首先要理解 State Pattern 模式。
http://www.dofactory.com/net/state-design-pattern
Definition
Allow an object to alter its behavior when its internal state changes. The object will appear to change its class.
UML class diagram
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Participants
The classes and objects participating in this pattern are:
- Context (Account)
- defines the interface of interest to clients
- maintains an instance of a ConcreteState subclass that defines the current state.
- State (State)
- defines an interface for encapsulating the behavior associated with a particular state of the Context.
- Concrete State (RedState, SilverState, GoldState)
- each subclass implements a behavior associated with a state of Context
先画个状态机用来接收和处理数据。
开始定义Base状态和各个状态
public abstract class StateBase { public abstract void Enter(Monitor context); public virtual void Exit(Monitor context) { Console.WriteLine("Exiting current state: {0}", context.CurrentState.StateName); } public string StateName { get; set; } }
public class ConnectState : StateBase { public ConnectState() { this.StateName = "Connect"; } public override void Enter(Monitor context) { Console.WriteLine("Enter - {0}", context.CurrentState.StateName); context.MoveToNextState(new ReceiveDataState()); } }
Create a context class, and set initial state to start running.
public class Monitor { public Monitor() { } public void MoveToNextState(StateBase nextState) { Console.WriteLine("Changing state..."); this.CurrentState.Exit(this); this.CurrentState = nextState; this.CurrentState.Enter(this); } public void Start() { this.CurrentState = new NotStartState(); this.CurrentState.Enter(this); } public StateBase CurrentState { get; set; }
开始使用状态机
static void Main(string[] args) { Monitor m = new Monitor(); m.Start(); }