更新:
再次感谢你的例子,它们对我很有帮助,我并不是说
夺走他们的一切。
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 its behavior, and behavior not (only) in the sense of allowing different value changes for a variable depending on the state, but in the sense of allowing different methods to be executed for different states.
还是我对状态机及其常用用法有误解?
最初的问题:
我发现了关于c#中的状态机和迭代器块的讨论,以及用于创建状态机和c#的工具,所以我发现了很多抽象的东西,但作为一个新手,所有这些都有点令人困惑。
因此,如果有人能提供一个c#源代码-示例,实现一个简单的状态机,可能只有3,4个状态,那就太好了,只是为了了解它的要点。
其他替代在此回购https://github.com/lingkodsoft/StateBliss
使用流畅的语法,支持触发器。
public class BasicTests
{
[Fact]
public void Tests()
{
// Arrange
StateMachineManager.Register(new [] { typeof(BasicTests).Assembly }); //Register at bootstrap of your application, i.e. Startup
var currentState = AuthenticationState.Unauthenticated;
var nextState = AuthenticationState.Authenticated;
var data = new Dictionary<string, object>();
// Act
var changeInfo = StateMachineManager.Trigger(currentState, nextState, data);
// Assert
Assert.True(changeInfo.StateChangedSucceeded);
Assert.Equal("ChangingHandler1", changeInfo.Data["key1"]);
Assert.Equal("ChangingHandler2", changeInfo.Data["key2"]);
}
//this class gets regitered automatically by calling StateMachineManager.Register
public class AuthenticationStateDefinition : StateDefinition<AuthenticationState>
{
public override void Define(IStateFromBuilder<AuthenticationState> builder)
{
builder.From(AuthenticationState.Unauthenticated).To(AuthenticationState.Authenticated)
.Changing(this, a => a.ChangingHandler1)
.Changed(this, a => a.ChangedHandler1);
builder.OnEntering(AuthenticationState.Authenticated, this, a => a.OnEnteringHandler1);
builder.OnEntered(AuthenticationState.Authenticated, this, a => a.OnEnteredHandler1);
builder.OnExiting(AuthenticationState.Unauthenticated, this, a => a.OnExitingHandler1);
builder.OnExited(AuthenticationState.Authenticated, this, a => a.OnExitedHandler1);
builder.OnEditing(AuthenticationState.Authenticated, this, a => a.OnEditingHandler1);
builder.OnEdited(AuthenticationState.Authenticated, this, a => a.OnEditedHandler1);
builder.ThrowExceptionWhenDiscontinued = true;
}
private void ChangingHandler1(StateChangeGuardInfo<AuthenticationState> changeinfo)
{
var data = changeinfo.DataAs<Dictionary<string, object>>();
data["key1"] = "ChangingHandler1";
}
private void OnEnteringHandler1(StateChangeGuardInfo<AuthenticationState> changeinfo)
{
// changeinfo.Continue = false; //this will prevent changing the state
}
private void OnEditedHandler1(StateChangeInfo<AuthenticationState> changeinfo)
{
}
private void OnExitedHandler1(StateChangeInfo<AuthenticationState> changeinfo)
{
}
private void OnEnteredHandler1(StateChangeInfo<AuthenticationState> changeinfo)
{
}
private void OnEditingHandler1(StateChangeGuardInfo<AuthenticationState> changeinfo)
{
}
private void OnExitingHandler1(StateChangeGuardInfo<AuthenticationState> changeinfo)
{
}
private void ChangedHandler1(StateChangeInfo<AuthenticationState> changeinfo)
{
}
}
public class AnotherAuthenticationStateDefinition : StateDefinition<AuthenticationState>
{
public override void Define(IStateFromBuilder<AuthenticationState> builder)
{
builder.From(AuthenticationState.Unauthenticated).To(AuthenticationState.Authenticated)
.Changing(this, a => a.ChangingHandler2);
}
private void ChangingHandler2(StateChangeGuardInfo<AuthenticationState> changeinfo)
{
var data = changeinfo.DataAs<Dictionary<string, object>>();
data["key2"] = "ChangingHandler2";
}
}
}
public enum AuthenticationState
{
Unauthenticated,
Authenticated
}
}
我推荐state.cs。我个人使用state.js (JavaScript版本),并且非常满意。c#版本以类似的方式工作。
你实例化状态:
// create the state machine
var player = new StateMachine<State>( "player" );
// create some states
var initial = player.CreatePseudoState( "initial", PseudoStateKind.Initial );
var operational = player.CreateCompositeState( "operational" );
...
你实例化了一些转换:
var t0 = player.CreateTransition( initial, operational );
player.CreateTransition( history, stopped );
player.CreateTransition<String>( stopped, running, ( state, command ) => command.Equals( "play" ) );
player.CreateTransition<String>( active, stopped, ( state, command ) => command.Equals( "stop" ) );
在状态和转场上定义动作:
t0.Effect += DisengageHead;
t0.Effect += StopMotor;
差不多就是这样了。更多信息请查看网站。
我在这里发布了另一个答案,因为这是从不同的角度来看状态机;非常视觉。
我最初的答案是经典的命令式代码。我认为它在代码运行时非常直观,因为数组使得状态机的可视化变得简单。缺点是你必须把这些都写下来。Remos的回答减轻了编写样板代码的工作量,但远没有那么直观。还有第三种选择;画状态机。
如果您正在使用。net,并且可以将运行时版本4作为目标,那么您可以选择使用工作流的状态机活动。从本质上讲,它们允许您绘制状态机(就像Juliet的图一样),并让WF运行时为您执行它。
有关更多细节,请参阅MSDN文章使用Windows Workflow Foundation构建状态机,以及最新版本的CodePlex站点。
这是我在瞄准。net时更喜欢的选项,因为它很容易看到、更改和向非程序员解释;俗话说,图片胜过千言万语!
您可以编写一个迭代器块,使您能够以编排的方式执行代码块。代码块是如何分解的并不一定要对应于任何东西,这只是你想要如何编码它。例如:
IEnumerable<int> CountToTen()
{
System.Console.WriteLine("1");
yield return 0;
System.Console.WriteLine("2");
System.Console.WriteLine("3");
System.Console.WriteLine("4");
yield return 0;
System.Console.WriteLine("5");
System.Console.WriteLine("6");
System.Console.WriteLine("7");
yield return 0;
System.Console.WriteLine("8");
yield return 0;
System.Console.WriteLine("9");
System.Console.WriteLine("10");
}
在本例中,当调用CountToTen时,还没有实际执行任何东西。您得到的实际上是一个状态机生成器,您可以为它创建一个状态机的新实例。可以通过调用GetEnumerator()来实现。生成的IEnumerator实际上是一个状态机,您可以通过调用MoveNext(…)来驱动它。
因此,在本例中,第一次调用MoveNext(…)时,您将看到“1”写入控制台,下一次调用MoveNext(…)时,您将看到2、3、4,然后是5、6、7、8,然后是9、10。正如您所看到的,这是一种编排事情应该如何发生的有用机制。
让我们从这个简单的状态图开始:
我们有:
4种状态(非活动、活动、暂停和退出)
5种状态转换(开始命令,结束命令,暂停命令,恢复命令,退出命令)。
您可以通过几种方式将其转换为c#,例如在当前状态和命令上执行switch语句,或者在转换表中查找转换。对于这个简单的状态机,我更喜欢一个转换表,它很容易使用Dictionary表示:
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();
}
}
}
根据个人喜好,我喜欢用GetNext函数来确定地返回下一个状态,用MoveNext函数来改变状态机。