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if (0 == CheckState(...) ) // ÅжÏij¸öº¯ÊýµÄ·µ»ØÖµÊÇ·ñΪ0
    DoSomething(...); // µ÷ÓÃij¸öº¯Êý
else
    DoSomethingElse(...); // µ÷Óô¦ÀíÆäËüÇé¿öµÄÁíÒ»¸öº¯Êý
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switch( CheckState(...) ) // ¸ù¾Ýij¸öº¯ÊýµÄ·µ»ØÖµ×ö²»Í¬µÄ¶¯×÷
{
case 0:
    DoSomething1(...);
    break;
case 1:
    DoSomething2(...);
    break;
case -1:
    DoSomething3(...);
    break;
default:
    DoSomethingElse(...);
}
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//ÉêÃ÷Ò»¸ö½Ó¿Ú
struct IStateMachine
{
virtual void DoSomething(...) = 0;
};
// Õë¶Ô״̬0Ìṩһ¸öʵÏÖÀà
struct CDoSomethingForState0: IStateMachine
{
virtual void DoSomething(...);
}
// Õë¶Ô״̬1Ìṩһ¸öʵÏÖÀà
struct CDoSomethingForState1: IStateMachine
{
virtual void DoSomething(...);
};
// Õë¶ÔÆäËü״̬Ìṩһ¸öʵÏÖÀà
struct CDoSomethingForOhterStates: IStateMachine
{
virtual void DoSomething(...);
};
// ʹÓÃÒ»¸ö¹¤³§º¯ÊýÀ´·µ»ØÌض¨µÄʵÏÖ¶ÔÏó
IStateMachine * CheckState(...);
//


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