这是一个用C ++编写的面试问题:
为自动售货机编写代码:从一个简单的代码开始,它只是出售一种类型的商品。所以两个状态变量:金钱和库存,都可以。
我的回答:
我会使用状态机,它有大约3-4个状态。使用枚举变量来指示状态并使用switch case语句,其中每个case都有对应于每个状态的操作,并保持循环以从一个状态移动到另一个状态。
下一个问题:
但是,对于添加的更多状态和修改状态中的现有操作,使用switch case语句不能“很好地扩展”。你打算如何处理这个问题?
当时我无法回答这个问题。但后来想到,我可能会:
std::map
from(string,function)其中string表示调用相应状态函数的状态。 我的问题是:
面试问题是期待大规模软件系统的C ++习语和设计模式的答案。
答案 0 :(得分:42)
我正在考虑使用State Pattern
// machine.h
#pragma once
#include "MachineStates.h"
class AbstractState;
class Machine {
friend class AbstractState;
public:
Machine(unsigned int inStockQuantity);
void sell(unsigned int quantity);
void refill(unsigned int quantity);
unsigned int getCurrentStock();
~Machine();
private:
unsigned int mStockQuantity;
AbstractState* mState;
};
// machine.cpp
#include "Machine.h"
Machine::Machine(unsigned int inStockQuantity) :
mStockQuantity(inStockQuantity),
mState(inStockQuantity > 0 ? new Normal() : new SoldOut()) {
}
Machine::~Machine() {
delete mState;
}
void Machine::sell(unsigned int quantity) {
mState->sell(*this, quantity);
}
void Machine::refill(unsigned int quantity) {
mState->refill(*this, quantity);
}
unsigned int Machine::getCurrentStock() {
return mStockQuantity;
}
// MachineStates.h
#pragma once
#include "Machine.h"
#include <exception>
#include <stdexcept>
class Machine;
class AbstractState {
public:
virtual void sell(Machine& machine, unsigned int quantity) = 0;
virtual void refill(Machine& machine, unsigned int quantity) = 0;
virtual ~AbstractState();
protected:
void setState(Machine& machine, AbstractState* st);
void updateStock(Machine& machine, unsigned int quantity);
};
class Normal : public AbstractState {
public:
virtual void sell(Machine& machine, unsigned int quantity);
virtual void refill(Machine& machine, unsigned int quantity);
virtual ~Normal();
};
class SoldOut : public AbstractState {
public:
virtual void sell(Machine& machine, unsigned int quantity);
virtual void refill(Machine& machine, unsigned int quantity);
virtual ~SoldOut();
};
// MachineStates.cpp
#include "MachineStates.h"
AbstractState::~AbstractState() {
}
void AbstractState::setState(Machine& machine, AbstractState* state) {
AbstractState* aux = machine.mState;
machine.mState = state;
delete aux;
}
void AbstractState::updateStock(Machine& machine, unsigned int quantity) {
machine.mStockQuantity = quantity;
}
Normal::~Normal() {
}
void Normal::sell(Machine& machine, unsigned int quantity) {
int currStock = machine.getCurrentStock();
if (currStock < quantity) {
throw std::runtime_error("Not enough stock");
}
updateStock(machine, currStock - quantity);
if (machine.getCurrentStock() == 0) {
setState(machine, new SoldOut());
}
}
void Normal::refill(Machine& machine, unsigned int quantity) {
int currStock = machine.getCurrentStock();
updateStock(machine, currStock + quantity);
}
SoldOut::~SoldOut() {
}
void SoldOut::sell(Machine& machine, unsigned int quantity) {
throw std::runtime_error("Sold out!");
}
void SoldOut::refill(Machine& machine, unsigned int quantity) {
updateStock(machine, quantity);
setState(machine, new Normal());
}
我不习惯用C ++编程,但是这段代码很少编译反对GCC 4.8.2而valgrind没有泄漏,所以我猜它没关系。我不算钱,但我不需要这个来向你展示这个想法。
测试它:
#include <iostream>
#include <stdexcept>
#include "Machine.h"
#include "MachineStates.h"
int main() {
Machine m(10), m2(0);
m.sell(10);
std::cout << "m: " << "Sold 10 items" << std::endl;
try {
m.sell(1);
} catch (std::exception& e) {
std::cerr << "m: " << e.what() << std::endl;
}
m.refill(20);
std::cout << "m: " << "Refilled 20 items" << std::endl;
m.sell(10);
std::cout << "m: " << "Sold 10 items" << std::endl;
std::cout << "m: " << "Remaining " << m.getCurrentStock() << " items" << std::endl;
m.sell(5);
std::cout << "m: " << "Sold 5 items" << std::endl;
std::cout << "m: " << "Remaining " << m.getCurrentStock() << " items" << std::endl;
try {
m.sell(10);
} catch (std::exception& e) {
std::cerr << "m: " << e.what() << std::endl;
}
try {
m2.sell(1);
} catch (std::exception& e) {
std::cerr << "m2: " << e.what() << std::endl;
}
return 0;
}
输出是:
m: Sold 10 items m: Sold out! m: Refilled 20 items m: Sold 10 items m: Remaining 10 items m: Sold 5 items m: Remaining 5 items m: Not enough stock m2: Not enough stock
现在,如果您想添加Broken
状态,您只需要另一个AbstractState
个孩子。也许您还需要在broken
上添加Machine
属性。
要添加更多产品,您必须拥有产品图及其各自的库存数量等等......
答案 1 :(得分:25)
考虑使用表而不是switch
语句。一列可以是转换条件,另一列是目标状态。
这很好地扩展,因为您不必更改表处理功能;只需在表格中添加另一行。
+------------------+---------------------+---------------+
| Current state ID | transition criteria | Next state ID |
+------------------+---------------------+---------------+
| | | |
+------------------+---------------------+---------------+
在我的工作代码中,我们使用一列函数指针而不是“下一个状态ID”。该表是一个单独的文件,定义了访问器功能。有一个或多个include语句来解析每个函数指针。
<强> table.h 强>
#ifndef TABLE_H
#define TABLE_H
struct Table_Entry
{
unsigned int current_state_id;
unsigned char transition_letter;
unsigned int next_state_id;
};
Table_Entry const * table_begin(void);
Table_Entry const * table_end(void);
#endif // TABLE_H
table.cpp:
#include "table.h"
static const Table_Entry my_table[] =
{
// Current Transition Next
// State ID Letter State ID
{ 0, 'A', 1}, // From 0 goto 1 if letter is 'A'.
{ 0, 'B', 2}, // From 0 goto 2 if letter is 'B'.
{ 0, 'C', 3}, // From 0 goto 3 if letter is 'C'.
{ 1, 'A', 1}, // From 1 goto 1 if letter is 'A'.
{ 1, 'B', 3}, // From 1 goto 3 if letter is 'B'.
{ 1, 'C', 0}, // From 1 goto 0 if letter is 'C'.
};
static const unsigned int TABLE_SIZE =
sizeof(my_table) / sizeof(my_table[0]);
Table_Entry const *
table_begin(void)
{
return &my_table[0];
}
Table_Entry const *
table_end(void)
{
return &my_table[TABLE_SIZE];
}
<强> state_machine.cpp 强>
#include "table.h"
#include <iostream>
using namespace std; // Because I'm lazy.
void
Execute_State_Machine(void)
{
unsigned int current_state = 0;
while (1)
{
char transition_letter;
cout << "Current state: " << current_state << "\n";
cout << "Enter transition letter: ";
cin >> transition_letter;
cin.ignore(1000, '\n'); /* Eat up the '\n' still in the input stream */
Table_Entry const * p_entry = table_begin();
Table_Entry const * const p_table_end = table_end();
bool state_found = false;
while ((!state_found) && (p_entry != p_table_end))
{
if (p_entry->current_state_id == current_state)
{
if (p_entry->transition_letter == transition_letter)
{
cout << "State found, transitioning"
<< " from state " << current_state
<< ", to state " << p_entry->next_state_id
<< "\n";
current_state = p_entry->next_state_id;
state_found = true;
break;
}
}
++p_entry;
}
if (!state_found)
{
cerr << "Transition letter not found, current state not changed.\n";
}
}
}
答案 2 :(得分:7)
我曾经用C ++编写了一个状态机,我需要为很多状态对(源→目标对)进行相同的转换。我想举例说明一下:
4 -> 8 \
5 -> 9 \_ action1()
6 -> 10 /
7 -> 11 /
8 -> 4 \
9 -> 5 \_ action2()
10 -> 6 /
11 -> 7 /
我想出的是一组(过渡标准+下一个状态+“动作”功能)。为了保持一般性,转换条件和下一个状态都被写为函子(lambda函数):
typedef std::function<bool(int)> TransitionCriteria;
typedef std::function<int(int)> TransitionNewState;
typedef std::function<void(int)> TransitionAction; // gets passed the old state
如果您有很多适用于许多不同状态的转换,这个解决方案很不错,如上例所示。但是,对于每个“步骤”,此方法需要线性扫描所有不同转换的列表。
对于上面的例子,会有两个这样的过渡:
struct Transition {
TransitionCriteria criteria;
TransitionNewState newState;
TransitionAction action;
Transition(TransitionCriteria c, TransitionNewState n, TransitionAction a)
: criteria(c), newState(n), action(a) {}
};
std::vector<Transition> transitions;
transitions.push_back(Transition(
[](int oldState){ return oldState >= 4 && oldState < 8; },
[](int oldState){ return oldState + 4; },
[](int oldState){ std::cout << "action1" << std::endl; }
));
transitions.push_back(Transition(
[](int oldState){ return oldState >= 8 && oldState < 12; },
[](int oldState){ return oldState - 4; },
[](int oldState){ std::cout << "action2" << std::endl; }
));
答案 3 :(得分:5)
我不知道这是否会让你通过面试,但我个人不会手工编写任何状态机,特别是如果它处于专业环境中。状态机是一个研究得很好的问题,并且存在经过良好测试的开源工具,这些工具通常可以为您自己手工生成的代码生成优质代码,并且它们还可以帮助您通过例如诊断状态机的问题。能够自动生成状态图。
我对此类问题的转到工具是:
答案 4 :(得分:3)
我使用这些方法编写了大量状态机。但是当我为Nexus 7000(价值117,000美元的交换机)编写思科的收发器库时,我使用了我在80年代发明的方法。那是使用一个宏,使状态机看起来更像多任务阻塞代码。这些宏是为C语言编写的,但是当我为DELL工作时,我使用了很少的C ++修改。您可以在此处详细了解:https://www.codeproject.com/Articles/37037/Macros-to-simulate-multi-tasking-blocking-code-at
答案 5 :(得分:2)
#include <stdio.h>
#include <iostream>
using namespace std;
class State;
enum state{ON=0,OFF};
class Switch {
private:
State* offState;
State* onState;
State* currState;
public:
~Switch();
Switch();
void SetState(int st);
void on();
void off();
};
class State{
public:
State(){}
virtual void on(Switch* op){}
virtual void off(Switch* op){}
};
class OnState : public State{
public:
OnState(){
cout << "OnState State Initialized" << endl;
}
void on(Switch* op);
void off(Switch* op);
};
class OffState : public State{
public:
OffState(){
cout << "OffState State Initialized" << endl;
}
void on(Switch* op);
void off(Switch* op);
};
Switch::Switch(){
offState = new OffState();
onState = new OnState();
currState=offState;
}
Switch::~Switch(){
if(offState != NULL)
delete offState;
if(onState != NULL)
delete onState;
}
void Switch::SetState(int newState){
if(newState == ON)
{
currState = onState;
}
else if(newState == OFF)
{
currState = offState;
}
}
void Switch::on(){
currState->on(this);
}
void Switch::off(){
currState->off(this);
}
void OffState::on(Switch* op){
cout << "State transition from OFF to ON" << endl;
op->SetState(ON);
}
void OffState::off(Switch* op){
cout << "Already in OFF state" << endl;
}
void OnState::on(Switch* op){
cout << "Already in ON state" << endl;
}
void OnState::off(Switch* op){
cout << "State transition from ON to OFF" << endl;
op->SetState(OFF);
}
int main(){
Switch* swObj = new Switch();
int ch;
do{
switch(ch){
case 1: swObj->on();
break;
case 0: swObj->off();
break;
default : cout << "Invalid choice"<<endl;
break;
}
cout << "Enter 0/1: ";
cin >> ch;
}while(true);`enter code here`
delete swObj;
return 0;
}