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百度公司简介,网络优化工程师现状,wordpress显示摘要插件,网站如何做竞价状态模式详解 目录 状态模式简介核心流程重难点分析Spring中的源码分析具体使用场景面试高频点使用总结 状态模式简介 定义 状态模式#xff08;State Pattern#xff09;是一种行为型设计模式#xff0c;它允许对象在内部状态发生改变时改变它的行为#xff0c;对象看…状态模式详解 目录 状态模式简介核心流程重难点分析Spring中的源码分析具体使用场景面试高频点使用总结 状态模式简介 定义 状态模式State Pattern是一种行为型设计模式它允许对象在内部状态发生改变时改变它的行为对象看起来好像修改了它的类。状态模式将状态封装成独立的类并将动作委托到代表当前状态的对象。 核心思想 状态封装将每个状态封装成独立的类行为委托将行为委托给当前状态对象状态转换通过状态对象管理状态转换消除条件判断用多态替代大量的条件判断 模式结构 Context环境类定义客户感兴趣的接口维护一个ConcreteState子类的实例State抽象状态类定义一个接口以封装与Context的一个特定状态相关的行为ConcreteState具体状态类实现抽象状态类每一个子类实现一个与Context的一个状态相关的行为 核心流程 状态模式流程图 #mermaid-svg-91QD0AOIGzsv2guA {font-family:"trebuchet ms",verdana,arial,sans-serif;font-size:16px;fill:#333;}#mermaid-svg-91QD0AOIGzsv2guA .error-icon{fill:#552222;}#mermaid-svg-91QD0AOIGzsv2guA .error-text{fill:#552222;stroke:#552222;}#mermaid-svg-91QD0AOIGzsv2guA .edge-thickness-normal{stroke-width:2px;}#mermaid-svg-91QD0AOIGzsv2guA .edge-thickness-thick{stroke-width:3.5px;}#mermaid-svg-91QD0AOIGzsv2guA .edge-pattern-solid{stroke-dasharray:0;}#mermaid-svg-91QD0AOIGzsv2guA .edge-pattern-dashed{stroke-dasharray:3;}#mermaid-svg-91QD0AOIGzsv2guA .edge-pattern-dotted{stroke-dasharray:2;}#mermaid-svg-91QD0AOIGzsv2guA .marker{fill:#333333;stroke:#333333;}#mermaid-svg-91QD0AOIGzsv2guA .marker.cross{stroke:#333333;}#mermaid-svg-91QD0AOIGzsv2guA svg{font-family:"trebuchet ms",verdana,arial,sans-serif;font-size:16px;}#mermaid-svg-91QD0AOIGzsv2guA .label{font-family:"trebuchet ms",verdana,arial,sans-serif;color:#333;}#mermaid-svg-91QD0AOIGzsv2guA .cluster-label text{fill:#333;}#mermaid-svg-91QD0AOIGzsv2guA .cluster-label span{color:#333;}#mermaid-svg-91QD0AOIGzsv2guA .label text,#mermaid-svg-91QD0AOIGzsv2guA span{fill:#333;color:#333;}#mermaid-svg-91QD0AOIGzsv2guA .node rect,#mermaid-svg-91QD0AOIGzsv2guA .node circle,#mermaid-svg-91QD0AOIGzsv2guA .node ellipse,#mermaid-svg-91QD0AOIGzsv2guA .node polygon,#mermaid-svg-91QD0AOIGzsv2guA .node path{fill:#ECECFF;stroke:#9370DB;stroke-width:1px;}#mermaid-svg-91QD0AOIGzsv2guA .node .label{text-align:center;}#mermaid-svg-91QD0AOIGzsv2guA .node.clickable{cursor:pointer;}#mermaid-svg-91QD0AOIGzsv2guA .arrowheadPath{fill:#333333;}#mermaid-svg-91QD0AOIGzsv2guA .edgePath .path{stroke:#333333;stroke-width:2.0px;}#mermaid-svg-91QD0AOIGzsv2guA .flowchart-link{stroke:#333333;fill:none;}#mermaid-svg-91QD0AOIGzsv2guA .edgeLabel{background-color:#e8e8e8;text-align:center;}#mermaid-svg-91QD0AOIGzsv2guA .edgeLabel rect{opacity:0.5;background-color:#e8e8e8;fill:#e8e8e8;}#mermaid-svg-91QD0AOIGzsv2guA .cluster rect{fill:#ffffde;stroke:#aaaa33;stroke-width:1px;}#mermaid-svg-91QD0AOIGzsv2guA .cluster text{fill:#333;}#mermaid-svg-91QD0AOIGzsv2guA .cluster span{color:#333;}#mermaid-svg-91QD0AOIGzsv2guA div.mermaidTooltip{position:absolute;text-align:center;max-width:200px;padding:2px;font-family:"trebuchet ms",verdana,arial,sans-serif;font-size:12px;background:hsl(80, 100%, 96.2745098039%);border:1px solid #aaaa33;border-radius:2px;pointer-events:none;z-index:100;}#mermaid-svg-91QD0AOIGzsv2guA :root{--mermaid-font-family:"trebuchet ms",verdana,arial,sans-serif;}状态转换状态类层次环境类层次是否状态A - 状态B状态B - 状态C状态C - 状态AState抽象状态ConcreteStateAConcreteStateBConcreteStateCContext环境类状态引用状态转换方法客户端创建环境对象设置初始状态调用环境对象方法环境对象委托给当前状态当前状态处理请求是否需要状态转换?状态对象执行状态转换返回处理结果更新环境对象状态返回处理结果客户端接收结果基本实现流程 1. 定义抽象状态类 // 抽象状态类 public abstract class State {protected Context context;public void setContext(Context context) {this.context context;}public abstract void handleRequest1();public abstract void handleRequest2();public abstract void handleRequest3();// 状态转换方法protected void changeState(State newState) {context.changeState(newState);} }2. 定义环境类 // 环境类 public class Context {private State currentState;public Context() {// 设置初始状态this.currentState new ConcreteStateA();this.currentState.setContext(this);}public void changeState(State newState) {this.currentState newState;this.currentState.setContext(this);System.out.println(状态转换到: newState.getClass().getSimpleName());}public void request1() {currentState.handleRequest1();}public void request2() {currentState.handleRequest2();}public void request3() {currentState.handleRequest3();}public State getCurrentState() {return currentState;} }3. 实现具体状态类 // 具体状态A public class ConcreteStateA extends State {Overridepublic void handleRequest1() {System.out.println(状态A处理请求1);// 状态A处理请求1的逻辑}Overridepublic void handleRequest2() {System.out.println(状态A处理请求2转换到状态B);changeState(new ConcreteStateB());}Overridepublic void handleRequest3() {System.out.println(状态A处理请求3转换到状态C);changeState(new ConcreteStateC());} }// 具体状态B public class ConcreteStateB extends State {Overridepublic void handleRequest1() {System.out.println(状态B处理请求1转换到状态A);changeState(new ConcreteStateA());}Overridepublic void handleRequest2() {System.out.println(状态B处理请求2);// 状态B处理请求2的逻辑}Overridepublic void handleRequest3() {System.out.println(状态B处理请求3转换到状态C);changeState(new ConcreteStateC());} }// 具体状态C public class ConcreteStateC extends State {Overridepublic void handleRequest1() {System.out.println(状态C处理请求1转换到状态A);changeState(new ConcreteStateA());}Overridepublic void handleRequest2() {System.out.println(状态C处理请求2转换到状态B);changeState(new ConcreteStateB());}Overridepublic void handleRequest3() {System.out.println(状态C处理请求3);// 状态C处理请求3的逻辑} }4. 客户端使用 public class Client {public static void main(String[] args) {Context context new Context();// 初始状态是ASystem.out.println(当前状态: context.getCurrentState().getClass().getSimpleName());// 测试状态转换context.request1(); // 状态A处理请求1context.request2(); // 状态A - 状态Bcontext.request2(); // 状态B处理请求2context.request3(); // 状态B - 状态Ccontext.request3(); // 状态C处理请求3context.request1(); // 状态C - 状态A} }重难点分析 重难点1状态转换的复杂性 问题描述 当状态转换逻辑复杂时如何管理状态之间的转换关系。 解决方案 // 状态转换表 public class StateTransitionTable {private final MapState, MapString, State transitions new HashMap();public void addTransition(State from, String event, State to) {transitions.computeIfAbsent(from, k - new HashMap()).put(event, to);}public State getNextState(State currentState, String event) {MapString, State stateTransitions transitions.get(currentState);if (stateTransitions ! null) {return stateTransitions.get(event);}return null;} }// 使用状态转换表的状态机 public class StateMachine {private State currentState;private final StateTransitionTable transitionTable;public StateMachine(State initialState, StateTransitionTable transitionTable) {this.currentState initialState;this.transitionTable transitionTable;this.currentState.setContext(this);}public void handleEvent(String event) {State nextState transitionTable.getNextState(currentState, event);if (nextState ! null) {changeState(nextState);} else {System.out.println(无效的状态转换: currentState.getClass().getSimpleName() - event);}}private void changeState(State newState) {this.currentState newState;this.currentState.setContext(this);System.out.println(状态转换到: newState.getClass().getSimpleName());} }// 状态转换规则 public class StateTransitionRules {public static StateTransitionTable createOrderStateTransitionTable() {StateTransitionTable table new StateTransitionTable();// 订单状态转换规则OrderState pending new OrderState(PENDING);OrderState confirmed new OrderState(CONFIRMED);OrderState shipped new OrderState(SHIPPED);OrderState delivered new OrderState(DELIVERED);OrderState cancelled new OrderState(CANCELLED);// 添加转换规则table.addTransition(pending, CONFIRM, confirmed);table.addTransition(pending, CANCEL, cancelled);table.addTransition(confirmed, SHIP, shipped);table.addTransition(confirmed, CANCEL, cancelled);table.addTransition(shipped, DELIVER, delivered);return table;} }重难点2状态的历史记录 问题描述 如何记录状态转换的历史支持状态回滚和重放。 解决方案 // 状态历史记录 public class StateHistory {private final ListStateRecord history new ArrayList();private int currentIndex -1;public void addState(State state, String event) {// 移除当前位置之后的所有记录if (currentIndex history.size() - 1) {history.subList(currentIndex 1, history.size()).clear();}StateRecord record new StateRecord(state, event, System.currentTimeMillis());history.add(record);currentIndex history.size() - 1;}public StateRecord getCurrentState() {if (currentIndex 0 currentIndex history.size()) {return history.get(currentIndex);}return null;}public StateRecord getPreviousState() {if (currentIndex 0) {currentIndex--;return history.get(currentIndex);}return null;}public StateRecord getNextState() {if (currentIndex history.size() - 1) {currentIndex;return history.get(currentIndex);}return null;}public ListStateRecord getHistory() {return new ArrayList(history);} }// 状态记录 public class StateRecord {private final State state;private final String event;private final long timestamp;public StateRecord(State state, String event, long timestamp) {this.state state;this.event event;this.timestamp timestamp;}// getter方法public State getState() { return state; }public String getEvent() { return event; }public long getTimestamp() { return timestamp; } }// 支持历史记录的状态机 public class HistoricalStateMachine extends StateMachine {private final StateHistory history;public HistoricalStateMachine(State initialState, StateTransitionTable transitionTable) {super(initialState, transitionTable);this.history new StateHistory();this.history.addState(initialState, INITIAL);}Overridepublic void handleEvent(String event) {State nextState transitionTable.getNextState(currentState, event);if (nextState ! null) {history.addState(nextState, event);changeState(nextState);} else {System.out.println(无效的状态转换: currentState.getClass().getSimpleName() - event);}}public void rollback() {StateRecord previousState history.getPreviousState();if (previousState ! null) {changeState(previousState.getState());}}public void replay() {StateRecord nextState history.getNextState();if (nextState ! null) {changeState(nextState.getState());}} }重难点3状态的并发安全 问题描述 在多线程环境下如何确保状态转换的线程安全。 解决方案 // 线程安全的状态机 public class ThreadSafeStateMachine {private volatile State currentState;private final Object stateLock new Object();private final StateTransitionTable transitionTable;public ThreadSafeStateMachine(State initialState, StateTransitionTable transitionTable) {this.currentState initialState;this.transitionTable transitionTable;this.currentState.setContext(this);}public void handleEvent(String event) {synchronized (stateLock) {State nextState transitionTable.getNextState(currentState, event);if (nextState ! null) {changeState(nextState);} else {System.out.println(无效的状态转换: currentState.getClass().getSimpleName() - event);}}}private void changeState(State newState) {this.currentState newState;this.currentState.setContext(this);System.out.println(状态转换到: newState.getClass().getSimpleName());}public State getCurrentState() {return currentState;} }// 使用原子操作的状态机 public class AtomicStateMachine {private final AtomicReferenceState currentState;private final StateTransitionTable transitionTable;public AtomicStateMachine(State initialState, StateTransitionTable transitionTable) {this.currentState new AtomicReference(initialState);this.transitionTable transitionTable;this.currentState.get().setContext(this);}public void handleEvent(String event) {State current currentState.get();State nextState transitionTable.getNextState(current, event);if (nextState ! null) {if (currentState.compareAndSet(current, nextState)) {nextState.setContext(this);System.out.println(状态转换到: nextState.getClass().getSimpleName());} else {// 状态已被其他线程修改重试handleEvent(event);}} else {System.out.println(无效的状态转换: current.getClass().getSimpleName() - event);}}public State getCurrentState() {return currentState.get();} }重难点4状态的持久化 问题描述 如何将状态信息持久化到数据库或文件中支持系统重启后的状态恢复。 解决方案 // 状态持久化接口 public interface StatePersistence {void saveState(String contextId, State state);State loadState(String contextId);void saveStateHistory(String contextId, ListStateRecord history);ListStateRecord loadStateHistory(String contextId); }// 数据库状态持久化 public class DatabaseStatePersistence implements StatePersistence {private final JdbcTemplate jdbcTemplate;public DatabaseStatePersistence(JdbcTemplate jdbcTemplate) {this.jdbcTemplate jdbcTemplate;}Overridepublic void saveState(String contextId, State state) {String sql INSERT INTO state_context (context_id, state_class, state_data, created_at) VALUES (?, ?, ?, ?) ON DUPLICATE KEY UPDATE state_class ?, state_data ?, updated_at ?;jdbcTemplate.update(sql, contextId, state.getClass().getName(), serializeState(state), new Date(),state.getClass().getName(), serializeState(state), new Date());}Overridepublic State loadState(String contextId) {String sql SELECT state_class, state_data FROM state_context WHERE context_id ?;try {return jdbcTemplate.queryForObject(sql, (rs, rowNum) - {String stateClass rs.getString(state_class);String stateData rs.getString(state_data);return deserializeState(stateClass, stateData);}, contextId);} catch (EmptyResultDataAccessException e) {return null;}}private String serializeState(State state) {// 序列化状态对象return JSON.toJSONString(state);}private State deserializeState(String stateClass, String stateData) {// 反序列化状态对象try {Class? clazz Class.forName(stateClass);return (State) JSON.parseObject(stateData, clazz);} catch (ClassNotFoundException e) {throw new RuntimeException(无法加载状态类: stateClass, e);}} }// 支持持久化的状态机 public class PersistentStateMachine extends StateMachine {private final StatePersistence persistence;private final String contextId;public PersistentStateMachine(String contextId, State initialState, StateTransitionTable transitionTable, StatePersistence persistence) {super(initialState, transitionTable);this.contextId contextId;this.persistence persistence;// 尝试从持久化存储中恢复状态State savedState persistence.loadState(contextId);if (savedState ! null) {this.currentState savedState;this.currentState.setContext(this);}}Overridepublic void handleEvent(String event) {super.handleEvent(event);// 保存状态到持久化存储persistence.saveState(contextId, currentState);} }Spring中的源码分析 Spring的状态机实现 // Spring StateMachine接口 public interface StateMachineS, E extends StateMachineAccessorS, E {void start();void stop();boolean sendEvent(E event);boolean sendEvent(MessageE event);void setStateMachineErrorHandler(StateMachineErrorHandler errorHandler);void addStateListener(StateMachineListenerS, E listener);void removeStateListener(StateMachineListenerS, E listener); }// Spring StateMachineConfigurer接口 public interface StateMachineConfigurerS, E {void configure(StateMachineStateConfigurerS, E states) throws Exception;void configure(StateMachineTransitionConfigurerS, E transitions) throws Exception;void configure(StateMachineConfigurationConfigurerS, E config) throws Exception; }// Spring StateMachineBuilder public class StateMachineBuilderS, E {public static S, E StateMachineBuilderS, E builder() {return new StateMachineBuilder();}public StateMachineS, E build() {return new DefaultStateMachine(stateMachineModel, stateMachineAccessor);}public StateMachineBuilderS, E configure(StateMachineConfigurerS, E configurer) {try {configurer.configure(states);configurer.configure(transitions);configurer.configure(config);} catch (Exception e) {throw new StateMachineException(Error configuring state machine, e);}return this;} }Spring的状态配置 // 状态配置 Configuration EnableStateMachine public class StateMachineConfig extends StateMachineConfigurerAdapterString, String {Overridepublic void configure(StateMachineStateConfigurerString, String states) throws Exception {states.withStates().initial(SI).state(S1).state(S2).end(SF);}Overridepublic void configure(StateMachineTransitionConfigurerString, String transitions) throws Exception {transitions.withExternal().source(SI).target(S1).event(E1).and().withExternal().source(S1).target(S2).event(E2).and().withExternal().source(S2).target(SF).event(E3);} }// 状态机监听器 Component public class StateMachineListener implements StateMachineListenerString, String {Overridepublic void stateChanged(StateString, String from, StateString, String to) {System.out.println(状态转换: from.getId() - to.getId());}Overridepublic void stateEntered(StateString, String state) {System.out.println(进入状态: state.getId());}Overridepublic void stateExited(StateString, String state) {System.out.println(退出状态: state.getId());} }Spring的状态机使用 // 状态机服务 Service public class StateMachineService {Autowiredprivate StateMachineString, String stateMachine;public void startStateMachine() {stateMachine.start();}public void stopStateMachine() {stateMachine.stop();}public boolean sendEvent(String event) {return stateMachine.sendEvent(event);}public String getCurrentState() {return stateMachine.getState().getId();} }// 状态机控制器 RestController RequestMapping(/statemachine) public class StateMachineController {Autowiredprivate StateMachineService stateMachineService;PostMapping(/start)public ResponseEntityString start() {stateMachineService.startStateMachine();return ResponseEntity.ok(状态机已启动);}PostMapping(/stop)public ResponseEntityString stop() {stateMachineService.stopStateMachine();return ResponseEntity.ok(状态机已停止);}PostMapping(/event)public ResponseEntityString sendEvent(RequestParam String event) {boolean result stateMachineService.sendEvent(event);if (result) {return ResponseEntity.ok(事件发送成功当前状态: stateMachineService.getCurrentState());} else {return ResponseEntity.badRequest().body(事件发送失败);}} }具体使用场景 1. 订单状态管理 // 订单状态枚举 public enum OrderStatus {PENDING(待处理),CONFIRMED(已确认),SHIPPED(已发货),DELIVERED(已送达),CANCELLED(已取消);private final String description;OrderStatus(String description) {this.description description;}public String getDescription() {return description;} }// 订单状态机 public class OrderStateMachine {private OrderStatus currentStatus;private final Order order;public OrderStateMachine(Order order) {this.order order;this.currentStatus OrderStatus.PENDING;}public boolean confirm() {if (currentStatus OrderStatus.PENDING) {currentStatus OrderStatus.CONFIRMED;order.setStatus(currentStatus);order.setConfirmedAt(new Date());return true;}return false;}public boolean ship() {if (currentStatus OrderStatus.CONFIRMED) {currentStatus OrderStatus.SHIPPED;order.setStatus(currentStatus);order.setShippedAt(new Date());return true;}return false;}public boolean deliver() {if (currentStatus OrderStatus.SHIPPED) {currentStatus OrderStatus.DELIVERED;order.setStatus(currentStatus);order.setDeliveredAt(new Date());return true;}return false;}public boolean cancel() {if (currentStatus OrderStatus.PENDING || currentStatus OrderStatus.CONFIRMED) {currentStatus OrderStatus.CANCELLED;order.setStatus(currentStatus);order.setCancelledAt(new Date());return true;}return false;}public OrderStatus getCurrentStatus() {return currentStatus;} }// 订单类 public class Order {private String id;private String customerId;private ListOrderItem items;private OrderStatus status;private Date createdAt;private Date confirmedAt;private Date shippedAt;private Date deliveredAt;private Date cancelledAt;// 构造函数、getter和setter方法public Order(String id, String customerId, ListOrderItem items) {this.id id;this.customerId customerId;this.items items;this.status OrderStatus.PENDING;this.createdAt new Date();}// getter和setter方法public String getId() { return id; }public String getCustomerId() { return customerId; }public ListOrderItem getItems() { return items; }public OrderStatus getStatus() { return status; }public void setStatus(OrderStatus status) { this.status status; }public Date getCreatedAt() { return createdAt; }public Date getConfirmedAt() { return confirmedAt; }public void setConfirmedAt(Date confirmedAt) { this.confirmedAt confirmedAt; }public Date getShippedAt() { return shippedAt; }public void setShippedAt(Date shippedAt) { this.shippedAt shippedAt; }public Date getDeliveredAt() { return deliveredAt; }public void setDeliveredAt(Date deliveredAt) { this.deliveredAt deliveredAt; }public Date getCancelledAt() { return cancelledAt; }public void setCancelledAt(Date cancelledAt) { this.cancelledAt cancelledAt; } }2. 游戏角色状态 // 游戏角色状态接口 public interface CharacterState {void move(Character character);void attack(Character character);void defend(Character character);void useSkill(Character character, String skill); }// 正常状态 public class NormalState implements CharacterState {Overridepublic void move(Character character) {System.out.println(character.getName() 正常移动);character.setPosition(character.getPosition() 1);}Overridepublic void attack(Character character) {System.out.println(character.getName() 发起攻击);character.setHealth(character.getHealth() - 10);}Overridepublic void defend(Character character) {System.out.println(character.getName() 进入防御状态);character.setState(new DefendingState());}Overridepublic void useSkill(Character character, String skill) {System.out.println(character.getName() 使用技能: skill);character.setMana(character.getMana() - 20);} }// 防御状态 public class DefendingState implements CharacterState {Overridepublic void move(Character character) {System.out.println(character.getName() 防御状态下移动缓慢);character.setPosition(character.getPosition() 0.5);}Overridepublic void attack(Character character) {System.out.println(character.getName() 防御状态下无法攻击);}Overridepublic void defend(Character character) {System.out.println(character.getName() 继续防御);}Overridepublic void useSkill(Character character, String skill) {System.out.println(character.getName() 防御状态下无法使用技能);} }// 游戏角色类 public class Character {private String name;private int health;private int mana;private double position;private CharacterState state;public Character(String name) {this.name name;this.health 100;this.mana 100;this.position 0;this.state new NormalState();}public void move() {state.move(this);}public void attack() {state.attack(this);}public void defend() {state.defend(this);}public void useSkill(String skill) {state.useSkill(this, skill);}// getter和setter方法public String getName() { return name; }public int getHealth() { return health; }public void setHealth(int health) { this.health health; }public int getMana() { return mana; }public void setMana(int mana) { this.mana mana; }public double getPosition() { return position; }public void setPosition(double position) { this.position position; }public CharacterState getState() { return state; }public void setState(CharacterState state) { this.state state; } }3. 工作流状态管理 // 工作流状态接口 public interface WorkflowState {void process(WorkflowContext context);boolean canTransitionTo(WorkflowState nextState); }// 待审批状态 public class PendingApprovalState implements WorkflowState {Overridepublic void process(WorkflowContext context) {System.out.println(工作流处于待审批状态);// 发送审批通知sendApprovalNotification(context);}Overridepublic boolean canTransitionTo(WorkflowState nextState) {return nextState instanceof ApprovedState || nextState instanceof RejectedState;}private void sendApprovalNotification(WorkflowContext context) {System.out.println(发送审批通知给: context.getApprover());} }// 已审批状态 public class ApprovedState implements WorkflowState {Overridepublic void process(WorkflowContext context) {System.out.println(工作流已审批通过);// 执行后续流程executeNextStep(context);}Overridepublic boolean canTransitionTo(WorkflowState nextState) {return nextState instanceof InProgressState || nextState instanceof CompletedState;}private void executeNextStep(WorkflowContext context) {System.out.println(执行下一步: context.getNextStep());} }// 工作流上下文 public class WorkflowContext {private String workflowId;private String currentStep;private String nextStep;private String approver;private MapString, Object data;public WorkflowContext(String workflowId) {this.workflowId workflowId;this.data new HashMap();}// getter和setter方法public String getWorkflowId() { return workflowId; }public String getCurrentStep() { return currentStep; }public void setCurrentStep(String currentStep) { this.currentStep currentStep; }public String getNextStep() { return nextStep; }public void setNextStep(String nextStep) { this.nextStep nextStep; }public String getApprover() { return approver; }public void setApprover(String approver) { this.approver approver; }public MapString, Object getData() { return data; }public void setData(MapString, Object data) { this.data data; } }面试高频点 面试知识点思维导图 #mermaid-svg-Sss7aQ6prwE2kER6 {font-family:"trebuchet ms",verdana,arial,sans-serif;font-size:16px;fill:#333;}#mermaid-svg-Sss7aQ6prwE2kER6 .error-icon{fill:#552222;}#mermaid-svg-Sss7aQ6prwE2kER6 .error-text{fill:#552222;stroke:#552222;}#mermaid-svg-Sss7aQ6prwE2kER6 .edge-thickness-normal{stroke-width:2px;}#mermaid-svg-Sss7aQ6prwE2kER6 .edge-thickness-thick{stroke-width:3.5px;}#mermaid-svg-Sss7aQ6prwE2kER6 .edge-pattern-solid{stroke-dasharray:0;}#mermaid-svg-Sss7aQ6prwE2kER6 .edge-pattern-dashed{stroke-dasharray:3;}#mermaid-svg-Sss7aQ6prwE2kER6 .edge-pattern-dotted{stroke-dasharray:2;}#mermaid-svg-Sss7aQ6prwE2kER6 .marker{fill:#333333;stroke:#333333;}#mermaid-svg-Sss7aQ6prwE2kER6 .marker.cross{stroke:#333333;}#mermaid-svg-Sss7aQ6prwE2kER6 svg{font-family:"trebuchet ms",verdana,arial,sans-serif;font-size:16px;}#mermaid-svg-Sss7aQ6prwE2kER6 .label{font-family:"trebuchet ms",verdana,arial,sans-serif;color:#333;}#mermaid-svg-Sss7aQ6prwE2kER6 .cluster-label text{fill:#333;}#mermaid-svg-Sss7aQ6prwE2kER6 .cluster-label span{color:#333;}#mermaid-svg-Sss7aQ6prwE2kER6 .label text,#mermaid-svg-Sss7aQ6prwE2kER6 span{fill:#333;color:#333;}#mermaid-svg-Sss7aQ6prwE2kER6 .node rect,#mermaid-svg-Sss7aQ6prwE2kER6 .node circle,#mermaid-svg-Sss7aQ6prwE2kER6 .node ellipse,#mermaid-svg-Sss7aQ6prwE2kER6 .node polygon,#mermaid-svg-Sss7aQ6prwE2kER6 .node path{fill:#ECECFF;stroke:#9370DB;stroke-width:1px;}#mermaid-svg-Sss7aQ6prwE2kER6 .node .label{text-align:center;}#mermaid-svg-Sss7aQ6prwE2kER6 .node.clickable{cursor:pointer;}#mermaid-svg-Sss7aQ6prwE2kER6 .arrowheadPath{fill:#333333;}#mermaid-svg-Sss7aQ6prwE2kER6 .edgePath .path{stroke:#333333;stroke-width:2.0px;}#mermaid-svg-Sss7aQ6prwE2kER6 .flowchart-link{stroke:#333333;fill:none;}#mermaid-svg-Sss7aQ6prwE2kER6 .edgeLabel{background-color:#e8e8e8;text-align:center;}#mermaid-svg-Sss7aQ6prwE2kER6 .edgeLabel rect{opacity:0.5;background-color:#e8e8e8;fill:#e8e8e8;}#mermaid-svg-Sss7aQ6prwE2kER6 .cluster rect{fill:#ffffde;stroke:#aaaa33;stroke-width:1px;}#mermaid-svg-Sss7aQ6prwE2kER6 .cluster text{fill:#333;}#mermaid-svg-Sss7aQ6prwE2kER6 .cluster span{color:#333;}#mermaid-svg-Sss7aQ6prwE2kER6 div.mermaidTooltip{position:absolute;text-align:center;max-width:200px;padding:2px;font-family:"trebuchet ms",verdana,arial,sans-serif;font-size:12px;background:hsl(80, 100%, 96.2745098039%);border:1px solid #aaaa33;border-radius:2px;pointer-events:none;z-index:100;}#mermaid-svg-Sss7aQ6prwE2kER6 :root{--mermaid-font-family:"trebuchet ms",verdana,arial,sans-serif;}状态模式面试点基本概念实现方式重难点Spring应用设计原则实际应用状态封装行为委托状态转换消除条件判断Context环境类State抽象状态类ConcreteState具体状态类状态转换逻辑状态转换复杂性状态历史记录并发安全状态持久化Spring StateMachine状态配置状态监听器状态机服务单一职责开闭原则依赖倒置接口隔离订单状态管理游戏角色状态工作流状态管理系统状态控制1. 状态模式的基本概念 问题什么是状态模式 答案要点 允许对象在内部状态发生改变时改变它的行为对象看起来好像修改了它的类将状态封装成独立的类并将动作委托到代表当前状态的对象属于行为型设计模式 问题状态模式有哪些角色 答案要点 Context环境类定义客户感兴趣的接口维护一个ConcreteState子类的实例State抽象状态类定义一个接口以封装与Context的一个特定状态相关的行为ConcreteState具体状态类实现抽象状态类每一个子类实现一个与Context的一个状态相关的行为 2. 实现方式相关 问题如何实现状态模式 答案要点 // 1. 定义抽象状态类 public abstract class State {protected Context context;public void setContext(Context context) {this.context context;}public abstract void handleRequest(); }// 2. 定义环境类 public class Context {private State currentState;public void changeState(State newState) {this.currentState newState;this.currentState.setContext(this);}public void request() {currentState.handleRequest();} }// 3. 实现具体状态类 public class ConcreteStateA extends State {Overridepublic void handleRequest() {System.out.println(状态A处理请求);context.changeState(new ConcreteStateB());} }3. 重难点问题 问题状态模式与策略模式的区别 答案要点 目的状态模式是处理状态转换策略模式是选择算法状态状态模式有状态转换策略模式没有状态耦合度状态模式耦合度更高策略模式耦合度更低使用场景状态模式用于状态管理策略模式用于算法选择 问题如何解决状态转换的复杂性问题 答案要点 // 1. 使用状态转换表 public class StateTransitionTable {private final MapState, MapString, State transitions new HashMap();public void addTransition(State from, String event, State to) {transitions.computeIfAbsent(from, k - new HashMap()).put(event, to);}public State getNextState(State currentState, String event) {MapString, State stateTransitions transitions.get(currentState);if (stateTransitions ! null) {return stateTransitions.get(event);}return null;} }// 2. 使用状态机模式 public class StateMachine {private State currentState;private final StateTransitionTable transitionTable;public void handleEvent(String event) {State nextState transitionTable.getNextState(currentState, event);if (nextState ! null) {changeState(nextState);}} }4. Spring中的应用 问题Spring中如何使用状态模式 答案要点 // 1. 使用Spring StateMachine Configuration EnableStateMachine public class StateMachineConfig extends StateMachineConfigurerAdapterString, String {Overridepublic void configure(StateMachineStateConfigurerString, String states) throws Exception {states.withStates().initial(SI).state(S1).state(S2).end(SF);}Overridepublic void configure(StateMachineTransitionConfigurerString, String transitions) throws Exception {transitions.withExternal().source(SI).target(S1).event(E1).and().withExternal().source(S1).target(S2).event(E2);} }// 2. 使用状态机服务 Service public class StateMachineService {Autowiredprivate StateMachineString, String stateMachine;public boolean sendEvent(String event) {return stateMachine.sendEvent(event);} }5. 设计原则相关 问题状态模式体现了哪些设计原则 答案要点 单一职责每个状态类只负责一个状态的行为开闭原则可以添加新的状态而不修改现有代码依赖倒置依赖抽象而不是具体实现接口隔离客户端只依赖需要的接口 6. 实际应用场景 问题状态模式适用于哪些场景 答案要点 订单状态管理订单的创建、确认、发货、送达等状态游戏角色状态角色的正常、防御、攻击等状态工作流状态管理工作流的审批、执行、完成等状态系统状态控制系统的启动、运行、停止等状态 使用总结 状态模式的优势 消除条件判断用多态替代大量的条件判断状态封装将每个状态封装成独立的类行为委托将行为委托给当前状态对象易于扩展可以轻松添加新的状态 状态模式的缺点 复杂度增加增加了系统的复杂度状态转换状态转换逻辑可能变得复杂学习成本需要理解状态模式的概念过度设计简单场景可能不需要使用 使用建议 复杂状态只用于复杂的状态管理场景状态转换考虑状态转换的复杂性并发安全注意多线程环境下的状态安全状态持久化考虑状态的持久化需求 最佳实践 状态转换表使用状态转换表管理复杂的状态转换状态历史记录状态转换的历史并发安全使用同步机制确保状态转换的线程安全状态持久化实现状态的持久化存储单元测试为状态模式编写完整的单元测试 与其他模式的对比 与策略模式状态模式是状态转换策略模式是算法选择与命令模式状态模式是状态管理命令模式是请求封装与观察者模式状态模式是状态变化观察者模式是状态通知 状态模式是一种有用的行为型设计模式特别适用于需要管理复杂状态、消除条件判断、封装状态行为等场景。通过合理使用状态模式可以大大提高代码的可维护性和可扩展性。
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