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Thinking in Python
Revision 0.1 -- Incomplete and Unfinished

by Bruce Eckel ©2002 MindView, Inc.

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4:Fronting for an implementation

Both Proxy and State provide a surrogate class that you use in your code; the real class that does the work is hidden behind this surrogate class. When you call a method in the surrogate, it simply turns around and calls the method in the implementing class. These two patterns are so similar that the Proxy is simply a special case of State. One is tempted to just lump the two together into a pattern called Surrogate, but the term “proxy” has a long-standing and specialized meaning, which probably explains the reason for the two different patterns. Add Comment

The basic idea is simple: from a base class, the surrogate is derived along with the class or classes that provide the actual implementation: Add Comment


When a surrogate object is created, it is given an implementation to which to send all of the method calls. Add Comment

Structurally, the difference between Proxy and State is simple: a Proxy has only one implementation, while State has more than one. The application of the patterns is considered (in Design Patterns) to be distinct: Proxy is used to control access to its implementation, while State allows you to change the implementation dynamically. However, if you expand your notion of “controlling access to implementation” then the two fit neatly together. Add Comment

Proxy

If we implement Proxy by following the above diagram, it looks like this: Add Comment

#: c04:ProxyDemo.py
# Simple demonstration of the Proxy pattern.

class Implementation:
  def f(self): 
    print "Implementation.f()"
  def g(self): 
    print "Implementation.g()" 
  def h(self): 
    print "Implementation.h()" 

class Proxy:
  def __init__(self): 
    self.__implementation = Implementation() 
  # Pass method calls to the implementation:
  def f(self): self.__implementation.f() 
  def g(self): self.__implementation.g() 
  def h(self): self.__implementation.h() 

p = Proxy()
p.f(); p.g(); p.h()
#:~

It isn’t necessary that Implementation have the same interface as Proxy; as long as Proxy is somehow “speaking for” the class that it is referring method calls to then the basic idea is satisfied (note that this statement is at odds with the definition for Proxy in GoF). However, it is convenient to have a common interface so that Implementation is forced to fulfill all the methods that Proxy needs to call. Add Comment

Of course, in Python we have a delegation mechanism built in, so it makes the Proxy even simpler to implement: Add Comment

#: c04:ProxyDemo2.py
# Simple demonstration of the Proxy pattern.

class Implementation2:
  def f(self): 
    print "Implementation.f()"
  def g(self): 
    print "Implementation.g()" 
  def h(self): 
    print "Implementation.h()" 

class Proxy2:
  def __init__(self): 
    self.__implementation = Implementation2() 
  def __getattr__(self, name):
    return getattr(self.__implementation, name)

p = Proxy2()
p.f(); p.g(); p.h();
#:~

The beauty of using __getattr__( ) is that Proxy2 is completely generic, and not tied to any particular implementation (in Java, a rather complicated “dynamic proxy” has been invented to accomplish this same thing). Add Comment

State

The State pattern adds more implementations to Proxy, along with a way to switch from one implementation to another during the lifetime of the surrogate: Add Comment

#: c04:StateDemo.py
# Simple demonstration of the State pattern.

class State_d:
  def __init__(self, imp): 
    self.__implementation = imp 
  def changeImp(self, newImp):
    self.__implementation = newImp
  # Delegate calls to the implementation:
  def __getattr__(self, name):
    return getattr(self.__implementation, name)

class Implementation1:
  def f(self): 
    print "Fiddle de dum, Fiddle de dee," 
  def g(self): 
    print "Eric the half a bee." 
  def h(self): 
    print "Ho ho ho, tee hee hee," 

class Implementation2:
  def f(self): 
    print "We're Knights of the Round Table." 
  def g(self): 
    print "We dance whene'er we're able." 
  def h(self): 
    print "We do routines and chorus scenes" 

def run(b):
  b.f()
  b.g()
  b.h()
  b.g()

b = State_d(Implementation1())
run(b)
b.changeImp(Implementation2())
run(b)
#:~

You can see that the first implementation is used for a bit, then the second implementation is swapped in and that is used. Add Comment

The difference between Proxy and State is in the problems that are solved. The common uses for Proxy as described in Design Patterns are: Add Comment

  1. Remote proxy. This proxies for an object in a different address space. A remote proxy is created for you automatically by the RMI compiler rmic as it creates stubs and skeletons. Add Comment
  2. Virtual proxy. This provides “lazy initialization” to create expensive objects on demand. Add Comment
  3. Protection proxy. Used when you don’t want the client programmer to have full access to the proxied object. Add Comment
  4. Smart reference. To add additional actions when the proxied object is accessed. For example, or to keep track of the number of references that are held for a particular object, in order to implement the copy-on-write idiom and prevent object aliasing. A simpler example is keeping track of the number of calls to a particular method. Add Comment

You could look at a Python reference as a kind of protection proxy, since it controls access to the actual object on the heap (and ensures, for example, that you don’t use a null reference). Add Comment

[[ Rewrite this: In Design Patterns, Proxy and State are not seen as related to each other because the two are given (what I consider arbitrarily) different structures. State, in particular, uses a separate implementation hierarchy but this seems to me to be unnecessary unless you have decided that the implementation is not under your control (certainly a possibility, but if you own all the code there seems to be no reason not to benefit from the elegance and helpfulness of the single base class). In addition, Proxy need not use the same base class for its implementation, as long as the proxy object is controlling access to the object it “fronting” for. Regardless of the specifics, in both Proxy and State a surrogate is passing method calls through to an implementation object.]]] Add Comment

StateMachine

While State has a way to allow the client programmer to change the implementation, StateMachine imposes a structure to automatically change the implementation from one object to the next. The current implementation represents the state that a system is in, and the system behaves differently from one state to the next (because it uses State). Basically, this is a “state machine” using objects. Add Comment

The code that moves the system from one state to the next is often a Template Method, as seen in the following framework for a basic state machine. Add Comment

Each state can be run( ) to perform its behavior, and (in this design) you can also pass it an “input” object so it can tell you what new state to move to based on that “input”. The key distinction between this design and the next is that here, each State object decides what other states it can move to, based on the “input”, whereas in the subsequent design all of the state transitions are held in a single table. Another way to put it is that here, each State object has its own little State table, and in the subsequent design there is a single master state transition table for the whole system. Add Comment

#: c04:statemachine:State.py
# A State has an operation, and can be moved
# into the next State given an Input:

class State:
  def run(self): 
    assert 1, "run not implemented"
  def next(self, input):
    assert 1, "next not implemented"
#:~

This class is clearly unnecessary, but it allows us to say that something is a State object in code, and provide a slightly different error message when all the methods are not implemented. We could have gotten basically the same effect by saying: Add Comment

class State: pass

because we would still get exceptions if run( ) or next( ) were called for a derived type, and they hadn’t been implemented. Add Comment

The StateMachine keeps track of the current state, which is initialized by the constructor. The runAll( ) method takes a list of Input objects. This method not only moves to the next state, but it also calls run( ) for each state object – thus you can see it’s an expansion of the idea of the State pattern, since run( ) does something different depending on the state that the system is in. Add Comment

#: c04:statemachine:StateMachine.py
# Takes a list of Inputs to move from State to 
# State using a template method.

class StateMachine:
  def __init__(self, initialState):
    self.currentState = initialState
    self.currentState.run()
  # Template method:
  def runAll(self, inputs):
    for i in inputs:
      print i
      self.currentState = self.currentState.next(i)
      self.currentState.run()
#:~

I’ve also treated runAll( ) as a template method. This is typical, but certainly not required – you could concievably want to override it, but typically the behavior change will occur in State’s run( ) instead. Add Comment

At this point the basic framework for this style of StateMachine (where each state decides the next states) is complete. As an example, I’ll use a fancy mousetrap that can move through several states in the process of trapping a mouse[12]. The mouse classes and information are stored in the mouse package, including a class representing all the possible moves that a mouse can make, which will be the inputs to the state machine: Add Comment

#: c04:mouse:MouseAction.py

class MouseAction:
  def __init__(self, action): 
    self.action = action
  def __str__(self): return self.action 
  def __cmp__(self, other):
    return cmp(self.action, other.action)
  # Necessary when __cmp__ or __eq__ is defined
  # in order to make this class usable as a
  # dictionary key:
  def __hash__(self): 
    return hash(self.action)

# Static fields; an enumeration of instances:
MouseAction.appears = MouseAction("mouse appears")
MouseAction.runsAway = MouseAction("mouse runs away")
MouseAction.enters = MouseAction("mouse enters trap")
MouseAction.escapes = MouseAction("mouse escapes")
MouseAction.trapped = MouseAction("mouse trapped")
MouseAction.removed = MouseAction("mouse removed")
#:~

You’ll note that __cmp__( ) has been overidden to implement a comparison between action values. Also, each possible move by a mouse is enumerated as a MouseAction object, all of which are static fields in MouseAction. Add Comment

For creating test code, a sequence of mouse inputs is provided from a text file: Add Comment

#:! c04:mouse:MouseMoves.txt
mouse appears
mouse runs away
mouse appears
mouse enters trap
mouse escapes
mouse appears
mouse enters trap
mouse trapped
mouse removed
mouse appears
mouse runs away
mouse appears
mouse enters trap
mouse trapped
mouse removed
#:~

With these tools in place, it’s now possible to create the first version of the mousetrap program. Each State subclass defines its run( ) behavior, and also establishes its next state with an if-else clause: Add Comment

#: c04:mousetrap1:MouseTrapTest.py
# State Machine pattern using 'if' statements
# to determine the next state.
import string, sys
sys.path += ['../statemachine', '../mouse']
from State import State
from StateMachine import StateMachine
from MouseAction import MouseAction
# A different subclass for each state:

class Waiting(State):
  def run(self): 
    print "Waiting: Broadcasting cheese smell"

  def next(self, input):
    if input == MouseAction.appears:
      return MouseTrap.luring
    return MouseTrap.waiting

class Luring(State):
  def run(self):
    print "Luring: Presenting Cheese, door open"

  def next(self, input):
    if input == MouseAction.runsAway:
      return MouseTrap.waiting
    if input == MouseAction.enters:
      return MouseTrap.trapping
    return MouseTrap.luring

class Trapping(State):
  def run(self):
    print "Trapping: Closing door"

  def next(self, input):
    if input == MouseAction.escapes:
      return MouseTrap.waiting
    if input == MouseAction.trapped:
      return MouseTrap.holding
    return MouseTrap.trapping

class Holding(State):
  def run(self):
    print "Holding: Mouse caught"

  def next(self, input):
    if input == MouseAction.removed:
      return MouseTrap.waiting
    return MouseTrap.holding

class MouseTrap(StateMachine):
  def __init__(self): 
    # Initial state
    StateMachine.__init__(self, MouseTrap.waiting)

# Static variable initialization:
MouseTrap.waiting = Waiting()
MouseTrap.luring = Luring()
MouseTrap.trapping = Trapping()
MouseTrap.holding = Holding()

moves = map(string.strip, 
  open("../mouse/MouseMoves.txt").readlines())
MouseTrap().runAll(map(MouseAction, moves))
#:~

The StateMachine class simply defines all the possible states as static objects, and also sets up the initial state. The UnitTest creates a MouseTrap and then tests it with all the inputs from a MouseMoveList. Add Comment

While the use of if statements inside the next( ) methods is perfectly reasonable, managing a large number of these could become difficult. Another approach is to create tables inside each State object defining the various next states based on the input. Add Comment

Initially, this seems like it ought to be quite simple. You should be able to define a static table in each State subclass that defines the transitions in terms of the other State objects. However, it turns out that this approach generates cyclic initialization dependencies. To solve the problem, I’ve had to delay the initialization of the tables until the first time that the next( ) method is called for a particular State object. Initially, the next( ) methods can appear a little strange because of this. Add Comment

The StateT class is an implementation of State (so that the same StateMachine class can be used from the previous example) that adds a Map and a method to initialize the map from a two-dimensional array. The next( ) method has a base-class implementation which must be called from the overridden derived class next( ) methods after they test for a null Map (and initialize it if it’s null): Add Comment

#: c04:mousetrap2:MouseTrap2Test.py
# A better mousetrap using tables
import string, sys
sys.path += ['../statemachine', '../mouse']
from State import State
from StateMachine import StateMachine
from MouseAction import MouseAction

class StateT(State):
  def __init__(self):
    self.transitions = None
  def next(self, input):
    if self.transitions.has_key(input):
      return self.transitions[input]
    else:
      raise "Input not supported for current state"

class Waiting(StateT):
  def run(self): 
    print "Waiting: Broadcasting cheese smell"
  def next(self, input):
    # Lazy initialization:
    if not self.transitions:
      self.transitions = { 
        MouseAction.appears : MouseTrap.luring 
      }
    return StateT.next(self, input)

class Luring(StateT):
  def run(self):
    print "Luring: Presenting Cheese, door open"
  def next(self, input):
    # Lazy initialization:
    if not self.transitions:
      self.transitions = {
        MouseAction.enters : MouseTrap.trapping,
        MouseAction.runsAway : MouseTrap.waiting
      }
    return StateT.next(self, input)

class Trapping(StateT):
  def run(self):
    print "Trapping: Closing door"
  def next(self, input):
    # Lazy initialization:
    if not self.transitions:
      self.transitions = {
        MouseAction.escapes : MouseTrap.waiting,
        MouseAction.trapped : MouseTrap.holding
      }
    return StateT.next(self, input)

class Holding(StateT):
  def run(self):
    print "Holding: Mouse caught"
  def next(self, input):
    # Lazy initialization:
    if not self.transitions:
      self.transitions = {
        MouseAction.removed : MouseTrap.waiting
      }
    return StateT.next(self, input)

class MouseTrap(StateMachine):
  def __init__(self): 
    # Initial state
    StateMachine.__init__(self, MouseTrap.waiting)

# Static variable initialization:
MouseTrap.waiting = Waiting()
MouseTrap.luring = Luring()
MouseTrap.trapping = Trapping()
MouseTrap.holding = Holding()

moves = map(string.strip, 
  open("../mouse/MouseMoves.txt").readlines())
mouseMoves = map(MouseAction, moves)
MouseTrap().runAll(mouseMoves)
#:~

The rest of the code is identical – the difference is in the next( ) methods and the StateT class. Add Comment

If you have to create and maintain a lot of State classes, this approach is an improvement, since it’s easier to quickly read and understand the state transitions from looking at the table. Add Comment


Table-Driven State Machine

The advantage of the previous design is that all the information about a state, including the state transition information, is located within the state class itself. This is generally a good design principle. Add Comment

However, in a pure state machine, the machine can be completely represented by a single state-transition table. This has the advantage of locating all the information about the state machine in a single place, which means that you can more easily create and maintain the table based on a classic state-transition diagram. Add Comment

The classic state-transition diagram uses a circle to represent each state, and lines from the state pointing to all states that state can transition into. Each transition line is annotated with conditions for transition and an action during transition. Here’s what it looks like: Add Comment

(Simple State Machine Diagram) Add Comment

Goals:

Observations:

Example: Add Comment


The State class

The State class is distinctly different from before, since it is really just a placeholder with a name. Thus it is not inherited from previous State classes: Add Comment

# c04:statemachine2:State.py

class State:
  def __init__(self, name): self.name = name
  def __str__(self): return self.name 
# :~


Conditions for transition

In the state transition diagram, an input is tested to see if it meets the condition necessary to transfer to the state under question. As before, the Input is just a tagging interface: Add Comment

# c04:statemachine2:Input.py
# Inputs to a state machine

class Input: pass
# :~

The Condition evaluates the Input to decide whether this row in the table is the correct transition: Add Comment

# c04:statemachine2:Condition.py
# Condition function object for state machine

class Condition:
  boolean condition(input) : 
    assert 1, "condition() not implemented"
# :~


Transition actions

If the Condition returns true, then the transition to a new state is made, and as that transition is made some kind of action occurs (in the previous state machine design, this was the run( ) method): Add Comment

# c04:statemachine2:Transition.py
# Transition function object for state machine

class Transition:
  def transition(self, input):
    assert 1, "transition() not implemented"
# :~"_Toc533816237">

The table

With these classes in place, we can set up a 3-dimensional table where each row completely describes a state. The first element in the row is the current state, and the rest of the elements are each a row indicating what the type of the input can be, the condition that must be satisfied in order for this state change to be the correct one, the action that happens during transition, and the new state to move into. Note that the Input object is not just used for its type, it is also a Messenger object that carries information to the Condition and Transition objects: Add Comment

{(CurrentState, InputA) : (ConditionA, TransitionA, NextA),
 (CurrentState, InputB) : (ConditionB, TransitionB, NextB),
 (CurrentState, InputC) : (ConditionC, TransitionC, NextC),
 ...
}


The basic machine

# c04:statemachine2:StateMachine.py
# A table-driven state machine

class StateMachine:
  def __init__(self, initialState, tranTable):
    self.state = initialState
    self.transitionTable = tranTable

  def nextState(self, input):
    
    Iterator it=((List)map.get(state)).iterator()
    while(it.hasNext()):
      Object[] tran = (Object[])it.next()
      if(input == tran[0] || 
         input.getClass() == tran[0]):
        if(tran[1] != null):
          Condition c = (Condition)tran[1]
          if(!c.condition(input))
            continue # Failed test
        
        if(tran[2] != null)
          ((Transition)tran[2]).transition(input)
        state = (State)tran[3]
        return
      

    throw RuntimeException(
      "Input not supported for current state")

# :~


Simple vending machine

# c04:vendingmachine:VendingMachine.py
# Demonstrates use of StateMachine.py
import sys
sys.path += ['../statemachine2']
import StateMachine

class State:
  def __init__(self, name): self.name = name
  def __str__(self): return self.name 

State.quiescent = State("Quiesecent")
State.collecting = State("Collecting")
State.selecting = State("Selecting")
State.unavailable = State("Unavailable")
State.wantMore = State("Want More?")
State.noChange = State("Use Exact Change Only")
State.makesChange = State("Machine makes change")

class HasChange:
  def __init__(self, name): self.name = name
  def __str__(self): return self.name 

HasChange.yes = HasChange("Has change")
HasChange.no = HasChange("Cannot make change")

class ChangeAvailable(StateMachine):
  def __init__(self):
    StateMachine.__init__(State.makesChange, {
      # Current state, input
      (State.makesChange, HasChange.no) :
        # test, transition, next state:
        (null, null, State.noChange),
      (State.noChange, HasChange.yes) :
        (null, null, State.noChange)
    })

class Money:
  def __init__(self, name, value):
    self.name = name
    self.value = value
  def __str__(self): return self.name 
  def getValue(self): return self.value 

Money.quarter = Money("Quarter", 25)
Money.dollar = Money("Dollar", 100)

class Quit:
  def __str__(self): return "Quit" 

Quit.quit = Quit()

class Digit:
  def __init__(self, name, value):
    self.name = name
    self.value = value
  def __str__(self): return self.name 
  def getValue(self): return self.value 
  
class FirstDigit(Digit): pass
FirstDigit.A = FirstDigit("A", 0)
FirstDigit.B = FirstDigit("B", 1)
FirstDigit.C = FirstDigit("C", 2)
FirstDigit.D = FirstDigit("D", 3)

class SecondDigit(Digit): pass
SecondDigit.one = SecondDigit("one", 0)
SecondDigit.two = SecondDigit("two", 1)
SecondDigit.three = SecondDigit("three", 2)
SecondDigit.four = SecondDigit("four", 3)

class ItemSlot:
  id = 0
  def __init__(self, price, quantity):
    self.price = price
    self.quantity = quantity
  def __str__(self): return ´ItemSlot.id´
  def getPrice(self): return self.price 
  def getQuantity(self): return self.quantity 
  def decrQuantity(self): self.quantity -= 1

class VendingMachine(StateMachine):
  changeAvailable = ChangeAvailable()
  amount = 0
  FirstDigit first = null
  ItemSlot[][] items = ItemSlot[4][4]

  # Conditions:
  def notEnough(self, input):
    i1 = first.getValue()
    i2 = input.getValue()
    return items[i1][i2].getPrice() > amount

  def itemAvailable(self, input):
    i1 = first.getValue()
    i2 = input.getValue()
    return items[i1][i2].getQuantity() > 0

  def itemNotAvailable(self, input):
    return !itemAvailable.condition(input)
    #i1 = first.getValue()
    #i2 = input.getValue()
    #return items[i1][i2].getQuantity() == 0

  # Transitions:
  def clearSelection(self, input):
    i1 = first.getValue()
    i2 = input.getValue()
    ItemSlot is = items[i1][i2]
    print (
      "Clearing selection: item " + is +
      " costs " + is.getPrice() +
      " and has quantity " + is.getQuantity())
    first = null

  def dispense(self, input):
    i1 = first.getValue()
    i2 = input.getValue()
    ItemSlot is = items[i1][i2]
    print ("Dispensing item " + 
      is + " costs " + is.getPrice() +
      " and has quantity " + is.getQuantity())
    items[i1][i2].decrQuantity()
    print ("Quantity " + 
      is.getQuantity())
    amount -= is.getPrice()
    print("Amount remaining " + 
      amount)

  def showTotal(self, input):
    amount += ((Money)input).getValue()
    print "Total amount = " + amount

  def returnChange(self, input):
    print "Returning " + amount
    amount = 0

  def showDigit(self, input):
    first = (FirstDigit)input
    print "First Digit= "+ first

  def __init__(self):
    StateMachine.__init__(self, State.quiescent)
    for(int i = 0 i < items.length i++)
      for(int j = 0 j < items[i].length j++)
        items[i][j] = ItemSlot((j+1)*25, 5)
    items[3][0] = ItemSlot(25, 0)
    buildTable(Object[][][]{
     ::State.quiescent, # Current state
        # Input, test, transition, next state:
       :Money.class, null, 
         showTotal, State.collecting,
     ::State.collecting, # Current state
        # Input, test, transition, next state:
       :Quit.quit, null, 
         returnChange, State.quiescent,
       :Money.class, null, 
         showTotal, State.collecting,
       :FirstDigit.class, null, 
         showDigit, State.selecting,
     ::State.selecting, # Current state
        # Input, test, transition, next state:
       :Quit.quit, null, 
         returnChange, State.quiescent,
       :SecondDigit.class, notEnough, 
         clearSelection, State.collecting,
       :SecondDigit.class, itemNotAvailable, 
         clearSelection, State.unavailable,
       :SecondDigit.class, itemAvailable, 
         dispense, State.wantMore,
     ::State.unavailable, # Current state
        # Input, test, transition, next state:
       :Quit.quit, null, 
         returnChange, State.quiescent,
       :FirstDigit.class, null, 
         showDigit, State.selecting,
     ::State.wantMore, # Current state
        # Input, test, transition, next state:
       :Quit.quit, null, 
         returnChange, State.quiescent,
       :FirstDigit.class, null, 
         showDigit, State.selecting,
    )

# :~


Testing the machine

# c04:vendingmachine:VendingMachineTest.py
# Demonstrates use of StateMachine.py

vm = VendingMachine()
for input in [  
    Money.quarter,
    Money.quarter,
    Money.dollar,
    FirstDigit.A,
    SecondDigit.two,
    FirstDigit.A,
    SecondDigit.two,
    FirstDigit.C,
    SecondDigit.three,
    FirstDigit.D,
    SecondDigit.one,
    Quit.quit]:
  vm.nextState(input)

# :~


Tools

Another approach, as your state machine gets bigger, is to use an automation tool whereby you configure a table and let the tool generate the state machine code for you. This can be created yourself using a language like Python, but there are also free, open-source tools such as Libero, at http://www.imatix.com. Add Comment

Exercises

  1. Create an example of the “virtual proxy.” Add Comment
  2. Create an example of the “Smart reference” proxy where you keep count of the number of method calls to a particular object. Add Comment
  3. Create a program similar to certain DBMS systems that only allow a certain number of connections at any time. To implement this, use a singleton-like system that controls the number of “connection” objects that it creates. When a user is finished with a connection, the system must be informed so that it can check that connection back in to be reused. To guarantee this, provide a proxy object instead of a reference to the actual connection, and design the proxy so that it will cause the connection to be released back to the system. Add Comment
  4. Using the State, make a class called UnpredictablePerson which changes the kind of response to its hello( ) method depending on what kind of Mood it’s in. Add an additional kind of Mood called Prozac. Add Comment
  5. Create a simple copy-on write implementation. Add Comment
  6. Apply TransitionTable.py to the “Washer” problem. Add Comment
  7. Create a StateMachine system whereby the current state along with input information determines the next state that the system will be in. To do this, each state must store a reference back to the proxy object (the state controller) so that it can request the state change. Use a HashMap to create a table of states, where the key is a String naming the new state and the value is the new state object. Inside each state subclass override a method nextState( ) that has its own state-transition table. The input to nextState( ) should be a single word that comes from a text file containing one word per line. Add Comment
  8. Modify the previous exercise so that the state machine can be configured by creating/modifying a single multi-dimensional array. Add Comment
  9. Modify the “mood” exercise from the previous session so that it becomes a state machine using StateMachine.java Add Comment
  10. Create an elevator state machine system using StateMachine.java Add Comment
  11. Create a heating/air-conditioning system using StateMachine.java Add Comment
  12. A generator is an object that produces other objects, just like a factory, except that the generator function doesn’t require any arguments. Create a MouseMoveGenerator which produces correct MouseMove actions as outputs each time the generator function is called (that is, the mouse must move in the proper sequence, thus the possible moves are based on the previous move – it’s another state machine). Add a method iterator( ) to produce an iterator, but this method should take an int argument that specifies the number of moves to produce before hasNext( ) returns false. Add Comment

[12] No mice were harmed in the creation of this example.

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Last Update:12/25/2001