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Design Patterns: Solidify Your C# Application Architecture with Design PatternsÖ

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Design Patterns: Solidify Your C# Application Architecture with Design PatternsÖÐÎİæ(βƪ¶þ) optimizer£¨·­Ò룩

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Design Patterns: Solidify Your C# Application Architecture with Design PatternsÖÐÎİæ(βƪ¶þ)

×÷ÕߣºSamir Bajaj

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state.h

#include "stdafx.h";

class State;

class VendingMachine;

class Start;

class Five;

class Ten;

class Fiftee;

class Twenty;

class State

{

public:

virtual void AddNickel(VendingMachine* vm) { }

virtual void AddDime(VendingMachine* vm) { }

virtual void AddQuarter(VendingMachine* vm) { }

protected:

virtual void ChangeState(VendingMachine* vm, State* s);

};

class VendingMachine

{

private:

State* state;

public:

VendingMachine();

void ChangeState(State* to);

void Vend();

void AddNickel();

void AddDime();

void AddQuarter();

};

class Start : public State

{

private:

static State* state;

public:

static State* Instance();

void AddNickel(VendingMachine* vm);

void AddDime(VendingMachine* vm);

void AddQuarter(VendingMachine* vm);

};

class Five : public State

{

private:

static State* state;

public:

static State* Instance();

void AddNickel(VendingMachine* vm);

void AddDime(VendingMachine* vm);

void AddQuarter(VendingMachine* vm);

};

class Ten : public State

{

private:

static State* state;

public:

static State* Instance();

void AddNickel(VendingMachine* vm);

void AddDime(VendingMachine* vm);

void AddQuarter(VendingMachine* vm);

};

class Fifteen : public State

{

private:

static State* state;

public:

static State* Instance();

void AddNickel(VendingMachine* vm);

void AddDime(VendingMachine* vm);

void AddQuarter(VendingMachine* vm);

};

class Twenty : public State

{

private:

static State* state;

public:

static State* Instance();

void AddNickel(VendingMachine* vm);

void AddDime(VendingMachine* vm);

void AddQuarter(VendingMachine* vm);

state.cpp

#include "stdafx.h";

#include "test.h";

#include

using namespace std;

void State::ChangeState(VendingMachine* vm, State* s)

{

vm->ChangeState(s);

}

VendingMachine::VendingMachine()

{

cout<<"The Vending Machine is now online: product costs 25c"<

state = Start::Instance();

}

void VendingMachine::ChangeState(State* to)

{

state = to;

}

void VendingMachine::Vend()

{

//·¢ÒûÁÏ

cout<<"Dispensing product...Thank you!"<

}

void VendingMachine::AddNickel()

{

state->AddNickel(this);

}

void VendingMachine::AddDime()

{

state->AddDime(this);

}

void VendingMachine::AddQuarter()

{

state->AddQuarter(this);

}

State* Start::state = new Start();

State* Start::Instance()

{

// singleton Âß¼­

cout<<"Credit: 0c"<

return state;

}

void Start::AddNickel(VendingMachine* vm)

{

ChangeState(vm, Five::Instance());

}

void Start::AddDime(VendingMachine* vm)

{

ChangeState(vm, Ten::Instance());

}

void Start::AddQuarter(VendingMachine* vm)

{

vm->Vend();

}

State* Five::state = new Five();

State* Five::Instance()

{

// singletonÂß¼­

cout<<"Credit: 5c"<

return state;

}

void Five::AddNickel(VendingMachine* vm)

{

ChangeState(vm, Ten::Instance());

}

void Five::AddDime(VendingMachine* vm)

{

ChangeState(vm, Fifteen::Instance());

}

void Five::AddQuarter(VendingMachine* vm)

{

vm->Vend();

ChangeState(vm, Start::Instance()); // no change returned :-)

}

State* Ten::state = new Ten();

State* Ten::Instance()

{

// singleton Âß¼­

cout<<"Credit: 10c"<

return state;

}

void Ten::AddNickel(VendingMachine* vm)

{

ChangeState(vm, Fifteen::Instance());

}

void Ten::AddDime(VendingMachine* vm)

{

ChangeState(vm, Twenty::Instance());

}

void Ten::AddQuarter(VendingMachine* vm)

{

vm->Vend();

ChangeState(vm, Start::Instance()); // no change returned :-)

}

State* Fifteen::state = new Fifteen();

State* Fifteen::Instance()

{

// singleton Âß¼­

cout<<"Credit: 15c"<

return state;

}

void Fifteen::AddNickel(VendingMachine* vm)

{

ChangeState(vm, Twenty::Instance());

}

void Fifteen::AddDime(VendingMachine* vm)

{

vm->Vend();

ChangeState(vm, Start::Instance());

}

void Fifteen::AddQuarter(VendingMachine* vm)

{

vm->Vend();

ChangeState(vm, Start::Instance()); // no change returned :-)

}

State* Twenty::state = new Twenty();

State* Twenty::Instance()

{

// singleton Âß¼­

cout<<"Credit: 20c"<

return state;

}

void Twenty::AddNickel(VendingMachine* vm)

{

vm->Vend();

ChangeState(vm, Start::Instance());

}

void Twenty::AddDime(VendingMachine* vm)

{

vm->Vend();

ChangeState(vm, Start::Instance());

}

void Twenty::AddQuarter(VendingMachine* vm)

{

vm->Vend();

ChangeState(vm, Start::Instance()); // no change returned :-)

}

int _tmain(int argc, _TCHAR* argv[])

{

int coin = 0;

VendingMachine* vm = new VendingMachine();

int i = 0;

while (i < 10) //¡¾Òë×¢£º¶ÔÓ¦µÄC#´úÂëÊÇwhile(true)£¬Îª±ÜÃâÄÚ´æÐ¹Â©ÎÊÌ⣬¸ÄΪÈç´Ë¡£·ñÔò£¬ÓÀÔ¶¶¼²»»áÖ´ÐкóÃæËÄÐÐ@´úÂë¡¿

{

cout<<"Insert a coin (5, 10, 25): ";

cin>>coin;

switch (coin)

{

case 5:

vm->AddNickel();

break;

case 10:

vm->AddDime();

break;

case 25:

vm->AddQuarter();

break;

default:

break;

}

i++;

}

delete Start::Instance();//@

delete Five::Instance();//@

delete Ten::Instance();//@

delete Fifteen::Instance();//@

return 0;

}

/*ÒÔÏÂÊÇij´ÎÔËÐÐʱÊä³ö½á¹û£º

The Vending Machine is now online: product costs 25c

Credit: 0c

Insert a coin <5, 10, 25>: 5

Credit: 5c

Insert a coin <5, 10, 25>: 10

Credit: 15c

Insert a coin <5, 10, 25>: 5

Credit: 20c

Insert a coin <5, 10, 25>: 5

Dispensing product...Thank you!

*/

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