invokeExitMethods: " + curState.getName());curState.exit();mStateStack[mStateStackTopIndex].active = false;mStateStackTopIndex -= 1;}}状态机还可以调用deferMessage方法和sendMessageAtFrontOfQueue方法。
deferMessage方法会将该消息保存在一个延迟队列中,这时并不发送出去,而是会在下一次状态转变的时候(例如从A状态变为B状态),将延迟队列中的所有消息放在消息队列的最前面。这些消息就会在B状态作为当前状态时被处理。
sendMessageAtFrontOfQueue方法会调用状态机的Handler的sendMessageAtFrontOfQueue()方法,将当前发送的消息,排在消息队列的最前面而不是原本的最后面。
为了说明这些特性,下面是一个具有8个状态的状态层次。mP0 / mP1 mS0 / mS2 mS1 /\mS3mS4mS5---> 初始状态当状态机开始后,进入初始状态mS5,各个父状态同样也是活动的,于是mP0, mP1, mS1 和mS5都是活动的。当有一个消息发出来,就会依次调用mS5,
mS1, mP1, mP0的processMessage方法(前提是都会返回false或者NOT_HANDLED)。
然后现在假设mS5的processMessage可以处理这个消息,并且会调用transitionTo(mS4)将状态转为mS4,然后返回true 或 HANDLED。processMessage返回后会进入performTransitions方法,其会找到mS5和mS4的共同父状态,也就是mP1。紧接着会依次调用mS5.exit, mS1.exit 然后是 mS2.enter mS4.enter. 这时mP0, mP1, mS2,mS4 这四个状态是活动的,当下一个消息到来的时候,就会激活mS4.processMessage方法。下面是一个继承了StateMachine的HelloWorld。该状态机会在接收每一个消息的时候,打印一个 “Hello World” 字符串。class HelloWorld extends StateMachine {HelloWorld(String name) {super(name);addState(mState1);setInitialState(mState1);}public static HelloWorld makeHelloWorld() {HelloWorld hw = new HelloWorld("hw");hw.start();return hw;}class State1 extends State {&#64;Override public boolean processMessage(Message message) {Log.d(TAG, "Hello World");return HANDLED;}}State1 mState1 = new State1();}
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void testHelloWorld() {HelloWorld hw = makeHelloWorld();hw.sendMessage(hw.obtainMessage());}
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下面是一个具有4个状态的状态机,并分为2个独立的父状态

mP1mP2 / mS2 mS1--初始状态下面是这几个状态的伪代码state mP1 { enter { log("mP1.enter"); } exit { log("mP1.exit");} on msg { CMD_2 { send(CMD_3); defer(msg); transitonTo(mS2); return HANDLED; } return NOT_HANDLED; }}state mS1 parent mP1 { enter { log("mS1.enter"); } exit{ log("mS1.exit");} on msg { CMD_1 { transitionTo(mS1); return HANDLED; } return NOT_HANDLED; }}state mS2 parent mP1 { enter { log("mS2.enter"); } exit{ log("mS2.exit");} on msg { CMD_2 { send(CMD_4); return HANDLED; } CMD_3 { defer(msg); transitionTo(mP2); return HANDLED; } return NOT_HANDLED; }}state mP2 { enter { log("mP2.enter"); send(CMD_5); } exit { log("mP2.exit"); } on msg { CMD_3, CMD_4 { return HANDLED; } CMD_5 { transitionTo(HaltingState); return HANDLED; } return NOT_HANDLED; }}

测试代码:

class Hsm1 extends StateMachine {private static final String TAG = "hsm1";public static final int CMD_1 = 1;public static final int CMD_2 = 2;public static final int CMD_3 = 3;public static final int CMD_4 = 4;public static final int CMD_5 = 5;public static Hsm1 makeHsm1() {Log.d(TAG, "makeHsm1 E");Hsm1 sm = new Hsm1("hsm1");sm.start();Log.d(TAG, "makeHsm1 X");return sm;}Hsm1(String name) {super(name);Log.d(TAG, "ctor E");// 添加状态addState(mP1);addState(mS1, mP1);addState(mS2, mP1);addState(mP2);// 设定初始状态setInitialState(mS1);Log.d(TAG, "ctor X");}class P1 extends State {@Override public void enter() {Log.d(TAG, "mP1.enter");}@Override public boolean processMessage(Message message) {boolean retVal;Log.d(TAG, "mP1.processMessage what=" + message.what);switch(message.what) {case CMD_2:// CMD_2 will arrive in mS2 before CMD_3sendMessage(obtainMessage(CMD_3));deferMessage(message);transitionTo(mS2);retVal = HANDLED;break;default:// Any message we don"t understand in this state invokes unhandledMessageretVal = NOT_HANDLED;break;}return retVal;}@Override public void exit() {Log.d(TAG, "mP1.exit");}}class S1 extends State {@Override public void enter() {Log.d(TAG, "mS1.enter");}@Override public boolean processMessage(Message message) {Log.d(TAG, "S1.processMessage what=" + message.what);if (message.what == CMD_1) {// Transition to ourself to show that enter/exit is calledtransitionTo(mS1);return HANDLED;} else {// Let parent process all other messagesreturn NOT_HANDLED;}}@Override public void exit() {Log.d(TAG, "mS1.exit");}}class S2 extends State {@Override public void enter() {Log.d(TAG, "mS2.enter");}@Override public boolean processMessage(Message message) {boolean retVal;Log.d(TAG, "mS2.processMessage what=" + message.what);switch(message.what) {case(CMD_2):sendMessage(obtainMessage(CMD_4));retVal = HANDLED;break;case(CMD_3):deferMessage(message);transitionTo(mP2);retVal = HANDLED;break;default:retVal = NOT_HANDLED;break;}return retVal;}@Override public void exit() {Log.d(TAG, "mS2.exit");}}class P2 extends State {@Override public void enter() {Log.d(TAG, "mP2.enter");sendMessage(obtainMessage(CMD_5));}@Override public boolean processMessage(Message message) {Log.d(TAG, "P2.processMessage what=" + message.what);switch(message.what) {case(CMD_3):break;case(CMD_4):break;case(CMD_5):transitionToHaltingState();break;}return HANDLED;}@Override public void exit() {Log.d(TAG, "mP2.exit");}}@Override void onHalting() {Log.d(TAG, "halting");synchronized (this) {this.notifyAll();}}P1 mP1 = new P1();S1 mS1 = new S1();S2 mS2 = new S2();P2 mP2 = new P2();}//注意:添加synchronize块是因为我们使用了hsm.wait()。Hsm1 hsm = makeHsm1();//创建StateMachine对象synchronize(hsm) { hsm.sendMessage(obtainMessage(hsm.CMD_1)); hsm.sendMessage(obtainMessage(hsm.CMD_2)); try {// wait for the messages to be handledhsm.wait(); } catch (InterruptedException e) {Log.e(TAG, "exception while waiting " + e.getMessage()); }}

输出:

D/hsm1( 1999): makeHsm1 ED/hsm1( 1999): ctor ED/hsm1( 1999): ctor XD/hsm1( 1999): mP1.enterD/hsm1( 1999): mS1.enterD/hsm1( 1999): makeHsm1 XD/hsm1( 1999): mS1.processMessage what=1D/hsm1( 1999): mS1.exitD/hsm1( 1999): mS1.enterD/hsm1( 1999): mS1.processMessage what=2D/hsm1( 1999): mP1.processMessage what=2D/hsm1( 1999): mS1.exitD/hsm1( 1999): mS2.enterD/hsm1( 1999): mS2.processMessage what=2D/hsm1( 1999): mS2.processMessage what=3D/hsm1( 1999): mS2.exitD/hsm1( 1999): mP1.exitD/hsm1( 1999): mP2.enterD/hsm1( 1999): mP2.processMessage what=3D/hsm1( 1999): mP2.processMessage what=4D/hsm1( 1999): mP2.processMessage what=5D/hsm1( 1999): mP2.exitD/hsm1( 1999): halting
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画一个流程图

状态机的实例–DataConnection

Android源码中使用状态机的地方不少,比如Wifi状态,数据连接状态,蓝牙耳机状态等,我们取比较典型的Telephony中的DataConnection(Android4.2.2) 为例说明状态机的使用。
其中DcDefaultState是所有状态的父状态,
状态含义
DcInactiveState非活动状态
DcActivatingState激活状态
DcActiveState活动状态
DcDisconnectingState去激活状态
DcDisconnectionErrorCreatingConnection创建连接时出错状态

状态转换图

初始化

protected DataConnection(PhoneBase phone, String name, int id, RetryManager rm,DataConnectionTracker dct) {......addState(mDefaultState);addState(mInactiveState, mDefaultState);addState(mActivatingState, mDefaultState);addState(mActiveState, mDefaultState);addState(mDisconnectingState, mDefaultState);addState(mDisconnectingErrorCreatingConnection, mDefaultState);setInitialState(mInactiveState);....最开始处在DcInactiveState状态,当DataConnectionTracker调用DataConnection的bringUp方法时public void bringUp(Message onCompletedMsg, ApnSetting apn) {sendMessage(obtainMessage(EVENT_CONNECT, new ConnectionParams(apn, onCompletedMsg)));}会发送EVENT_CONNECT消息,这就会调用到当前状态DcInactiveState的processMessage方法。public boolean processMessage(Message msg) {boolean retVal;switch (msg.what) {case EVENT_CONNECT:ConnectionParams cp = (ConnectionParams) msg.obj;cp.tag = mTag;if (DBG) {log("DcInactiveState msg.what=EVENT_CONNECT." + "RefCount = "+ mRefCount);}mRefCount = 1;onConnect(cp); //调用phone.mCM.setupDataCall 方法想RILJ发送RIL_REQUEST_SETUP_DATA_CALL请求。transitionTo(mActivatingState);//切换到mActivatingState状态。retVal = HANDLED;break;其他状态的切换的处理根据需求和兴趣自行阅读即可。更多Android相关信息见Android 专题页面 http://www.linuxidc.com/topicnews.aspx?tid=11本文永久更新链接地址:http://www.linuxidc.com/Linux/2015-04/116013.htm<!-- Baidu Button BEGIN -->