Reputation: 133
I've seen a number of different approaches to implementing a FSM.
Switch-case Function pointer tables object oriented programming
My question is what are the main factors I should be aware of when choosing one implementation over the other. In my case I only have 4 states with at most 2 transitions at each state. My main goal is for the implementation to be easily readable for someone else to modify.
Thanks
Upvotes: 1
Views: 1592
Reputation: 873
Please take a look at method-based FSA implementation
// abstract FSA
template<class C, typename T>
struct fsa {
struct state_t {
typedef state_t (C::*type)(T);
inline state_t(type f) : state(f) {}
type state;
};
fsa(state_t init) : state(init) {}
inline bool next(T val) {
state = (static_cast<C*>(this)->*state.state)(val);
return state.state != nullptr;
}
private:
state_t state;
};
//concrete FSA implementation
struct myfsa : fsa<myfsa,char> {
inline myfsa() : fsa<myfsa, char>(&myfsa::start) {}
state_t start(char) {
std::cout << "start" << std::endl;
return &myfsa::state1;
}
state_t state1(char) {
std::cout << "state1" << std::endl;
return &myfsa::state2;
}
state_t state2(char) {
std::cout << "state2" << std::endl;
return nullptr;
}
char get() { return ' '; /*TODO*/ }
void run() {
while(next(get()));
}
};
Upvotes: 1