public StopState(StatePattern statePattern) { bot = statePattern; }
public IEnumerable <int> StateFor(StatePattern pattern) => pattern is StateIndexAndLabel indexAndLabel && this.StateToNextState.TryGetValue(indexAndLabel, out int nextState) ? new [] { nextState }
public static void StateDemo() { var sp = new StatePattern(); sp.StatePatternDemo(); }
public Task StartAsync(CancellationToken cancellationToken) { Console.WriteLine(_configuration["Logging:LogLevel:Default"]); IDesignPattern specificationPattern = new SpecificationPattern(); specificationPattern.ExecuteSample(); IDesignPattern factoryMethod = new FactoryMethodPattern(); factoryMethod.ExecuteSample(); IDesignPattern singletonPattern = new SingletonPattern(); singletonPattern.ExecuteSample(); IDesignPattern commandPattern = new CommandPattern(); commandPattern.ExecuteSample(); IDesignPattern chainOfResponsibilityPattern = new ChainOfResponsibilityPattern(); chainOfResponsibilityPattern.ExecuteSample(); IDesignPattern decoratorPattern = new DecoratorPattern(); decoratorPattern.ExecuteSample(); IDesignPattern strategyPattern = new StrategyPattern(); strategyPattern.ExecuteSample(); IDesignPattern abstractFactoryPattern = new AbstractFactoryPattern(); abstractFactoryPattern.ExecuteSample(); IDesignPattern compositePattern = new CompositePattern(); compositePattern.ExecuteSample(); IDesignPattern bridgePattern = new BridgePattern(); bridgePattern.ExecuteSample(); IDesignPattern observerPattern = new ObserverPattern(); observerPattern.ExecuteSample(); IDesignPattern statePattern = new StatePattern(); statePattern.ExecuteSample(); IDesignPattern mediatorPattern = new MediatorPattern(); mediatorPattern.ExecuteSample(); IDesignPattern visitorPattern = new VisitorPattern(); visitorPattern.ExecuteSample(); IDesignPattern momentoPattern = new MomentoPattern(); momentoPattern.ExecuteSample(); return(Task.CompletedTask); }
public ComposingState(StatePattern statePattern) { bot = statePattern; }
public void RunShowPattern() { StatePattern statePattern = new StatePattern(); statePattern.ShowPattern(); }
public OutState(StatePattern statePatternGuy) { fm = statePatternGuy; }
public InspirationState(StatePattern statePattern) { bot = statePattern; }
public SleepState(StatePattern statePatternGuy) { fm = statePatternGuy; }
public WanderState(StatePattern statePatternGuy) { fm = statePatternGuy; }
public IEnumerable <RulePattern> ReductionFor(StatePattern state) => this.StateToRule.TryGetValue(state, out RulePattern rule) ? new [] { rule } : Enumerable.Empty <RulePattern>();
public static ReduceTable From(ReduceTableDefinition definition, RuleDefinition[] rules) => new ReduceTable(definition.ToDictionary( reduce => StatePattern.From(reduce), reduce => RulePattern.From(reduce, rules)));
public UseState(StatePattern statePatternGuy) { fm = statePatternGuy; }