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10 | |
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11 | <title>The Boost Statechart Library - Tutorial</title> |
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12 | </head> |
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13 | |
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14 | <body link="#0000FF" vlink="#800080"> |
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15 | <table border="0" cellpadding="7" cellspacing="0" width="100%" summary= |
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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">Tutorial</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 | <p>A Japanese translation of an earlier version of this tutorial can be |
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33 | found at <a href= |
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34 | "http://prdownloads.sourceforge.jp/jyugem/7127/fsm-tutorial-jp.pdf">http://prdownloads.sourceforge.jp/jyugem/7127/fsm-tutorial-jp.pdf</a>. |
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35 | Kindly contributed by Mitsuo Fukasawa.</p> |
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36 | |
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37 | <h2>Contents</h2> |
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38 | |
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39 | <dl class="page-index"> |
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40 | <dt><a href="#Introduction">Introduction</a></dt> |
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41 | |
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42 | <dd><a href="#HowToReadThisTutorial">How to read this tutorial</a></dd> |
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43 | |
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44 | <dt><a href="#HelloWorld">Hello World!</a></dt> |
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45 | |
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46 | <dt><a href="#BasicTopicsAStopWatch">Basic topics: A stop watch</a></dt> |
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47 | |
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48 | <dd><a href="#DefiningStatesAndEvents">Defining states and |
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49 | events</a></dd> |
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50 | |
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51 | <dd><a href="#AddingReactions">Adding reactions</a></dd> |
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52 | |
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53 | <dd><a href="#StateLocalStorage">State-local storage</a></dd> |
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54 | |
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55 | <dd><a href="#GettingStateInformationOutOfTheMachine">Getting state |
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56 | information out of the machine</a></dd> |
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57 | |
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58 | <dt><a href="#IntermediateTopicsADigitalCamera">Intermediate topics: A |
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59 | digital camera</a></dt> |
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60 | |
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61 | <dd><a href= |
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62 | "#SpreadingAStateMachineOverMultipleTranslationUnits">Spreading a state |
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63 | machine over multiple translation units</a></dd> |
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64 | |
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65 | <dd><a href="#DeferringEvents">Deferring events</a></dd> |
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66 | |
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67 | <dd><a href="#Guards">Guards</a></dd> |
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68 | |
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69 | <dd><a href="#InStateReactions">In-state reactions</a></dd> |
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70 | |
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71 | <dd><a href="#TransitionActions">Transition actions</a></dd> |
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72 | |
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73 | <dt><a href="#AdvancedTopics">Advanced topics</a></dt> |
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74 | |
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75 | <dd><a href="#SpecifyingMultipleReactionsForAState">Specifying multiple |
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76 | reactions for a state</a></dd> |
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77 | |
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78 | <dd><a href="#PostingEvents">Posting events</a></dd> |
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79 | |
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80 | <dd><a href="#History">History</a></dd> |
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81 | |
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82 | <dd><a href="#OrthogonalStates">Orthogonal states</a></dd> |
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83 | |
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84 | <dd><a href="#StateQueries">State queries</a></dd> |
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85 | |
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86 | <dd><a href="#StateTypeInformation">State type information</a></dd> |
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87 | |
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88 | <dd><a href="#ExceptionHandling">Exception handling</a></dd> |
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89 | |
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90 | <dd><a href="#SubmachinesAndParameterizedStates">Submachines & |
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91 | Parametrized States</a></dd> |
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92 | |
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93 | <dd><a href="#AsynchronousStateMachines">Asynchronous state |
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94 | machines</a></dd> |
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95 | </dl> |
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96 | <hr> |
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97 | |
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98 | <h2><a name="Introduction" id="Introduction">Introduction</a></h2> |
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99 | |
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100 | <p>The Boost Statechart library is a framework that allows you to quickly |
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101 | transform a UML statechart into executable C++ code, <b>without</b> needing |
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102 | to use a code generator. Thanks to support for almost all UML features the |
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103 | transformation is straight-forward and the resulting C++ code is a nearly |
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104 | redundancy-free textual description of the statechart.</p> |
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105 | |
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106 | <h3><a name="HowToReadThisTutorial" id="HowToReadThisTutorial">How to read |
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107 | this tutorial</a></h3> |
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108 | |
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109 | <p>This tutorial was designed to be read linearly. First time users should |
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110 | start reading right at the beginning and stop as soon as they know enough |
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111 | for the task at hand. Specifically:</p> |
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112 | |
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113 | <ul> |
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114 | <li>Small and simple machines with just a handful of states can be |
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115 | implemented reasonably well by using the features described under |
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116 | <a href="#BasicTopicsAStopWatch">Basic topics: A stop watch</a></li> |
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117 | |
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118 | <li>For larger machines with up to roughly a dozen states the features |
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119 | described under <a href="#IntermediateTopicsADigitalCamera">Intermediate |
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120 | topics: A digital camera</a> are often helpful</li> |
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121 | |
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122 | <li>Finally, users wanting to create even more complex machines and |
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123 | project architects evaluating Boost.Statechart should also read the |
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124 | <a href="#AdvancedTopics">Advanced topics</a> section at the end. |
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125 | Moreover, reading the <a href= |
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126 | "rationale.html#Limitations">Limitations</a> section in the Rationale is |
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127 | strongly suggested</li> |
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128 | </ul> |
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129 | |
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130 | <h2><a name="HelloWorld" id="HelloWorld">Hello World!</a></h2> |
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131 | |
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132 | <p>We will use the simplest possible program to make our first steps. The |
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133 | statechart ...</p> |
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134 | |
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135 | <p><img alt="HelloWorld" src="HelloWorld.gif" border="0" width="379" |
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136 | height="94"></p> |
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137 | |
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138 | <p>... is implemented with the following code:</p> |
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139 | <pre> |
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140 | #include <boost/statechart/state_machine.hpp> |
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141 | #include <boost/statechart/simple_state.hpp> |
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142 | #include <iostream> |
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143 | |
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144 | namespace sc = boost::statechart; |
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145 | |
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146 | // We are declaring all types as <code>struct</code>s only to avoid having to |
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147 | // type <code>public</code>. If you don't mind doing so, you can just as well |
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148 | // use <code>class.</code> |
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149 | |
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150 | // We need to forward-declare the initial state because it can |
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151 | // only be defined at a point where the state machine is |
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152 | // defined. |
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153 | struct Greeting; |
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154 | |
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155 | // Boost.Statechart makes heavy use of the curiously recurring |
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156 | // template pattern. The deriving class must always be passed as |
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157 | // the first parameter to all base class templates. |
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158 | // |
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159 | // The state machine must be informed which state it has to |
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160 | // enter when the machine is initiated. That's why Greeting is |
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161 | // passed as the second template parameter. |
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162 | struct Machine : sc::state_machine< Machine, Greeting > {}; |
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163 | |
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164 | // For each state we need to define which state machine it |
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165 | // belongs to and where it is located in the statechart. Both is |
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166 | // specified with Context argument that is passed to |
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167 | // simple_state<>. For a flat state machine as we have it here, |
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168 | // the context is always the state machine. Consequently, |
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169 | // Machine must be passed as the second template parameter to |
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170 | // Greeting's base (the Context parameter is explained in more |
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171 | // detail in the next example). |
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172 | struct Greeting : sc::simple_state< Greeting, Machine > |
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173 | { |
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174 | // Whenever the state machine enters a state, it creates an |
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175 | // object of the corresponding state class. The object is then |
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176 | // kept alive as long as the machine remains in the state. |
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177 | // Finally, the object is destroyed when the state machine |
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178 | // exits the state. Therefore, a state entry action can be |
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179 | // defined by adding a constructor and a state exit action can |
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180 | // be defined by adding a destructor. |
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181 | Greeting() { std::cout << "Hello World!\n"; } // entry |
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182 | ~Greeting() { std::cout << "Bye Bye World!\n"; } // exit |
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183 | }; |
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184 | |
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185 | int main() |
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186 | { |
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187 | Machine myMachine; |
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188 | // The machine is not yet running after construction. We start |
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189 | // it by calling initiate(). This triggers the construction of |
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190 | // the initial state Greeting |
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191 | myMachine.initiate(); |
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192 | // When we leave main(), myMachine is destructed what leads to |
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193 | // the destruction of all currently active states. |
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194 | return 0; |
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195 | } |
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196 | </pre> |
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197 | |
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198 | <p>This prints <code>Hello World!</code> and <code>Bye Bye World!</code> |
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199 | before exiting.</p> |
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200 | |
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201 | <h2><a name="BasicTopicsAStopWatch" id="BasicTopicsAStopWatch">Basic |
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202 | topics: A stop watch</a></h2> |
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203 | |
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204 | <p>Next we will model a simple mechanical stop watch with a state machine. |
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205 | Such watches typically have two buttons:</p> |
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206 | |
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207 | <ul> |
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208 | <li>Start/Stop</li> |
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209 | |
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210 | <li>Reset</li> |
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211 | </ul> |
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212 | |
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213 | <p>And two states:</p> |
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214 | |
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215 | <ul> |
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216 | <li>Stopped: The hands reside in the position where they were last |
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217 | stopped: |
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218 | |
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219 | <ul> |
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220 | <li>Pressing the reset button moves the hands back to the 0 position. |
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221 | The watch remains in the Stopped state</li> |
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222 | |
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223 | <li>Pressing the start/stop button leads to a transition to the |
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224 | Running state</li> |
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225 | </ul> |
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226 | </li> |
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227 | |
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228 | <li>Running: The hands of the watch are in motion and continually show |
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229 | the elapsed time |
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230 | |
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231 | <ul> |
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232 | <li>Pressing the reset button moves the hands back to the 0 position |
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233 | and leads to a transition to the Stopped state</li> |
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234 | |
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235 | <li>Pressing the start/stop button leads to a transition to the |
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236 | Stopped state</li> |
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237 | </ul> |
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238 | </li> |
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239 | </ul> |
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240 | |
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241 | <p>Here is one way to specify this in UML:</p> |
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242 | |
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243 | <p><img alt="StopWatch" src="StopWatch.gif" border="0" width="560" height= |
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244 | "184"></p> |
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245 | |
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246 | <h3><a name="DefiningStatesAndEvents" id="DefiningStatesAndEvents">Defining |
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247 | states and events</a></h3> |
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248 | |
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249 | <p>The two buttons are modeled by two events. Moreover, we also define the |
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250 | necessary states and the initial state. <b>The following code is our |
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251 | starting point, subsequent code snippets must be inserted</b>:</p> |
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252 | <pre> |
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253 | #include <boost/statechart/event.hpp> |
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254 | #include <boost/statechart/state_machine.hpp> |
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255 | #include <boost/statechart/simple_state.hpp> |
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256 | |
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257 | namespace sc = boost::statechart; |
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258 | |
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259 | struct EvStartStop : sc::event< EvStartStop > {}; |
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260 | struct EvReset : sc::event< EvReset > {}; |
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261 | |
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262 | struct Active; |
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263 | struct StopWatch : sc::state_machine< StopWatch, Active > {}; |
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264 | |
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265 | struct Stopped; |
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266 | |
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267 | // The simple_state class template accepts up to four parameters: |
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268 | // - The third parameter specifies the inner initial state, if |
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269 | // there is one. Here, only Active has inner states, which is |
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270 | // why it needs to pass its inner initial state Stopped to its |
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271 | // base |
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272 | // - The fourth parameter specifies whether and what kind of |
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273 | // history is kept |
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274 | |
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275 | // Active is the outermost state and therefore needs to pass the |
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276 | // state machine class it belongs to |
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277 | struct Active : sc::simple_state< |
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278 | Active, StopWatch, Stopped > {}; |
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279 | |
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280 | // Stopped and Running both specify Active as their Context, |
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281 | // which makes them nested inside Active |
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282 | struct Running : sc::simple_state< Running, Active > {}; |
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283 | struct Stopped : sc::simple_state< Stopped, Active > {}; |
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284 | |
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285 | // Because the context of a state must be a complete type (i.e. |
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286 | // not forward declared), a machine must be defined from |
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287 | // "outside to inside". That is, we always start with the state |
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288 | // machine, followed by outermost states, followed by the direct |
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289 | // inner states of outermost states and so on. We can do so in a |
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290 | // breadth-first or depth-first way or employ a mixture of the |
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291 | // two. |
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292 | |
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293 | int main() |
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294 | { |
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295 | StopWatch myWatch; |
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296 | myWatch.initiate(); |
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297 | return 0; |
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298 | } |
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299 | </pre> |
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300 | |
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301 | <p>This compiles but doesn't do anything observable yet.</p> |
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302 | |
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303 | <h3><a name="AddingReactions" id="AddingReactions">Adding |
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304 | reactions</a></h3> |
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305 | |
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306 | <p>For the moment we will use only one type of reaction: transitions. We |
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307 | <b>insert</b> the bold parts of the following code:</p> |
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308 | <pre> |
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309 | <b>#include <boost/statechart/transition.hpp> |
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310 | </b> |
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311 | // ... |
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312 | |
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313 | struct Stopped; |
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314 | struct Active : sc::simple_state< Active, StopWatch, Stopped > |
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315 | { |
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316 | <b>typedef sc::transition< EvReset, Active > reactions;</b> |
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317 | }; |
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318 | |
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319 | struct Running : sc::simple_state< Running, Active > |
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320 | { |
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321 | <b>typedef sc::transition< EvStartStop, Stopped > reactions;</b> |
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322 | }; |
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323 | |
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324 | struct Stopped : sc::simple_state< Stopped, Active > |
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325 | { |
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326 | <b>typedef sc::transition< EvStartStop, Running > reactions;</b> |
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327 | }; |
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328 | |
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329 | // A state can define an arbitrary number of reactions. That's |
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330 | // why we have to put them into an mpl::list<> as soon as there |
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331 | // is more than one of them |
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332 | // (see <a href= |
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333 | "#SpecifyingMultipleReactionsForAState">Specifying multiple reactions for a state</a>). |
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334 | |
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335 | int main() |
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336 | { |
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337 | StopWatch myWatch; |
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338 | myWatch.initiate(); |
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339 | <b>myWatch.process_event( EvStartStop() ); |
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340 | </b> <b>myWatch.process_event( EvStartStop() ); |
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341 | </b> <b>myWatch.process_event( EvStartStop() ); |
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342 | </b> <b>myWatch.process_event( EvReset() ); |
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343 | </b> return 0; |
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344 | } |
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345 | </pre> |
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346 | |
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347 | <p>Now we have all the states and all the transitions in place and a number |
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348 | of events are also sent to the stop watch. The machine dutifully makes the |
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349 | transitions we would expect, but no actions are executed yet.</p> |
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350 | |
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351 | <h3><a name="StateLocalStorage" id="StateLocalStorage">State-local |
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352 | storage</a></h3> |
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353 | |
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354 | <p>Next we'll make the stop watch actually measure time. Depending on the |
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355 | state the stop watch is in, we need different variables:</p> |
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356 | |
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357 | <ul> |
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358 | <li>Stopped: One variable holding the elapsed time</li> |
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359 | |
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360 | <li>Running: One variable holding the elapsed time <b>and</b> one |
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361 | variable storing the point in time at which the watch was last |
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362 | started.</li> |
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363 | </ul> |
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364 | |
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365 | <p>We observe that the elapsed time variable is needed no matter what state |
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366 | the machine is in. Moreover, this variable should be reset to 0 when we |
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367 | send an <code>EvReset</code> event to the machine. The other variable is |
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368 | only needed while the machine is in the Running state. It should be set to |
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369 | the current time of the system clock whenever we enter the Running state. |
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370 | Upon exit we simply subtract the start time from the current system clock |
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371 | time and add the result to the elapsed time.</p> |
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372 | <pre> |
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373 | <b>#include <ctime> |
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374 | </b> |
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375 | // ... |
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376 | |
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377 | struct Stopped; |
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378 | struct Active : sc::simple_state< Active, StopWatch, Stopped > |
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379 | { |
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380 | <b>public:</b> |
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381 | typedef sc::transition< EvReset, Active > reactions; |
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382 | |
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383 | <b>Active() : elapsedTime_( 0.0 ) {} |
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384 | </b> <b>double ElapsedTime() const { return elapsedTime_; } |
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385 | </b> <b>double & ElapsedTime() { return elapsedTime_; } |
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386 | </b> <b>private: |
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387 | </b> <b>double elapsedTime_; |
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388 | </b>}; |
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389 | |
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390 | struct Running : sc::simple_state< Running, Active > |
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391 | { |
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392 | <b>public:</b> |
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393 | typedef sc::transition< EvStartStop, Stopped > reactions; |
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394 | |
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395 | <b>Running() : startTime_( std::time( 0 ) ) {} |
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396 | </b> <b>~Running() |
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397 | </b> <b>{</b> |
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398 | // Similar to when a derived class object accesses its |
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399 | // base class portion, context<>() is used to gain |
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400 | // access to the direct or indirect context of a state. |
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401 | // This can either be a direct or indirect outer state |
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402 | // or the state machine itself |
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403 | // (e.g. here: context< StopWatch >()). |
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404 | <b>context< Active >().ElapsedTime() += |
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405 | </b> <b>std::difftime( std::time( 0 ), startTime_ ); |
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406 | </b> <b>} |
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407 | </b> <b>private: |
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408 | </b> <b>std::time_t startTime_; |
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409 | </b>}; |
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410 | |
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411 | // ... |
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412 | </pre> |
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413 | |
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414 | <p>The machine now measures the time, but we cannot yet retrieve it from |
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415 | the main program.</p> |
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416 | |
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417 | <p>At this point, the advantages of state-local storage (which is still a |
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418 | relatively little-known feature) may not yet have become apparent. The FAQ |
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419 | item "<a href="faq.html#StateLocalStorage">What's so cool about state-local |
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420 | storage?</a>" tries to explain them in more detail by comparing this |
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421 | StopWatch with one that does not make use of state-local storage.</p> |
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422 | |
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423 | <h3><a name="GettingStateInformationOutOfTheMachine" id= |
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424 | "GettingStateInformationOutOfTheMachine">Getting state information out of |
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425 | the machine</a></h3> |
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426 | |
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427 | <p>To retrieve the measured time, we need a mechanism to get state |
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428 | information out of the machine. With our current machine design there are |
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429 | two ways to do that. For the sake of simplicity we use the less efficient |
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430 | one: <code>state_cast<>()</code> (StopWatch2.cpp shows the slightly |
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431 | more complex alternative). As the name suggests, the semantics are very |
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432 | similar to the ones of <code>dynamic_cast</code>. For example, when we call |
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433 | <code>myWatch.state_cast< const Stopped & >()</code> <b>and</b> |
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434 | the machine is currently in the Stopped state, we get a reference to the |
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435 | <code>Stopped</code> state. Otherwise <code>std::bad_cast</code> is thrown. |
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436 | We can use this functionality to implement a <code>StopWatch</code> member |
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437 | function that returns the elapsed time. However, rather than ask the |
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438 | machine in which state it is and then switch to different calculations for |
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439 | the elapsed time, we put the calculation into the Stopped and Running |
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440 | states and use an interface to retrieve the elapsed time:</p> |
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441 | <pre> |
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442 | <b>#include <iostream> |
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443 | |
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444 | </b>// ... |
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445 | |
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446 | <b>struct IElapsedTime |
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447 | { |
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448 | </b> <b>virtual double ElapsedTime() const = 0; |
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449 | }; |
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450 | |
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451 | </b>struct Active; |
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452 | struct StopWatch : sc::state_machine< StopWatch, Active > |
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453 | { |
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454 | <b>double ElapsedTime() const |
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455 | </b> <b>{ |
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456 | </b> <b>return state_cast< const IElapsedTime & >().ElapsedTime(); |
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457 | </b> <b>} |
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458 | </b>}; |
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459 | <b> |
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460 | </b>// ... |
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461 | |
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462 | struct Running : <b>IElapsedTime,</b> |
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463 | sc::simple_state< Running, Active > |
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464 | { |
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465 | public: |
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466 | typedef sc::transition< EvStartStop, Stopped > reactions; |
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467 | |
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468 | Running() : startTime_( std::time( 0 ) ) {} |
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469 | ~Running() |
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470 | { |
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471 | <b>context< Active >().ElapsedTime() = ElapsedTime(); |
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472 | </b> } |
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473 | <b> |
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474 | </b> <b>virtual double ElapsedTime() const |
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475 | </b> <b>{ |
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476 | </b> <b>return context< Active >().ElapsedTime() + |
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477 | </b> <b>std::difftime( std::time( 0 ), startTime_ ); |
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478 | </b> <b>} |
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479 | </b> private: |
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480 | std::time_t startTime_; |
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481 | }; |
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482 | |
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483 | struct Stopped : <b>IElapsedTime,</b> |
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484 | sc::simple_state< Stopped, Active > |
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485 | { |
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486 | typedef sc::transition< EvStartStop, Running > reactions; |
---|
487 | |
---|
488 | <b>virtual double ElapsedTime() const |
---|
489 | </b> <b>{ |
---|
490 | </b> <b>return context< Active >().ElapsedTime(); |
---|
491 | </b> <b>} |
---|
492 | </b>}; |
---|
493 | |
---|
494 | int main() |
---|
495 | { |
---|
496 | StopWatch myWatch; |
---|
497 | myWatch.initiate(); |
---|
498 | <b>std::cout << myWatch.ElapsedTime() << "\n"; |
---|
499 | </b> myWatch.process_event( EvStartStop() ); |
---|
500 | <b>std::cout << myWatch.ElapsedTime() << "\n"; |
---|
501 | </b> myWatch.process_event( EvStartStop() ); |
---|
502 | <b>std::cout << myWatch.ElapsedTime() << "\n"; |
---|
503 | </b> myWatch.process_event( EvStartStop() ); |
---|
504 | <b>std::cout << myWatch.ElapsedTime() << "\n"; |
---|
505 | </b> myWatch.process_event( EvReset() ); |
---|
506 | <b>std::cout << myWatch.ElapsedTime() << "\n"; |
---|
507 | </b> return 0; |
---|
508 | } |
---|
509 | </pre> |
---|
510 | |
---|
511 | <p>To actually see time being measured, you might want to single-step |
---|
512 | through the statements in <code>main()</code>. The StopWatch example |
---|
513 | extends this program to an interactive console application.</p> |
---|
514 | |
---|
515 | <h2><a name="IntermediateTopicsADigitalCamera" id= |
---|
516 | "IntermediateTopicsADigitalCamera">Intermediate topics: A digital |
---|
517 | camera</a></h2> |
---|
518 | |
---|
519 | <p>So far so good. However, the approach presented above has a few |
---|
520 | limitations:</p> |
---|
521 | |
---|
522 | <ul> |
---|
523 | <li>Bad scalability: As soon as the compiler reaches the point where |
---|
524 | <code>state_machine::initiate()</code> is called, a number of template |
---|
525 | instantiations take place, which can only succeed if the full declaration |
---|
526 | of each and every state of the machine is known. That is, the whole |
---|
527 | layout of a state machine must be implemented in one single translation |
---|
528 | unit (actions can be compiled separately, but this is of no importance |
---|
529 | here). For bigger (and more real-world) state machines, this leads to the |
---|
530 | following limitations: |
---|
531 | |
---|
532 | <ul> |
---|
533 | <li>At some point compilers reach their internal template |
---|
534 | instantiation limits and give up. This can happen even for |
---|
535 | moderately-sized machines. For example, in debug mode one popular |
---|
536 | compiler refused to compile earlier versions of the BitMachine |
---|
537 | example for anything above 3 bits. This means that the compiler |
---|
538 | reached its limits somewhere between 8 states, 24 transitions and 16 |
---|
539 | states, 64 transitions</li> |
---|
540 | |
---|
541 | <li>Multiple programmers can hardly work on the same state machine |
---|
542 | simultaneously because every layout change will inevitably lead to a |
---|
543 | recompilation of the whole state machine</li> |
---|
544 | </ul> |
---|
545 | </li> |
---|
546 | |
---|
547 | <li>Maximum one reaction per event: According to UML a state can have |
---|
548 | multiple reactions triggered by the same event. This makes sense when all |
---|
549 | reactions have mutually exclusive guards. The interface we used above |
---|
550 | only allows for at most one unguarded reaction for each event. Moreover, |
---|
551 | the UML concepts junction and choice point are not directly |
---|
552 | supported</li> |
---|
553 | </ul> |
---|
554 | |
---|
555 | <p>All these limitations can be overcome with custom reactions. <b>Warning: |
---|
556 | It is easy to abuse custom reactions up to the point of invoking undefined |
---|
557 | behavior. Please study the documentation before employing them!</b></p> |
---|
558 | |
---|
559 | <h3><a name="SpreadingAStateMachineOverMultipleTranslationUnits" id= |
---|
560 | "SpreadingAStateMachineOverMultipleTranslationUnits">Spreading a state |
---|
561 | machine over multiple translation units</a></h3> |
---|
562 | |
---|
563 | <p>Let's say your company would like to develop a digital camera. The |
---|
564 | camera has the following controls:</p> |
---|
565 | |
---|
566 | <ul> |
---|
567 | <li>Shutter button, which can be half-pressed and fully-pressed. The |
---|
568 | associated events are <code>EvShutterHalf</code>, |
---|
569 | <code>EvShutterFull</code> and <code>EvShutterReleased</code></li> |
---|
570 | |
---|
571 | <li>Config button, represented by the <code>EvConfig</code> event</li> |
---|
572 | |
---|
573 | <li>A number of other buttons that are not of interest here</li> |
---|
574 | </ul> |
---|
575 | |
---|
576 | <p>One use case for the camera says that the photographer can half-press |
---|
577 | the shutter <b>anywhere</b> in the configuration mode and the camera will |
---|
578 | immediately go into shooting mode. The following statechart is one way to |
---|
579 | achieve this behavior:</p> |
---|
580 | |
---|
581 | <p><img alt="Camera" src="Camera.gif" border="0" width="544" height= |
---|
582 | "317"></p> |
---|
583 | |
---|
584 | <p>The Configuring and Shooting states will contain numerous nested states |
---|
585 | while the Idle state is relatively simple. It was therefore decided to |
---|
586 | build two teams. One will implement the shooting mode while the other will |
---|
587 | implement the configuration mode. The two teams have already agreed on the |
---|
588 | interface that the shooting team will use to retrieve the configuration |
---|
589 | settings. We would like to ensure that the two teams can work with the |
---|
590 | least possible interference. So, we put the two states in their own |
---|
591 | translation units so that machine layout changes within the Configuring |
---|
592 | state will never lead to a recompilation of the inner workings of the |
---|
593 | Shooting state and vice versa.</p> |
---|
594 | |
---|
595 | <p><b>Unlike in the previous example, the excerpts presented here often |
---|
596 | outline different options to achieve the same effect. That's why the code |
---|
597 | is often not equal to the Camera example code.</b> Comments mark the parts |
---|
598 | where this is the case.</p> |
---|
599 | |
---|
600 | <p>Camera.hpp:</p> |
---|
601 | <pre> |
---|
602 | #ifndef CAMERA_HPP_INCLUDED |
---|
603 | #define CAMERA_HPP_INCLUDED |
---|
604 | |
---|
605 | #include <boost/statechart/event.hpp> |
---|
606 | #include <boost/statechart/state_machine.hpp> |
---|
607 | #include <boost/statechart/simple_state.hpp> |
---|
608 | #include <boost/statechart/custom_reaction.hpp> |
---|
609 | |
---|
610 | namespace sc = boost::statechart; |
---|
611 | |
---|
612 | struct EvShutterHalf : sc::event< EvShutterHalf > {}; |
---|
613 | struct EvShutterFull : sc::event< EvShutterFull > {}; |
---|
614 | struct EvShutterRelease : sc::event< EvShutterRelease > {}; |
---|
615 | struct EvConfig : sc::event< EvConfig > {}; |
---|
616 | |
---|
617 | struct NotShooting; |
---|
618 | struct Camera : sc::state_machine< Camera, NotShooting > |
---|
619 | { |
---|
620 | bool IsMemoryAvailable() const { return true; } |
---|
621 | bool IsBatteryLow() const { return false; } |
---|
622 | }; |
---|
623 | |
---|
624 | struct Idle; |
---|
625 | struct NotShooting : sc::simple_state< |
---|
626 | NotShooting, Camera, Idle > |
---|
627 | { |
---|
628 | // With a custom reaction we only specify that we <b>might</b> do |
---|
629 | // something with a particular event, but the actual reaction |
---|
630 | // is defined in the react member function, which can be |
---|
631 | // implemented in the .cpp file. |
---|
632 | <b>typedef sc::custom_reaction< EvShutterHalf > reactions;</b> |
---|
633 | |
---|
634 | // ... |
---|
635 | <b>sc::result react( const EvShutterHalf & );</b> |
---|
636 | }; |
---|
637 | |
---|
638 | struct Idle : sc::simple_state< Idle, NotShooting > |
---|
639 | { |
---|
640 | <b>typedef sc::custom_reaction< EvConfig > reactions;</b> |
---|
641 | |
---|
642 | // ... |
---|
643 | <b>sc::result react( const EvConfig & );</b> |
---|
644 | }; |
---|
645 | |
---|
646 | #endif |
---|
647 | </pre> |
---|
648 | |
---|
649 | <p>Camera.cpp:</p> |
---|
650 | <pre> |
---|
651 | #include "Camera.hpp" |
---|
652 | |
---|
653 | // The following includes are only made here but not in |
---|
654 | // Camera.hpp |
---|
655 | // The Shooting and Configuring states can themselves apply the |
---|
656 | // same pattern to hide their inner implementation, which |
---|
657 | // ensures that the two teams working on the Camera state |
---|
658 | // machine will never need to disturb each other. |
---|
659 | #include "Configuring.hpp" |
---|
660 | #include "Shooting.hpp" |
---|
661 | |
---|
662 | // ... |
---|
663 | |
---|
664 | // not part of the Camera example |
---|
665 | sc::result NotShooting::react( const EvShutterHalf & ) |
---|
666 | { |
---|
667 | return transit< Shooting >(); |
---|
668 | } |
---|
669 | |
---|
670 | sc::result Idle::react( const EvConfig & ) |
---|
671 | { |
---|
672 | return transit< Configuring >(); |
---|
673 | } |
---|
674 | </pre> |
---|
675 | |
---|
676 | <p><b><font color="#FF0000">Caution: Any call to |
---|
677 | <code>simple_state<>::transit<>()</code> or |
---|
678 | <code>simple_state<>::terminate()</code> (see <a href= |
---|
679 | "reference.html#transit1">reference</a>) will inevitably destruct the state |
---|
680 | object (similar to <code>delete this;</code>)! That is, code executed after |
---|
681 | any of these calls may invoke undefined behavior!</font></b> That's why |
---|
682 | these functions should only be called as part of a return statement.</p> |
---|
683 | |
---|
684 | <h3><a name="DeferringEvents" id="DeferringEvents">Deferring |
---|
685 | events</a></h3> |
---|
686 | |
---|
687 | <p>The inner workings of the Shooting state could look as follows:</p> |
---|
688 | |
---|
689 | <p><img alt="Camera2" src="Camera2.gif" border="0" width="427" height= |
---|
690 | "427"></p> |
---|
691 | |
---|
692 | <p>When the user half-presses the shutter, Shooting and its inner initial |
---|
693 | state Focusing are entered. In the Focusing entry action the camera |
---|
694 | instructs the focusing circuit to bring the subject into focus. The |
---|
695 | focusing circuit then moves the lenses accordingly and sends the EvInFocus |
---|
696 | event as soon as it is done. Of course, the user can fully-press the |
---|
697 | shutter while the lenses are still in motion. Without any precautions, the |
---|
698 | resulting EvShutterFull event would simply be lost because the Focusing |
---|
699 | state does not define a reaction for this event. As a result, the user |
---|
700 | would have to fully-press the shutter again after the camera has finished |
---|
701 | focusing. To prevent this, the EvShutterFull event is deferred inside the |
---|
702 | Focusing state. This means that all events of this type are stored in a |
---|
703 | separate queue, which is emptied into the main queue when the Focusing |
---|
704 | state is exited.</p> |
---|
705 | <pre> |
---|
706 | struct Focusing : sc::state< Focusing, Shooting > |
---|
707 | { |
---|
708 | typedef mpl::list< |
---|
709 | sc::custom_reaction< EvInFocus >, |
---|
710 | <b>sc::deferral< EvShutterFull ></b> |
---|
711 | > reactions; |
---|
712 | |
---|
713 | Focusing( my_context ctx ); |
---|
714 | sc::result react( const EvInFocus & ); |
---|
715 | }; |
---|
716 | </pre> |
---|
717 | |
---|
718 | <h3><a name="Guards" id="Guards">Guards</a></h3> |
---|
719 | |
---|
720 | <p>Both transitions originating at the Focused state are triggered by the |
---|
721 | same event but they have mutually exclusive guards. Here is an appropriate |
---|
722 | custom reaction:</p> |
---|
723 | <pre> |
---|
724 | // not part of the Camera example |
---|
725 | sc::result Focused::react( const EvShutterFull & ) |
---|
726 | { |
---|
727 | if ( context< Camera >().IsMemoryAvailable() ) |
---|
728 | { |
---|
729 | return transit< Storing >(); |
---|
730 | } |
---|
731 | else |
---|
732 | { |
---|
733 | // The following is actually a mixture between an in-state |
---|
734 | // reaction and a transition. See later on how to implement |
---|
735 | // proper transition actions. |
---|
736 | std::cout << "Cache memory full. Please wait...\n"; |
---|
737 | return transit< Focused >(); |
---|
738 | } |
---|
739 | } |
---|
740 | </pre> |
---|
741 | |
---|
742 | <p>Custom reactions can of course also be implemented directly in the state |
---|
743 | declaration, which is often preferable for easier browsing.</p> |
---|
744 | |
---|
745 | <p>Next we will use a guard to prevent a transition and let outer states |
---|
746 | react to the event if the battery is low:</p> |
---|
747 | |
---|
748 | <p>Camera.cpp:</p> |
---|
749 | <pre> |
---|
750 | // ... |
---|
751 | sc::result NotShooting::react( const EvShutterHalf & ) |
---|
752 | { |
---|
753 | if ( context< Camera >().IsBatteryLow() ) |
---|
754 | { |
---|
755 | // We cannot react to the event ourselves, so we forward it |
---|
756 | // to our outer state (this is also the default if a state |
---|
757 | // defines no reaction for a given event). |
---|
758 | <b>return forward_event();</b> |
---|
759 | } |
---|
760 | else |
---|
761 | { |
---|
762 | return transit< Shooting >(); |
---|
763 | } |
---|
764 | } |
---|
765 | // ... |
---|
766 | </pre> |
---|
767 | |
---|
768 | <h3><a name="InStateReactions" id="InStateReactions">In-state |
---|
769 | reactions</a></h3> |
---|
770 | |
---|
771 | <p>The self-transition of the Focused state could also be implemented as an |
---|
772 | <a href="definitions.html#InStateReaction">in-state reaction</a>, which has |
---|
773 | the same effect as long as Focused does not have any entry or exit |
---|
774 | actions:</p> |
---|
775 | |
---|
776 | <p>Shooting.cpp:</p> |
---|
777 | <pre> |
---|
778 | // ... |
---|
779 | sc::result Focused::react( const EvShutterFull & ) |
---|
780 | { |
---|
781 | if ( context< Camera >().IsMemoryAvailable() ) |
---|
782 | { |
---|
783 | return transit< Storing >(); |
---|
784 | } |
---|
785 | else |
---|
786 | { |
---|
787 | std::cout << "Cache memory full. Please wait...\n"; |
---|
788 | // Indicate that the event can be discarded. So, the |
---|
789 | // dispatch algorithm will stop looking for a reaction |
---|
790 | // and the machine remains in the Focused state. |
---|
791 | <b>return discard_event();</b> |
---|
792 | } |
---|
793 | } |
---|
794 | // ... |
---|
795 | </pre> |
---|
796 | |
---|
797 | <p>Because the in-state reaction is guarded, we need to employ a |
---|
798 | <code>custom_reaction<></code> here. For unguarded in-state reactions |
---|
799 | <code><a href= |
---|
800 | "reference.html#ClassTemplatein_state_reaction">in_state_reaction</a><></code> |
---|
801 | should be used for better code-readability.</p> |
---|
802 | |
---|
803 | <h3><a name="TransitionActions" id="TransitionActions">Transition |
---|
804 | actions</a></h3> |
---|
805 | |
---|
806 | <p>As an effect of every transition, actions are executed in the following |
---|
807 | order:</p> |
---|
808 | |
---|
809 | <ol> |
---|
810 | <li>Starting from the innermost active state, all exit actions up to but |
---|
811 | excluding the <a href="definitions.html#InnermostCommonContext">innermost |
---|
812 | common context</a></li> |
---|
813 | |
---|
814 | <li>The transition action (if present)</li> |
---|
815 | |
---|
816 | <li>Starting from the innermost common context, all entry actions down to |
---|
817 | the target state followed by the entry actions of the initial states</li> |
---|
818 | </ol> |
---|
819 | |
---|
820 | <p>Example:</p> |
---|
821 | |
---|
822 | <p><img alt="LCA" src="LCA.gif" border="0" width="604" height="304"></p> |
---|
823 | |
---|
824 | <p>Here the order is as follows: ~D(), ~C(), ~B(), ~A(), t(), X(), Y(), |
---|
825 | Z(). The transition action t() is therefore executed in the context of the |
---|
826 | InnermostCommonOuter state because the source state has already been left |
---|
827 | (destructed) and the target state has not yet been entered |
---|
828 | (constructed).</p> |
---|
829 | |
---|
830 | <p>With Boost.Statechart, a transition action can be a member of <b>any</b> |
---|
831 | common outer context. That is, the transition between Focusing and Focused |
---|
832 | could be implemented as follows:</p> |
---|
833 | |
---|
834 | <p>Shooting.hpp:</p> |
---|
835 | <pre> |
---|
836 | // ... |
---|
837 | struct Focusing; |
---|
838 | struct Shooting : sc::simple_state< Shooting, Camera, Focusing > |
---|
839 | { |
---|
840 | typedef sc::transition< |
---|
841 | EvShutterRelease, NotShooting > reactions; |
---|
842 | |
---|
843 | // ... |
---|
844 | <b>void DisplayFocused( const EvInFocus & );</b> |
---|
845 | }; |
---|
846 | |
---|
847 | // ... |
---|
848 | |
---|
849 | // not part of the Camera example |
---|
850 | struct Focusing : sc::simple_state< Focusing, Shooting > |
---|
851 | { |
---|
852 | typedef sc::transition< EvInFocus, Focused<b>,</b> |
---|
853 | <b>Shooting, &Shooting::DisplayFocused</b> > reactions; |
---|
854 | }; |
---|
855 | </pre> |
---|
856 | |
---|
857 | <p><b>Or</b>, the following is also possible (here the state machine itself |
---|
858 | serves as the outermost context):</p> |
---|
859 | <pre> |
---|
860 | // not part of the Camera example |
---|
861 | struct Camera : sc::state_machine< Camera, NotShooting > |
---|
862 | { |
---|
863 | <b>void DisplayFocused( const EvInFocus & );</b> |
---|
864 | }; |
---|
865 | </pre> |
---|
866 | <pre> |
---|
867 | // not part of the Camera example |
---|
868 | struct Focusing : sc::simple_state< Focusing, Shooting > |
---|
869 | { |
---|
870 | typedef sc::transition< EvInFocus, Focused<b>,</b> |
---|
871 | <b>Camera, &Camera::DisplayFocused</b> > reactions; |
---|
872 | }; |
---|
873 | </pre> |
---|
874 | |
---|
875 | <p>Naturally, transition actions can also be invoked from custom |
---|
876 | reactions:</p> |
---|
877 | |
---|
878 | <p>Shooting.cpp:</p> |
---|
879 | <pre> |
---|
880 | // ... |
---|
881 | sc::result Focusing::react( const EvInFocus & evt ) |
---|
882 | { |
---|
883 | // We have to manually forward evt |
---|
884 | return transit< Focused >( <b>&Shooting::DisplayFocused</b>, evt ); |
---|
885 | } |
---|
886 | </pre> |
---|
887 | |
---|
888 | <h2><a name="AdvancedTopics" id="AdvancedTopics">Advanced topics</a></h2> |
---|
889 | |
---|
890 | <h3><a name="SpecifyingMultipleReactionsForAState" id= |
---|
891 | "SpecifyingMultipleReactionsForAState">Specifying multiple reactions for a |
---|
892 | state</a></h3> |
---|
893 | |
---|
894 | <p>Often a state must define reactions for more than one event. In this |
---|
895 | case, an <code>mpl::list<></code> must be used as outlined below:</p> |
---|
896 | <pre> |
---|
897 | // ... |
---|
898 | |
---|
899 | <b>#include <boost/mpl/list.hpp> |
---|
900 | </b> |
---|
901 | <b>namespace mpl = boost::mpl; |
---|
902 | </b> |
---|
903 | // ... |
---|
904 | |
---|
905 | struct Playing : sc::simple_state< Playing, Mp3Player > |
---|
906 | { |
---|
907 | typdef <b>mpl::list<</b> |
---|
908 | sc::custom_reaction< EvFastForward >, |
---|
909 | sc::transition< EvStop, Stopped > <b>></b> reactions; |
---|
910 | |
---|
911 | /* ... */ |
---|
912 | }; |
---|
913 | </pre> |
---|
914 | |
---|
915 | <h3><a name="PostingEvents" id="PostingEvents">Posting events</a></h3> |
---|
916 | |
---|
917 | <p>Non-trivial state machines often need to post internal events. Here's an |
---|
918 | example of how to do this:</p> |
---|
919 | <pre> |
---|
920 | Pumping::~Pumping() |
---|
921 | { |
---|
922 | post_event( EvPumpingFinished() ); |
---|
923 | } |
---|
924 | </pre> |
---|
925 | |
---|
926 | <p>The event is pushed into the main queue. The events in the queue are |
---|
927 | processed as soon as the current reaction is completed. Events can be |
---|
928 | posted from inside <code>react</code> functions, entry-, exit- and |
---|
929 | transition actions. However, posting from inside entry actions is a bit |
---|
930 | more complicated (see e.g. <code>Focusing::Focusing()</code> in |
---|
931 | <code>Shooting.cpp</code> in the Camera example):</p> |
---|
932 | <pre> |
---|
933 | struct Pumping : <b>sc::state</b>< Pumping, Purifier > |
---|
934 | { |
---|
935 | <b>Pumping( my_context ctx ) : my_base( ctx )</b> |
---|
936 | { |
---|
937 | post_event( EvPumpingStarted() ); |
---|
938 | } |
---|
939 | // ... |
---|
940 | }; |
---|
941 | </pre> |
---|
942 | |
---|
943 | <p>As soon as an entry action of a state needs to contact the "outside |
---|
944 | world" (here: the event queue in the state machine), the state must derive |
---|
945 | from <code>state<></code> rather than from |
---|
946 | <code>simple_state<></code> and must implement a forwarding |
---|
947 | constructor as outlined above (apart from the constructor, |
---|
948 | <code>state<></code> offers the same interface as |
---|
949 | <code>simple_state<></code>). Hence, this must be done whenever an |
---|
950 | entry action makes one or more calls to the following functions:</p> |
---|
951 | |
---|
952 | <ul> |
---|
953 | <li><code>simple_state<>::post_event()</code></li> |
---|
954 | |
---|
955 | <li> |
---|
956 | <code>simple_state<>::clear_shallow_history<>()</code></li> |
---|
957 | |
---|
958 | <li><code>simple_state<>::clear_deep_history<>()</code></li> |
---|
959 | |
---|
960 | <li><code>simple_state<>::outermost_context()</code></li> |
---|
961 | |
---|
962 | <li><code>simple_state<>::context<>()</code></li> |
---|
963 | |
---|
964 | <li><code>simple_state<>::state_cast<>()</code></li> |
---|
965 | |
---|
966 | <li><code>simple_state<>::state_downcast<>()</code></li> |
---|
967 | |
---|
968 | <li><code>simple_state<>::state_begin()</code></li> |
---|
969 | |
---|
970 | <li><code>simple_state<>::state_end()</code></li> |
---|
971 | </ul> |
---|
972 | |
---|
973 | <p>In my experience, these functions are needed only rarely in entry |
---|
974 | actions so this workaround should not uglify user code too much.</p> |
---|
975 | |
---|
976 | <h3><a name="History" id="History">History</a></h3> |
---|
977 | |
---|
978 | <p>Photographers testing beta versions of our <a href= |
---|
979 | "#SpreadingAStateMachineOverMultipleTranslationUnits">digital camera</a> |
---|
980 | said that they really liked that half-pressing the shutter anytime (even |
---|
981 | while the camera is being configured) immediately readies the camera for |
---|
982 | picture-taking. However, most of them found it unintuitive that the camera |
---|
983 | always goes into the idle mode after releasing the shutter. They would |
---|
984 | rather see the camera go back into the state it had before half-pressing |
---|
985 | the shutter. This way they can easily test the influence of a configuration |
---|
986 | setting by modifying it, half- and then fully-pressing the shutter to take |
---|
987 | a picture. Finally, releasing the shutter will bring them back to the |
---|
988 | screen where they have modified the setting. To implement this behavior |
---|
989 | we'd change the state chart as follows:</p> |
---|
990 | |
---|
991 | <p><img alt="CameraWithHistory1" src="CameraWithHistory1.gif" border="0" |
---|
992 | width="542" height="378"></p> |
---|
993 | |
---|
994 | <p>As mentioned earlier, the Configuring state contains a fairly complex |
---|
995 | and deeply nested inner machine. Naturally, we'd like to restore the |
---|
996 | previous state down to the <a href= |
---|
997 | "definitions.html#InnermostState">innermost state</a>(s) in Configuring, |
---|
998 | that's why we use a deep history pseudo state. The associated code looks as |
---|
999 | follows:</p> |
---|
1000 | <pre> |
---|
1001 | // not part of the Camera example |
---|
1002 | struct NotShooting : sc::simple_state< |
---|
1003 | NotShooting, Camera, Idle, <b>sc::has_deep_history</b> > |
---|
1004 | { |
---|
1005 | // ... |
---|
1006 | }; |
---|
1007 | |
---|
1008 | // ... |
---|
1009 | |
---|
1010 | struct Shooting : sc::simple_state< Shooting, Camera, Focusing > |
---|
1011 | { |
---|
1012 | typedef sc::transition< |
---|
1013 | EvShutterRelease, <b>sc::deep_history< Idle ></b> > reactions; |
---|
1014 | |
---|
1015 | // ... |
---|
1016 | }; |
---|
1017 | </pre> |
---|
1018 | |
---|
1019 | <p>History has two phases: Firstly, when the state containing the history |
---|
1020 | pseudo state is exited, information about the previously active inner state |
---|
1021 | hierarchy must be saved. Secondly, when a transition to the history pseudo |
---|
1022 | state is made later, the saved state hierarchy information must be |
---|
1023 | retrieved and the appropriate states entered. The former is expressed by |
---|
1024 | passing either <code>has_shallow_history</code>, |
---|
1025 | <code>has_deep_history</code> or <code>has_full_history</code> (which |
---|
1026 | combines shallow and deep history) as the last parameter to the |
---|
1027 | <code>simple_state</code> and <code>state</code> class templates. The |
---|
1028 | latter is expressed by specifying either |
---|
1029 | <code>shallow_history<></code> or <code>deep_history<></code> |
---|
1030 | as a transition destination or, as we'll see in an instant, as an inner |
---|
1031 | initial state. Because it is possible that a state containing a history |
---|
1032 | pseudo state has never been entered before a transition to history is made, |
---|
1033 | both class templates demand a parameter specifying the default state to |
---|
1034 | enter in such situations.</p> |
---|
1035 | |
---|
1036 | <p>The redundancy necessary for using history is checked for consistency at |
---|
1037 | compile time. That is, the state machine wouldn't have compiled had we |
---|
1038 | forgotten to pass <code>has_deep_history</code> to the base of |
---|
1039 | <code>NotShooting</code>.</p> |
---|
1040 | |
---|
1041 | <p>Another change request filed by a few beta testers says that they would |
---|
1042 | like to see the camera go back into the state it had before turning it off |
---|
1043 | when they turn it back on. Here's the implementation:</p> |
---|
1044 | |
---|
1045 | <p><img alt="CameraWithHistory2" src="CameraWithHistory2.gif" border="0" |
---|
1046 | width="468" height="483"></p> |
---|
1047 | <pre> |
---|
1048 | // ... |
---|
1049 | |
---|
1050 | // not part of the Camera example |
---|
1051 | struct NotShooting : sc::simple_state< NotShooting, Camera, |
---|
1052 | <b>mpl::list< sc::deep_history< Idle > ></b>, |
---|
1053 | <b>sc::has_deep_history</b> > |
---|
1054 | { |
---|
1055 | // ... |
---|
1056 | }; |
---|
1057 | |
---|
1058 | // ... |
---|
1059 | </pre> |
---|
1060 | |
---|
1061 | <p>Unfortunately, there is a small inconvenience due to some |
---|
1062 | template-related implementation details. When the inner initial state is a |
---|
1063 | class template instantiation we always have to put it into an |
---|
1064 | <code>mpl::list<></code>, although there is only one inner initial |
---|
1065 | state. Moreover, the current deep history implementation has some <a href= |
---|
1066 | "rationale.html#Limitations">limitations</a>.</p> |
---|
1067 | |
---|
1068 | <h3><a name="OrthogonalStates" id="OrthogonalStates">Orthogonal |
---|
1069 | states</a></h3> |
---|
1070 | |
---|
1071 | <p><img alt="OrthogonalStates" src="OrthogonalStates.gif" border="0" width= |
---|
1072 | "633" height="393"></p> |
---|
1073 | |
---|
1074 | <p>To implement this statechart you simply specify more than one inner |
---|
1075 | initial state (see the Keyboard example):</p> |
---|
1076 | <pre> |
---|
1077 | struct Active; |
---|
1078 | struct Keyboard : sc::state_machine< Keyboard, Active > {}; |
---|
1079 | |
---|
1080 | struct NumLockOff; |
---|
1081 | struct CapsLockOff; |
---|
1082 | struct ScrollLockOff; |
---|
1083 | struct Active: sc::simple_state< Active, Keyboard, |
---|
1084 | <b>mpl::list< NumLockOff, CapsLockOff, ScrollLockOff ></b> > {}; |
---|
1085 | </pre> |
---|
1086 | |
---|
1087 | <p>Active's inner states must declare which orthogonal region they belong |
---|
1088 | to:</p> |
---|
1089 | <pre> |
---|
1090 | struct EvNumLockPressed : sc::event< EvNumLockPressed > {}; |
---|
1091 | struct EvCapsLockPressed : sc::event< EvCapsLockPressed > {}; |
---|
1092 | struct EvScrollLockPressed : |
---|
1093 | sc::event< EvScrollLockPressed > {}; |
---|
1094 | |
---|
1095 | struct NumLockOn : sc::simple_state< |
---|
1096 | NumLockOn, Active<b>::orthogonal< 0 ></b> > |
---|
1097 | { |
---|
1098 | typedef sc::transition< |
---|
1099 | EvNumLockPressed, NumLockOff > reactions; |
---|
1100 | }; |
---|
1101 | |
---|
1102 | struct NumLockOff : sc::simple_state< |
---|
1103 | NumLockOff, Active<b>::orthogonal< 0 ></b> > |
---|
1104 | { |
---|
1105 | typedef sc::transition< |
---|
1106 | EvNumLockPressed, NumLockOn > reactions; |
---|
1107 | }; |
---|
1108 | |
---|
1109 | struct CapsLockOn : sc::simple_state< |
---|
1110 | CapsLockOn, Active<b>::orthogonal< 1 ></b> > |
---|
1111 | { |
---|
1112 | typedef sc::transition< |
---|
1113 | EvCapsLockPressed, CapsLockOff > reactions; |
---|
1114 | }; |
---|
1115 | |
---|
1116 | struct CapsLockOff : sc::simple_state< |
---|
1117 | CapsLockOff, Active<b>::orthogonal< 1 ></b> > |
---|
1118 | { |
---|
1119 | typedef sc::transition< |
---|
1120 | EvCapsLockPressed, CapsLockOn > reactions; |
---|
1121 | }; |
---|
1122 | |
---|
1123 | struct ScrollLockOn : sc::simple_state< |
---|
1124 | ScrollLockOn, Active<b>::orthogonal< 2 ></b> > |
---|
1125 | { |
---|
1126 | typedef sc::transition< |
---|
1127 | EvScrollLockPressed, ScrollLockOff > reactions; |
---|
1128 | }; |
---|
1129 | |
---|
1130 | struct ScrollLockOff : sc::simple_state< |
---|
1131 | ScrollLockOff, Active<b>::orthogonal< 2 ></b> > |
---|
1132 | { |
---|
1133 | typedef sc::transition< |
---|
1134 | EvScrollLockPressed, ScrollLockOn > reactions; |
---|
1135 | }; |
---|
1136 | </pre> |
---|
1137 | |
---|
1138 | <p><code>orthogonal< 0 ></code> is the default, so |
---|
1139 | <code>NumLockOn</code> and <code>NumLockOff</code> could just as well pass |
---|
1140 | <code>Active</code> instead of <code>Active::orthogonal< 0 ></code> |
---|
1141 | to specify their context. The numbers passed to the <code>orthogonal</code> |
---|
1142 | member template must correspond to the list position in the outer state. |
---|
1143 | Moreover, the orthogonal position of the source state of a transition must |
---|
1144 | correspond to the orthogonal position of the target state. Any violations |
---|
1145 | of these rules lead to compile time errors. Examples:</p> |
---|
1146 | <pre> |
---|
1147 | // Example 1: does not compile because Active specifies |
---|
1148 | // only 3 orthogonal regions |
---|
1149 | struct WhateverLockOn: sc::simple_state< |
---|
1150 | WhateverLockOn, Active<b>::</b>orthogonal< <b>3</b> > > {}; |
---|
1151 | |
---|
1152 | // Example 2: does not compile because Active specifies |
---|
1153 | // that NumLockOff is part of the "0th" orthogonal region |
---|
1154 | struct NumLockOff : sc::simple_state< |
---|
1155 | NumLockOff, Active<b>::</b>orthogonal< <b>1</b> > > {}; |
---|
1156 | |
---|
1157 | // Example 3: does not compile because a transition between |
---|
1158 | // different orthogonal regions is not permitted |
---|
1159 | struct CapsLockOn : sc::simple_state< |
---|
1160 | CapsLockOn, Active<b>::</b>orthogonal< <b>1</b> > > |
---|
1161 | { |
---|
1162 | typedef sc::transition< |
---|
1163 | EvCapsLockPressed, CapsLockOff > reactions; |
---|
1164 | }; |
---|
1165 | |
---|
1166 | struct CapsLockOff : sc::simple_state< |
---|
1167 | CapsLockOff, Active<b>::</b>orthogonal< <b>2</b> > > |
---|
1168 | { |
---|
1169 | typedef sc::transition< |
---|
1170 | EvCapsLockPressed, CapsLockOn > reactions; |
---|
1171 | }; |
---|
1172 | </pre> |
---|
1173 | |
---|
1174 | <h3><a name="StateQueries" id="StateQueries">State queries</a></h3> |
---|
1175 | |
---|
1176 | <p>Often reactions in a state machine depend on the active state in one or |
---|
1177 | more orthogonal regions. This is because orthogonal regions are not |
---|
1178 | completely orthogonal or a certain reaction in an outer state can only take |
---|
1179 | place if the inner orthogonal regions are in particular states. For this |
---|
1180 | purpose, the <code>state_cast<></code> function introduced under |
---|
1181 | <a href="#GettingStateInformationOutOfTheMachine">Getting state information |
---|
1182 | out of the machine</a> is also available within states.</p> |
---|
1183 | |
---|
1184 | <p>As a somewhat far-fetched example, let's assume that our <a href= |
---|
1185 | "#OrthogonalStates">keyboard</a> also accepts |
---|
1186 | <code>EvRequestShutdown</code> events, the reception of which makes the |
---|
1187 | keyboard terminate only if all lock keys are in the off state. We would |
---|
1188 | then modify the Keyboard state machine as follows:</p> |
---|
1189 | <pre> |
---|
1190 | struct EvRequestShutdown : sc::event< EvRequestShutdown > {}; |
---|
1191 | |
---|
1192 | struct NumLockOff; |
---|
1193 | struct CapsLockOff; |
---|
1194 | struct ScrollLockOff; |
---|
1195 | struct Active: sc::simple_state< Active, Keyboard, |
---|
1196 | mpl::list< NumLockOff, CapsLockOff, ScrollLockOff > > |
---|
1197 | { |
---|
1198 | typedef sc::custom_reaction< EvRequestShutdown > reactions; |
---|
1199 | |
---|
1200 | sc::result react( const EvRequestShutdown & ) |
---|
1201 | { |
---|
1202 | if ( ( state_downcast< const NumLockOff * >() != 0 ) && |
---|
1203 | ( state_downcast< const CapsLockOff * >() != 0 ) && |
---|
1204 | ( state_downcast< const ScrollLockOff * >() != 0 ) ) |
---|
1205 | { |
---|
1206 | return terminate(); |
---|
1207 | } |
---|
1208 | else |
---|
1209 | { |
---|
1210 | return discard_event(); |
---|
1211 | } |
---|
1212 | } |
---|
1213 | }; |
---|
1214 | </pre> |
---|
1215 | |
---|
1216 | <p>Passing a pointer type instead of reference type results in 0 pointers |
---|
1217 | being returned instead of <code>std::bad_cast</code> being thrown when the |
---|
1218 | cast fails. Note also the use of <code>state_downcast<>()</code> |
---|
1219 | instead of <code>state_cast<>()</code>. Similar to the differences |
---|
1220 | between <code>boost::polymorphic_downcast<>()</code> and |
---|
1221 | <code>dynamic_cast</code>, <code>state_downcast<>()</code> is a much |
---|
1222 | faster variant of <code>state_cast<>()</code> and can only be used |
---|
1223 | when the passed type is a most-derived type. |
---|
1224 | <code>state_cast<>()</code> should only be used if you want to query |
---|
1225 | an additional base.</p> |
---|
1226 | |
---|
1227 | <h4>Custom state queries</h4> |
---|
1228 | |
---|
1229 | <p>It is often desirable to find out exactly which state(s) a machine |
---|
1230 | currently resides in. To some extent this is already possible with |
---|
1231 | <code>state_cast<>()</code> and <code>state_downcast<>()</code> |
---|
1232 | but their utility is rather limited because both only return a yes/no |
---|
1233 | answer to the question "Are you in state X?". It is possible to ask more |
---|
1234 | sophisticated questions when you pass an additional base class rather than |
---|
1235 | a state class to <code>state_cast<>()</code> but this involves more |
---|
1236 | work (all states need to derive from and implement the additional base), is |
---|
1237 | slow (under the hood <code>state_cast<>()</code> uses |
---|
1238 | <code>dynamic_cast</code>), forces projects to compile with C++ RTTI turned |
---|
1239 | on and has a negative impact on state entry/exit speed.</p> |
---|
1240 | |
---|
1241 | <p>Especially for debugging it would be so much more useful being able to |
---|
1242 | ask "In which state(s) are you?". For this purpose it is possible to |
---|
1243 | iterate over all active <b>innermost</b> states with |
---|
1244 | <code>state_machine<>::state_begin()</code> and |
---|
1245 | <code>state_machine<>::state_end()</code>. Dereferencing the returned |
---|
1246 | iterator returns a reference to <code>const |
---|
1247 | state_machine<>::state_base_type</code>, the common base of all |
---|
1248 | states. We can thus print the currently active state configuration as |
---|
1249 | follows (see the Keyboard example for the complete code):</p> |
---|
1250 | <pre> |
---|
1251 | void DisplayStateConfiguration( const Keyboard & kbd ) |
---|
1252 | { |
---|
1253 | char region = 'a'; |
---|
1254 | |
---|
1255 | for ( |
---|
1256 | Keyboard::state_iterator pLeafState = kbd.state_begin(); |
---|
1257 | pLeafState != kbd.state_end(); ++pLeafState ) |
---|
1258 | { |
---|
1259 | std::cout << "Orthogonal region " << region << ": "; |
---|
1260 | // The following use of typeid assumes that |
---|
1261 | // BOOST_STATECHART_USE_NATIVE_RTTI is defined |
---|
1262 | std::cout << typeid( *pLeafState ).name() << "\n"; |
---|
1263 | ++region; |
---|
1264 | } |
---|
1265 | } |
---|
1266 | </pre> |
---|
1267 | |
---|
1268 | <p>If necessary, the outer states can be accessed with |
---|
1269 | <code>state_machine<>::state_base_type::outer_state_ptr()</code>, |
---|
1270 | which returns a pointer to <code>const |
---|
1271 | state_machine<>::state_base_type</code>. When called on an outermost |
---|
1272 | state this function simply returns 0.</p> |
---|
1273 | |
---|
1274 | <h3><a name="StateTypeInformation" id="StateTypeInformation">State type |
---|
1275 | information</a></h3> |
---|
1276 | |
---|
1277 | <p>To cut down on executable size some applications must be compiled with |
---|
1278 | C++ RTTI turned off. This would render the ability to iterate over all |
---|
1279 | active states pretty much useless if it weren't for the following two |
---|
1280 | functions:</p> |
---|
1281 | |
---|
1282 | <ul> |
---|
1283 | <li><code>static <i>unspecified_type</i> |
---|
1284 | simple_state<>::static_type()</code></li> |
---|
1285 | |
---|
1286 | <li><code><i>unspecified_type<br></i> |
---|
1287 | state_machine<>::state_base_type::dynamic_type() const</code></li> |
---|
1288 | </ul> |
---|
1289 | |
---|
1290 | <p>Both return a value that is comparable via <code>operator==()</code> and |
---|
1291 | <code>std::less<></code>. This alone would be enough to implement the |
---|
1292 | <code>DisplayStateConfiguration</code> function above without the help of |
---|
1293 | <code>typeid</code> but it is still somewhat cumbersome as a map must be |
---|
1294 | used to associate the type information values with the state names.</p> |
---|
1295 | |
---|
1296 | <h4><a name="CustomStateTypeInformation" id= |
---|
1297 | "CustomStateTypeInformation">Custom state type information</a></h4> |
---|
1298 | |
---|
1299 | <p>That's why the following functions are also provided (only available |
---|
1300 | when <a href= |
---|
1301 | "configuration.html#ApplicationDefinedMacros">BOOST_STATECHART_USE_NATIVE_RTTI</a> |
---|
1302 | is <b>not</b> defined):</p> |
---|
1303 | |
---|
1304 | <ul> |
---|
1305 | <li><code>template< class T ><br> |
---|
1306 | static void simple_state<>::custom_static_type_ptr( const T * |
---|
1307 | );</code></li> |
---|
1308 | |
---|
1309 | <li><code>template< class T ><br> |
---|
1310 | static const T * |
---|
1311 | simple_state<>::custom_static_type_ptr();</code></li> |
---|
1312 | |
---|
1313 | <li><code>template< class T ><br> |
---|
1314 | const T * state_machine<>::<br> |
---|
1315 | state_base_type::custom_dynamic_type_ptr() const;</code></li> |
---|
1316 | </ul> |
---|
1317 | |
---|
1318 | <p>These allow us to directly associate arbitrary state type information |
---|
1319 | with each state ...</p> |
---|
1320 | <pre> |
---|
1321 | // ... |
---|
1322 | |
---|
1323 | int main() |
---|
1324 | { |
---|
1325 | NumLockOn::custom_static_type_ptr( "NumLockOn" ); |
---|
1326 | NumLockOff::custom_static_type_ptr( "NumLockOff" ); |
---|
1327 | CapsLockOn::custom_static_type_ptr( "CapsLockOn" ); |
---|
1328 | CapsLockOff::custom_static_type_ptr( "CapsLockOff" ); |
---|
1329 | ScrollLockOn::custom_static_type_ptr( "ScrollLockOn" ); |
---|
1330 | ScrollLockOff::custom_static_type_ptr( "ScrollLockOff" ); |
---|
1331 | |
---|
1332 | // ... |
---|
1333 | } |
---|
1334 | </pre> |
---|
1335 | |
---|
1336 | <p>... and rewrite the display function as follows:</p> |
---|
1337 | <pre> |
---|
1338 | void DisplayStateConfiguration( const Keyboard & kbd ) |
---|
1339 | { |
---|
1340 | char region = 'a'; |
---|
1341 | |
---|
1342 | for ( |
---|
1343 | Keyboard::state_iterator pLeafState = kbd.state_begin(); |
---|
1344 | pLeafState != kbd.state_end(); ++pLeafState ) |
---|
1345 | { |
---|
1346 | std::cout << "Orthogonal region " << region << ": "; |
---|
1347 | std::cout << |
---|
1348 | pLeafState->custom_dynamic_type_ptr< char >() << "\n"; |
---|
1349 | ++region; |
---|
1350 | } |
---|
1351 | } |
---|
1352 | </pre> |
---|
1353 | |
---|
1354 | <h3><a name="ExceptionHandling" id="ExceptionHandling">Exception |
---|
1355 | handling</a></h3> |
---|
1356 | |
---|
1357 | <p>Exceptions can be propagated from all user code except from state |
---|
1358 | destructors. Out of the box, the state machine framework is configured for |
---|
1359 | simple exception handling and does not catch any of these exceptions, so |
---|
1360 | they are immediately propagated to the state machine client. A scope guard |
---|
1361 | inside the <code>state_machine<></code> ensures that all state |
---|
1362 | objects are destructed before the exception is caught by the client. The |
---|
1363 | scope guard does not attempt to call any <code>exit</code> functions (see |
---|
1364 | <a href="#TwoStageExit">Two stage exit</a> below) that states might define |
---|
1365 | as these could themselves throw other exceptions which would mask the |
---|
1366 | original exception. Consequently, if a state machine should do something |
---|
1367 | more sensible when exceptions are thrown, it has to catch them before they |
---|
1368 | are propagated into the Boost.Statechart framework. This exception handling |
---|
1369 | scheme is often appropriate but it can lead to considerable code |
---|
1370 | duplication in state machines where many actions can trigger exceptions |
---|
1371 | that need to be handled inside the state machine (see <a href= |
---|
1372 | "rationale.html#ErrorHandling">Error handling</a> in the Rationale).<br> |
---|
1373 | That's why exception handling can be customized through the |
---|
1374 | <code>ExceptionTranslator</code> parameter of the |
---|
1375 | <code>state_machine</code> class template. Since the out-of-the box |
---|
1376 | behavior is to <b>not</b> translate any exceptions, the default argument |
---|
1377 | for this parameter is <code>null_exception_translator</code>. A |
---|
1378 | <code>state_machine<></code> subtype can be configured for advanced |
---|
1379 | exception handling by specifying the library-supplied |
---|
1380 | <code>exception_translator<></code> instead. This way, the following |
---|
1381 | happens when an exception is propagated from user code:</p> |
---|
1382 | |
---|
1383 | <ol> |
---|
1384 | <li>The exception is caught inside the framework</li> |
---|
1385 | |
---|
1386 | <li>In the catch block, an <code>exception_thrown</code> event is |
---|
1387 | allocated on the stack</li> |
---|
1388 | |
---|
1389 | <li>Also in the catch block, an <b>immediate</b> dispatch of the |
---|
1390 | <code>exception_thrown</code> event is attempted. That is, possibly |
---|
1391 | remaining events in the queue are dispatched only after the exception has |
---|
1392 | been handled successfully</li> |
---|
1393 | |
---|
1394 | <li>If the exception was handled successfully, the state machine returns |
---|
1395 | to the client normally. If the exception could not be handled |
---|
1396 | successfully, the original exception is rethrown so that the client of |
---|
1397 | the state machine can handle the exception</li> |
---|
1398 | </ol> |
---|
1399 | |
---|
1400 | <p>On platforms with buggy exception handling implementations users would |
---|
1401 | probably want to implement their own model of the <a href= |
---|
1402 | "reference.html#ExceptionTranslator">ExceptionTranslator concept</a> (see |
---|
1403 | also <a href="#DiscriminatingExceptions">Discriminating |
---|
1404 | exceptions</a>).</p> |
---|
1405 | |
---|
1406 | <h4>Successful exception handling</h4> |
---|
1407 | |
---|
1408 | <p>An exception is considered handled successfully, if:</p> |
---|
1409 | |
---|
1410 | <ul> |
---|
1411 | <li>an appropriate reaction for the <code>exception_thrown</code> event |
---|
1412 | has been found, <b>and</b></li> |
---|
1413 | |
---|
1414 | <li>the state machine is in a stable state after the reaction has |
---|
1415 | completed.</li> |
---|
1416 | </ul> |
---|
1417 | |
---|
1418 | <p>The second condition is important for scenarios 2 and 3 in the next |
---|
1419 | section. In these scenarios, the state machine is in the middle of a |
---|
1420 | transition when the exception is handled. The machine would be left in an |
---|
1421 | invalid state, should the reaction simply discard the event without doing |
---|
1422 | anything else. <code>exception_translator<></code> simply rethrows |
---|
1423 | the original exception if the exception handling was unsuccessful. Just as |
---|
1424 | with simple exception handling, in this case a scope guard inside the |
---|
1425 | <code>state_machine<></code> ensures that all state objects are |
---|
1426 | destructed before the exception is caught by the client.</p> |
---|
1427 | |
---|
1428 | <h4>Which states can react to an <code>exception_thrown</code> event?</h4> |
---|
1429 | |
---|
1430 | <p>Short answer: If the state machine is stable when the exception is |
---|
1431 | thrown, the state that caused the exception is first tried for a reaction. |
---|
1432 | Otherwise the outermost <a href="definitions.html#UnstableState">unstable |
---|
1433 | state</a> is first tried for a reaction.</p> |
---|
1434 | |
---|
1435 | <p>Longer answer: There are three scenarios:</p> |
---|
1436 | |
---|
1437 | <ol> |
---|
1438 | <li>A <code>react</code> member function propagates an exception |
---|
1439 | <b>before</b> calling any of the reaction functions or the action |
---|
1440 | executed during an in-state reaction propagates an exception. The state |
---|
1441 | that caused the exception is first tried for a reaction, so the following |
---|
1442 | machine will transit to Defective after receiving an EvStart event:<br> |
---|
1443 | <br> |
---|
1444 | <img alt="ThrowingInStateReaction" src="ThrowingInStateReaction.gif" |
---|
1445 | border="0" width="362" height="182"><br> |
---|
1446 | <br></li> |
---|
1447 | |
---|
1448 | <li>A state entry action (constructor) propagates an exception:<br> |
---|
1449 | |
---|
1450 | <ul> |
---|
1451 | <li>If there are no orthogonal regions, the direct outer state of the |
---|
1452 | state that caused the exception is first tried for a reaction, so the |
---|
1453 | following machine will transit to Defective after trying to enter |
---|
1454 | Stopped:<br> |
---|
1455 | <br> |
---|
1456 | <img alt="ThrowingEntryAction" src="ThrowingEntryAction.gif" border= |
---|
1457 | "0" width="438" height="241"><br></li> |
---|
1458 | |
---|
1459 | <li>If there are orthogonal regions, the outermost <a href= |
---|
1460 | "definitions.html#UnstableState">unstable state</a> is first tried |
---|
1461 | for a reaction. The outermost unstable state is found by first |
---|
1462 | selecting the direct outer state of the state that caused the |
---|
1463 | exception and then moving outward until a state is found that is |
---|
1464 | unstable but has no direct or indirect outer states that are |
---|
1465 | unstable. This more complex rule is necessary because only reactions |
---|
1466 | associated with the outermost unstable state (or any of its direct or |
---|
1467 | indirect outer states) are able to bring the machine back into a |
---|
1468 | stable state. Consider the following statechart:<br> |
---|
1469 | <br> |
---|
1470 | <img alt="OutermostUnstableState" src="OutermostUnstableState.gif" |
---|
1471 | border="0" width="467" height="572"><br> |
---|
1472 | <br> |
---|
1473 | Whether this state machine will ultimately transition to E or F after |
---|
1474 | initiation depends on which of the two orthogonal regions is |
---|
1475 | initiated first. If the upper orthogonal region is initiated first, |
---|
1476 | the entry sequence is as follows: A, D, B, (exception is thrown). |
---|
1477 | Both D and B were successfully entered, so B is the outermost |
---|
1478 | unstable state when the exception is thrown and the machine will |
---|
1479 | therefore transition to F. However, if the lower orthogonal region is |
---|
1480 | initiated first, the sequence is as follows: A, B, (exception is |
---|
1481 | thrown). D was never entered so A is the outermost unstable state |
---|
1482 | when the exception is thrown and the machine will therefore |
---|
1483 | transition to E.<br> |
---|
1484 | In practice these differences rarely matter as top-level error |
---|
1485 | recovery is adequate for most state machines. However, since the |
---|
1486 | sequence of initiation is clearly defined (orthogonal region 0 is |
---|
1487 | always initiated first, then region 1 and so forth), users <b>can</b> |
---|
1488 | accurately control when and where they want to handle |
---|
1489 | exceptions<br></li> |
---|
1490 | </ul> |
---|
1491 | </li> |
---|
1492 | |
---|
1493 | <li>A transition action propagates an exception: The innermost common |
---|
1494 | outer state of the source and the target state is first tried for a |
---|
1495 | reaction, so the following machine will transit to Defective after |
---|
1496 | receiving an EvStartStop event:<br> |
---|
1497 | <br> |
---|
1498 | <img alt="ThrowingTransitionAction" src="ThrowingTransitionAction.gif" |
---|
1499 | border="0" width="422" height="362"></li> |
---|
1500 | </ol> |
---|
1501 | |
---|
1502 | <p>As with a normal event, the dispatch algorithm will move outward to find |
---|
1503 | a reaction if the first tried state does not provide one (or if the |
---|
1504 | reaction explicitly returned <code>forward_event();</code>). However, <b>in |
---|
1505 | contrast to normal events, it will give up once it has unsuccessfully tried |
---|
1506 | an outermost state</b>, so the following machine will <b>not</b> transit to |
---|
1507 | Defective after receiving an EvNumLockPressed event:</p> |
---|
1508 | |
---|
1509 | <p><img alt="ExceptionsAndOrthStates" src="ExceptionsAndOrthStates.gif" |
---|
1510 | border="0" width="571" height="331"></p> |
---|
1511 | |
---|
1512 | <p>Instead, the machine is terminated and the original exception |
---|
1513 | rethrown.</p> |
---|
1514 | |
---|
1515 | <h4><a name="DiscriminatingExceptions" id= |
---|
1516 | "DiscriminatingExceptions">Discriminating exceptions</a></h4> |
---|
1517 | |
---|
1518 | <p>Because the <code>exception_thrown</code> event is dispatched from |
---|
1519 | within the catch block, we can rethrow and catch the exception in a custom |
---|
1520 | reaction:</p> |
---|
1521 | <pre> |
---|
1522 | struct Defective : sc::simple_state< |
---|
1523 | Defective, Purifier > {}; |
---|
1524 | |
---|
1525 | // Pretend this is a state deeply nested in the Purifier |
---|
1526 | // state machine |
---|
1527 | struct Idle : sc::simple_state< Idle, Purifier > |
---|
1528 | { |
---|
1529 | typedef mpl::list< |
---|
1530 | sc::custom_reaction< EvStart >, |
---|
1531 | sc::custom_reaction< sc::exception_thrown > |
---|
1532 | > reactions; |
---|
1533 | |
---|
1534 | sc::result react( const EvStart & ) |
---|
1535 | { |
---|
1536 | throw std::runtime_error( "" ); |
---|
1537 | } |
---|
1538 | |
---|
1539 | sc::result react( const sc::exception_thrown & ) |
---|
1540 | { |
---|
1541 | try |
---|
1542 | { |
---|
1543 | <b>throw;</b> |
---|
1544 | } |
---|
1545 | catch ( const std::runtime_error & ) |
---|
1546 | { |
---|
1547 | // only std::runtime_errors will lead to a transition |
---|
1548 | // to Defective ... |
---|
1549 | return transit< Defective >(); |
---|
1550 | } |
---|
1551 | catch ( ... ) |
---|
1552 | { |
---|
1553 | // ... all other exceptions are forwarded to our outer |
---|
1554 | // state(s). The state machine is terminated and the |
---|
1555 | // exception rethrown if the outer state(s) can't |
---|
1556 | // handle it either... |
---|
1557 | return forward_event(); |
---|
1558 | } |
---|
1559 | |
---|
1560 | // Alternatively, if we want to terminate the machine |
---|
1561 | // immediately, we can also either rethrow or throw |
---|
1562 | // a different exception. |
---|
1563 | } |
---|
1564 | }; |
---|
1565 | </pre> |
---|
1566 | |
---|
1567 | <p><b>Unfortunately, this idiom (using <code>throw;</code> inside a |
---|
1568 | <code>try</code> block nested inside a <code>catch</code> block) does not |
---|
1569 | work on at least one very popular compiler.</b> If you have to use one of |
---|
1570 | these platforms, you can pass a customized exception translator class to |
---|
1571 | the <code>state_machine</code> class template. This will allow you to |
---|
1572 | generate different events depending on the type of the exception.</p> |
---|
1573 | |
---|
1574 | <h4><a name="TwoStageExit" id="TwoStageExit">Two stage exit</a></h4> |
---|
1575 | |
---|
1576 | <p>If a <code>simple_state<></code> or <code>state<></code> |
---|
1577 | subtype declares a public member function with the signature <code>void |
---|
1578 | exit()</code> then this function is called just before the state object is |
---|
1579 | destructed. As explained under <a href="rationale.html#ErrorHandling">Error |
---|
1580 | handling</a> in the Rationale, this is useful for two things that would |
---|
1581 | otherwise be difficult or cumbersome to achieve with destructors only:</p> |
---|
1582 | |
---|
1583 | <ol> |
---|
1584 | <li>To signal a failure in an exit action</li> |
---|
1585 | |
---|
1586 | <li>To execute certain exit actions <b>only</b> during a transition or a |
---|
1587 | termination but not when the state machine object is destructed</li> |
---|
1588 | </ol> |
---|
1589 | |
---|
1590 | <p>A few points to consider before employing <code>exit()</code>:</p> |
---|
1591 | |
---|
1592 | <ul> |
---|
1593 | <li>There is no guarantee that <code>exit()</code> will be called: |
---|
1594 | |
---|
1595 | <ul> |
---|
1596 | <li>If the client destructs the state machine object without calling |
---|
1597 | <code>terminate()</code> beforehand then the currently active states |
---|
1598 | are destructed without calling <code>exit()</code>. This is necessary |
---|
1599 | because an exception that is possibly thrown from <code>exit()</code> |
---|
1600 | could not be propagated on to the state machine client</li> |
---|
1601 | |
---|
1602 | <li><code>exit()</code> is not called when a previously executed |
---|
1603 | action propagated an exception and that exception has not (yet) been |
---|
1604 | handled successfully. This is because a new exception that could |
---|
1605 | possibly be thrown from <code>exit()</code> would mask the original |
---|
1606 | exception</li> |
---|
1607 | </ul> |
---|
1608 | </li> |
---|
1609 | |
---|
1610 | <li>A state is considered exited, even if its <code>exit</code> function |
---|
1611 | propagated an exception. That is, the state object is inevitably |
---|
1612 | destructed right after calling <code>exit()</code>, regardless of whether |
---|
1613 | <code>exit()</code> propagated an exception or not. A state machine |
---|
1614 | configured for advanced exception handling is therefore always unstable |
---|
1615 | while handling an exception propagated from an <code>exit</code> |
---|
1616 | function</li> |
---|
1617 | |
---|
1618 | <li>In a state machine configured for advanced exception handling the |
---|
1619 | processing rules for an exception event resulting from an exception |
---|
1620 | propagated from <code>exit()</code> are analogous to the ones defined for |
---|
1621 | exceptions propagated from state constructors. That is, the outermost |
---|
1622 | unstable state is first tried for a reaction and the dispatcher then |
---|
1623 | moves outward until an appropriate reaction is found</li> |
---|
1624 | </ul> |
---|
1625 | |
---|
1626 | <h3><a name="SubmachinesAndParameterizedStates" id= |
---|
1627 | "SubmachinesAndParameterizedStates">Submachines & parameterized |
---|
1628 | states</a></h3> |
---|
1629 | |
---|
1630 | <p>Submachines are to event-driven programming what functions are to |
---|
1631 | procedural programming, reusable building blocks implementing often needed |
---|
1632 | functionality. The associated UML notation is not entirely clear to me. It |
---|
1633 | seems to be severely limited (e.g. the same submachine cannot appear in |
---|
1634 | different orthogonal regions) and does not seem to account for obvious |
---|
1635 | stuff like e.g. parameters.</p> |
---|
1636 | |
---|
1637 | <p>Boost.Statechart is completely unaware of submachines but they can be |
---|
1638 | implemented quite nicely with templates. Here, a submachine is used to |
---|
1639 | improve the copy-paste implementation of the keyboard machine discussed |
---|
1640 | under <a href="#OrthogonalStates">Orthogonal states</a>:</p> |
---|
1641 | <pre> |
---|
1642 | enum LockType |
---|
1643 | { |
---|
1644 | NUM_LOCK, |
---|
1645 | CAPS_LOCK, |
---|
1646 | SCROLL_LOCK |
---|
1647 | }; |
---|
1648 | |
---|
1649 | template< LockType lockType > |
---|
1650 | struct Off; |
---|
1651 | struct Active : sc::simple_state< |
---|
1652 | Active, Keyboard, mpl::list< |
---|
1653 | Off< NUM_LOCK >, Off< CAPS_LOCK >, Off< SCROLL_LOCK > > > {}; |
---|
1654 | |
---|
1655 | template< LockType lockType > |
---|
1656 | struct EvPressed : sc::event< EvPressed< lockType > > {}; |
---|
1657 | |
---|
1658 | template< LockType lockType > |
---|
1659 | struct On : sc::simple_state< |
---|
1660 | On< lockType >, Active::orthogonal< lockType > > |
---|
1661 | { |
---|
1662 | typedef sc::transition< |
---|
1663 | EvPressed< lockType >, Off< lockType > > reactions; |
---|
1664 | }; |
---|
1665 | |
---|
1666 | template< LockType lockType > |
---|
1667 | struct Off : sc::simple_state< |
---|
1668 | Off< lockType >, Active::orthogonal< lockType > > |
---|
1669 | { |
---|
1670 | typedef sc::transition< |
---|
1671 | EvPressed< lockType >, On< lockType > > reactions; |
---|
1672 | }; |
---|
1673 | </pre> |
---|
1674 | |
---|
1675 | <h3><a name="AsynchronousStateMachines" id= |
---|
1676 | "AsynchronousStateMachines">Asynchronous state machines</a></h3> |
---|
1677 | |
---|
1678 | <h4>Why asynchronous state machines are necessary</h4> |
---|
1679 | |
---|
1680 | <p>As the name suggests, a synchronous state machine processes each event |
---|
1681 | synchronously. This behavior is implemented by the |
---|
1682 | <code>state_machine</code> class template, whose <code>process_event</code> |
---|
1683 | function only returns after having executed all reactions (including the |
---|
1684 | ones provoked by internal events that actions might have posted). This |
---|
1685 | function is strictly non-reentrant (just like all other member functions, |
---|
1686 | so <code>state_machine<></code> is not thread-safe). This makes it |
---|
1687 | difficult for two <code>state_machine<></code> subtype objects to |
---|
1688 | communicate via events in a bi-directional fashion correctly, <b>even in a |
---|
1689 | single-threaded program</b>. For example, state machine <code>A</code> is |
---|
1690 | in the middle of processing an external event. Inside an action, it decides |
---|
1691 | to send a new event to state machine <code>B</code> (by calling |
---|
1692 | <code>B::process_event()</code>). It then "waits" for B to send back an |
---|
1693 | answer via a <code>boost::function<></code>-like call-back, which |
---|
1694 | references <code>A::process_event()</code> and was passed as a data member |
---|
1695 | of the event. However, while <code>A</code> is "waiting" for <code>B</code> |
---|
1696 | to send back an event, <code>A::process_event()</code> has not yet returned |
---|
1697 | from processing the external event and as soon as <code>B</code> answers |
---|
1698 | via the call-back, <code>A::process_event()</code> is <b>unavoidably</b> |
---|
1699 | reentered. This all really happens in a single thread, that's why "wait" is |
---|
1700 | in quotes.</p> |
---|
1701 | |
---|
1702 | <h4>How it works</h4> |
---|
1703 | |
---|
1704 | <p>The <code>asynchronous_state_machine</code> class template has none of |
---|
1705 | the member functions the <code>state_machine</code> class template has. |
---|
1706 | Moreover, <code>asynchronous_state_machine<></code> subtype objects |
---|
1707 | cannot even be created or destroyed directly. Instead, all these operations |
---|
1708 | must be performed through the <code>Scheduler</code> object each |
---|
1709 | asynchronous state machine is associated with. All these |
---|
1710 | <code>Scheduler</code> member functions only push an appropriate item into |
---|
1711 | the schedulers' queue and then return immediately. A dedicated thread will |
---|
1712 | later pop the items out of the queue to have them processed.</p> |
---|
1713 | |
---|
1714 | <p>Applications will usually first create a |
---|
1715 | <code>fifo_scheduler<></code> object and then call |
---|
1716 | <code>fifo_scheduler<>::create_processor<>()</code> and |
---|
1717 | <code>fifo_scheduler<>::initiate_processor()</code> to schedule the |
---|
1718 | creation and initiation of one or more |
---|
1719 | <code>asynchronous_state_machine<></code> subtype objects. Finally, |
---|
1720 | <code>fifo_scheduler<>::operator()()</code> is either called directly |
---|
1721 | to let the machine(s) run in the current thread, or, a |
---|
1722 | <code>boost::function<></code> object referencing |
---|
1723 | <code>operator()()</code> is passed to a new <code>boost::thread</code>. |
---|
1724 | Alternatively, the latter could also be done right after constructing the |
---|
1725 | <code>fifo_scheduler<></code> object. In the following code, we are |
---|
1726 | running one state machine in a new <code>boost::thread</code> and the other |
---|
1727 | in the main thread (see the PingPong example for the full source code):</p> |
---|
1728 | <pre> |
---|
1729 | struct Waiting; |
---|
1730 | struct Player : |
---|
1731 | sc::asynchronous_state_machine< Player, Waiting > |
---|
1732 | { |
---|
1733 | // ... |
---|
1734 | }; |
---|
1735 | |
---|
1736 | // ... |
---|
1737 | |
---|
1738 | int main() |
---|
1739 | { |
---|
1740 | // Create two schedulers that will wait for new events |
---|
1741 | // when their event queue runs empty |
---|
1742 | sc::fifo_scheduler<> scheduler1( true ); |
---|
1743 | sc::fifo_scheduler<> scheduler2( true ); |
---|
1744 | |
---|
1745 | // Each player is serviced by its own scheduler |
---|
1746 | sc::fifo_scheduler<>::processor_handle player1 = |
---|
1747 | scheduler1.create_processor< Player >( /* ... */ ); |
---|
1748 | scheduler1.initiate_processor( player1 ); |
---|
1749 | sc::fifo_scheduler<>::processor_handle player2 = |
---|
1750 | scheduler2.create_processor< Player >( /* ... */ ); |
---|
1751 | scheduler2.initiate_processor( player2 ); |
---|
1752 | |
---|
1753 | // the initial event that will start the game |
---|
1754 | boost::intrusive_ptr< BallReturned > pInitialBall = |
---|
1755 | new BallReturned(); |
---|
1756 | |
---|
1757 | // ... |
---|
1758 | |
---|
1759 | scheduler2.queue_event( player2, pInitialBall ); |
---|
1760 | |
---|
1761 | // ... |
---|
1762 | |
---|
1763 | // Up until here no state machines exist yet. They |
---|
1764 | // will be created when operator()() is called |
---|
1765 | |
---|
1766 | // Run first scheduler in a new thread |
---|
1767 | boost::thread otherThread( boost::bind( |
---|
1768 | &sc::fifo_scheduler<>::operator(), &scheduler1, 0 ) ); |
---|
1769 | scheduler2(); // Run second scheduler in this thread |
---|
1770 | otherThread.join(); |
---|
1771 | |
---|
1772 | return 0; |
---|
1773 | } |
---|
1774 | </pre> |
---|
1775 | |
---|
1776 | <p>We could just as well use two boost::threads:</p> |
---|
1777 | <pre> |
---|
1778 | int main() |
---|
1779 | { |
---|
1780 | // ... |
---|
1781 | |
---|
1782 | boost::thread thread1( boost::bind( |
---|
1783 | &sc::fifo_scheduler<>::operator(), &scheduler1, 0 ) ); |
---|
1784 | boost::thread thread2( boost::bind( |
---|
1785 | &sc::fifo_scheduler<>::operator(), &scheduler2, 0 ) ); |
---|
1786 | |
---|
1787 | // do something else ... |
---|
1788 | |
---|
1789 | thread1.join(); |
---|
1790 | thread2.join(); |
---|
1791 | |
---|
1792 | return 0; |
---|
1793 | } |
---|
1794 | </pre> |
---|
1795 | |
---|
1796 | <p>Or, run both machines in the same thread:</p> |
---|
1797 | <pre> |
---|
1798 | int main() |
---|
1799 | { |
---|
1800 | sc::fifo_scheduler<> scheduler1( true ); |
---|
1801 | |
---|
1802 | sc::fifo_scheduler<>::processor_handle player1 = |
---|
1803 | scheduler1.create_processor< Player >( /* ... */ ); |
---|
1804 | sc::fifo_scheduler<>::processor_handle player2 = |
---|
1805 | scheduler1.create_processor< Player >( /* ... */ ); |
---|
1806 | |
---|
1807 | // ... |
---|
1808 | |
---|
1809 | scheduler1(); |
---|
1810 | |
---|
1811 | return 0; |
---|
1812 | } |
---|
1813 | </pre> |
---|
1814 | |
---|
1815 | <p>In all the examples above, |
---|
1816 | <code>fifo_scheduler<>::operator()()</code> waits on an empty event |
---|
1817 | queue and will only return after a call to |
---|
1818 | <code>fifo_scheduler<>::terminate()</code>. The <code>Player</code> |
---|
1819 | state machine calls this function on its scheduler object right before |
---|
1820 | terminating.</p> |
---|
1821 | <hr> |
---|
1822 | |
---|
1823 | <p><a href="http://validator.w3.org/check?uri=referer"><img border="0" src= |
---|
1824 | "http://www.w3.org/Icons/valid-html401" alt="Valid HTML 4.01 Transitional" |
---|
1825 | height="31" width="88"></a></p> |
---|
1826 | |
---|
1827 | <p>Revised |
---|
1828 | <!--webbot bot="Timestamp" s-type="EDITED" s-format="%d %B, %Y" startspan -->03 December, 2006<!--webbot bot="Timestamp" endspan i-checksum="38512" --></p> |
---|
1829 | |
---|
1830 | <p><i>Copyright © 2003-<!--webbot bot="Timestamp" s-type="EDITED" s-format="%Y" startspan -->2006<!--webbot bot="Timestamp" endspan i-checksum="770" --> |
---|
1831 | <a href="contact.html">Andreas Huber Dönni</a></i></p> |
---|
1832 | |
---|
1833 | <p><i>Distributed under the Boost Software License, Version 1.0. (See |
---|
1834 | accompanying file <a href="../../../LICENSE_1_0.txt">LICENSE_1_0.txt</a> or |
---|
1835 | copy at <a href= |
---|
1836 | "http://www.boost.org/LICENSE_1_0.txt">http://www.boost.org/LICENSE_1_0.txt</a>)</i></p> |
---|
1837 | </body> |
---|
1838 | </html> |
---|