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11 | <title>The Boost Statechart Library - FAQ</title> |
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16 | "header"> |
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17 | <tr> |
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18 | <td valign="top" width="300"> |
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19 | <h3><a href="../../../index.htm"><img alt="C++ Boost" src= |
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20 | "../../../boost.png" border="0" width="277" height="86"></a></h3> |
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21 | </td> |
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22 | |
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23 | <td valign="top"> |
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24 | <h1 align="center">The Boost Statechart Library</h1> |
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25 | |
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26 | <h2 align="center">Frequently Asked Questions (FAQs)</h2> |
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27 | </td> |
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28 | </tr> |
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29 | </table> |
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30 | <hr> |
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31 | |
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32 | <dl class="page-index"> |
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33 | <dt><a href="#StateLocalStorage">What's so cool about state-local |
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34 | storage?</a></dt> |
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35 | |
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36 | <dt><a href="#HideInnerWorkings">How can I hide the inner workings of a |
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37 | state machine from its clients?</a></dt> |
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38 | |
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39 | <dt><a href="#MachineInheritance">Is it possible to inherit from a given |
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40 | state machine and modify its layout in the subclass?</a></dt> |
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41 | |
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42 | <dt><a href="#Uml2">What about UML2.0 features?</a></dt> |
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43 | |
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44 | <dt><a href="#EmbeddedApplications">Is Boost.Statechart suitable for |
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45 | embedded applications?</a></dt> |
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46 | |
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47 | <dt><a href="#HardRealtime">Is your library suitable for applications |
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48 | with hard real-time requirements?</a></dt> |
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49 | |
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50 | <dt><a href="#TemplatedStates">With templated states I get an error that |
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51 | 'inner_context_type' is not defined. What's wrong?</a></dt> |
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52 | |
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53 | <dt><a href="#CompilerError">My compiler reports an error in the library |
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54 | code. Is this a bug in Boost.Statechart?</a></dt> |
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55 | |
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56 | <dt><a href="#Dll">How can I compile a state machine into a dynamic link |
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57 | library (DLL)?</a></dt> |
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58 | |
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59 | <dt><a href="#PolymorphicEvents">Does Boost.Statechart support |
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60 | polymorphic events?</a></dt> |
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61 | |
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62 | <dt><a href="#WrongExitActionOrder">Why are exit-actions called in the |
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63 | wrong order when I use multiple inheritance?</a></dt> |
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64 | </dl> |
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65 | |
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66 | <h2><a name="StateLocalStorage" id="StateLocalStorage">What's so cool about |
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67 | state-local storage?</a></h2> |
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68 | |
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69 | <p>This is best explained with an example:</p> |
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70 | <pre> |
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71 | struct Active; |
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72 | struct Stopped; |
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73 | struct Running; |
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74 | struct StopWatch : sc::state_machine< StopWatch, Active > |
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75 | { |
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76 | // startTime_ remains uninitialized, because there is no reasonable default |
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77 | StopWatch() : elapsedTime_( 0.0 ) {} |
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78 | ~StopWatch() |
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79 | { |
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80 | terminate(); |
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81 | } |
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82 | |
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83 | double ElapsedTime() const |
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84 | { |
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85 | // Ugly switch over the current state. |
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86 | if ( state_cast< const Stopped * >() != 0 ) |
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87 | { |
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88 | return elapsedTime_; |
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89 | } |
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90 | else if ( state_cast< const Running * >() != 0 ) |
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91 | { |
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92 | return elapsedTime_ + std::difftime( std::time( 0 ), startTime_ ); |
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93 | } |
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94 | else // we're terminated |
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95 | { |
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96 | throw std::bad_cast(); |
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97 | } |
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98 | } |
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99 | |
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100 | // elapsedTime_ is only meaningful when the machine is not terminated |
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101 | double elapsedTime_; |
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102 | // startTime_ is only meaningful when the machine is in Running |
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103 | std::time_t startTime_; |
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104 | }; |
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105 | |
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106 | struct Active : sc::state< Active, StopWatch, Stopped > |
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107 | { |
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108 | typedef sc::transition< EvReset, Active > reactions; |
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109 | |
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110 | Active( my_context ctx ) : my_base( ctx ) |
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111 | { |
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112 | outermost_context().elapsedTime_ = 0.0; |
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113 | } |
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114 | }; |
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115 | |
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116 | struct Running : sc::state< Running, Active > |
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117 | { |
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118 | typedef sc::transition< EvStartStop, Stopped > reactions; |
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119 | |
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120 | Running( my_context ctx ) : my_base( ctx ) |
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121 | { |
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122 | outermost_context().startTime_ = std::time( 0 ); |
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123 | } |
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124 | |
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125 | ~Running() |
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126 | { |
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127 | outermost_context().elapsedTime_ += |
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128 | std::difftime( std::time( 0 ), outermost_context().startTime_ ); |
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129 | } |
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130 | }; |
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131 | |
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132 | struct Stopped : sc::simple_state< Stopped, Active > |
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133 | { |
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134 | typedef sc::transition< EvStartStop, Running > reactions; |
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135 | }; |
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136 | </pre> |
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137 | |
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138 | <p>This StopWatch does not make any use of state-local storage while |
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139 | implementing the same behavior as the <a href= |
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140 | "tutorial.html#BasicTopicsAStopWatch">tutorial StopWatch</a>. Even though |
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141 | this code is probably easier to read for the untrained eye, it does have a |
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142 | few problems that are absent in the original:</p> |
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143 | |
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144 | <ul> |
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145 | <li>This StopWatch class has data members that have a meaningful value |
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146 | only if the state machine happens to be in a certain state. That is, the |
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147 | lifetimes of these variables are not identical with the one of the |
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148 | StopWatch object containing them. Since the lifetimes are managed by the |
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149 | entry and exit actions of states, we need to use an ugly switch over the |
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150 | current state (see <code>StopWatch::ElapsedTime()</code>) if we want to |
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151 | access them from a context where the current state is unclear. This |
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152 | essentially duplicates some of the state logic of the FSM. Therefore, |
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153 | whenever we need to change the layout of the state machine we will likely |
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154 | also need to change the ugly switch. Even worse, if we forget to change |
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155 | the switch, the code will probably still compile and maybe even silently |
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156 | do the wrong thing. Note that this is impossible with the version in the |
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157 | tutorial, which will at least throw an exception and often just refuse to |
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158 | compile. Moreover, for the tutorial StopWatch there's a much higher |
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159 | chance that a programmer will get a change correct the first time since |
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160 | the code that calculates the elapsed time is located close to the code |
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161 | that updates the variables</li> |
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162 | |
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163 | <li>We need to change the StopWatch class whenever we want to introduce a |
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164 | new variable or change the type of an already existing variable. That is, |
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165 | many changes in the FSM will likely lead to a change in the StopWatch |
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166 | class. In all FSMs that do not employ state-local storage, the |
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167 | <code>state_machine<></code> subtype will therefore be a change |
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168 | hotspot, which is a pretty sure indicator for a bad design</li> |
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169 | </ul> |
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170 | |
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171 | <p>Both points are not much of a problem in a small example like this, |
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172 | which can easily be implemented in a single translation unit by a single |
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173 | programmer. However, they quickly become a major problem for a big complex |
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174 | machine spread over multiple translation units, which are possibly even |
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175 | maintained by different programmers.</p> |
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176 | |
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177 | <h2><a name="HideInnerWorkings" id="HideInnerWorkings">How can I hide the |
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178 | inner workings of a state machine from its clients?</a></h2> |
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179 | |
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180 | <p>To see why and how this is possible it is important to recall the |
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181 | following facts:</p> |
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182 | |
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183 | <ul> |
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184 | <li>Member functions of a C++ class template are instantiated at the |
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185 | point where they're actually called. If the function is never called, it |
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186 | will not be instantiated and not a single assembly instruction will ever |
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187 | be generated</li> |
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188 | |
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189 | <li>The <code>InitialState</code> template parameter of |
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190 | <code>sc::state_machine</code> can be an incomplete type (i.e. forward |
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191 | declared)</li> |
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192 | </ul> |
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193 | |
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194 | <p>The class template member function |
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195 | <code>state_machine<>::initiate()</code> creates an object of the |
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196 | initial state. So, the definition of this state must be known before the |
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197 | compiler reaches the point where <code>initiate()</code> is called. To be |
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198 | able to hide the initial state of a state machine in a .cpp file we must |
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199 | therefore no longer let clients call <code>initiate()</code>. Instead, we |
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200 | do so in the .cpp file, at a point where the full definition of the initial |
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201 | state is known.</p> |
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202 | |
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203 | <p>Example:</p> |
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204 | |
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205 | <p>StopWatch.hpp:</p> |
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206 | <pre> |
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207 | // define events ... |
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208 | |
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209 | struct Active; // the only visible forward |
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210 | struct StopWatch : sc::state_machine< StopWatch, Active > |
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211 | { |
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212 | StopWatch(); |
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213 | }; |
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214 | </pre> |
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215 | |
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216 | <p>StopWatch.cpp:</p> |
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217 | <pre> |
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218 | struct Stopped; |
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219 | struct Active : sc::simple_state< Active, StopWatch, Stopped > |
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220 | { |
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221 | typedef sc::transition< EvReset, Active > reactions; |
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222 | }; |
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223 | |
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224 | struct Running : sc::simple_state< Running, Active > |
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225 | { |
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226 | typedef sc::transition< EvStartStop, Stopped > reactions; |
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227 | }; |
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228 | |
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229 | struct Stopped : sc::simple_state< Stopped, Active > |
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230 | { |
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231 | typedef sc::transition< EvStartStop, Running > reactions; |
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232 | }; |
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233 | |
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234 | StopWatch::StopWatch() |
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235 | { |
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236 | // For example, we might want to ensure that the state |
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237 | // machine is already started after construction. |
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238 | // Alternatively, we could add our own initiate() function |
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239 | // to StopWatch and call the base class initiate() in the |
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240 | // implementation. |
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241 | <b>initiate();</b> |
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242 | } |
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243 | </pre> |
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244 | |
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245 | <h2><a name="MachineInheritance" id="MachineInheritance">Is it possible to |
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246 | inherit from a given state machine and modify its layout in the |
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247 | subclass?</a></h2> |
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248 | |
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249 | <p>Yes, but contrary to what some FSM code generators allow, |
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250 | Boost.Statechart machines can do so only in a way that was foreseen by the |
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251 | designer of the base state machine:</p> |
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252 | <pre> |
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253 | struct EvStart : sc::event< EvStart > {}; |
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254 | |
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255 | struct Idle; |
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256 | struct PumpBase : sc::state_machine< PumpBase, Idle > |
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257 | { |
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258 | <b>virtual sc::result react( |
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259 | </b> <b>Idle & idle, const EvStart & ) const; |
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260 | </b>}; |
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261 | |
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262 | struct Idle : sc::simple_state< Idle, PumpBase > |
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263 | { |
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264 | typedef sc::custom_reaction< EvStart > reactions; |
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265 | |
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266 | sc::result react( const EvStart & evt ) |
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267 | { |
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268 | <b>return context< PumpBase >().react( *this, evt );</b> |
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269 | } |
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270 | }; |
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271 | |
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272 | struct Running : sc::simple_state< Running, PumpBase > {}; |
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273 | |
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274 | sc::result PumpBase::react( |
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275 | Idle & idle, const EvStart & ) const |
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276 | { |
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277 | <b>return idle.transit< Running >(); |
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278 | </b>} |
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279 | |
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280 | |
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281 | struct MyRunning : sc::simple_state< MyRunning, PumpBase > {}; |
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282 | |
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283 | struct MyPump : PumpBase |
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284 | { |
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285 | virtual sc::result react( |
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286 | Idle & idle, const EvStart & ) const |
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287 | { |
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288 | <b>return idle.transit< MyRunning >(); |
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289 | </b> } |
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290 | }; |
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291 | </pre> |
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292 | |
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293 | <h2><a name="Uml2" id="Uml2">What about UML 2.0 features?</a></h2> |
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294 | |
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295 | <p>The library was designed before 2.0 came along. Therefore, if not |
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296 | explicitly noted otherwise, the library implements the behavior mandated by |
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297 | the UML1.5 standard. Here's an incomplete list of differences between the |
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298 | 2.0 semantics & Boost.Statechart semantics:</p> |
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299 | |
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300 | <ul> |
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301 | <li>All transitions are always external. Local transitions are not |
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302 | supported at all. Unfortunately, the UML2.0 specifications are not |
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303 | entirely clear how local transitions are supposed to work, see <a href= |
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304 | "http://thread.gmane.org/gmane.comp.lib.boost.user/18641">here</a> for |
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305 | more information</li> |
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306 | |
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307 | <li>There is no direct support for the UML2.0 elements entry point and |
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308 | exit point. However, both can easily be simulated, the former with a |
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309 | typedef and the latter with a state that is a template (with the |
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310 | transition destination as a template parameter)</li> |
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311 | </ul> |
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312 | |
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313 | <h2><a name="EmbeddedApplications" id="EmbeddedApplications">Is |
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314 | Boost.Statechart suitable for embedded applications?</a></h2> |
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315 | |
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316 | <p>It depends. As explained under <a href= |
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317 | "performance.html#SpeedVersusScalabilityTradeoffs">Speed versus scalability |
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318 | tradeoffs</a> on the Performance page, the virtually limitless scalability |
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319 | offered by this library does have its price. Especially small and simple |
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320 | FSMs can easily be implemented so that they consume fewer cycles and less |
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321 | memory and occupy less code space in the executable. Here are some |
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322 | obviously <b>very rough</b> estimates:</p> |
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323 | |
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324 | <ul> |
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325 | <li>For a state machine with at most one simultaneously active state |
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326 | (that is, the machine is flat and does not have orthogonal regions) with |
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327 | trivial actions, customized memory management and compiled with a good |
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328 | optimizing compiler, a Pentium 4 class CPU should not spend more than |
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329 | 1000 cycles inside <code>state_machine<>::process_event()</code>. |
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330 | This worst-case time to process one event scales more or less linearly |
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331 | with the number of simultaneously active states for more complex state |
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332 | machines, with the typical average being much lower than that. So, a |
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333 | fairly complex machine with at most 10 simultaneously active states |
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334 | running on a 100MHz CPU should be able to process more than 10'000 events |
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335 | per second</li> |
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336 | |
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337 | <li>A single state machine object uses typically less than 1KB of memory, |
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338 | even if it implements a very complex machine</li> |
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339 | |
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340 | <li>For code size, it is difficult to give a concrete guideline but tests |
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341 | with the BitMachine example suggest that code size scales more or less |
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342 | linearly with the number of states (transitions seem to have only little |
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343 | impact). When compiled with MSVC7.1 on Windows, 32 states and 224 |
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344 | transitions seem to fit in ~108KB executable code (with all optimizations |
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345 | turned on).<br> |
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346 | Moreover, the library can be compiled with C++ RTTI and exception |
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347 | handling turned off, resulting in significant savings on most |
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348 | platforms</li> |
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349 | </ul> |
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350 | |
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351 | <p>As mentioned above, these are very rough estimates derived from the use |
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352 | of the library on a desktop PC, so they should only be used to decide |
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353 | whether there is a point in making your own performance tests on your |
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354 | target platform.</p> |
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355 | |
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356 | <h2><a name="HardRealtime" id="HardRealtime">Is your library suitable for |
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357 | applications with hard real-time requirements?</a></h2> |
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358 | |
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359 | <p>Yes. Out of the box, the only operations taking potentially |
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360 | non-deterministic time that the library performs are calls to |
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361 | <code>std::allocator<></code> member functions and |
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362 | <code>dynamic_cast</code>s. <code>std::allocator<></code> member |
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363 | function calls can be avoided by passing a custom allocator to |
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364 | <code>event<></code>, <code>state_machine<></code>, |
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365 | <code>asynchronous_state_machine<></code>, |
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366 | <code>fifo_scheduler<></code> and <code>fifo_worker<></code>. |
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367 | <code>dynamic_cast</code>s can be avoided by not calling the |
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368 | <code>state_cast<></code> member functions of |
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369 | <code>state_machine<></code>, <code>simple_state<></code> and |
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370 | <code>state<></code> but using the deterministic variant |
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371 | <code>state_downcast<></code> instead.</p> |
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372 | |
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373 | <h2><a name="TemplatedStates" id="TemplatedStates">With templated states I |
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374 | get an error that 'inner_context_type' is not defined. What's |
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375 | wrong?</a></h2> |
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376 | |
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377 | <p>The following code generates such an error:</p> |
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378 | <pre> |
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379 | #include <boost/statechart/state_machine.hpp> |
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380 | #include <boost/statechart/simple_state.hpp> |
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381 | |
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382 | namespace sc = boost::statechart; |
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383 | |
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384 | template< typename X > struct A; |
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385 | struct Machine : sc::state_machine< Machine, A< int > > {}; |
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386 | |
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387 | template< typename X > struct B; |
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388 | template< typename X > |
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389 | struct A : sc::simple_state< A< X >, Machine, B< X > > {}; |
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390 | |
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391 | template< typename X > |
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392 | struct B : sc::simple_state< B< X >, A< X > > {}; |
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393 | |
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394 | int main() |
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395 | { |
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396 | Machine machine; |
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397 | machine.initiate(); |
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398 | return 0; |
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399 | } |
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400 | </pre> |
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401 | |
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402 | <p>If the templates <code>A</code> and <code>B</code> are replaced with |
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403 | normal types, the above code compiles without errors. This is rooted in the |
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404 | fact that C++ treats forward-declared templates differently than |
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405 | forward-declared types. Namely, the compiler tries to access member |
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406 | typedefs of <code>B< X ></code> at a point where the template has not |
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407 | yet been defined. Luckily, this can easily be avoided by putting all inner |
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408 | initial state arguments in an <code>mpl::list<></code>, as |
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409 | follows:</p> |
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410 | <pre> |
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411 | struct A : sc::simple_state< |
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412 | A< X >, Machine, mpl::list< B< X > > > {}; |
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413 | </pre> |
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414 | |
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415 | <p>See <a href= |
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416 | "http://article.gmane.org/gmane.comp.lib.boost.devel/128741">this post</a> |
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417 | for technical details.</p> |
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418 | |
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419 | <h2><a name="CompilerError" id="CompilerError">My compiler reports an error |
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420 | in the library code. Is this a bug in Boost.Statechart?</a></h2> |
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421 | |
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422 | <p>Probably not. There are several possible reasons for such compile-time |
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423 | errors:</p> |
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424 | |
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425 | <ol> |
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426 | <li>Your compiler is too buggy to compile the library, see <a href= |
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427 | "index.html#SupportedPlatforms">here</a> for information on the status of |
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428 | your compiler. If you absolutely must use such a compiler for your |
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429 | project, I'm afraid Boost.Statechart is not for you.</li> |
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430 | |
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431 | <li>The error is reported on a line similar to the following: |
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432 | <pre> |
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433 | BOOST_STATIC_ASSERT( ( mpl::less< |
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434 | orthogonal_position, |
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435 | typename context_type::no_of_orthogonal_regions >::value ) ); |
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436 | </pre>Most probably, there is an error in your code. The library has many |
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437 | such compile-time assertions to ensure that invalid state machines cannot be |
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438 | compiled (for an idea what kinds of errors are reported at compile time, see |
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439 | the compile-fail tests). Above each of these assertions there is a comment |
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440 | explaining the problem. On almost all current compilers an error in template |
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441 | code is accompanied by the current "instantiation stack". Very much like the |
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442 | call stack you see in the debugger, this "instantiation stack" allows you to |
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443 | trace the error back through instantiations of library code until you hit the |
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444 | line of your code that causes the problem. As an example, here's the MSVC7.1 |
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445 | error message for the code in InconsistentHistoryTest1.cpp: |
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446 | <pre> |
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447 | ...\boost\statechart\shallow_history.hpp(34) : error C2027: use of undefined type 'boost::STATIC_ASSERTION_FAILURE<x>' |
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448 | with |
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449 | [ |
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450 | x=false |
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451 | ] |
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452 | ...\boost\statechart\shallow_history.hpp(34) : see reference to class template instantiation 'boost::STATIC_ASSERTION_FAILURE<x>' being compiled |
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453 | with |
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454 | [ |
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455 | x=false |
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456 | ] |
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457 | ...\boost\statechart\simple_state.hpp(861) : see reference to class template instantiation 'boost::statechart::shallow_history<DefaultState>' being compiled |
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458 | with |
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459 | [ |
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460 | DefaultState=B |
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461 | ] |
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462 | ...\boost\statechart\simple_state.hpp(599) : see reference to function template instantiation 'void boost::statechart::simple_state<MostDerived,Context,InnerInitial>::deep_construct_inner_impl_non_empty::deep_construct_inner_impl<InnerList>(const boost::statechart::simple_state<MostDerived,Context,InnerInitial>::inner_context_ptr_type &,boost::statechart::simple_state<MostDerived,Context,InnerInitial>::outermost_context_base_type &)' being compiled |
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463 | with |
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464 | [ |
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465 | MostDerived=A, |
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466 | Context=InconsistentHistoryTest, |
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467 | InnerInitial=boost::mpl::list<boost::statechart::shallow_history<B>>, |
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468 | InnerList=boost::statechart::simple_state<A,InconsistentHistoryTest,boost::mpl::list<boost::statechart::shallow_history<B>>>::inner_initial_list |
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469 | ] |
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470 | ...\boost\statechart\simple_state.hpp(567) : see reference to function template instantiation 'void boost::statechart::simple_state<MostDerived,Context,InnerInitial>::deep_construct_inner<boost::statechart::simple_state<MostDerived,Context,InnerInitial>::inner_initial_list>(const boost::statechart::simple_state<MostDerived,Context,InnerInitial>::inner_context_ptr_type &,boost::statechart::simple_state<MostDerived,Context,InnerInitial>::outermost_context_base_type &)' being compiled |
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471 | with |
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472 | [ |
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473 | MostDerived=A, |
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474 | Context=InconsistentHistoryTest, |
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475 | InnerInitial=boost::mpl::list<boost::statechart::shallow_history<B>> |
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476 | ] |
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477 | ...\boost\statechart\simple_state.hpp(563) : while compiling class-template member function 'void boost::statechart::simple_state<MostDerived,Context,InnerInitial>::deep_construct(const boost::statechart::simple_state<MostDerived,Context,InnerInitial>::context_ptr_type & ,boost::statechart::simple_state<MostDerived,Context,InnerInitial>::outermost_context_base_type &)' |
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478 | with |
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479 | [ |
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480 | MostDerived=A, |
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481 | Context=InconsistentHistoryTest, |
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482 | InnerInitial=boost::mpl::list<boost::statechart::shallow_history<B>> |
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483 | ] |
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484 | ...\libs\statechart\test\InconsistentHistoryTest1.cpp(29) : see reference to class template instantiation 'boost::statechart::simple_state<MostDerived,Context,InnerInitial>' being compiled |
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485 | with |
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486 | [ |
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487 | MostDerived=A, |
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488 | Context=InconsistentHistoryTest, |
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489 | InnerInitial=boost::mpl::list<boost::statechart::shallow_history<B>> |
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490 | ] |
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491 | </pre>Depending on the IDE you use, it is possible that you need to switch to |
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492 | another window to see this full error message (e.g. for Visual Studio 2003, |
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493 | you need to switch to the Output window). Starting at the top and going down |
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494 | the list of instantiations you see that each of them is accompanied by a file |
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495 | name and a line number. Ignoring all files belonging to the library, we find |
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496 | the culprit close to the bottom in file InconsistentHistoryTest1.cpp on line |
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497 | 29. |
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498 | </li> |
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499 | |
---|
500 | <li>The error is reported on a line nowhere near a BOOST_STATIC_ASSERT. |
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501 | Use the technique described under point 2 to see what line of your code |
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502 | causes the problem. If your code is correct then you've found a bug in |
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503 | either the compiler or Boost.Statechart. Please <a href= |
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504 | "contact.html">send me</a> a small but complete program showing the |
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505 | problem. Thank you!</li> |
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506 | </ol> |
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507 | |
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508 | <h2><a name="Dll" id="Dll">How can I compile a state machine into a dynamic |
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509 | link library (DLL)?</a></h2> |
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510 | |
---|
511 | <p>Invisible to the user, the library uses static data members to implement |
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512 | its own speed-optimized RTTI-mechanism for <code>event<></code> and |
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513 | <code>simple_state<></code> subtypes. Whenever such a subtype is |
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514 | defined in a header file and then included in multiple TUs, the linker |
---|
515 | later needs to eliminate the duplicate definitions of static data members. |
---|
516 | This usually works flawlessly as long as all these TUs are |
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517 | <b>statically</b> linked into the same binary. It is a lot more complex |
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518 | when DLLs are involved. The TuTest*.?pp files illustrate this:</p> |
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519 | |
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520 | <ul> |
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521 | <li><a href="../test/TuTest.hpp">TuTest.hpp</a>: Instantiates a class |
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522 | template containing a static data member</li> |
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523 | |
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524 | <li><a href="../test/TuTest.cpp">TuTest.cpp</a>: Includes TuTest.hpp and |
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525 | is compiled into a DLL</li> |
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526 | |
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527 | <li><a href="../test/TuTestMain.cpp">TuTestMain.cpp</a>: Includes |
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528 | TuTest.hpp and is compiled into an executable</li> |
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529 | </ul> |
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530 | |
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531 | <p>Without any precautions (e.g. <code>__declspec(dllexport)</code> on MSVC |
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532 | compatible compilers), on most platforms both binaries (exe & dll) now |
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533 | contain their own instance of the static data member. Since the RTTI |
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534 | mechanism assumes that there is exactly one object of that member at |
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535 | runtime, the mechanism fails spectacularly when the process running the exe |
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536 | also loads the dll. Different platforms deal differently with this |
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537 | problem:</p> |
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538 | |
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539 | <ul> |
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540 | <li>On some platforms (e.g. MinGW) there simply doesn't seem to be a way |
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541 | to enforce that such a member only exists once at runtime. Therefore, the |
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542 | internal RTTI mechanism cannot be used reliably in conjunction with DLLs. |
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543 | Disabling it by defining <a href= |
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544 | "configuration.html#ApplicationDefinedMacros">BOOST_STATECHART_USE_NATIVE_RTTI</a> |
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545 | in all TUs will <b>usually</b> work around the problem</li> |
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546 | |
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547 | <li>MSVC-compatible compilers support <code>__declspec(dllimport)</code> |
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548 | and <code>__declspec(dllexport)</code>, which allow to define exactly |
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549 | what needs to be loaded from a DLL (see TuTest for an example how to do |
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550 | this). Therefore, the internal RTTI mechanism can be used but care must |
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551 | be taken to correctly export and import all <code>event<></code> |
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552 | and <code>simple_state<></code> subtypes defined in headers that |
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553 | are compiled into more than one binary. Alternatively, of course <a href= |
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554 | "configuration.html#ApplicationDefinedMacros">BOOST_STATECHART_USE_NATIVE_RTTI</a> |
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555 | can also be used to save the work of importing and exporting</li> |
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556 | </ul> |
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557 | |
---|
558 | <h2><a name="PolymorphicEvents" id="PolymorphicEvents">Does |
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559 | Boost.Statechart support polymorphic events?</a></h2> |
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560 | |
---|
561 | <p>No. Although events can be derived from each other to write common code |
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562 | only once, <a href="definitions.html#Reaction">reactions</a> can only be |
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563 | defined for most-derived events.</p> |
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564 | |
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565 | <p>Example:</p> |
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566 | <pre> |
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567 | template< class MostDerived > |
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568 | struct EvButtonPressed : sc::event< MostDerived > |
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569 | { |
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570 | // common code |
---|
571 | }; |
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572 | |
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573 | struct EvPlayButtonPressed : |
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574 | EvButtonPressed< EvPlayButtonPressed > {}; |
---|
575 | struct EvStopButtonPressed : |
---|
576 | EvButtonPressed< EvStopButtonPressed > {}; |
---|
577 | struct EvForwardButtonPressed : |
---|
578 | EvButtonPressed< EvForwardButtonPressed > {}; |
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579 | |
---|
580 | /* ... */ |
---|
581 | |
---|
582 | // We want to turn the player on, no matter what button we |
---|
583 | // press in the Off state. Although we can write the reaction |
---|
584 | // code only once, we must mention all most-derived events in |
---|
585 | // the reaction list. |
---|
586 | struct Off : sc::simple_state< Off, Mp3Player > |
---|
587 | { |
---|
588 | typedef mpl::list< |
---|
589 | sc::custom_reaction< EvPlayButtonPressed >, |
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590 | sc::custom_reaction< EvStopButtonPressed >, |
---|
591 | sc::custom_reaction< EvForwardButtonPressed > |
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592 | > reactions; |
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593 | |
---|
594 | template< class MostDerived > |
---|
595 | sc::result react( const EvButtonPressed< MostDerived > & ) |
---|
596 | { |
---|
597 | // ... |
---|
598 | } |
---|
599 | }; |
---|
600 | </pre> |
---|
601 | |
---|
602 | <h2><a name="WrongExitActionOrder" id="WrongExitActionOrder">Why are |
---|
603 | exit-actions called in the wrong order when I use multiple |
---|
604 | inheritance?</a></h2> |
---|
605 | |
---|
606 | <p><b>Update</b>: The implementation has changed considerably in this area. |
---|
607 | It is still possible to get this behavior under rare circumstances (when an |
---|
608 | action propagates an exception in a state machine with orthogonal regions |
---|
609 | <b>and</b> if the statechart layout satisfies certain conditions), but it |
---|
610 | can no longer be demonstrated with the example program below. However, the |
---|
611 | described workaround is still valid and ensures that this behavior will |
---|
612 | never show up.</p> |
---|
613 | |
---|
614 | <p>They definitely aren't for the <code>simple_state<></code> and |
---|
615 | <code>state<></code> subtypes, but the destructors of additional |
---|
616 | bases might be called in construction order (rather than the reverse |
---|
617 | construction order):</p> |
---|
618 | <pre> |
---|
619 | #include <boost/statechart/state_machine.hpp> |
---|
620 | #include <boost/statechart/simple_state.hpp> |
---|
621 | |
---|
622 | namespace sc = boost::statechart; |
---|
623 | |
---|
624 | class EntryExitDisplayer |
---|
625 | { |
---|
626 | protected: |
---|
627 | EntryExitDisplayer( const char * pName ) : |
---|
628 | pName_( pName ) |
---|
629 | { |
---|
630 | std::cout << pName_ << " entered\n"; |
---|
631 | } |
---|
632 | |
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633 | ~EntryExitDisplayer() |
---|
634 | { |
---|
635 | std::cout << pName_ << " exited\n"; |
---|
636 | } |
---|
637 | |
---|
638 | private: |
---|
639 | const char * const pName_; |
---|
640 | }; |
---|
641 | |
---|
642 | struct Outer; |
---|
643 | struct Machine : sc::state_machine< Machine, Outer > {}; |
---|
644 | struct Inner; |
---|
645 | struct Outer : EntryExitDisplayer, sc::simple_state< |
---|
646 | Outer, Machine, Inner > |
---|
647 | { |
---|
648 | Outer() : EntryExitDisplayer( "Outer" ) {} |
---|
649 | }; |
---|
650 | |
---|
651 | struct Inner : EntryExitDisplayer, |
---|
652 | sc::simple_state< Inner, Outer > |
---|
653 | { |
---|
654 | Inner() : EntryExitDisplayer( "Inner" ) {} |
---|
655 | }; |
---|
656 | |
---|
657 | int main() |
---|
658 | { |
---|
659 | Machine myMachine; |
---|
660 | myMachine.initiate(); |
---|
661 | return 0; |
---|
662 | } |
---|
663 | </pre> |
---|
664 | |
---|
665 | <p>This program will produce the following output:</p> |
---|
666 | <pre> |
---|
667 | Outer entered |
---|
668 | Inner entered |
---|
669 | Outer exited |
---|
670 | Inner exited |
---|
671 | </pre> |
---|
672 | |
---|
673 | <p>That is, the <b><code>EntryExitDisplayer</code> base class portion</b> |
---|
674 | of <code>Outer</code> is destructed before the one of <code>Inner</code> |
---|
675 | although <code>Inner::~Inner()</code> is called before |
---|
676 | <code>Outer::~Outer()</code>. This somewhat counter-intuitive behavior is |
---|
677 | caused by the following facts:</p> |
---|
678 | |
---|
679 | <ul> |
---|
680 | <li>The <code>simple_state<></code> base class portion of |
---|
681 | <code>Inner</code> is responsible to destruct <code>Outer</code></li> |
---|
682 | |
---|
683 | <li>Destructors of base class portions are called in the reverse order of |
---|
684 | construction</li> |
---|
685 | </ul> |
---|
686 | |
---|
687 | <p>So, when the <code>Outer</code> destructor is called the call stack |
---|
688 | looks as follows:</p> |
---|
689 | <pre> |
---|
690 | Outer::~Outer() |
---|
691 | simple_state< Inner, ... >::~simple_state() |
---|
692 | Inner::~Inner() |
---|
693 | </pre> |
---|
694 | |
---|
695 | <p>Note that <code>Inner::~Inner()</code> did not yet have a chance to |
---|
696 | destroy its <code>EntryExitDisplayer</code> base class portion, as it first |
---|
697 | has to call the destructor of the <b>second</b> base class. Now |
---|
698 | <code>Outer::~Outer()</code> will first destruct its <code>simple_state< |
---|
699 | Outer, ... ></code> base class portion and then do the same with its |
---|
700 | <code>EntryExitDisplayer</code> base class portion. The stack then unwinds |
---|
701 | back to <code>Inner::~Inner()</code>, which can then finally finish by |
---|
702 | calling <code>EntryExitDisplayer::~EntryExitDisplayer()</code>.</p> |
---|
703 | |
---|
704 | <p>Luckily, there is an easy work-around: Always let |
---|
705 | <code>simple_state<></code> and <code>state<></code> be the |
---|
706 | first base class of a state. This ensures that destructors of additional |
---|
707 | bases are called before recursion employed by state base destructors can |
---|
708 | alter the order of destruction.</p> |
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709 | <hr> |
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710 | |
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711 | <p><a href="http://validator.w3.org/check?uri=referer"><img border="0" src= |
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712 | "http://www.w3.org/Icons/valid-html401" alt="Valid HTML 4.01 Transitional" |
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713 | height="31" width="88"></a></p> |
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714 | |
---|
715 | <p>Revised |
---|
716 | <!--webbot bot="Timestamp" s-type="EDITED" s-format="%d %B, %Y" startspan -->03 December, 2006<!--webbot bot="Timestamp" endspan i-checksum="38512" --></p> |
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717 | |
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718 | <p><i>Copyright © 2003-<!--webbot bot="Timestamp" s-type="EDITED" s-format="%Y" startspan -->2006<!--webbot bot="Timestamp" endspan i-checksum="770" --> |
---|
719 | <a href="contact.html">Andreas Huber Dönni</a></i></p> |
---|
720 | |
---|
721 | <p><i>Distributed under the Boost Software License, Version 1.0. (See |
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722 | accompanying file <a href="../../../LICENSE_1_0.txt">LICENSE_1_0.txt</a> or |
---|
723 | copy at <a href= |
---|
724 | "http://www.boost.org/LICENSE_1_0.txt">http://www.boost.org/LICENSE_1_0.txt</a>)</i></p> |
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725 | </body> |
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726 | </html> |
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