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📄 context.hxx

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#if !defined(VOCAL_CONTEXT_HXX)#define VOCAL_CONTEXT_HXX/* ==================================================================== * The Vovida Software License, Version 1.0  *  * Copyright (c) 2000 Vovida Networks, Inc.  All rights reserved. *  * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: *  * 1. Redistributions of source code must retain the above copyright *    notice, this list of conditions and the following disclaimer. *  * 2. Redistributions in binary form must reproduce the above copyright *    notice, this list of conditions and the following disclaimer in *    the documentation and/or other materials provided with the *    distribution. *  * 3. The names "VOCAL", "Vovida Open Communication Application Library", *    and "Vovida Open Communication Application Library (VOCAL)" must *    not be used to endorse or promote products derived from this *    software without prior written permission. For written *    permission, please contact vocal@vovida.org. * * 4. Products derived from this software may not be called "VOCAL", nor *    may "VOCAL" appear in their name, without prior written *    permission of Vovida Networks, Inc. *  * THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESSED OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE AND * NON-INFRINGEMENT ARE DISCLAIMED.  IN NO EVENT SHALL VOVIDA * NETWORKS, INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY DIRECT DAMAGES * IN EXCESS OF $1,000, NOR FOR ANY INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE * USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH * DAMAGE. *  * ==================================================================== *  * This software consists of voluntary contributions made by Vovida * Networks, Inc. and many individuals on behalf of Vovida Networks, * Inc.  For more information on Vovida Networks, Inc., please see * <http://www.vovida.org/>. * */static const char* const Context_hxx_Version =     "$Id: Context.hxx,v 1.2 2001/08/10 04:02:04 icahoon Exp $";#include "Writer.hxx"/** Infrastructure common to VOCAL. */namespace Vocal {/** Infrastructure in VOCAL related to "algorithms and the assignment of *  responsibilities between objects".<br><br> * *  See Design Patterns, ISBN 0-201-63361-2, Chapter 5. */namespace Behavioral{class Stimulus;class StateInterface;/** The basis of a finite state machine.<br><br> * *  The context is responsible for maintaining the current state of the *  finite state machine, and provide and means to set and verify the *  starting and stopping states of that machine. Users of finite *  state machines will typically only interface with the finite state *  machine class that extends this class. * *  @see    Vocal::Behavioral::StateInterface *  @see    Vocal::Behavioral::Stimulus */class Context : public Vocal::IO::Writer{    protected:    	/** Default constructor	 */    	Context();    public:    	/** Virtual destructor	 */	virtual     ~Context();    	/** Reset the current state back to the starting state.	 */    	void	    	        reset() throw();    	/** Reset the current state to the given state.	 */    	void	    	    	reset(StateInterface &) throw();    	/** Set the starting state to the given state.	 */	void	    	    	startState(StateInterface &);    	/** Query the context whether the current state is the starting state.	 */	bool	    	    	inStartState() const;    	/** Set the stopping state to the given state.	 */	void	    	    	stopState(StateInterface &);    	/** Query the context whether the current state is the stopping state.	 */	bool	    	    	inStopState() const;    	/** Pass a stimulus to the current state.	 */    	void        	    	stimulate(const Stimulus &) throw ();    	/** Write the context to am ostream.	 */	virtual ostream &       writeTo(ostream &) const;    	/** The name of this class of context.	 */    	virtual const char *	name() const = 0;    	/** Query the context whether the current state is the same as the 	 *  given state.	 */    	bool	    	verifyState(const StateInterface &);    private:        	StateInterface	    *	myState;	StateInterface	    *	myStartState;	StateInterface	    *	myStopState;};} // namespace Behavioral} // namespace Vocal#endif // !defined(VOCAL_CONTEXT_HXX)

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