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state transition 状態遷移 有限状態機械の設計と実装

state transition 状態遷移 有限状態機械の設計と実装. わんくま 同盟 episthmh episteme@cppll.jp Microsoft MVP for Visual Developer Visual C ++. 状態遷移ってナニ よ ?. 駐車場でよく見かけるコレ. 状態遷移図 state transition diagram. Pass / Alarm. Coin / Unlock. Close. Open. Pass / Lock. Coin / ThankYou. ここから開始.

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state transition 状態遷移 有限状態機械の設計と実装

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  1. state transition 状態遷移 有限状態機械の設計と実装 わんくま同盟 episthmhepisteme@cppll.jp Microsoft MVP for Visual Developer Visual C++

  2. 状態遷移ってナニよ? 駐車場でよく見かけるコレ 状態遷移図 state transition diagram Pass /Alarm Coin /Unlock Close Open Pass /Lock Coin /ThankYou ここから開始 State : 状態  Event : 事象  Action : 動作

  3. 状態遷移表 (state transition table / state map) 状態遷移図の表による表現 Action : 動作 → 次の状態(遷移) State : 状態 Event : 事象

  4. 駐車場の遮断機をシミュレートしてみよう private enum State { Close, Open } private State state_ = State.Close; private void buttonPass_Click(object sender, EventArgs e) { switch ( state_ ) { case State.Close: textAction.Text = "コラ!"; break; case State.Open: textAction.Text = "ゲートを閉じます"; state_ = State.Close; break; } textState.Text = state_.ToString(); } 状態の数だけ並べなきゃなんないね…

  5. C++コメント抽出を行う状態遷移 一行 コメント / 7states ×6events = 42combination コメントかも * 開始 \n / コメント の外 ブロックコメント / ” ” \ * ブロック終わり 引用符内 escape (any)

  6. STATE Pattern を使うぞ、と。 抽象base class StateMachine void Coin() {state_ =state_.Coin(); }void Pass(){state_=state_.Pass(); } State State Coin();State Pass(); state_ Stateの数だけ用意する CloseState State Coin() { Unlock(); return OpenState; }State Pass() { Alarm(); return this; } OpenState State Coin() { ThankYou(); return this; }State Pass() { Lock(); return CloseState; }

  7. Next Step… StateMapCompiler • XMLで記述した状態遷移表に基づいて Context, State,そしてStateMachineの各コードを自動生成する。 GateFSM.cs GateFSM.xml namespace Gate { public enumStateCode { Close, Open, Unknown } public enumEventCode { Coin, Pass, Unknown } public interface Context { void Error(StateCode s, EventCode e); boolConfirm(); void Lock(); void Unlock(); void Alarm(); void ThankYou(); } public abstract class State { public abstract string Name { get; } public abstract StateCode Code { get; } internal virtual void Enter_(Context ctx) {} internal virtual void Exit_(Context ctx) {} internal virtual State Coin(Context ctx) { ctx.Error(Code,EventCode.Coin); return this; } internal virtual State Pass(Context ctx) { ctx.Error(Code,EventCode.Pass); return this; } } … } <?xml version='1.0' encoding='shift_jis' ?> <!DOCTYPE fsm SYSTEM 'smc.dtd'> <fsm name='Gate' initial='Close'> <state name='Close' entry='Lock'> <event name='Coin'> <transit state='Open' if='Confirm'/> </event> <event name='Pass'> <execute action='Alarm'/> </event> </state> <state name='Open' entry='Unlock'> <event name='Coin' guard='Confirm'> <execute action='ThankYou'/> </event> <event name='Pass'> <transit state='Close'/> </event> </state> </fsm>

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