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。
列表的另一个状态机是我的:https://github.com/IanMercer/Abodit.StateMachine
除了具有进入和退出操作的简单状态,以及每个转换上的操作之外,这个是为在异步代码中使用而设计的。它还支持分层状态和复合状态机。所以不是很“简单”,但在使用中,它很容易编码状态和过渡。
static OpenClosedStateMachine()
{
Closed
.When(Fridge.eDoorOpens, (m, s, e, c) => Task.FromResult(Open));
Open
.When(Fridge.eDoorCloses, (m, s, e, c) => Task.FromResult(Closed));
}
不像其他的,它还支持时间转换,所以很容易过渡到不同的状态后,一个给定的时期或在给定的时间。
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。