Android Data Analyse(4)--StateMachine

StateMachine 定义

英文定义

/*
 *
 * <p>The state machine defined here is a hierarchical state machine which processes messages
 * and can have states arranged hierarchically.</p>
 *
 * <p>A state is a <code>State</code> object and must implement
 * <code>processMessage</code> and optionally <code>enter/exit/getName</code>.
 * The enter/exit methods are equivalent to the construction and destruction
 * in Object Oriented programming and are used to perform initialization and
 * cleanup of the state respectively. The <code>getName</code> method returns the
 * name of the state; the default implementation returns the class name. It may be
 * desirable to have <code>getName</code> return the the state instance name instead,
 * in particular if a particular state class has multiple instances.</p>
 *
 * <p>When a state machine is created, <code>addState</code> is used to build the
 * hierarchy and <code>setInitialState</code> is used to identify which of these
 * is the initial state. After construction the programmer calls <code>start</code>
 * which initializes and starts the state machine. The first action the StateMachine
 * is to the invoke <code>enter</code> for all of the initial state's hierarchy,
 * starting at its eldest parent. The calls to enter will be done in the context
 * of the StateMachine's Handler, not in the context of the call to start, and they
 * will be invoked before any messages are processed. For example, given the simple
 * state machine below, mP1.enter will be invoked and then mS1.enter. Finally,
 * messages sent to the state machine will be processed by the current state;
 * in our simple state machine below that would initially be mS1.processMessage.</p>
<pre>
        mP1
       /   \
      mS2   mS1 ----&gt; initial state
</pre>
 * <p>After the state machine is created and started, messages are sent to a state
 * machine using <code>sendMessage</code> and the messages are created using
 * <code>obtainMessage</code>. When the state machine receives a message the
 * current state's <code>processMessage</code> is invoked. In the above example
 * mS1.processMessage will be invoked first. The state may use <code>transitionTo</code>
 * to change the current state to a new state.</p>
 *
 * <p>Each state in the state machine may have a zero or one parent states. If
 * a child state is unable to handle a message it may have the message processed
 * by its parent by returning false or NOT_HANDLED. If a message is not handled by
 * a child state or any of its ancestors, <code>unhandledMessage</code> will be invoked
 * to give one last chance for the state machine to process the message.</p>
 *
 * <p>When all processing is completed a state machine may choose to call
 * <code>transitionToHaltingState</code>. When the current <code>processingMessage</code>
 * returns the state machine will transfer to an internal <code>HaltingState</code>
 * and invoke <code>halting</code>. Any message subsequently received by the state
 * machine will cause <code>haltedProcessMessage</code> to be invoked.</p>
 *
 * <p>If it is desirable to completely stop the state machine call <code>quit</code> or
 * <code>quitNow</code>. These will call <code>exit</code> of the current state and its parents,
 * call <code>onQuitting</code> and then exit Thread/Loopers.</p>
 *
 * <p>In addition to <code>processMessage</code> each <code>State</code> has
 * an <code>enter</code> method and <code>exit</code> method which may be overridden.</p>
 *
 * <p>Since the states are arranged in a hierarchy transitioning to a new state
 * causes current states to be exited and new states to be entered. To determine
 * the list of states to be entered/exited the common parent closest to
 * the current state is found. We then exit from the current state and its
 * parent's up to but not including the common parent state and then enter all
 * of the new states below the common parent down to the destination state.
 * If there is no common parent all states are exited and then the new states
 * are entered.</p>
 *
 * <p>Two other methods that states can use are <code>deferMessage</code> and
 * <code>sendMessageAtFrontOfQueue</code>. The <code>sendMessageAtFrontOfQueue</code> sends
 * a message but places it on the front of the queue rather than the back. The
 * <code>deferMessage</code> causes the message to be saved on a list until a
 * transition is made to a new state. At which time all of the deferred messages
 * will be put on the front of the state machine queue with the oldest message
 * at the front. These will then be processed by the new current state before
 * any other messages that are on the queue or might be added later. Both of
 * these are protected and may only be invoked from within a state machine.</p>
 *
 * <p>To illustrate some of these properties we'll use state machine with an 8
 * state hierarchy:</p>
<pre>
          mP0
         /   \
        mP1   mS0
       /   \
      mS2   mS1
     /  \    \
    mS3  mS4  mS5  ---&gt; initial state
</pre>
 * <p>After starting mS5 the list of active states is mP0, mP1, mS1 and mS5.
 * So the order of calling processMessage when a message is received is mS5,
 * mS1, mP1, mP0 assuming each processMessage indicates it can't handle this
 * message by returning false or NOT_HANDLED.</p>
 *
 * <p>Now assume mS5.processMessage receives a message it can handle, and during
 * the handling determines the machine should change states. It could call
 * transitionTo(mS4) and return true or HANDLED. Immediately after returning from
 * processMessage the state machine runtime will find the common parent,
 * which is mP1. It will then call mS5.exit, mS1.exit, mS2.enter and then
 * mS4.enter. The new list of active states is mP0, mP1, mS2 and mS4. So
 * when the next message is received mS4.processMessage will be invoked.</p>
 *
 * <p>Now for some concrete examples, here is the canonical HelloWorld as a state machine.
 * It responds with "Hello World" being printed to the log for every message.</p>
<pre>
class HelloWorld extends StateMachine {
    HelloWorld(String name) {
        super(name);
        addState(mState1);
        setInitialState(mState1);
    }

    public static HelloWorld makeHelloWorld() {
        HelloWorld hw = new HelloWorld("hw");
        hw.start();
        return hw;
    }

    class State1 extends State {
        &#64;Override public boolean processMessage(Message message) {
            log("Hello World");
            return HANDLED;
        }
    }
    State1 mState1 = new State1();
}

void testHelloWorld() {
    HelloWorld hw = makeHelloWorld();
    hw.sendMessage(hw.obtainMessage());
}
</pre>
 * <p>A more interesting state machine is one with four states
 * with two independent parent states.</p>
<pre>
        mP1      mP2
       /   \
      mS2   mS1
</pre>
 * <p>Here is a description of this state machine using pseudo code.</p>
 <pre>
state mP1 {
     enter { log("mP1.enter"); }
     exit { log("mP1.exit");  }
     on msg {
         CMD_2 {
             send(CMD_3);
             defer(msg);
             transitionTo(mS2);
             return HANDLED;
         }
         return NOT_HANDLED;
     }
}

INITIAL
state mS1 parent mP1 {
     enter { log("mS1.enter"); }
     exit  { log("mS1.exit");  }
     on msg {
         CMD_1 {
             transitionTo(mS1);
             return HANDLED;
         }
         return NOT_HANDLED;
     }
}

state mS2 parent mP1 {
     enter { log("mS2.enter"); }
     exit  { log("mS2.exit");  }
     on msg {
         CMD_2 {
             send(CMD_4);
             return HANDLED;
         }
         CMD_3 {
             defer(msg);
             transitionTo(mP2);
             return HANDLED;
         }
         return NOT_HANDLED;
     }
}

state mP2 {
     enter {
         log("mP2.enter");
         send(CMD_5);
     }
     exit { log("mP2.exit"); }
     on msg {
         CMD_3, CMD_4 { return HANDLED; }
         CMD_5 {
             transitionTo(HaltingState);
             return HANDLED;
         }
         return NOT_HANDLED;
     }
}
</pre>
 * <p>The implementation is below and also in StateMachineTest:</p>
<pre>
class Hsm1 extends StateMachine {
    public static final int CMD_1 = 1;
    public static final int CMD_2 = 2;
    public static final int CMD_3 = 3;
    public static final int CMD_4 = 4;
    public static final int CMD_5 = 5;

    public static Hsm1 makeHsm1() {
        log("makeHsm1 E");
        Hsm1 sm = new Hsm1("hsm1");
        sm.start();
        log("makeHsm1 X");
        return sm;
    }

    Hsm1(String name) {
        super(name);
        log("ctor E");

        // Add states, use indentation to show hierarchy
        addState(mP1);
            addState(mS1, mP1);
            addState(mS2, mP1);
        addState(mP2);

        // Set the initial state
        setInitialState(mS1);
        log("ctor X");
    }

    class P1 extends State {
        &#64;Override public void enter() {
            log("mP1.enter");
        }
        &#64;Override public boolean processMessage(Message message) {
            boolean retVal;
            log("mP1.processMessage what=" + message.what);
            switch(message.what) {
            case CMD_2:
                // CMD_2 will arrive in mS2 before CMD_3
                sendMessage(obtainMessage(CMD_3));
                deferMessage(message);
                transitionTo(mS2);
                retVal = HANDLED;
                break;
            default:
                // Any message we don't understand in this state invokes unhandledMessage
                retVal = NOT_HANDLED;
                break;
            }
            return retVal;
        }
        &#64;Override public void exit() {
            log("mP1.exit");
        }
    }

    class S1 extends State {
        &#64;Override public void enter() {
            log("mS1.enter");
        }
        &#64;Override public boolean processMessage(Message message) {
            log("S1.processMessage what=" + message.what);
            if (message.what == CMD_1) {
                // Transition to ourself to show that enter/exit is called
                transitionTo(mS1);
                return HANDLED;
            } else {
                // Let parent process all other messages
                return NOT_HANDLED;
            }
        }
        &#64;Override public void exit() {
            log("mS1.exit");
        }
    }

    class S2 extends State {
        &#64;Override public void enter() {
            log("mS2.enter");
        }
        &#64;Override public boolean processMessage(Message message) {
            boolean retVal;
            log("mS2.processMessage what=" + message.what);
            switch(message.what) {
            case(CMD_2):
                sendMessage(obtainMessage(CMD_4));
                retVal = HANDLED;
                break;
            case(CMD_3):
                deferMessage(message);
                transitionTo(mP2);
                retVal = HANDLED;
                break;
            default:
                retVal = NOT_HANDLED;
                break;
            }
            return retVal;
        }
        &#64;Override public void exit() {
            log("mS2.exit");
        }
    }

    class P2 extends State {
        &#64;Override public void enter() {
            log("mP2.enter");
            sendMessage(obtainMessage(CMD_5));
        }
        &#64;Override public boolean processMessage(Message message) {
            log("P2.processMessage what=" + message.what);
            switch(message.what) {
            case(CMD_3):
                break;
            case(CMD_4):
                break;
            case(CMD_5):
                transitionToHaltingState();
                break;
            }
            return HANDLED;
        }
        &#64;Override public void exit() {
            log("mP2.exit");
        }
    }

    &#64;Override
    void onHalting() {
        log("halting");
        synchronized (this) {
            this.notifyAll();
        }
    }

    P1 mP1 = new P1();
    S1 mS1 = new S1();
    S2 mS2 = new S2();
    P2 mP2 = new P2();
}
</pre>
 * <p>If this is executed by sending two messages CMD_1 and CMD_2
 * (Note the synchronize is only needed because we use hsm.wait())</p>
<pre>
Hsm1 hsm = makeHsm1();
synchronize(hsm) {
     hsm.sendMessage(obtainMessage(hsm.CMD_1));
     hsm.sendMessage(obtainMessage(hsm.CMD_2));
     try {
          // wait for the messages to be handled
          hsm.wait();
     } catch (InterruptedException e) {
          loge("exception while waiting " + e.getMessage());
     }
}
</pre>
 * <p>The output is:</p>
<pre>
D/hsm1    ( 1999): makeHsm1 E
D/hsm1    ( 1999): ctor E
D/hsm1    ( 1999): ctor X
D/hsm1    ( 1999): mP1.enter
D/hsm1    ( 1999): mS1.enter
D/hsm1    ( 1999): makeHsm1 X
D/hsm1    ( 1999): mS1.processMessage what=1
D/hsm1    ( 1999): mS1.exit
D/hsm1    ( 1999): mS1.enter
D/hsm1    ( 1999): mS1.processMessage what=2
D/hsm1    ( 1999): mP1.processMessage what=2
D/hsm1    ( 1999): mS1.exit
D/hsm1    ( 1999): mS2.enter
D/hsm1    ( 1999): mS2.processMessage what=2
D/hsm1    ( 1999): mS2.processMessage what=3
D/hsm1    ( 1999): mS2.exit
D/hsm1    ( 1999): mP1.exit
D/hsm1    ( 1999): mP2.enter
D/hsm1    ( 1999): mP2.processMessage what=3
D/hsm1    ( 1999): mP2.processMessage what=4
D/hsm1    ( 1999): mP2.processMessage what=5
D/hsm1    ( 1999): mP2.exit
D/hsm1    ( 1999): halting
</pre>
 */

中文翻译

StateMachine 能有层次的处理状态消息。
State 是某种状态的对象,它必须实现processMessage 的方法,可以选择性的实现enter()/exit()/getName()的方法。enter()/exit() 方法是为了创建和销毁State. getName ()这个方法返回该state的名字,默认返回的是state 的类名。这样可以避免一个特定的state有多个对象从而导致返回值不同。
当StateMachine被创建,将会调用addState()这个方法来创建state的层次(?),然后调用setInitialState()方法来初始化一些state.当这些完成后,会调用start()来start StateMachine. 等StateMachine初始化完毕后,从最父类型的state开始依次调用enter()。这个操作会在StateMachine的handler里面去执行而不是通过对象的调用。这个操作在所有message执行前完成。
例如:当执行mP1.enter 时,将会调用mS1.enter.最终,message 将会传递到StateMachine从而被当前的state去执行。在如下这个例子中,将会最终执行mS1.processMessage.

     mP1
   /     \
  mS2   mS1 ----&gt; initial state

TO BE UPDATE

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转载自blog.csdn.net/Clear_ws/article/details/78219668
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