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。


当前回答

这里有些无耻的自我宣传,但在不久前,我创建了一个名为YieldMachine的库,它允许以非常干净和简单的方式描述一个有限复杂性的状态机。例如,考虑一盏灯:

注意,这个状态机有2个触发器和3个状态。在YieldMachine代码中,我们为所有与状态相关的行为编写了一个方法,在这个方法中,我们对每个状态都使用goto,这是一种可怕的暴行。触发器变成Action类型的属性或字段,用一个称为trigger的属性进行修饰。我在下面注释了第一个状态及其转换的代码;接下来的状态遵循相同的模式。

public class Lamp : StateMachine
{
    // Triggers (or events, or actions, whatever) that our
    // state machine understands.
    [Trigger]
    public readonly Action PressSwitch;

    [Trigger]
    public readonly Action GotError;

    // Actual state machine logic
    protected override IEnumerable WalkStates()
    {
    off:                                       
        Console.WriteLine("off.");
        yield return null;

        if (Trigger == PressSwitch) goto on;
        InvalidTrigger();

    on:
        Console.WriteLine("*shiiine!*");
        yield return null;

        if (Trigger == GotError) goto error;
        if (Trigger == PressSwitch) goto off;
        InvalidTrigger();

    error:
        Console.WriteLine("-err-");
        yield return null;

        if (Trigger == PressSwitch) goto off;
        InvalidTrigger();
    }
}

又短又好,嗯!

这个状态机通过发送触发器来控制:

var sm = new Lamp();
sm.PressSwitch(); //go on
sm.PressSwitch(); //go off

sm.PressSwitch(); //go on
sm.GotError();    //get error
sm.PressSwitch(); //go off

为了澄清,我在第一个状态中添加了一些注释,以帮助您理解如何使用它。

    protected override IEnumerable WalkStates()
    {
    off:                                       // Each goto label is a state

        Console.WriteLine("off.");             // State entry actions

        yield return null;                     // This means "Wait until a 
                                               // trigger is called"

                                               // Ah, we got triggered! 
                                               //   perform state exit actions 
                                               //   (none, in this case)

        if (Trigger == PressSwitch) goto on;   // Transitions go here: 
                                               // depending on the trigger 
                                               // that was called, go to
                                               // the right state

        InvalidTrigger();                      // Throw exception on 
                                               // invalid trigger

        ...

这是因为c#编译器实际上在内部为每个使用yield return的方法创建了一个状态机。这个构造通常用于惰性地创建数据序列,但在这种情况下,我们实际上对返回的序列并不感兴趣(反正都是null),而是对在底层创建的状态行为感兴趣。

StateMachine基类对构造进行一些反射,将代码分配给每个[Trigger]操作,该操作设置Trigger成员并向前移动状态机。

但是你不需要真正理解它的内部原理就能使用它。

其他回答

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!

我还没有尝试过在c#中实现FSM,但这些听起来(或看起来)与我过去在C或ASM等低级语言中处理FSM的方式非常复杂。

我相信我所知道的方法被称为“迭代循环”。在其中,你实际上有一个“while”循环,它周期性地根据事件(中断)退出,然后再次返回到主循环。

在中断处理程序中,您将传递一个CurrentState并返回一个NextState,然后在主循环中覆盖CurrentState变量。你可以无限地这样做,直到程序关闭(或微控制器复位)。

在我看来,与FSM的实现方式相比,我看到的其他答案都显得非常复杂;它的美丽在于它的简单性,FSM可以非常复杂,有很多很多的状态和过渡,但它们允许复杂的过程很容易被分解和消化。

我知道我的回答不应该包含另一个问题,但我不得不问:为什么这些其他提出的解决方案看起来如此复杂? 它们似乎类似于用一个巨大的大锤敲一个小钉子。

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。

我刚刚贡献了这个:

https://code.google.com/p/ysharp/source/browse/#svn%2Ftrunk%2FStateMachinesPoC

下面是演示直接和间接发送命令的例子之一,状态为IObserver(信号),因此响应者对信号源IObservable(信号):

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Test
{
    using Machines;

    public static class WatchingTvSampleAdvanced
    {
        // Enum type for the transition triggers (instead of System.String) :
        public enum TvOperation { Plug, SwitchOn, SwitchOff, Unplug, Dispose }

        // The state machine class type is also used as the type for its possible states constants :
        public class Television : NamedState<Television, TvOperation, DateTime>
        {
            // Declare all the possible states constants :
            public static readonly Television Unplugged = new Television("(Unplugged TV)");
            public static readonly Television Off = new Television("(TV Off)");
            public static readonly Television On = new Television("(TV On)");
            public static readonly Television Disposed = new Television("(Disposed TV)");

            // For convenience, enter the default start state when the parameterless constructor executes :
            public Television() : this(Television.Unplugged) { }

            // To create a state machine instance, with a given start state :
            private Television(Television value) : this(null, value) { }

            // To create a possible state constant :
            private Television(string moniker) : this(moniker, null) { }

            private Television(string moniker, Television value)
            {
                if (moniker == null)
                {
                    // Build the state graph programmatically
                    // (instead of declaratively via custom attributes) :
                    Handler<Television, TvOperation, DateTime> stateChangeHandler = StateChange;
                    Build
                    (
                        new[]
                        {
                            new { From = Television.Unplugged, When = TvOperation.Plug, Goto = Television.Off, With = stateChangeHandler },
                            new { From = Television.Unplugged, When = TvOperation.Dispose, Goto = Television.Disposed, With = stateChangeHandler },
                            new { From = Television.Off, When = TvOperation.SwitchOn, Goto = Television.On, With = stateChangeHandler },
                            new { From = Television.Off, When = TvOperation.Unplug, Goto = Television.Unplugged, With = stateChangeHandler },
                            new { From = Television.Off, When = TvOperation.Dispose, Goto = Television.Disposed, With = stateChangeHandler },
                            new { From = Television.On, When = TvOperation.SwitchOff, Goto = Television.Off, With = stateChangeHandler },
                            new { From = Television.On, When = TvOperation.Unplug, Goto = Television.Unplugged, With = stateChangeHandler },
                            new { From = Television.On, When = TvOperation.Dispose, Goto = Television.Disposed, With = stateChangeHandler }
                        },
                        false
                    );
                }
                else
                    // Name the state constant :
                    Moniker = moniker;
                Start(value ?? this);
            }

            // Because the states' value domain is a reference type, disallow the null value for any start state value : 
            protected override void OnStart(Television value)
            {
                if (value == null)
                    throw new ArgumentNullException("value", "cannot be null");
            }

            // When reaching a final state, unsubscribe from all the signal source(s), if any :
            protected override void OnComplete(bool stateComplete)
            {
                // Holds during all transitions into a final state
                // (i.e., stateComplete implies IsFinal) :
                System.Diagnostics.Debug.Assert(!stateComplete || IsFinal);

                if (stateComplete)
                    UnsubscribeFromAll();
            }

            // Executed before and after every state transition :
            private void StateChange(IState<Television> state, ExecutionStep step, Television value, TvOperation info, DateTime args)
            {
                // Holds during all possible transitions defined in the state graph
                // (i.e., (step equals ExecutionStep.LeaveState) implies (not state.IsFinal))
                System.Diagnostics.Debug.Assert((step != ExecutionStep.LeaveState) || !state.IsFinal);

                // Holds in instance (i.e., non-static) transition handlers like this one :
                System.Diagnostics.Debug.Assert(this == state);

                switch (step)
                {
                    case ExecutionStep.LeaveState:
                        var timeStamp = ((args != default(DateTime)) ? String.Format("\t\t(@ {0})", args) : String.Empty);
                        Console.WriteLine();
                        // 'value' is the state value that we are transitioning TO :
                        Console.WriteLine("\tLeave :\t{0} -- {1} -> {2}{3}", this, info, value, timeStamp);
                        break;
                    case ExecutionStep.EnterState:
                        // 'value' is the state value that we have transitioned FROM :
                        Console.WriteLine("\tEnter :\t{0} -- {1} -> {2}", value, info, this);
                        break;
                    default:
                        break;
                }
            }

            public override string ToString() { return (IsConstant ? Moniker : Value.ToString()); }
        }

        public static void Run()
        {
            Console.Clear();

            // Create a signal source instance (here, a.k.a. "remote control") that implements
            // IObservable<TvOperation> and IObservable<KeyValuePair<TvOperation, DateTime>> :
            var remote = new SignalSource<TvOperation, DateTime>();

            // Create a television state machine instance (automatically set in a default start state),
            // and make it subscribe to a compatible signal source, such as the remote control, precisely :
            var tv = new Television().Using(remote);
            bool done;

            // Always holds, assuming the call to Using(...) didn't throw an exception (in case of subscription failure) :
            System.Diagnostics.Debug.Assert(tv != null, "There's a bug somewhere: this message should never be displayed!");

            // As commonly done, we can trigger a transition directly on the state machine :
            tv.MoveNext(TvOperation.Plug, DateTime.Now);

            // Alternatively, we can also trigger transitions by emitting from the signal source / remote control
            // that the state machine subscribed to / is an observer of :
            remote.Emit(TvOperation.SwitchOn, DateTime.Now);
            remote.Emit(TvOperation.SwitchOff);
            remote.Emit(TvOperation.SwitchOn);
            remote.Emit(TvOperation.SwitchOff, DateTime.Now);

            done =
                (
                    tv.
                        MoveNext(TvOperation.Unplug).
                        MoveNext(TvOperation.Dispose) // MoveNext(...) returns null iff tv.IsFinal == true
                    == null
                );

            remote.Emit(TvOperation.Unplug); // Ignored by the state machine thanks to the OnComplete(...) override above

            Console.WriteLine();
            Console.WriteLine("Is the TV's state '{0}' a final state? {1}", tv.Value, done);

            Console.WriteLine();
            Console.WriteLine("Press any key...");
            Console.ReadKey();
        }
    }
}

注意:这个例子是相当人工的,主要是为了演示一些正交的特征。应该很少有真正需要通过一个完整的类来实现状态值域本身,使用CRTP(参见:http://en.wikipedia.org/wiki/Curiously_recurring_template_pattern)。

下面是一个当然更简单,可能更常见的实现用例(使用一个简单的枚举类型作为状态值域),用于相同的状态机,并使用相同的测试用例:

https://code.google.com/p/ysharp/source/browse/trunk/StateMachinesPoC/WatchingTVSample.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Test
{
    using Machines;

    public static class WatchingTvSample
    {
        public enum Status { Unplugged, Off, On, Disposed }

        public class DeviceTransitionAttribute : TransitionAttribute
        {
            public Status From { get; set; }
            public string When { get; set; }
            public Status Goto { get; set; }
            public object With { get; set; }
        }

        // State<Status> is a shortcut for / derived from State<Status, string>,
        // which in turn is a shortcut for / derived from State<Status, string, object> :
        public class Device : State<Status>
        {
            // Executed before and after every state transition :
            protected override void OnChange(ExecutionStep step, Status value, string info, object args)
            {
                if (step == ExecutionStep.EnterState)
                {
                    // 'value' is the state value that we have transitioned FROM :
                    Console.WriteLine("\t{0} -- {1} -> {2}", value, info, this);
                }
            }

            public override string ToString() { return Value.ToString(); }
        }

        // Since 'Device' has no state graph of its own, define one for derived 'Television' :
        [DeviceTransition(From = Status.Unplugged, When = "Plug", Goto = Status.Off)]
        [DeviceTransition(From = Status.Unplugged, When = "Dispose", Goto = Status.Disposed)]
        [DeviceTransition(From = Status.Off, When = "Switch On", Goto = Status.On)]
        [DeviceTransition(From = Status.Off, When = "Unplug", Goto = Status.Unplugged)]
        [DeviceTransition(From = Status.Off, When = "Dispose", Goto = Status.Disposed)]
        [DeviceTransition(From = Status.On, When = "Switch Off", Goto = Status.Off)]
        [DeviceTransition(From = Status.On, When = "Unplug", Goto = Status.Unplugged)]
        [DeviceTransition(From = Status.On, When = "Dispose", Goto = Status.Disposed)]
        public class Television : Device { }

        public static void Run()
        {
            Console.Clear();

            // Create a television state machine instance, and return it, set in some start state :
            var tv = new Television().Start(Status.Unplugged);
            bool done;

            // Holds iff the chosen start state isn't a final state :
            System.Diagnostics.Debug.Assert(tv != null, "The chosen start state is a final state!");

            // Trigger some state transitions with no arguments
            // ('args' is ignored by this state machine's OnChange(...), anyway) :
            done =
                (
                    tv.
                        MoveNext("Plug").
                        MoveNext("Switch On").
                        MoveNext("Switch Off").
                        MoveNext("Switch On").
                        MoveNext("Switch Off").
                        MoveNext("Unplug").
                        MoveNext("Dispose") // MoveNext(...) returns null iff tv.IsFinal == true
                    == null
                );

            Console.WriteLine();
            Console.WriteLine("Is the TV's state '{0}' a final state? {1}", tv.Value, done);

            Console.WriteLine();
            Console.WriteLine("Press any key...");
            Console.ReadKey();
        }
    }
}

'HTH

关于stateppattern。这符合你的需要吗?

我认为这与上下文有关,但值得一试。

http://en.wikipedia.org/wiki/State_pattern

这让你的状态决定去哪里,而不是“对象”类。

布鲁诺