小妹问一下:有没有C++的中等难度的实例的教材?
就是专门针对C++的编程例子,难度比C++基础教材上要大,规模也大,对例子解释比较详细的教材,有嘛?
[解决办法]
看妹子的飘过。。。C++Primer习题解答。。。
[解决办法]
当年本人几乎穷尽所有C++书籍,可是到了今天差不多忘记了!
BOOST是C++皇者的地位,想达到高水平,必须研究BOOST源码。
可以看我的博客:blog.csdn.net/yshuise,知道我不是在吹牛!
现在研究boost库的人越来越少,高手也越来越少。呵呵,可见我当年达到了何种地步!
[解决办法]
楼主看不看得懂这个例子:
#include "stdafx.h"
#include <iostream>
#include <boost/mpl/fold.hpp>
#include <boost/mpl/filter_view.hpp>
#include <boost/type_traits/is_same.hpp>
#include <boost/mpl/vector.hpp>
#include <boost/mpl/placeholders.hpp>
#include <boost/mpl/assert.hpp>
#include <boost/static_assert.hpp>
#include <vector>
#include <ctime>
#include <cassert>
namespace mpl = boost::mpl;
using namespace mpl::placeholders;
//通过递归的“分派”
template<
class Transition
, class Next
>
struct event_dispatcher
{ //Finite State Machines
typedef typename Transition::fsm_t fsm_t;
typedef typename Transition::event event;
static int dispatch(
fsm_t& fsm, int state, event const& e)
{
if (state == Transition::current_state)
{
Transition::execute(fsm, e);
return Transition::next_state;
}
else // move on to the next node in the chain.
{
return Next::dispatch(fsm, state, e);
}
}
};
template <class Derived> class state_machine;
//默认的转发,实际上是一个初始值。
struct default_event_dispatcher
{
template<class FSM, class Event>
static int dispatch(
state_machine<FSM>& m, int state, Event const& e)
{
return m.call_no_transition(state, e);
}
};
template<class Table, class Event>
struct generate_dispatcher;
template<class Derived>
class state_machine
{
// ...
protected:
template<
int CurrentState
, class Event
, int NextState
, void (*action)(Derived&, Event const&)
>
struct row
{
// for later use by our metaprogram
enum { current_state = CurrentState };
enum { next_state = NextState };
typedef Event event;
typedef Derived fsm_t;
// do the transition action.
static void execute(Derived& fsm, Event const& e)
{
(*action)(fsm, e);
}
};
friend struct default_event_dispatcher;
template <class Event>
int call_no_transition(int state, Event const& e)
{
return static_cast<Derived*>(this)->no_transition(state, e); // CRTP downcast
}
//
public:
template<class Event>
int process_event(Event const& evt)
{
// generate the dispatcher type.
typedef typename generate_dispatcher<
/*typename*/ Derived::transition_table, Event
>::type dispatcher;//相同的"Event"为一个row
// dispatch the event.
//这儿来递归的调用。对于相同的"Event",用state来区分。
this->state = dispatcher::dispatch(
*static_cast<Derived*>(this) // CRTP downcast
, this->state
, evt
);
// return the new state
return this->state;
}
// ...
protected:
state_machine()
: state(Derived::initial_state)
{
}
private:
int state;
// ...
// ...
public:
template <class Event>
int no_transition(int state, Event const& e)
{
// assert(false);
return state;
}
// ...
////
};
//在元编程中的固定写法。用类封装。
template <class Event>
struct is_same_event
{
template <class Transition> struct apply
: boost::is_same<Event,typename Transition::event>
{//is_same比较两者类型是否相同,如果一者有const,另外一个没有const,这样算不同的类型。
};
};
//is_same_event比较"event"是否相同
//filter_view,把相同的"event"存放在一起。
//fold对相同的这些"event"调用方法。
/*
template<typename Sequence
,typename State
,typename ForwardOp
>struct fold
{
typedef unspecified type;
};
描述持续调用二元 ForwardOp,
以上一次调用 ForwardOp 所得结果(第一次调用时使用 State)和区间
[begin<Sequence>::type, end<Sequence>::type) 的每个元素为参数,
返回最终的结果。
*/
template<class Table, class Event>
struct generate_dispatcher
: mpl::fold<
mpl::filter_view< // select rows triggered by Event
Table
, is_same_event<Event>
>
, default_event_dispatcher
, event_dispatcher<_2,_1>
>
{};
//全例子最难的就是这个算法调用。上面的调用经过扩展,当参数是
//open_close()的时候
//event_dispatcher<state_machine<player>::row<4,open_close,1,&player::stop_and_open>,
// event_dispatcher<state_machine<player>::row<3,open_close,1,&player::stop_and_open>,
// event_dispatcher<state_machine<player>::row<0,open_close,1,&player::open_drawer>,
// event_dispatcher<state_machine<player>::row<2,open_close,1,&player::open_drawer>,default_event_dispatcher>>>>
//可以利用新建对象的方法来跟踪其类型。这是一个诀窍。
struct play {};
struct open_close {};
struct cd_detected {
cd_detected(char const*, std::vector<clock_t> const&) {}
};
#ifdef __GNUC__ // in which pause seems to have a predefined meaning
# define pause pause_
#endif
struct pause {};
struct stop {};
// concrete FSM implementation
class player : public state_machine<player>
{
public:
// the list of FSM states
enum states {
Empty, Open, Stopped, Playing, Paused
, initial_state = Empty
};
#ifdef __MWERKS__
public: // Codewarrior bug workaround. Tested at 0x3202
#endif
static void start_playback(player&, play const&);
static void open_drawer(player&, open_close const&);
static void close_drawer(player&, open_close const&);
static void store_cd_info(player&, cd_detected const&);
static void stop_playback(player&, stop const&);
static void pause_playback(player&, pause const&);
static void resume_playback(player&, play const&);
static void stop_and_open(player&, open_close const&);
#ifdef __MWERKS__
private:
#endif
friend class state_machine<player>;
typedef player p; // makes transition table cleaner
// transition table
struct transition_table : mpl::vector<
// Start Event Next Action
// +---------+-------------+---------+------------------+
row < Stopped , play , Playing , &start_playback >,
row < Stopped , open_close , Open , &open_drawer >,
// +---------+-------------+---------+------------------+
row < Open , open_close , Empty , &close_drawer >,
// +---------+-------------+---------+------------------+
row < Empty , open_close , Open , &open_drawer >,
row < Empty , cd_detected , Stopped , &store_cd_info >,
// +---------+-------------+---------+------------------+
row < Playing , stop , Stopped , &stop_playback >,
row < Playing , pause , Paused , &pause_playback >,
row < Playing , open_close , Open , &stop_and_open >,
// +---------+-------------+---------+------------------+
row < Paused , play , Playing , &resume_playback >,
row < Paused , stop , Stopped , &stop_playback >,
row < Paused , open_close , Open , &stop_and_open >
// +---------+-------------+---------+------------------+
> {};
typedef
event_dispatcher<
row<Stopped, play const, Playing, &start_playback>
, event_dispatcher<
row<Paused, play const, Playing, &resume_playback>
, default_event_dispatcher
>
>
dummy;
};
void player::start_playback(player&, play const&)
{
std::cout<<"start_playback "<< std::endl;
}
void player::open_drawer(player&, open_close const&)
{
std::cout<<"open_drawer "<< std::endl;
}
void player::close_drawer(player&, open_close const&)
{
std::cout<<"close_drawer "<< std::endl;
}
void player::store_cd_info(player&, cd_detected const&)
{
std::cout<<"store_cd_info "<< std::endl;
}
void player::stop_playback(player&, stop const&)
{
std::cout<<"stop_playback "<< std::endl;
}
void player::pause_playback(player&, pause const&)
{
std::cout<<"pause_playback "<< std::endl;
}
void player::resume_playback(player&, play const&)
{
std::cout<<"resume_playback "<< std::endl;
}
void player::stop_and_open(player&, open_close const&)
{
std::cout<<"stop_and_open "<<std::endl;
}
int _tmain(int argc, _TCHAR* argv[])
{
player p; // An instance of the FSM
p.process_event(open_close()); // user opens CD player
p.process_event(open_close()); // inserts CD and closes
p.process_event( // CD is detected
cd_detected(
"Louie, Louie"
, std::vector<clock_t>( /* track lengths */ )
)
);
p.process_event(play()); // etc.
p.process_event(pause());
p.process_event(play());
p.process_event(stop());
return 0;
}
[解决办法]
看起来好厉害的样子。
[解决办法]
基础的话c++primer足以,每次看都有新体会,你需要的某个系统平台的实际开发经验,自己找些项目做做,看开源项目
[解决办法]
www.codeproject.com
这里面有些老外的代码,看看不错的,基础掌握,可以开始看具体的小项目了