基于switch结构的有限状态自动机的实现已经在前一篇博文中给出,请猛击。
State模式适用于如下情况:
1)一个对象的行为取决于它的状态,并且必须在运行时根据状态改变它的行为。
2)一个操作中含有庞大的多分支的条件语句,且这些分支依赖于该对象的状态。
State模式包含如下对象:
Context对象
1)定义客户感兴趣的接口。
2)维护一个State子类的实例,这个实例定义当前状态。
State状态对象
定义一个接口封装与Context的一个特定状态相关的行为。
以下图为例:TCPConnection对象即Context对象, TCPState对象即State状态对象。
下面是门的有限状态自动机对应的结构图:
源代码如下:
//fsm.h
#pragma once #include <string> using namespace std; enum DoorEvent { EVENT_UNKOWN = 0, EVENT_OPEN_DOOR = 1, EVENT_CLOSE_DOOR = 2, EVENT_LOCK_DOOR = 3, EVENT_UNLOCK_DOOR = 4 }; class Context; class State { public: State(string stateStr="STATE_UNKOWN"):m_stateStr(stateStr){} virtual ~State(){} string getStateStr(){return m_stateStr;} virtual void Handle(Context* pContext, DoorEvent event) = 0; protected: string m_stateStr; }; class StateOpened : public State { public: StateOpened() : State("STATE_OPENED"){} void Handle(Context* pContext, DoorEvent event); }; class StateClosed: public State { public: StateClosed():State("STATE_CLOSED"){} void Handle(Context* pContext, DoorEvent event); }; class StateLocked: public State { public: StateLocked() : State("STATE_LOCKED"){} void Handle(Context* pContext, DoorEvent event); }; class StateUnlocked: public State { public: StateUnlocked() : State("STATE_UNLOCKED"){} void Handle(Context* pContext, DoorEvent event); }; class Context { public: Context(State* pState){m_state = pState;} ~Context(){} void Request(DoorEvent event){m_state->Handle(this, event);} void ChangeState(State *pState){m_state = pState;} string getStateStr(void){return m_state->getStateStr();} private: State *m_state; };
//fsm.cpp
#include <iostream> #include <iomanip> using namespace std; #include "fsm.h" #include <Windows.h> const char *DoorEventStr[] = { "EVENT_UNKOWN", "EVENT_OPEN_DOOR", "EVENT_CLOSE_DOOR", "EVENT_LOCK_DOOR", "EVENT_UNLOCK_DOOR" }; void StateOpened::Handle(Context* pContext, DoorEvent event) { switch(event) { case EVENT_CLOSE_DOOR: pContext->ChangeState(new StateClosed); break; default: break; } } void StateClosed::Handle(Context* pContext, DoorEvent event) { switch(event) { case EVENT_LOCK_DOOR: pContext->ChangeState(new StateLocked); break; case EVENT_OPEN_DOOR: pContext->ChangeState(new StateOpened); break; default: break; } } void StateLocked::Handle(Context* pContext, DoorEvent event) { switch(event) { case EVENT_UNLOCK_DOOR: pContext->ChangeState(new StateUnlocked); break; default: break; } } void StateUnlocked::Handle(Context* pContext, DoorEvent event) { switch(event) { case EVENT_OPEN_DOOR: pContext->ChangeState(new StateOpened); break; case EVENT_LOCK_DOOR: pContext->ChangeState(new StateLocked); break; default: break; } } int main(int argc, char* argv[]) { DoorEvent event = EVENT_UNKOWN; Context *pContext = new Context(new StateOpened); int index = 0; while(index < 10) { switch(index%4+1) { case 1: event = EVENT_OPEN_DOOR; break; case 2: event = EVENT_CLOSE_DOOR; break; case 3: event = EVENT_LOCK_DOOR; break; case 4: event = EVENT_UNLOCK_DOOR; break; default: break; } index++; string lastStat = pContext->getStateStr(); pContext->Request(event); cout<<setiosflags(ios::left) <<setw(15)<<lastStat <<" - " <<setw(20)<<DoorEventStr[event] <<" - " <<setw(15)<<pContext->getStateStr()<<endl; Sleep(1); } return 0; }
参考文献:
《设计模式——可复用面向对象软件的基础》
http://blog.csdn.net/uyghfjhh/article/details/19651225
http://blog.csdn.net/xiexievv/article/details/6733470
有限状态自动机FSM实现(二)--State模式,布布扣,bubuko.com
原文地址:http://blog.csdn.net/dacxu/article/details/26052021