在C#中简单的状态机的例子吗? [英] Simple state machine example in C#?
问题描述
更新:
再次感谢您的例子,他们都非常有帮助,并与下面的我不是指
从他们那里带走什么。
Again thanks for the examples, they have been very helpful and with the following I don't mean to take anything away from them.
不是目前给出的例子,据我理解他们和放大器;状态机,只是我们通常用状态机理解一半?结果
在这个意义上,例子并改变状态,但这只是重新改变一个变量的值(并允许在不同的国家不同的值 - 改变)psented $ P $,而通常一个状态机也应该改变它的行为和行为的不(唯一的),允许一个变量不同的值的变化取决于状态的感觉,但在允许不同方法的意义不同状态来执行。
Aren't the currently given examples, as far as I understand them & state-machines, only half of what we usually understand by a state-machine?
In the sense that the examples do change state but that's only represented by changing the value of a variable (and allowing different value- changes in different states), while usually a state machine should also change it's behavior, and behavior not (only) in the sense of allowing different value changes for a variable depending on state, but in the sense of allowing different methods to be executed for different states.
或我的状态机的误解和他们共同使用?
Or do I have a misconception of state machines and their common use?
最好的问候
原题:
我发现了大约状态机和放大器的讨论;在C#中迭代器模块和工具来创建状态机并没有什么针对C#,所以我找了很多抽象的东西,但作为一个小白这一切的是一个有点混乱。
I found this discussion about state machines & iterator blocks in c# and tools to create state machines and what not for C#, so I found a lot of abstract stuff but as a noob all of this is a little confusing.
因此,这将是巨大的,如果有人可以提供C#源$ C $ C-例子,实现了一个简单的状态机也许3,4状态,只是为了得到它的要点。
So it would be great if someone could provide a C# source code-example that realizes a simple state machine with perhaps 3,4 states, just to get the gist of it.
推荐答案
让我们从这个简单的状态图:
Let's start with this simple state diagram:
我们有:
- 4种状态(无效,有效,暂停并退出)
- 5种状态转换(begin命令,结束命令,暂停命令,恢复命令,退出命令)。
您可以用不同的方式,比如当前状态和命令执行switch语句,或在转换表中查找转换一把将其转换为C#。对于这个简单的状态机,我preFER过渡表,这是非常容易使用,重新present一个词典
:
You can convert this to C# in a handful of ways, such as performing a switch statement on the current state and command, or looking up transitions in a transition table. For this simple state machine, I prefer a transition table, which is very easy to represent using a Dictionary
:
using System;
using System.Collections.Generic;
namespace Juliet
{
public enum ProcessState
{
Inactive,
Active,
Paused,
Terminated
}
public enum Command
{
Begin,
End,
Pause,
Resume,
Exit
}
public class Process
{
class StateTransition
{
readonly ProcessState CurrentState;
readonly Command Command;
public StateTransition(ProcessState currentState, Command command)
{
CurrentState = currentState;
Command = command;
}
public override int GetHashCode()
{
return 17 + 31 * CurrentState.GetHashCode() + 31 * Command.GetHashCode();
}
public override bool Equals(object obj)
{
StateTransition other = obj as StateTransition;
return other != null && this.CurrentState == other.CurrentState && this.Command == other.Command;
}
}
Dictionary<StateTransition, ProcessState> transitions;
public ProcessState CurrentState { get; private set; }
public Process()
{
CurrentState = ProcessState.Inactive;
transitions = new Dictionary<StateTransition, ProcessState>
{
{ new StateTransition(ProcessState.Inactive, Command.Exit), ProcessState.Terminated },
{ new StateTransition(ProcessState.Inactive, Command.Begin), ProcessState.Active },
{ new StateTransition(ProcessState.Active, Command.End), ProcessState.Inactive },
{ new StateTransition(ProcessState.Active, Command.Pause), ProcessState.Paused },
{ new StateTransition(ProcessState.Paused, Command.End), ProcessState.Inactive },
{ new StateTransition(ProcessState.Paused, Command.Resume), ProcessState.Active }
};
}
public ProcessState GetNext(Command command)
{
StateTransition transition = new StateTransition(CurrentState, command);
ProcessState nextState;
if (!transitions.TryGetValue(transition, out nextState))
throw new Exception("Invalid transition: " + CurrentState + " -> " + command);
return nextState;
}
public ProcessState MoveNext(Command command)
{
CurrentState = GetNext(command);
return CurrentState;
}
}
public class Program
{
static void Main(string[] args)
{
Process p = new Process();
Console.WriteLine("Current State = " + p.CurrentState);
Console.WriteLine("Command.Begin: Current State = " + p.MoveNext(Command.Begin));
Console.WriteLine("Command.Pause: Current State = " + p.MoveNext(Command.Pause));
Console.WriteLine("Command.End: Current State = " + p.MoveNext(Command.End));
Console.WriteLine("Command.Exit: Current State = " + p.MoveNext(Command.Exit));
Console.ReadLine();
}
}
}
随着个人preference的事,我喜欢设计我的状态机以的GetNext
函数返回一个状态的deterministically 和的MoveNext
功能变异状态机。
As a matter of personal preference, I like to design my state machines with a GetNext
function to return the next state deterministically, and a MoveNext
function to mutate the state machine.
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