C++ FSM 设计和所有权
我想为此语法实现 FSM/“下推自动机”解析器: 解析器范围和条件已经被“词法分析”到有限状态机解析器
我有以下内容:
class State
{
public:
virtual State* event( const string &token );
State* deleteDaughter();
private:
A* m_parent;
A* m_daughter;
}
class SomeState : public State
{
public:
State* event( const std::string &token );
}
随着 B
的 event()
执行(在许多 if-elseif 之后)return m_parent->deleteDaughter()
。我知道这很可疑(并且会崩溃),但我需要方法从女儿 State
返回父 State
并确保女儿 State
> 没有泄露。
我的事件循环如下所示:
while( somestringstream >> token )
state = state->event();
在您责骂设计和最后一段代码之前,我尝试从 这里,看起来还不错。为了清楚和简洁起见,我将决定部分移交给各州本身。
我知道有很多关于这个主题的书籍,但我不是计算机科学家/程序员,我想自己学习做到这一点(当然,在 SO 所有友好人员的帮助下)。如果概念不清楚,请提问。谢谢!
I would like to implement a FSM/"pushdown automaton" parser for this syntax: parser with scopes and conditionals which has already been "lexed" into Finite State Machine parser
I have the following:
class State
{
public:
virtual State* event( const string &token );
State* deleteDaughter();
private:
A* m_parent;
A* m_daughter;
}
class SomeState : public State
{
public:
State* event( const std::string &token );
}
With B
's event()
doing (after many if-elseif's) return m_parent->deleteDaughter()
. I know this is fishy (and it crashes), but I need way to return the parent State
from the daughter State
and make sure the daughter State
isn't leaked.
My event loop looks like this:
while( somestringstream >> token )
state = state->event();
Before you scold the design and last piece of code, I tried extending a much too simple example from here, which seems pretty ok. I am moving the decision part to the states themselves, for clarity and brevity.
I understand there's loads of books on this subject, but I'm no computer scientist/programmer and I want to learn to do this myself (of course, with the help of all the friendly people at SO). If the concept isn't clear, please ask. Thanks!
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仍然可以随意发表您对此的看法,但我已经弄清楚如何优雅地处理所有事情:
首先:我的事件循环将保留指向最后创建的
State*
的指针。第二:每个
State
都有一个指向父State
的指针,在构造函数中初始化,默认为 0(如果用于除第一个State*< /代码>);这保证了任何国家都不会超出范围。
第三:
State* endOfState()
函数正是这样做的(我对此特别自豪。当从子类的
event()
中调用它时,它将正确删除自身,并返回父指针(如果仍然包含泄漏,请通知我如果解决方案不清楚,请询问:)
PS:为了公平起见,灵感被盗了。 http://www.codeguru.com/forum/showthread.php?t= 179284
Feel free to still post your take on this, but I have figured out how to handle everything gracefully:
First: my event loop will keep a pointer to the last
State*
created.Second: Each
State
has a pointer to the parentState
, initialized in the constructor, defaulting to 0 (memory leak if used for anything but the firstState*
); this guarantees that no State will go out of scope.Third:
State* endOfState()
function which does exactly this (and I'm particularly proud of this.When this is called from within a subclass's
event()
, it will properly delete itself, and return the parent pointer (going one up in the ladder).If this still contains a leak, please inform me. If the solution is not clear, please ask :)
PS: for all fairness, inspiration was stolen from http://www.codeguru.com/forum/showthread.php?t=179284