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