我有一个简单的状态机(在下面输入)。我的主要问题是我试图对我的状态机函数进行递归调用。我在输入函数时所做的是为我的树创建一个新节点,然后推送它。当我进行递归调用时,我会一遍又一遍地创建一个新节点。这可以工作,但是当把孩子添加到父母时,我有点困惑。有人可以帮助查看这个并帮助我采取我的树节点(父母我假设)并附上一个孩子吗?
TreeNodeClass* ProcessTree(TokenT token, vector <list <stateAssoc> >& vecTree, int depth)
{
int state = 1; //Assume this is a new record.
bool noState = false;
bool update = true;
int dex = 0;
string root, value, data, tag;
TreeNodeClass* treeNode;
treeNode = new TreeNodeClass; //Assume a new node per state machine visit.
//Need 11 to break out of loop as well.
while(state != 10)
{
switch(state)
{
case 1: dex = 1;
break;
case 2: dex = 6;
root = yylval;
break;
case 3: dex = 7;
break;
case 4: dex = 3;
value = yylval;
treeNode->CreateAttrib(root, value);
break;
case 5: dex = 2;
break;
case 6: dex = 4;
data = yylval;
break;
case 7: //Really Don't do anything. Set the tag creation at 8...
dex = 8;
tag = yylval;
if(data != "" and data != "authors")
treeNode->CreateTag(data, tag);
break;
case 8: {
//New TreeNode already grabbed.
//TreeNodeClass* childNode = new TreeNodeClass;
childNode = ProcessTree(token, vecTree, depth+1);
childNode->SetHeight(depth);
treeNode->AddChildren(childNode);
}
token = TokenT(yylex()); //Get a new token to process.
dex = 5;
break;
case 9: dex = 9;
update = false;
if(yylval != treeNode->ReturnTag())
{
state = 11;
}
break;
case 10: update = false;
treeNode->SetHeight(1);
break;
default: cout << "Error " << endl;
cout << state << endl;
cin.get();
break;
}
if(!noState)
state = FindMatch(vecTree[dex], token);
if(update)
token = TokenT(yylex());
else
update = true;
}
return treeNode;
}
您可以假设dex只是一个列表数组的索引,它将返回正确的状态或11(错误)。此外,您可以假设此函数至少在输入文件上被调用一次并且已经开始解析。谢谢您的帮助。
答案 0 :(得分:0)
查看代码,
int state = 1;
//Code
while(state != 10) {
switch(state) {
case:1 dex = 1; break; //Only case you run
//more cases
case 8: { //never enter here
//New TreeNode already grabbed.
//TreeNodeClass* childNode = new TreeNodeClass;
childNode = ProcessTree(token, vecTree, depth+1);
childNode->SetHeight(depth);
treeNode->AddChildren(childNode); //should work if assuming function is correct
}
//stuff
break;
default: break;//blah
}
}
//blah
return treeNode;
除了事实state
总是等于1,我认为没有其他原因使你的代码在案例8中失败。这假设treeNodeClass::AddChildren(TreeNodeClass*)
已正确实施。没有那段代码,我可以认为这不是你的问题。是否有一些方法在切换中state
不是1?