﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>C++博客-Starting。。。-文章分类-【游戏框架基础】</title><link>http://www.cppblog.com/yeduwu/category/11964.html</link><description>Step By Step 。。。</description><language>zh-cn</language><lastBuildDate>Sat, 03 Oct 2009 09:32:49 GMT</lastBuildDate><pubDate>Sat, 03 Oct 2009 09:32:49 GMT</pubDate><ttl>60</ttl><item><title>【个人YY--游戏中状态切换的实现模型】</title><link>http://www.cppblog.com/yeduwu/articles/97786.html</link><dc:creator>赖建全</dc:creator><author>赖建全</author><pubDate>Sat, 03 Oct 2009 06:07:00 GMT</pubDate><guid>http://www.cppblog.com/yeduwu/articles/97786.html</guid><wfw:comment>http://www.cppblog.com/yeduwu/comments/97786.html</wfw:comment><comments>http://www.cppblog.com/yeduwu/articles/97786.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/yeduwu/comments/commentRss/97786.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/yeduwu/services/trackbacks/97786.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 以下摘自【设计模式精解(GoF 23种设计解析附C++实现源码)】中关于状态机模式的介绍&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;有限状态自动机（FSM）也是一个典型的状态不同，对输入有不同的响应（状态转移）。通常我们在实现这类系统会使用到很多的Switch/Case语句，Case某种状态，发生什么动作，Case另外一种状态，则发生另外一种状态。但是这种实现方式至...&nbsp;&nbsp;<a href='http://www.cppblog.com/yeduwu/articles/97786.html'>阅读全文</a><img src ="http://www.cppblog.com/yeduwu/aggbug/97786.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/yeduwu/" target="_blank">赖建全</a> 2009-10-03 14:07 <a href="http://www.cppblog.com/yeduwu/articles/97786.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>