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Christophe Henry
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<title>Chapter&nbsp;1.&nbsp;Founding idea</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="next" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;1.&nbsp;Founding idea</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pt01.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;1.&nbsp;Founding idea"><div class="titlepage"><div><div><h2 class="title"><a name="d0e99"></a>Chapter&nbsp;1.&nbsp;Founding idea</h2></div></div></div><p>Let's start with an example taken from the C++ Template Metaprogramming
<title>Chapter&nbsp;1.&nbsp;Founding idea</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="next" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;1.&nbsp;Founding idea</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pt01.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;1.&nbsp;Founding idea"><div class="titlepage"><div><div><h2 class="title"><a name="d0e99"></a>Chapter&nbsp;1.&nbsp;Founding idea</h2></div></div></div><p>Let's start with an example taken from the C++ Template Metaprogramming
book:</p><pre class="programlisting">class player : public state_machine&lt;player&gt;
{
// The list of FSM states enum states { Empty, Open, Stopped, Playing, Paused , initial_state = Empty };

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<title>Chapter&nbsp;2.&nbsp;UML Short Guide</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch01.html" title="Chapter&nbsp;1.&nbsp;Founding idea"><link rel="next" href="ch02s02.html" title="Concepts"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;2.&nbsp;UML Short Guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch01.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><div class="titlepage"><div><div><h2 class="title"><a name="d0e108"></a>Chapter&nbsp;2.&nbsp;UML Short Guide</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch02.html#d0e111">What are state machines?</a></span></dt><dt><span class="sect1"><a href="ch02s02.html">Concepts</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch02s02.html#d0e121">State machine, state, transition, event </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e151">Submachines, orthogonal regions, pseudostates </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e194">
<title>Chapter&nbsp;2.&nbsp;UML Short Guide</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch01.html" title="Chapter&nbsp;1.&nbsp;Founding idea"><link rel="next" href="ch02s02.html" title="Concepts"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;2.&nbsp;UML Short Guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch01.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><div class="titlepage"><div><div><h2 class="title"><a name="d0e108"></a>Chapter&nbsp;2.&nbsp;UML Short Guide</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch02.html#d0e111">What are state machines?</a></span></dt><dt><span class="sect1"><a href="ch02s02.html">Concepts</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch02s02.html#d0e121">State machine, state, transition, event </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e151">Submachines, orthogonal regions, pseudostates </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e194">
History </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e208">Completion transitions / anonymous
transitions</a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e220"> Internal transitions </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e226">
Conflicting transitions </a></span></dt></dl></dd><dt><span class="sect1"><a href="ch02s03.html">Added concepts</a></span></dt><dt><span class="sect1"><a href="ch02s04.html">State machine glossary</a></span></dt></dl></div><div class="sect1" title="What are state machines?"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e111"></a>What are state machines?</h2></div></div></div><p>State machines are the description of a thing's lifeline. They describe the

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<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>Concepts</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="prev" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="next" href="ch02s03.html" title="Added concepts"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Concepts</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;2.&nbsp;UML Short Guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Concepts"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e116"></a>Concepts</h2></div></div></div><p>Thinking in terms of state machines is a bit surprising at first, so let us
<title>Concepts</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="prev" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="next" href="ch02s03.html" title="Added concepts"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Concepts</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;2.&nbsp;UML Short Guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Concepts"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e116"></a>Concepts</h2></div></div></div><p>Thinking in terms of state machines is a bit surprising at first, so let us
have a quick glance at the concepts.</p><div class="sect2" title="State machine, state, transition, event"><div class="titlepage"><div><div><h3 class="title"><a name="d0e121"></a>State machine, state, transition, event </h3></div></div></div><p>A state machine is a concrete model describing the behavior of a system.
It is composed of a finite number of states and transitions.</p><p>
<span class="inlinemediaobject"><img src="../images/sm.gif"></span></p><p>A simple state has no sub states. It can have data, entry and exit

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<title>Added concepts</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="prev" href="ch02s02.html" title="Concepts"><link rel="next" href="ch02s04.html" title="State machine glossary"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Added concepts</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;2.&nbsp;UML Short Guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Added concepts"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e254"></a>Added concepts</h2></div></div></div><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Interrupt states: a terminate state which can be exited if a defined
<title>Added concepts</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="prev" href="ch02s02.html" title="Concepts"><link rel="next" href="ch02s04.html" title="State machine glossary"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Added concepts</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;2.&nbsp;UML Short Guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Added concepts"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e254"></a>Added concepts</h2></div></div></div><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Interrupt states: a terminate state which can be exited if a defined
event is triggered.</p></li><li class="listitem"><p>Kleene (any) event: a transition with a kleene event will accept any
event as trigger. Unlike a completion transition, an event must be
triggered and the original event is kept accessible in the kleene

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<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>State machine glossary</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="prev" href="ch02s03.html" title="Added concepts"><link rel="next" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">State machine glossary</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;2.&nbsp;UML Short Guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="State machine glossary"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e264"></a>State machine glossary</h2></div></div></div><p>
<title>State machine glossary</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="prev" href="ch02s03.html" title="Added concepts"><link rel="next" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">State machine glossary</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;2.&nbsp;UML Short Guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="State machine glossary"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e264"></a>State machine glossary</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>state machine: the life cycle of a thing. It is made of states,
regions, transitions and processes incoming events.</p></li><li class="listitem"><p>state: a stage in the life cycle of a state machine. A state (like
a submachine) can have an entry and exit behaviors.</p></li><li class="listitem"><p>event: an incident provoking (or not) a reaction of the state

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<title>Chapter&nbsp;3.&nbsp;Tutorial</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch02s04.html" title="State machine glossary"><link rel="next" href="ch03s02.html" title="Basic front-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;3.&nbsp;Tutorial"><div class="titlepage"><div><div><h2 class="title"><a name="d0e322"></a>Chapter&nbsp;3.&nbsp;Tutorial</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch03.html#d0e325">Design</a></span></dt><dt><span class="sect1"><a href="ch03s02.html">Basic front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s02.html#d0e344">A simple example</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e358">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e406">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e419">What do you actually do inside actions / guards?</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e471">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e529">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e577">Orthogonal regions, terminate state, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e668">History</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e713">Completion (anonymous) transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e740">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e842">more row types</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e875">Explicit entry / entry and exit pseudo-state / fork</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1064">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1118">Event Hierarchy</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1139">Customizing a state machine / Getting more speed</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1188">Choosing the initial event</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1201"> Containing state machine (deprecated)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s03.html">Functor front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s03.html#d0e1240"> Transition table </a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1273">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1292">What do you actually do inside actions / guards (Part 2)?</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1304">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1312">Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1338">Internal
transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1384">Kleene (any) event</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s04.html">eUML (experimental)</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s04.html#d0e1454">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1495">A simple example: rewriting only our transition table </a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1528">Defining events, actions and states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1641">Wrapping up a simple state machine and first complete examples</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1689">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1705">
Attributes / Function call</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1805">Orthogonal regions, flags, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1917">
<title>Chapter&nbsp;3.&nbsp;Tutorial</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch02s04.html" title="State machine glossary"><link rel="next" href="ch03s02.html" title="Basic front-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;3.&nbsp;Tutorial"><div class="titlepage"><div><div><h2 class="title"><a name="d0e322"></a>Chapter&nbsp;3.&nbsp;Tutorial</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch03.html#d0e325">Design</a></span></dt><dt><span class="sect1"><a href="ch03s02.html">Basic front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s02.html#d0e344">A simple example</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e358">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e406">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e419">What do you actually do inside actions / guards?</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e471">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e529">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e577">Orthogonal regions, terminate state, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e668">History</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e713">Completion (anonymous) transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e740">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e842">more row types</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e875">Explicit entry / entry and exit pseudo-state / fork</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1064">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1126">Event Hierarchy</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1147">Customizing a state machine / Getting more speed</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1196">Choosing the initial event</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1209"> Containing state machine (deprecated)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s03.html">Functor front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s03.html#d0e1248"> Transition table </a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1281">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1300">What do you actually do inside actions / guards (Part 2)?</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1312">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1320">Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1346">Internal
transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1392">Kleene (any) event</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s04.html">eUML (experimental)</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s04.html#d0e1462">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1503">A simple example: rewriting only our transition table </a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1536">Defining events, actions and states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1649">Wrapping up a simple state machine and first complete examples</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1697">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1713">
Attributes / Function call</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1813">Orthogonal regions, flags, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1925">
Customizing a state machine / Getting
more speed</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1952">Completion / Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1970">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2001">Kleene(any) event)</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2016">Other state types</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2080">Helper functions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2183">Phoenix-like STL support</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2236">Writing actions with Boost.Phoenix (in development)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s05.html">Back-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s05.html#d0e2295">Creation </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2304">Starting and stopping a state
machine</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2323">Event dispatching</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2332">Active state(s)</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2346">Serialization</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2399">Base state type </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2425">Visitor</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2468">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2481">Getting a state</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2494"> State machine constructor with arguments </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2534">Trading run-time speed for
better compile-time / multi-TU compilation</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2616">Compile-time state machine analysis </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2660"> Enqueueing events for later
processing </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2680"> Customizing the message queues </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2695">Policy definition with Boost.Parameter </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2703">Choosing when to switch active
more speed</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1960">Completion / Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1978">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2009">Kleene(any) event)</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2024">Other state types</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2088">Helper functions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2191">Phoenix-like STL support</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2244">Writing actions with Boost.Phoenix (in development)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s05.html">Back-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s05.html#d0e2303">Creation </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2312">Starting and stopping a state
machine</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2331">Event dispatching</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2340">Active state(s)</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2354">Serialization</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2407">Base state type </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2433">Visitor</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2476">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2489">Getting a state</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2502"> State machine constructor with arguments </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2542">Trading run-time speed for
better compile-time / multi-TU compilation</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2624">Compile-time state machine analysis </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2668"> Enqueueing events for later
processing </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2688"> Customizing the message queues </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2703">Policy definition with Boost.Parameter </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2711">Choosing when to switch active
states </a></span></dt></dl></dd></dl></div><div class="sect1" title="Design"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e325"></a>Design</h2></div></div></div><p>MSM is divided between front&#8211;ends and back-ends. At the moment, there is just
one back-end. On the front-end side, you will find three of them which are as
many state machine description languages, with many more possible. For potential

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@@ -1,6 +1,6 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>Basic front-end</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="next" href="ch03s03.html" title="Functor front-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Basic front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Basic front-end"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e338"></a><span class="command"><strong><a name="basic-front-end"></a></strong></span>Basic front-end</h2></div></div></div><p>This is the historical front-end, inherited from the MPL book. It provides a
<title>Basic front-end</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="next" href="ch03s03.html" title="Functor front-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Basic front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Basic front-end"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e338"></a><span class="command"><strong><a name="basic-front-end"></a></strong></span>Basic front-end</h2></div></div></div><p>This is the historical front-end, inherited from the MPL book. It provides a
transition table made of rows of different names and functionality. Actions and
guards are defined as methods and referenced through a pointer in the
transition. This front-end provides a simple interface making easy state
@@ -623,7 +623,10 @@ struct event2
all of the active states are flagged for the state to be active. You can
also AND the active states:</p><p>
</p><pre class="programlisting">if (p.is_flag_active&lt;CDLoaded,player::Flag_AND&gt;()) ...</pre><p>
</p><p>The following diagram displays the flag situation in the tutorial.</p><p><span class="inlinemediaobject"><img src="../images/FlagsTutorial.jpg" width="60%"></span></p></div><div class="sect2" title="Event Hierarchy"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1118"></a><span class="command"><strong><a name="event-hierarchy"></a></strong></span>Event Hierarchy</h3></div></div></div><p>There are cases where one needs transitions based on categories of events.
</p><p> Note. Due to arcane C++ rules, when called inside an action, the correct
call is:
</p><pre class="programlisting">if (p.<span class="bold"><strong>template</strong></span> is_flag_active&lt;CDLoaded&gt;()) ...</pre><p>
</p><p>The following diagram displays the flag situation in the tutorial.</p><p><span class="inlinemediaobject"><img src="../images/FlagsTutorial.jpg" width="60%"></span></p></div><div class="sect2" title="Event Hierarchy"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1126"></a><span class="command"><strong><a name="event-hierarchy"></a></strong></span>Event Hierarchy</h3></div></div></div><p>There are cases where one needs transitions based on categories of events.
An example is text parsing. Let's say you want to parse a string and use a
state machine to manage your parsing state. You want to parse 4 digits and
decide to use a state for every matched digit. Your state machine could look
@@ -636,7 +639,7 @@ struct char_0 : public digit {}; </pre><p>And to the same for other digits, we c
and this will cause a transition with "digit" as trigger to be taken.</p><p>An <a class="link" href="examples/ParsingDigits.cpp" target="_top">example</a> with
performance measurement, taken from the documentation of Boost.Xpressive
illustrates this example. You might notice that the performance is actually
very good (in this case even better).</p></div><div class="sect2" title="Customizing a state machine / Getting more speed"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1139"></a>Customizing a state machine / Getting more speed</h3></div></div></div><p>MSM is offering many UML features at a high-speed, but sometimes, you just
very good (in this case even better).</p></div><div class="sect2" title="Customizing a state machine / Getting more speed"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1147"></a>Customizing a state machine / Getting more speed</h3></div></div></div><p>MSM is offering many UML features at a high-speed, but sometimes, you just
need more speed and are ready to give up some features in exchange. A
process_event is handling several tasks: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>checking for terminate/interrupt states</p></li><li class="listitem"><p>handling the message queue (for entry/exit/transition actions
generating themselves events)</p></li><li class="listitem"><p>handling deferred events</p></li><li class="listitem"><p>catching exceptions (or not)</p></li><li class="listitem"><p>handling the state switching and action calls</p></li></ul></div><p>Of these tasks, only the last one is absolutely necessary to
@@ -662,7 +665,7 @@ struct char_0 : public digit {}; </pre><p>And to the same for other digits, we c
};</pre><p><span class="underline">Important note</span>: As exit pseudo
states are using the message queue to forward events out of a submachine,
the <code class="code">no_message_queue</code> option cannot be used with state machines
containing an exit pseudo state.</p></div><div class="sect2" title="Choosing the initial event"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1188"></a>Choosing the initial event</h3></div></div></div><p>A state machine is started using the <code class="code">start</code> method. This
containing an exit pseudo state.</p></div><div class="sect2" title="Choosing the initial event"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1196"></a>Choosing the initial event</h3></div></div></div><p>A state machine is started using the <code class="code">start</code> method. This
causes the initial state's entry behavior to be executed. Like every entry
behavior, it becomes as parameter the event causing the state to be entered.
But when the machine starts, there was no event triggered. In this case, MSM
@@ -674,7 +677,7 @@ struct char_0 : public digit {}; </pre><p>And to the same for other digits, we c
struct player_ : public msm::front::state_machine_def&lt;player_&gt;{
...
typedef my_initial_event initial_event;
};</pre></div><div class="sect2" title="Containing state machine (deprecated)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1201"></a> Containing state machine (deprecated)</h3></div></div></div><p>This feature is still supported in MSM for backward compatibility but made
};</pre></div><div class="sect2" title="Containing state machine (deprecated)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1209"></a> Containing state machine (deprecated)</h3></div></div></div><p>This feature is still supported in MSM for backward compatibility but made
obsolete by the fact that every guard/action/entry action/exit action get
the state machine passed as argument and might be removed at a later
time.</p><p>All of the states defined in the state machine are created upon state

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@@ -1,6 +1,6 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>Functor front-end</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03s02.html" title="Basic front-end"><link rel="next" href="ch03s04.html" title="eUML (experimental)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Functor front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Functor front-end"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1216"></a><span class="command"><strong><a name="functor-front-end"></a></strong></span>Functor front-end</h2></div></div></div><p>The functor front-end is the preferred front-end at the moment. It is more
<title>Functor front-end</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03s02.html" title="Basic front-end"><link rel="next" href="ch03s04.html" title="eUML (experimental)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Functor front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Functor front-end"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1224"></a><span class="command"><strong><a name="functor-front-end"></a></strong></span>Functor front-end</h2></div></div></div><p>The functor front-end is the preferred front-end at the moment. It is more
powerful than the standard front-end and has a more readable transition table.
It also makes it easier to reuse parts of state machines. Like <span class="command"><strong><a class="command" href="ch03s04.html#eUML-front-end">eUML</a></strong></span>, it also comes with a good deal
of predefined actions. Actually, eUML generates a functor front-end through
@@ -11,7 +11,7 @@
means syntactic noise and more to learn.</p></li><li class="listitem"><p>Function pointers are weird in C++.</p></li><li class="listitem"><p>The action/guard signature is limited and does not allow for more
variations of parameters (source state, target state, current state
machine, etc.)</p></li><li class="listitem"><p>It is not easy to reuse action code from a state machine to
another.</p></li></ul></div><div class="sect2" title="Transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1240"></a> Transition table </h3></div></div></div><p>We can change the definition of the simple tutorial's transition table
another.</p></li></ul></div><div class="sect2" title="Transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1248"></a> Transition table </h3></div></div></div><p>We can change the definition of the simple tutorial's transition table
to:</p><pre class="programlisting">
struct transition_table : mpl::vector&lt;
// Start Event Target Action Guard
@@ -45,7 +45,7 @@ Row &lt; Paused , open_close , Open , stop_and_open , none
void operator()(Evt const&amp;, Fsm&amp; fsm, SourceState&amp;,TargetState&amp; )
{
cout &lt;&lt; "player::store_cd_info" &lt;&lt; endl;
fsm.process_event(play());
fsm.process_event(play());
}
}; </pre><p>The advantage of functors compared to functions are that functors are
generic and reusable. They also allow passing more parameters than just
@@ -66,7 +66,7 @@ Row &lt; Paused , open_close , Open , stop_and_open , none
can achieve this using And_ and Or_ functors:
</p><pre class="programlisting">And_&lt;good_disk_format,Or_&lt; some_condition , some_other_condition&gt; &gt;</pre><p>It
even starts looking like functional programming. MSM ships with functors for
operators, state machine usage, STL algorithms or container methods.</p></div><div class="sect2" title="Defining states with entry/exit actions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1273"></a>Defining states with entry/exit actions</h3></div></div></div><p>You probably noticed that we just showed a different transition table and
operators, state machine usage, STL algorithms or container methods.</p></div><div class="sect2" title="Defining states with entry/exit actions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1281"></a>Defining states with entry/exit actions</h3></div></div></div><p>You probably noticed that we just showed a different transition table and
that we even mixed rows from different front-ends. This means that you can
do this and leave the definitions for states unchanged. Most examples are
doing this as it is the simplest solution. You still enjoy the simplicity of
@@ -89,7 +89,7 @@ struct Empty : public msm::front::euml::func_state&lt;Empty_Entry,Empty_Exit&gt;
rewritten</a>.</p><p>Usually, however, one will probably use the standard state definition as
it provides the same capabilities as this front-end state definition, unless
one needs some of the shipped predefined functors or is a fan of functional
programming.</p></div><div class="sect2" title="What do you actually do inside actions / guards (Part 2)?"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1292"></a><span class="command"><strong><a name="functor-front-end-actions"></a></strong></span>What do you actually do inside actions / guards (Part 2)?</h3></div></div></div><p>Using the basic front-end, we saw how to pass data to actions through the
programming.</p></div><div class="sect2" title="What do you actually do inside actions / guards (Part 2)?"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1300"></a><span class="command"><strong><a name="functor-front-end-actions"></a></strong></span>What do you actually do inside actions / guards (Part 2)?</h3></div></div></div><p>Using the basic front-end, we saw how to pass data to actions through the
event, that data common to all states could be stored in the state machine,
state relevant data could be stored in the state and access as template
parameter in the entry / exit actions. What was however missing was the
@@ -113,16 +113,16 @@ struct Empty : public msm::front::euml::func_state&lt;Empty_Entry,Empty_Exit&gt;
fire_rocket(evt.direction, src.current_calculation);
fsm.process_event(rocket_launched());
}
}; </pre></div><div class="sect2" title="Defining a simple state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1304"></a>Defining a simple state machine</h3></div></div></div><p>Like states, state machines can be defined using the previous front-end,
}; </pre></div><div class="sect2" title="Defining a simple state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1312"></a>Defining a simple state machine</h3></div></div></div><p>Like states, state machines can be defined using the previous front-end,
as the previous example showed, or with the functor front-end, which allows
you to define a state machine entry and exit functions as functors, as in
<a class="link" href="examples/SimpleWithFunctors2.cpp" target="_top">this
example</a>.</p></div><div class="sect2" title="Anonymous transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1312"></a>Anonymous transitions</h3></div></div></div><p>Anonymous (completion) transitions are transitions without a named event.
example</a>.</p></div><div class="sect2" title="Anonymous transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1320"></a>Anonymous transitions</h3></div></div></div><p>Anonymous (completion) transitions are transitions without a named event.
We saw how this front-end uses <code class="code">none</code> when no action or guard is
required. We can also use <code class="code">none</code> instead of an event to mark an
anonymous transition. For example, the following transition makes an
immediate transition from State1 to State2:</p><pre class="programlisting">Row &lt; State1 , none , State2 &gt;</pre><p>The following transition does the same but calling an action in the
process:</p><pre class="programlisting">Row &lt; State1 , none , State2 , State1ToState2, none &gt;</pre><p>The following diagram shows an example and its <a class="link" href="examples/AnonymousTutorialWithFunctors.cpp" target="_top">implementation</a>:</p><p><span class="inlinemediaobject"><img src="../images/Anonymous.jpg" width="70%"></span></p></div><div class="sect2" title="Internal transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1338"></a><span class="command"><strong><a name="functor-internal-transitions"></a></strong></span>Internal
process:</p><pre class="programlisting">Row &lt; State1 , none , State2 , State1ToState2, none &gt;</pre><p>The following diagram shows an example and its <a class="link" href="examples/AnonymousTutorialWithFunctors.cpp" target="_top">implementation</a>:</p><p><span class="inlinemediaobject"><img src="../images/Anonymous.jpg" width="70%"></span></p></div><div class="sect2" title="Internal transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1346"></a><span class="command"><strong><a name="functor-internal-transitions"></a></strong></span>Internal
transitions</h3></div></div></div><p>The <a class="link" href="examples/SimpleTutorialInternalFunctors.cpp" target="_top">following example</a> uses internal transitions with the functor
front-end. As for the simple standard front-end, both methods of defining
internal transitions are supported:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>providing a <code class="code">Row</code> in the state machine's transition
@@ -143,7 +143,7 @@ struct Empty : public msm::front::euml::func_state&lt;Empty_Entry,Empty_Exit&gt;
adding orthogonal regions, because event dispatching will, if accepted by
the internal table, not continue to the subregions. This gives you a O(1)
dispatch instead of O(number of regions). While the example is with eUML,
the same is also possible with this front-end.</p></div><div class="sect2" title="Kleene (any) event"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1384"></a><span class="command"><strong><a name="any-event"></a></strong></span>Kleene (any) event</h3></div></div></div><p>Normally, MSM requires an event to fire a transition. But there are cases,
the same is also possible with this front-end.</p></div><div class="sect2" title="Kleene (any) event"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1392"></a><span class="command"><strong><a name="any-event"></a></strong></span>Kleene (any) event</h3></div></div></div><p>Normally, MSM requires an event to fire a transition. But there are cases,
where any event, no matter which one would do:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>If you want to reduce the number of transitions: any event
would do, possibly will guards decide what happens</p></li><li class="listitem"><p>Pseudo entry states do not necessarily want to know the event
which caused their activation, or they might want to know only a

View File

@@ -1,6 +1,6 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>eUML (experimental)</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03s03.html" title="Functor front-end"><link rel="next" href="ch03s05.html" title="Back-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">eUML (experimental)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="eUML (experimental)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1421"></a><span class="command"><strong><a name="eUML-front-end"></a></strong></span>eUML (experimental)</h2></div></div></div><p><span class="underline">Important note</span>: eUML requires a compiler
<title>eUML (experimental)</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03s03.html" title="Functor front-end"><link rel="next" href="ch03s05.html" title="Back-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">eUML (experimental)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="eUML (experimental)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1429"></a><span class="command"><strong><a name="eUML-front-end"></a></strong></span>eUML (experimental)</h2></div></div></div><p><span class="underline">Important note</span>: eUML requires a compiler
supporting Boost.Typeof. More generally, eUML has experimental status because
some compilers will start crashing when a state machine becomes too big (usually
when you write huge actions).</p><p>The previous front-ends are simple to write but still force an amount of
@@ -20,7 +20,7 @@
</p><pre class="programlisting">#include &lt;msm/front/euml/euml.hpp&gt;</pre><p>
</p><p>To add STL support (at possible cost of longer compilation times), include: </p><p>
</p><pre class="programlisting">#include &lt;msm/front/euml/stl.hpp&gt;</pre><p>
</p><p>eUML is defined in the namespace <code class="code">msm::front::euml</code>.</p><div class="sect2" title="Transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1454"></a>Transition table</h3></div></div></div><p>A transition can be defined using eUML as: </p><p>
</p><p>eUML is defined in the namespace <code class="code">msm::front::euml</code>.</p><div class="sect2" title="Transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1462"></a>Transition table</h3></div></div></div><p>A transition can be defined using eUML as: </p><p>
</p><pre class="programlisting">source + event [guard] / action == target</pre><p>
</p><p>or as</p><p>
</p><pre class="programlisting">target == source + event [guard] / action</pre><p>
@@ -56,7 +56,7 @@ Stopped == Empty + cd_detected [good_disk_format] / store_cd_info
[good_disk_format &amp;&amp; (some_condition || some_other_condition)]. This
was possible with our previously defined functors, but using a complicated
template syntax. This syntax is now possible exactly as written, which means
without any syntactic noise at all.</p></div><div class="sect2" title="A simple example: rewriting only our transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1495"></a>A simple example: rewriting only our transition table </h3></div></div></div><p>As an introduction to eUML, we will rewrite our tutorial's transition
without any syntactic noise at all.</p></div><div class="sect2" title="A simple example: rewriting only our transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1503"></a>A simple example: rewriting only our transition table </h3></div></div></div><p>As an introduction to eUML, we will rewrite our tutorial's transition
table using eUML. This will require two or three changes, depending on the compiler:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>events must inherit from msm::front::euml::euml_event&lt;
event_name &gt;</p></li><li class="listitem"><p>states must inherit from msm::front::euml::euml_state&lt;
state_name &gt;</p></li><li class="listitem"><p>with VC, states must be declared before the front-end</p></li></ul></div><p>We now can write the transition table like just shown, using
@@ -76,7 +76,7 @@ sub_back_end const sub; // sub can be used in a transition table.</pre><p>Unfort
causes in a stack overflow. If you get a warning that the program is
recursive on all paths, revert to either standard eUML or another front-end
as Microsoft doesn't seem to intend to fix it.</p><p>We now have a new, more readable transition table with few changes to our
example. eUML can do much more so please follow the guide.</p></div><div class="sect2" title="Defining events, actions and states with entry/exit actions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1528"></a>Defining events, actions and states with entry/exit actions</h3></div></div></div><div class="sect3" title="Events"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1531"></a>Events</h4></div></div></div><p>Events must be proto-enabled. To achieve this, they must inherit from
example. eUML can do much more so please follow the guide.</p></div><div class="sect2" title="Defining events, actions and states with entry/exit actions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1536"></a>Defining events, actions and states with entry/exit actions</h3></div></div></div><div class="sect3" title="Events"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1539"></a>Events</h4></div></div></div><p>Events must be proto-enabled. To achieve this, they must inherit from
a proto terminal (euml_event&lt;event-name&gt;). eUML also provides a macro
to make this easier:</p><p>
</p><pre class="programlisting">BOOST_MSM_EUML_EVENT(play)</pre><p>
@@ -91,7 +91,7 @@ sub_back_end const sub; // sub can be used in a transition table.</pre><p>Unfort
<code class="code">fsm.process_event(play());</code> or do we have to write:
<code class="code">fsm.process_event(play);</code></p><p>The answer is you can do both. The second one is easier but unlike
other front-ends, the second uses a defined operator(), which creates an
event on the fly.</p></div><div class="sect3" title="Actions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1562"></a>Actions</h4></div></div></div><p>Actions (returning void) and guards (returning a bool) are defined
event on the fly.</p></div><div class="sect3" title="Actions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1570"></a>Actions</h4></div></div></div><p>Actions (returning void) and guards (returning a bool) are defined
like previous functors, with the difference that they also must be
proto-enabled. This can be done by inheriting from euml_action&lt;
functor-name &gt;. eUML also provides a macro:</p><pre class="programlisting">BOOST_MSM_EUML_ACTION(some_condition)
@@ -122,7 +122,7 @@ sub_back_end const sub; // sub can be used in a transition table.</pre><p>Unfort
BOOST_MSM_EUML_TRANSITION_TABLE((
Playing == Stopped + play / start_playback() ,
...
),transition_table)</pre></div><div class="sect3" title="States"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1585"></a>States</h4></div></div></div><p>There is also a macro for states. This macro has 2 arguments, first
),transition_table)</pre></div><div class="sect3" title="States"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1593"></a>States</h4></div></div></div><p>There is also a macro for states. This macro has 2 arguments, first
the expression defining the state, then the state (instance)
name:</p><pre class="programlisting">BOOST_MSM_EUML_STATE((),Paused)</pre><p>This defines a simple state without entry or exit action. You can
provide in the expression parameter the state behaviors (entry and exit)
@@ -163,7 +163,7 @@ Empty_impl const Empty;</pre><p>Notice also that we defined a method named activ
could use with the functor front-end, the second is the state method
name, the third is the eUML-generated function, the fourth and fifth the
return value when used inside a transition or a state behavior. You can
now use this inside a transition:</p><pre class="programlisting">Empty == Open + open_close / (close_drawer,activate_empty_(target_))</pre></div></div><div class="sect2" title="Wrapping up a simple state machine and first complete examples"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1641"></a>Wrapping up a simple state machine and first complete examples</h3></div></div></div><p>You can reuse the state machine definition method from the standard
now use this inside a transition:</p><pre class="programlisting">Empty == Open + open_close / (close_drawer,activate_empty_(target_))</pre></div></div><div class="sect2" title="Wrapping up a simple state machine and first complete examples"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1649"></a>Wrapping up a simple state machine and first complete examples</h3></div></div></div><p>You can reuse the state machine definition method from the standard
front-end and simply replace the transition table by this new one. You can
also use eUML to define a state machine "on the fly" (if, for example, you
need to provide an on_entry/on_exit for this state machine as a functor).
@@ -194,7 +194,7 @@ Empty_impl const Empty;</pre><p>Notice also that we defined a method named activ
The BOOST_MSM_EUML_DECLARE_ATTRIBUTE macro, to which we will get back
shortly, declares attributes given to an eUML type (state or event) using
the <span class="command"><strong><a class="command" href="ch03s04.html#eUML-attributes">attribute
syntax</a></strong></span>.</p></div><div class="sect2" title="Defining a submachine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1689"></a>Defining a submachine</h3></div></div></div><p>Defining a submachine (see <a class="link" href="examples/CompositeTutorialEuml.cpp" target="_top">tutorial</a>) with
syntax</a></strong></span>.</p></div><div class="sect2" title="Defining a submachine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1697"></a>Defining a submachine</h3></div></div></div><p>Defining a submachine (see <a class="link" href="examples/CompositeTutorialEuml.cpp" target="_top">tutorial</a>) with
other front-ends simply means using a state which is a state machine in the
transition table of another state machine. This is the same with eUML. One
only needs define a second state machine and reference it in the transition
@@ -205,7 +205,7 @@ Empty_impl const Empty;</pre><p>Notice also that we defined a method named activ
machine, for example:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE_MACHINE(...,Playing_)
typedef msm::back::state_machine&lt;Playing_&gt; Playing_type;
Playing_type const Playing;</pre><p>We can now use this instance inside the transition table of the containing
state machine:</p><pre class="programlisting">Paused == Playing + pause / pause_playback</pre></div><div class="sect2" title="Attributes / Function call"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1705"></a>
state machine:</p><pre class="programlisting">Paused == Playing + pause / pause_playback</pre></div><div class="sect2" title="Attributes / Function call"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1713"></a>
<span class="command"><strong><a name="eUML-attributes"></a></strong></span>Attributes / Function call</h3></div></div></div><p>We now want to make our grammar more useful. Very often, one needs only
very simple action methods, for example ++Counter or Counter &gt; 5 where
Counter is usually defined as some attribute of the class containing the
@@ -259,7 +259,7 @@ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)</pre><p>This declares two
This method could also have an (or several) argument(s), for example the
event, we could then call activate_empty_(target_ , event_).</p><p>More examples can be found in the <a class="link" href="examples/CompilerStressTestEuml.cpp" target="_top">terrible compiler
stress test</a>, the <a class="link" href="examples/SimpleTimer.cpp" target="_top">timer example</a> or in the <a class="link" href="examples/iPodSearchEuml.cpp" target="_top">iPodSearch with eUML</a>
(for String_ and more).</p></div><div class="sect2" title="Orthogonal regions, flags, event deferring"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1805"></a>Orthogonal regions, flags, event deferring</h3></div></div></div><p>Defining orthogonal regions really means providing more initial states. To
(for String_ and more).</p></div><div class="sect2" title="Orthogonal regions, flags, event deferring"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1813"></a>Orthogonal regions, flags, event deferring</h3></div></div></div><p>Defining orthogonal regions really means providing more initial states. To
add more initial states, &#8220;shift left&#8221; some, for example, if we had another
initial state named AllOk :</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE_MACHINE((transition_table,
init_ &lt;&lt; Empty &lt;&lt; AllOk ),
@@ -311,7 +311,7 @@ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)</pre><p>This declares two
attributes_ &lt;&lt; no_attributes_,
configure_&lt;&lt; deferred_events ),
player_)</pre><p>A <a class="link" href="examples/OrthogonalDeferredEuml2.cpp" target="_top">tutorial</a>
illustrates this possibility.</p></div><div class="sect2" title="Customizing a state machine / Getting more speed"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1917"></a>
illustrates this possibility.</p></div><div class="sect2" title="Customizing a state machine / Getting more speed"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1925"></a>
<span class="command"><strong><a name="eUML-Configuration"></a></strong></span>Customizing a state machine / Getting
more speed</h3></div></div></div><p>We just saw how to use configure_ to define deferred events or flags. We
can also use it to configure our state machine like we did with the other front-ends:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">configure_ &lt;&lt; no_exception</code>: disables
@@ -323,7 +323,7 @@ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)</pre><p>This declares two
with eUML does this for the best performance.</p><p><span class="underline">Important note</span>: As exit pseudo
states are using the message queue to forward events out of a submachine,
the <code class="code">no_message_queue</code> option cannot be used with state machines
containing an exit pseudo state.</p></div><div class="sect2" title="Completion / Anonymous transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1952"></a>Completion / Anonymous transitions</h3></div></div></div><p>Anonymous transitions (See <span class="command"><strong><a class="command" href="ch02s02.html#uml-anonymous">UML
containing an exit pseudo state.</p></div><div class="sect2" title="Completion / Anonymous transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1960"></a>Completion / Anonymous transitions</h3></div></div></div><p>Anonymous transitions (See <span class="command"><strong><a class="command" href="ch02s02.html#uml-anonymous">UML
tutorial</a></strong></span>) are transitions without a named event, which are
therefore triggered immediately when the source state becomes active,
provided a guard allows it. As there is no event, to define such a
@@ -331,7 +331,7 @@ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)</pre><p>This declares two
example: </p><pre class="programlisting">State3 == State4 [always_true] / State3ToState4
State4 [always_true] / State3ToState4 == State3</pre><p>Please have a look at <a class="link" href="examples/AnonymousTutorialEuml.cpp" target="_top">this example</a>,
which implements the <span class="command"><strong><a class="command" href="ch03s02.html#anonymous-transitions">previously
defined</a></strong></span> state machine with eUML.</p></div><div class="sect2" title="Internal transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1970"></a><span class="command"><strong><a name="eUML-internal"></a></strong></span>Internal transitions</h3></div></div></div><p>Like both other front-ends, eUML supports two ways of defining internal transitions:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>in the state machine's transition table. In this case, you
defined</a></strong></span> state machine with eUML.</p></div><div class="sect2" title="Internal transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1978"></a><span class="command"><strong><a name="eUML-internal"></a></strong></span>Internal transitions</h3></div></div></div><p>Like both other front-ends, eUML supports two ways of defining internal transitions:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>in the state machine's transition table. In this case, you
need to specify a source state, event, actions and guards but no
target state, which eUML will interpret as an internal
transition, for example this defines a transition internal to
@@ -352,11 +352,11 @@ struct Open_impl : public Open_def
the standard alternative, adding orthogonal regions, because
event dispatching will, if accepted by the internal table, not
continue to the subregions. This gives you a O(1) dispatch
instead of O(number of regions).</p></li></ul></div></div><div class="sect2" title="Kleene(any) event)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2001"></a><span class="command"><strong><a name="kleene-event"></a></strong></span>Kleene(any) event)</h3></div></div></div><p>As for the functor front-end, eUML supports the concept of an <span class="italic"><span class="command"><strong><a class="command" href="ch03s03.html#any-event">any</a></strong></span></span>
instead of O(number of regions).</p></li></ul></div></div><div class="sect2" title="Kleene(any) event)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2009"></a><span class="command"><strong><a name="kleene-event"></a></strong></span>Kleene(any) event)</h3></div></div></div><p>As for the functor front-end, eUML supports the concept of an <span class="italic"><span class="command"><strong><a class="command" href="ch03s03.html#any-event">any</a></strong></span></span>
event, but boost::any is not an acceptable eUML terminal. If you need an
<span class="italic">any</span> event, use
msm::front::euml::kleene, which inherits boost::any. The same transition as
with boost:any would be: </p><pre class="programlisting">State1 + kleene == State2</pre></div><div class="sect2" title="Other state types"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2016"></a>Other state types</h3></div></div></div><p>We saw the <span class="command"><strong><a class="command" href="ch03s04.html#eUML-build-state">build_state</a></strong></span>
with boost:any would be: </p><pre class="programlisting">State1 + kleene == State2</pre></div><div class="sect2" title="Other state types"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2024"></a>Other state types</h3></div></div></div><p>We saw the <span class="command"><strong><a class="command" href="ch03s04.html#eUML-build-state">build_state</a></strong></span>
function, which creates a simple state. Likewise, eUML provides other
state-building macros for other types of states:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>BOOST_MSM_EUML_TERMINATE_STATE takes the same arguments as
BOOST_MSM_EUML_STATE and defines, well, a terminate
@@ -396,7 +396,7 @@ struct Open_impl : public Open_def
</p><pre class="programlisting">entry_pt_(SubFsm2,PseudoEntry1) == State1 + event4</pre><p>For exit points, it is again the same syntax except that exit points are
used as source of the transition:
</p><pre class="programlisting">State2 == exit_pt_(SubFsm2,PseudoExit1) + event6 </pre><p>The <a class="link" href="examples/DirectEntryEuml.cpp" target="_top">entry tutorial</a>
is also available with eUML.</p></div><div class="sect2" title="Helper functions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2080"></a>Helper functions</h3></div></div></div><p>We saw a few helpers but there are more, so let us have a more complete description:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>event_ : used inside any action, the event triggering the
is also available with eUML.</p></div><div class="sect2" title="Helper functions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2088"></a>Helper functions</h3></div></div></div><p>We saw a few helpers but there are more, so let us have a more complete description:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>event_ : used inside any action, the event triggering the
transition</p></li><li class="listitem"><p>state_: used inside entry and exit actions, the entered /
exited state</p></li><li class="listitem"><p>source_: used inside a transition action, the source
state</p></li><li class="listitem"><p>target_: used inside a transition action, the target
@@ -434,7 +434,7 @@ struct Open_impl : public Open_def
MSM_EUML_METHOD or MSM_EUML_FUNCTION will create a correct functor. Your own
eUML functors written as described at the beginning of this section will
also work well, <span class="underline">except</span>, for the
moment, with the while_, if_then_, if_then_else_ functions.</p></div><div class="sect2" title="Phoenix-like STL support"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2183"></a>Phoenix-like STL support</h3></div></div></div><p>eUML supports most C++ operators (except address-of). For example it is
moment, with the while_, if_then_, if_then_else_ functions.</p></div><div class="sect2" title="Phoenix-like STL support"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2191"></a>Phoenix-like STL support</h3></div></div></div><p>eUML supports most C++ operators (except address-of). For example it is
possible to write event_(some_attribute)++ or [source_(some_bool) &amp;&amp;
fsm_(some_other_bool)]. But a programmer needs more than operators in his
daily programming. The STL is clearly a must have. Therefore, eUML comes in
@@ -463,7 +463,7 @@ struct Open_impl : public Open_def
current state has an attribute m_src_it (an iterator). If this
iterator != fsm.m_src_container.end(), process OneSong on fsm,
copy-constructed from state.m_src_it which we
post-increment</p></li></ul></div></div><div class="sect2" title="Writing actions with Boost.Phoenix (in development)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2236"></a><span class="command"><strong><a name="eUML-phoenix"></a></strong></span>Writing actions with Boost.Phoenix (in development)</h3></div></div></div><p> It is also possible to write actions, guards, state entry and exit
post-increment</p></li></ul></div></div><div class="sect2" title="Writing actions with Boost.Phoenix (in development)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2244"></a><span class="command"><strong><a name="eUML-phoenix"></a></strong></span>Writing actions with Boost.Phoenix (in development)</h3></div></div></div><p> It is also possible to write actions, guards, state entry and exit
actions using a reduced set of Boost.Phoenix capabilities. This feature
is still in development stage, so you might get here and there some
surprise. Simple cases, however, should work well. What will not work

View File

@@ -1,6 +1,6 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>Back-end</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03s04.html" title="eUML (experimental)"><link rel="next" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Back-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Back-end"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2290"></a>Back-end</h2></div></div></div><p>There is, at the moment, one back-end. This back-end contains the library
<title>Back-end</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03s04.html" title="eUML (experimental)"><link rel="next" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Back-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Back-end"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2298"></a>Back-end</h2></div></div></div><p>There is, at the moment, one back-end. This back-end contains the library
engine and defines the performance and functionality trade-offs. The currently
available back-end implements most of the functionality defined by the UML 2.0
standard at very high runtime speed, in exchange for longer compile-time. The
@@ -8,11 +8,11 @@
capabilities allowing the framework to adapt itself to the features used by a
given concrete state machine. All unneeded features either disable themselves or
can be manually disabled. See section 5.1 for a complete description of the
run-to-completion algorithm.</p><div class="sect2" title="Creation"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2295"></a>Creation </h3></div></div></div><p>MSM being divided between front and back-end, one needs to first define a
run-to-completion algorithm.</p><div class="sect2" title="Creation"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2303"></a>Creation </h3></div></div></div><p>MSM being divided between front and back-end, one needs to first define a
front-end. Then, to create a real state machine, the back-end must be
declared:
</p><pre class="programlisting">typedef msm::back::state_machine&lt;my_front_end&gt; my_fsm;</pre><p>We now have a fully functional state machine type. The next sections will
describe what can be done with it.</p></div><div class="sect2" title="Starting and stopping a state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2304"></a><span class="command"><strong><a name="backend-start"></a></strong></span>Starting and stopping a state
describe what can be done with it.</p></div><div class="sect2" title="Starting and stopping a state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2312"></a><span class="command"><strong><a name="backend-start"></a></strong></span>Starting and stopping a state
machine</h3></div></div></div><p>The <code class="code">start()</code> method starts the state machine, meaning it will
activate the initial state, which means in turn that the initial state's
entry behavior will be called. We need the start method because you do not
@@ -23,7 +23,7 @@
the algorithm run once. The <a class="link" href="examples/iPodSearch.cpp" target="_top">iPodSearch</a> example uses this possibility.</p><p>The <code class="code">stop()</code> method works the same way. It will cause the exit
actions of the currently active states(s) to be called.</p><p>Both methods are actually not an absolute need. Not calling them will
simply cause your first entry or your last exit action not to be
called.</p></div><div class="sect2" title="Event dispatching"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2323"></a>Event dispatching</h3></div></div></div><p>The main reason to exist for a state machine is to dispatch events. For
called.</p></div><div class="sect2" title="Event dispatching"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2331"></a>Event dispatching</h3></div></div></div><p>The main reason to exist for a state machine is to dispatch events. For
MSM, events are objects of a given event type. The object itself can contain
data, but the event type is what decides of the transition to be taken. For
MSM, if some_event is a given type (a simple struct for example) and e1 and
@@ -34,14 +34,14 @@
an event of type some_event, you can simply create one on the fly or
instantiate if before processing: </p><pre class="programlisting">my_fsm fsm; fsm.process_event(some_event());
some_event e1; fsm.process_event(e1)</pre><p>Creating an event on the fly will be optimized by the compiler so the
performance will not degrade.</p></div><div class="sect2" title="Active state(s)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2332"></a>Active state(s)</h3></div></div></div><p>The backend also offers a way to know which state is active, though you
performance will not degrade.</p></div><div class="sect2" title="Active state(s)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2340"></a>Active state(s)</h3></div></div></div><p>The backend also offers a way to know which state is active, though you
will normally only need this for debugging purposes. If what you need simply
is doing something with the active state, <span class="command"><strong><a class="command" href="ch02s02.html#UML-internal-transition">internal transitions</a></strong></span> or
<span class="command"><strong><a class="command" href="ch03s05.html#backend-visitor">visitors</a></strong></span> are a better
alternative. If you need to know what state is active, const int*
current_state() will return an array of state ids. Please refer to the
<span class="command"><strong><a class="command" href="ch06s03.html#internals-state-id">internals section</a></strong></span> to
know how state ids are generated.</p></div><div class="sect2" title="Serialization"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2346"></a><span class="command"><strong><a name="back-end-serialization"></a></strong></span>Serialization</h3></div></div></div><p>A common need is the ability to save a state machine and restore it at a
know how state ids are generated.</p></div><div class="sect2" title="Serialization"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2354"></a><span class="command"><strong><a name="back-end-serialization"></a></strong></span>Serialization</h3></div></div></div><p>A common need is the ability to save a state machine and restore it at a
different time. MSM supports this feature for the basic and functor
front-ends, and in a more limited manner for eUML. MSM supports
boost::serialization out of the box (by offering a <code class="code">serialize</code>
@@ -110,7 +110,7 @@ std::ofstream ofs("fsm.txt");
serializing must be done in a stable state, when no event is being
processed. You can serialize during event processing only if using no queue
(deferred or event queue).</p><p>This <a class="link" href="examples/Serialize.cpp" target="_top">example</a> shows a state machine which we serialize after processing an
event. The <code class="code">Empty</code> state also has some data to serialize.</p></div><div class="sect2" title="Base state type"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2399"></a><span class="command"><strong><a name="backend-base-state"></a></strong></span>Base state type </h3></div></div></div><p>Sometimes, one needs to customize states to avoid repetition and provide a
event. The <code class="code">Empty</code> state also has some data to serialize.</p></div><div class="sect2" title="Base state type"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2407"></a><span class="command"><strong><a name="backend-base-state"></a></strong></span>Base state type </h3></div></div></div><p>Sometimes, one needs to customize states to avoid repetition and provide a
common functionality, for example in the form of a virtual method. You might
also want to make your states polymorphic so that you can call typeid on
them for logging or debugging. It is also useful if you need a visitor, like
@@ -133,7 +133,7 @@ std::ofstream ofs("fsm.txt");
</p><pre class="programlisting">struct player_ : public msm::front::state_machine&lt;player_,my_base_state&gt; </pre></li></ul></div><p>You can also ask for a state with a given id (which you might have gotten
from current_state()) using <code class="code">const base_state* get_state_by_id(int id)
const</code> where base_state is the one you just defined. You can now
do something polymorphically.</p></div><div class="sect2" title="Visitor"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2425"></a><span class="command"><strong><a name="backend-visitor"></a></strong></span>Visitor</h3></div></div></div><p>In some cases, having a pointer-to-base of the currently active states is
do something polymorphically.</p></div><div class="sect2" title="Visitor"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2433"></a><span class="command"><strong><a name="backend-visitor"></a></strong></span>Visitor</h3></div></div></div><p>In some cases, having a pointer-to-base of the currently active states is
not enough. You might want to call non-virtually a method of the currently
active states. It will not be said that MSM forces the virtual keyword down
your throat!</p><p>To achieve this goal, MSM provides its own variation of a visitor pattern
@@ -172,18 +172,18 @@ struct my_visitable_state
the accept function is to contain a parameter passed by reference, pass this
parameter with a boost:ref/cref to avoid undesired copies or slicing. So,
for example, in the above case, call:</p><pre class="programlisting">SomeVisitor vis; sm.visit_current_states(boost::ref(vis));</pre><p>This <a class="link" href="examples/SM-2Arg.cpp" target="_top">example</a> uses a
visiting function with 2 arguments.</p></div><div class="sect2" title="Flags"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2468"></a>Flags</h3></div></div></div><p>Flags is a MSM-only concept, supported by all front-ends, which base
visiting function with 2 arguments.</p></div><div class="sect2" title="Flags"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2476"></a>Flags</h3></div></div></div><p>Flags is a MSM-only concept, supported by all front-ends, which base
themselves on the functions: </p><pre class="programlisting">template &lt;class Flag&gt; bool is_flag_active()
template &lt;class Flag,class BinaryOp&gt; bool is_flag_active()</pre><p>These functions return true if the currently active state(s) support the
Flag property. The first variant ORs the result if there are several
orthogonal regions, the second one expects OR or AND, for example:</p><pre class="programlisting">my_fsm.is_flag_active&lt;MyFlag&gt;()
my_fsm.is_flag_active&lt;MyFlag,my_fsm_type::Flag_OR&gt;()</pre><p>Please refer to the front-ends sections for usage examples.</p></div><div class="sect2" title="Getting a state"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2481"></a>Getting a state</h3></div></div></div><p>It is sometimes necessary to have the client code get access to the
my_fsm.is_flag_active&lt;MyFlag,my_fsm_type::Flag_OR&gt;()</pre><p>Please refer to the front-ends sections for usage examples.</p></div><div class="sect2" title="Getting a state"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2489"></a>Getting a state</h3></div></div></div><p>It is sometimes necessary to have the client code get access to the
states' data. After all, the states are created once for good and hang
around as long as the state machine does so why not use it? You simply just
need sometimes to get information about any state, even inactive ones. An
example is if you want to write a coverage tool and know how many times a
state was visited. To get a state, use the get_state method giving the state
name, for example: </p><pre class="programlisting">player::Stopped* tempstate = p.get_state&lt;player::Stopped*&gt;();</pre><p> or </p><pre class="programlisting">player::Stopped&amp; tempstate2 = p.get_state&lt;player::Stopped&amp;&gt;();</pre><p>depending on your personal taste. </p></div><div class="sect2" title="State machine constructor with arguments"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2494"></a><span class="command"><strong><a name="backend-fsm-constructor-args"></a></strong></span> State machine constructor with arguments </h3></div></div></div><p>You might want to define a state machine with a non-default constructor.
name, for example: </p><pre class="programlisting">player::Stopped* tempstate = p.get_state&lt;player::Stopped*&gt;();</pre><p> or </p><pre class="programlisting">player::Stopped&amp; tempstate2 = p.get_state&lt;player::Stopped&amp;&gt;();</pre><p>depending on your personal taste. </p></div><div class="sect2" title="State machine constructor with arguments"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2502"></a><span class="command"><strong><a name="backend-fsm-constructor-args"></a></strong></span> State machine constructor with arguments </h3></div></div></div><p>You might want to define a state machine with a non-default constructor.
For example, you might want to write: </p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt;
{
player_(int some_value){&#8230;}
@@ -209,7 +209,7 @@ player p(boost::ref(data),3);
where some data is passed:</p><pre class="programlisting">player p( back::states_ &lt;&lt; Playing(back::states_ &lt;&lt; Song1(some_Song1_data)) ,
boost::ref(data),3);</pre><p>It is also possible to replace a given state by a new instance at any time
using <code class="code">set_states()</code> and the same syntax, for example:
</p><pre class="programlisting">p.set_states( back::states_ &lt;&lt; state_1 &lt;&lt; ... &lt;&lt; state_n );</pre><p>An <a class="link" href="examples/Constructor.cpp" target="_top">example</a> making intensive use of this capability is provided.</p></div><div class="sect2" title="Trading run-time speed for better compile-time / multi-TU compilation"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2534"></a><span class="command"><strong><a name="backend-tradeof-rt-ct"></a></strong></span>Trading run-time speed for
</p><pre class="programlisting">p.set_states( back::states_ &lt;&lt; state_1 &lt;&lt; ... &lt;&lt; state_n );</pre><p>An <a class="link" href="examples/Constructor.cpp" target="_top">example</a> making intensive use of this capability is provided.</p></div><div class="sect2" title="Trading run-time speed for better compile-time / multi-TU compilation"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2542"></a><span class="command"><strong><a name="backend-tradeof-rt-ct"></a></strong></span>Trading run-time speed for
better compile-time / multi-TU compilation</h3></div></div></div><p>MSM is optimized for run-time speed at the cost of longer compile-time.
This can become a problem with older compilers and big state machines,
especially if you don't really care about run-time speed that much and would
@@ -232,7 +232,7 @@ BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(mysubmachine)</pre></li><li class="listite
submachines, which will greatly speed up the compilation if you factor your
state machine into smaller submachines.</p><p>Independently, transition conflicts resolution will also be much
faster.</p><p>This policy uses boost.any behind the hood, which means that we will lose
one feature which MSM offers with the default policy, <a class="link" href="ch03s02.html#event-hierarchy">event hierarchy</a>. The following
a feature which MSM offers with the default policy, <a class="link" href="ch03s02.html#event-hierarchy">event hierarchy</a>. The following
example takes our iPod example and speeds up compile-time by using this
technique. We have:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><a class="link" href="examples/iPod_distributed/iPod.cpp" target="_top">our main
state machine and main function</a></p></li><li class="listitem"><p><a class="link" href="examples/iPod_distributed/PlayingMode.hpp" target="_top">PlayingMode moved to a separate header</a></p></li><li class="listitem"><p><a class="link" href="examples/iPod_distributed/PlayingMode.cpp" target="_top">a
@@ -240,7 +240,7 @@ BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(mysubmachine)</pre></li><li class="listite
cpp for MenuMode</a></p></li><li class="listitem"><p><a class="link" href="examples/iPod_distributed/Events.hpp" target="_top">events
move to a separate header as all machines use
it</a></p></li></ul></div><p>
</p></div><div class="sect2" title="Compile-time state machine analysis"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2616"></a><span class="command"><strong><a name="backend-compile-time-analysis"></a></strong></span>Compile-time state machine analysis </h3></div></div></div><p>A MSM state machine being a metaprogram, it is only logical that cheking
</p></div><div class="sect2" title="Compile-time state machine analysis"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2624"></a><span class="command"><strong><a name="backend-compile-time-analysis"></a></strong></span>Compile-time state machine analysis </h3></div></div></div><p>A MSM state machine being a metaprogram, it is only logical that cheking
for the validity of a concrete state machine happens compile-time. To this
aim, using the compile-time graph library <a class="link" href="http://www.dynagraph.org/mpl_graph/" target="_top">mpl_graph</a> (delivered at the moment
with MSM) from Gordon Woodhull, MSM provides several compile-time checks:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Check that orthogonal regions ar truly orthogonal.</p></li><li class="listitem"><p>Check that all states are either reachable from the initial
@@ -254,12 +254,12 @@ BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(mysubmachine)</pre></li><li class="listite
versions of MSM.</p><p>The same algorithm is also used in case you want to omit providing the
region index in the <span class="command"><strong><a class="command" href="ch03s02.html#explicit-entry-no-region-id">explicit entry / pseudo entry state</a></strong></span> declaration.</p><p>The author's advice is to enable the checks after any state machine
structure change and disable it again after sucessful analysis.</p><p>The <a class="link" href="examples/TestErrorOrthogonality.cpp" target="_top">following example</a> provokes an assertion if one of the first two lines
of the transition table is used.</p></div><div class="sect2" title="Enqueueing events for later processing"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2660"></a><span class="command"><strong><a name="backend-enqueueing"></a></strong></span> Enqueueing events for later
of the transition table is used.</p></div><div class="sect2" title="Enqueueing events for later processing"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2668"></a><span class="command"><strong><a name="backend-enqueueing"></a></strong></span> Enqueueing events for later
processing </h3></div></div></div><p>Calling <code class="code">process_event(Event const&amp;)</code> will immediately
process the event with run-to-completion semantics. You can also enqueue the
events and delay their processing by calling <code class="code">enqueue_event(Event
const&amp;)</code> instead. Calling <code class="code">execute_queued_events()</code> will then
process all enqueued events (in FIFO order).</p><p>You can query the queue size by calling <code class="code">get_message_queue_size()</code>.</p></div><div class="sect2" title="Customizing the message queues"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2680"></a><span class="command"><strong><a name="backend-queues"></a></strong></span> Customizing the message queues </h3></div></div></div><p>MSM uses by default a std::deque for its queues (one message queue for
process all enqueued events (in FIFO order).</p><p>You can query the queue size by calling <code class="code">get_message_queue_size()</code>.</p></div><div class="sect2" title="Customizing the message queues"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2688"></a><span class="command"><strong><a name="backend-queues"></a></strong></span> Customizing the message queues </h3></div></div></div><p>MSM uses by default a std::deque for its queues (one message queue for
events generated during run-to-completion or with
<code class="code">enqueue_event</code>, one for deferred events). Unfortunately, on some
STL implementations, it is a very expensive container in size and copying
@@ -270,14 +270,14 @@ BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(mysubmachine)</pre></li><li class="listite
Boost::circular_buffer is outside of the scope of this documentation. What
you will however need to define is the queue capacity (initially is 0) to
what you think your queue will at most grow, for example (size 1 is
common):</p><pre class="programlisting"> fsm.get_message_queue().set_capacity(1); </pre></div><div class="sect2" title="Policy definition with Boost.Parameter"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2695"></a><span class="command"><strong><a name="backend-boost-parameter"></a></strong></span>Policy definition with Boost.Parameter </h3></div></div></div><p>MSM uses Boost.Parameter to allow easier definition of
common):</p><pre class="programlisting"> fsm.get_message_queue().set_capacity(1); </pre></div><div class="sect2" title="Policy definition with Boost.Parameter"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2703"></a><span class="command"><strong><a name="backend-boost-parameter"></a></strong></span>Policy definition with Boost.Parameter </h3></div></div></div><p>MSM uses Boost.Parameter to allow easier definition of
back::state_machine&lt;&gt; policy arguments (all except the front-end). This
allows you to define policy arguments (history, compile-time / run-time,
state machine analysis, container for the queues) at any position, in any
number. For example: </p><pre class="programlisting"> typedef msm::back::state_machine&lt; player_,msm::back::mpl_graph_fsm_check&gt; player;
typedef msm::back::state_machine&lt; player_,msm::back::AlwaysHistory&gt; player;
typedef msm::back::state_machine&lt; player_,msm::back::mpl_graph_fsm_check,msm::back::AlwaysHistory&gt; player;
typedef msm::back::state_machine&lt; player_,msm::back::AlwaysHistory,msm::back::mpl_graph_fsm_check&gt; player; </pre></div><div class="sect2" title="Choosing when to switch active states"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2703"></a><span class="command"><strong><a name="backend-state-switch"></a></strong></span>Choosing when to switch active
typedef msm::back::state_machine&lt; player_,msm::back::AlwaysHistory,msm::back::mpl_graph_fsm_check&gt; player; </pre></div><div class="sect2" title="Choosing when to switch active states"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2711"></a><span class="command"><strong><a name="backend-state-switch"></a></strong></span>Choosing when to switch active
states </h3></div></div></div><p>The UML Standard is silent about a very important question: when a
transition fires, at which exact point is the target state the new active
state of a state machine? At the end of the transition? After the source

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<title>Chapter&nbsp;4.&nbsp; Performance / Compilers</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch03s05.html" title="Back-end"><link rel="next" href="ch04s02.html" title="Executable size"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2762"></a>Chapter&nbsp;4.&nbsp; Performance / Compilers</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch04.html#d0e2784">Speed</a></span></dt><dt><span class="sect1"><a href="ch04s02.html">Executable size</a></span></dt><dt><span class="sect1"><a href="ch04s03.html">Supported compilers</a></span></dt><dt><span class="sect1"><a href="ch04s04.html"> Limitations </a></span></dt><dt><span class="sect1"><a href="ch04s05.html"> Compilers corner </a></span></dt></dl></div><p>Tests were made on different PCs running Windows XP and Vista and compiled with
<title>Chapter&nbsp;4.&nbsp; Performance / Compilers</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch03s05.html" title="Back-end"><link rel="next" href="ch04s02.html" title="Executable size"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2770"></a>Chapter&nbsp;4.&nbsp; Performance / Compilers</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch04.html#d0e2792">Speed</a></span></dt><dt><span class="sect1"><a href="ch04s02.html">Executable size</a></span></dt><dt><span class="sect1"><a href="ch04s03.html">Supported compilers</a></span></dt><dt><span class="sect1"><a href="ch04s04.html"> Limitations </a></span></dt><dt><span class="sect1"><a href="ch04s05.html"> Compilers corner </a></span></dt></dl></div><p>Tests were made on different PCs running Windows XP and Vista and compiled with
VC9 SP1 or Ubuntu and compiled with g++ 4.2 and 4.3. For these tests, the same
player state machine was written using Boost.Statechart, as a <a class="link" href="examples/SCSimple.cpp" target="_top">state machine with only simple states</a>
and as a <a class="link" href="examples/SCComposite.cpp" target="_top">state machine with a composite
@@ -9,5 +9,5 @@
the simple one also with <a class="link" href="examples/MsmSimpleFunctors.cpp" target="_top">functors</a> and with <a class="link" href="examples/EumlSimple.cpp" target="_top">eUML</a>. As these simple machines need no terminate/interrupt states, no
message queue and have no-throw guarantee on their actions, the MSM state machines
are defined with minimum functionality. Test machine is a Q6600 2.4GHz, Vista
64.</p><div class="sect1" title="Speed"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2784"></a>Speed</h2></div></div></div><p>VC9:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>The simple test completes 90 times faster with MSM than with
64.</p><div class="sect1" title="Speed"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2792"></a>Speed</h2></div></div></div><p>VC9:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>The simple test completes 90 times faster with MSM than with
Boost.Statechart</p></li><li class="listitem"><p>The composite test completes 25 times faster with MSM</p></li></ul></div><p>gcc 4.2.3 (Ubuntu 8.04 in VMWare, same PC):</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>The simple test completes 46 times faster with MSM</p></li><li class="listitem"><p>The composite test completes 19 times faster with Msm</p></li></ul></div></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch03s05.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch04s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Back-end&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Executable size</td></tr></table></div></body></html>

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<title>Executable size</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="next" href="ch04s03.html" title="Supported compilers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Executable size</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Executable size"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2805"></a>Executable size</h2></div></div></div><p>There are some worries that MSM generates huge code. Is it true? The 2
<title>Executable size</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="next" href="ch04s03.html" title="Supported compilers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Executable size</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Executable size"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2813"></a>Executable size</h2></div></div></div><p>There are some worries that MSM generates huge code. Is it true? The 2
compilers I tested disagree with this claim. On VC9, the test state machines
used in the performance section produce executables of 14kB (for simple and
eUML) and 21kB (for the composite). This includes the test code and iostreams.

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<title>Supported compilers</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04s02.html" title="Executable size"><link rel="next" href="ch04s04.html" title="Limitations"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Supported compilers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Supported compilers"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2810"></a>Supported compilers</h2></div></div></div><p>For a current status, have a look at the <a class="link" href="http://www.boost.org/development/tests/trunk/developer/msm.html" target="_top">regression tests</a>.</p><p>MSM was successfully tested with: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>VC8 (partly), VC9, VC10</p></li><li class="listitem"><p>g++ 4.0.1 and higher</p></li><li class="listitem"><p>Intel 10.1 and higher</p></li><li class="listitem"><p>Clang 2.9</p></li><li class="listitem"><p>Green Hills Software MULTI for ARM v5.0.5 patch 4416 (Simple and
<title>Supported compilers</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04s02.html" title="Executable size"><link rel="next" href="ch04s04.html" title="Limitations"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Supported compilers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Supported compilers"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2818"></a>Supported compilers</h2></div></div></div><p>For a current status, have a look at the <a class="link" href="http://www.boost.org/development/tests/trunk/developer/msm.html" target="_top">regression tests</a>.</p><p>MSM was successfully tested with: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>VC8 (partly), VC9, VC10</p></li><li class="listitem"><p>g++ 4.0.1 and higher</p></li><li class="listitem"><p>Intel 10.1 and higher</p></li><li class="listitem"><p>Clang 2.9</p></li><li class="listitem"><p>Green Hills Software MULTI for ARM v5.0.5 patch 4416 (Simple and
Composite tutorials)</p></li><li class="listitem"><p>Partial support for IBM compiler</p></li></ul></div><p>VC8 and to some lesser extent VC9 suffer from a bug. Enabling the option
"Enable Minimal Rebuild" (/Gm) will cause much higher compile-time (up to three
times with VC8!). This option being activated per default in Debug mode, this

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<title>Limitations</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04s03.html" title="Supported compilers"><link rel="next" href="ch04s05.html" title="Compilers corner"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> Limitations </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Limitations"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2841"></a> Limitations </h2></div></div></div><p>
<title>Limitations</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04s03.html" title="Supported compilers"><link rel="next" href="ch04s05.html" title="Compilers corner"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> Limitations </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Limitations"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2849"></a> Limitations </h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Compilation times of state machines with &gt; 80 transitions that are
going to make you storm the CFO's office and make sure you get a
shiny octocore with 12GB RAM by next week, unless he's interested in

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<title>Compilers corner</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04s04.html" title="Limitations"><link rel="next" href="ch05.html" title="Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> Compilers corner </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Compilers corner"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2862"></a> Compilers corner </h2></div></div></div><p>Compilers are sometimes full of surprises and such strange errors happened in
<title>Compilers corner</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04s04.html" title="Limitations"><link rel="next" href="ch05.html" title="Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> Compilers corner </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Compilers corner"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2870"></a> Compilers corner </h2></div></div></div><p>Compilers are sometimes full of surprises and such strange errors happened in
the course of the development that I wanted to list the most fun for readers&#8217;
entertainment.</p><p><span class="underline">VC8</span>: </p><pre class="programlisting">template &lt;class StateType&gt;
typename ::boost::enable_if&lt;

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<title>Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch04s05.html" title="Compilers corner"><link rel="next" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2912"></a>Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips</h2></div></div></div><p><span class="underline">Where should I define a state machine?</span>: The
<title>Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch04s05.html" title="Compilers corner"><link rel="next" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2920"></a>Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips</h2></div></div></div><p><span class="underline">Where should I define a state machine?</span>: The
tutorials are implemented in a simple cpp source file for simplicity. I want to
model dynamic behavior of a class as a state machine, how should I define the state
machine?</p><p><span class="underline">Answer</span>: Usually you'll want to implement the

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<title>Chapter&nbsp;6.&nbsp;Internals</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch05.html" title="Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips"><link rel="next" href="ch06s02.html" title="Frontend / Backend interface"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;6.&nbsp;Internals</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;6.&nbsp;Internals"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2997"></a>Chapter&nbsp;6.&nbsp;Internals</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch06.html#d0e3002">Backend: Run To Completion</a></span></dt><dt><span class="sect1"><a href="ch06s02.html">Frontend / Backend
<title>Chapter&nbsp;6.&nbsp;Internals</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch05.html" title="Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips"><link rel="next" href="ch06s02.html" title="Frontend / Backend interface"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;6.&nbsp;Internals</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;6.&nbsp;Internals"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3005"></a>Chapter&nbsp;6.&nbsp;Internals</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch06.html#d0e3010">Backend: Run To Completion</a></span></dt><dt><span class="sect1"><a href="ch06s02.html">Frontend / Backend
interface</a></span></dt><dt><span class="sect1"><a href="ch06s03.html"> Generated state ids </a></span></dt><dt><span class="sect1"><a href="ch06s04.html">Metaprogramming tools</a></span></dt></dl></div><p>This chapter describes the internal machinery of the back-end, which can be useful
for UML experts but can be safely ignored for most users. For implementers, the
interface between front- and back- end is also described in detail.</p><div class="sect1" title="Backend: Run To Completion"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3002"></a><span class="command"><strong><a name="run-to-completion"></a></strong></span>Backend: Run To Completion</h2></div></div></div><p>The back-end implements the following run-to completion algorithm:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Check if one region of the concrete state machine is in a
interface between front- and back- end is also described in detail.</p><div class="sect1" title="Backend: Run To Completion"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3010"></a><span class="command"><strong><a name="run-to-completion"></a></strong></span>Backend: Run To Completion</h2></div></div></div><p>The back-end implements the following run-to completion algorithm:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Check if one region of the concrete state machine is in a
terminate or interrupt state. If yes, event processing is disabled
while the condition lasts (forever for a terminate pseudo-state,
while active for an interrupt pseudo-state).</p></li><li class="listitem"><p>If the message queue feature is enabled and if the state machine

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<title>Frontend / Backend interface</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="prev" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="next" href="ch06s03.html" title="Generated state ids"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Frontend / Backend
interface</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;6.&nbsp;Internals</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Frontend / Backend interface"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3068"></a><span class="command"><strong><a name="internals-front-back-interface"></a></strong></span>Frontend / Backend
<title>Frontend / Backend interface</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="prev" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="next" href="ch06s03.html" title="Generated state ids"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Frontend / Backend
interface</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;6.&nbsp;Internals</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Frontend / Backend interface"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3076"></a><span class="command"><strong><a name="internals-front-back-interface"></a></strong></span>Frontend / Backend
interface</h2></div></div></div><p>The design of MSM tries to make front-ends and back-ends (later) to be as
interchangeable as possible. Of course, no back-end will ever implement every
feature defined by any possible front-end and inversely, but the goal is to make

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<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>Generated state ids</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="prev" href="ch06s02.html" title="Frontend / Backend interface"><link rel="next" href="ch06s04.html" title="Metaprogramming tools"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> Generated state ids </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;6.&nbsp;Internals</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Generated state ids"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3246"></a><span class="command"><strong><a name="internals-state-id"></a></strong></span> Generated state ids </h2></div></div></div><p>Normally, one does not need to know the ids are generated for all the states
<title>Generated state ids</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="prev" href="ch06s02.html" title="Frontend / Backend interface"><link rel="next" href="ch06s04.html" title="Metaprogramming tools"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> Generated state ids </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;6.&nbsp;Internals</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Generated state ids"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3254"></a><span class="command"><strong><a name="internals-state-id"></a></strong></span> Generated state ids </h2></div></div></div><p>Normally, one does not need to know the ids are generated for all the states
of a state machine, unless for debugging purposes, like the pstate function does
in the tutorials in order to display the name of the current state. This section
will show how to automatically display typeid-generated names, but these are not

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<title>Metaprogramming tools</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="prev" href="ch06s03.html" title="Generated state ids"><link rel="next" href="ch07.html" title="Chapter&nbsp;7.&nbsp;Acknowledgements"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Metaprogramming tools</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;6.&nbsp;Internals</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch07.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Metaprogramming tools"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3258"></a>Metaprogramming tools</h2></div></div></div><p>We can find for the transition table more uses than what we have seen so far.
<title>Metaprogramming tools</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="prev" href="ch06s03.html" title="Generated state ids"><link rel="next" href="ch07.html" title="Chapter&nbsp;7.&nbsp;Acknowledgements"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Metaprogramming tools</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;6.&nbsp;Internals</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch07.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Metaprogramming tools"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3266"></a>Metaprogramming tools</h2></div></div></div><p>We can find for the transition table more uses than what we have seen so far.
Let's suppose you need to write a coverage tool. A state machine would be
perfect for such a job, if only it could provide some information about its
structure. Thanks to the transition table and Boost.MPL, it does.</p><p>What is needed for a coverage tool? You need to know how many states are

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<title>Chapter&nbsp;7.&nbsp;Acknowledgements</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch06s04.html" title="Metaprogramming tools"><link rel="next" href="ch07s02.html" title="MSM v1"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;7.&nbsp;Acknowledgements</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch07s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;7.&nbsp;Acknowledgements"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3292"></a>Chapter&nbsp;7.&nbsp;Acknowledgements</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch07.html#d0e3297">MSM v2</a></span></dt><dt><span class="sect1"><a href="ch07s02.html"> MSM v1</a></span></dt></dl></div><p>I am in debt to the following people who helped MSM along the way.</p><div class="sect1" title="MSM v2"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3297"></a>MSM v2</h2></div></div></div><p>
<title>Chapter&nbsp;7.&nbsp;Acknowledgements</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch06s04.html" title="Metaprogramming tools"><link rel="next" href="ch07s02.html" title="MSM v1"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;7.&nbsp;Acknowledgements</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch07s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;7.&nbsp;Acknowledgements"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3300"></a>Chapter&nbsp;7.&nbsp;Acknowledgements</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch07.html#d0e3305">MSM v2</a></span></dt><dt><span class="sect1"><a href="ch07s02.html"> MSM v1</a></span></dt></dl></div><p>I am in debt to the following people who helped MSM along the way.</p><div class="sect1" title="MSM v2"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3305"></a>MSM v2</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Thanks to Dave Abrahams for managing the review</p></li><li class="listitem"><p>Thanks to Eric Niebler for his patience correcting my grammar
errors</p></li><li class="listitem"><p>Special thanks to Joel de Guzman who gave me very good ideas at
the BoostCon09. These ideas were the starting point of the redesign.

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<title>MSM v1</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch07.html" title="Chapter&nbsp;7.&nbsp;Acknowledgements"><link rel="prev" href="ch07.html" title="Chapter&nbsp;7.&nbsp;Acknowledgements"><link rel="next" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> MSM v1</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch07.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;7.&nbsp;Acknowledgements</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08.html">Next</a></td></tr></table><hr></div><div class="sect1" title="MSM v1"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3325"></a> MSM v1</h2></div></div></div><p>
<title>MSM v1</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch07.html" title="Chapter&nbsp;7.&nbsp;Acknowledgements"><link rel="prev" href="ch07.html" title="Chapter&nbsp;7.&nbsp;Acknowledgements"><link rel="next" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> MSM v1</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch07.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;7.&nbsp;Acknowledgements</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08.html">Next</a></td></tr></table><hr></div><div class="sect1" title="MSM v1"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3333"></a> MSM v1</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>The original version of this framework is based on the brilliant
work of David Abrahams and Aleksey Gurtovoy who laid down the base
and the principles of the framework in their excellent book, &#8220;C++

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<title>Chapter&nbsp;8.&nbsp;Version history</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch07s02.html" title="MSM v1"><link rel="next" href="ch08s02.html" title="From V2.22 to V2.23 (Boost 1.50)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;8.&nbsp;Version history</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch07s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;8.&nbsp;Version history"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3341"></a>Chapter&nbsp;8.&nbsp;Version history</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch08.html#d0e3344">From V2.23 to V2.24 (Boost 1.51)</a></span></dt><dt><span class="sect1"><a href="ch08s02.html">From V2.22 to V2.23 (Boost 1.50)</a></span></dt><dt><span class="sect1"><a href="ch08s03.html">From V2.21 to V2.22 (Boost 1.48)</a></span></dt><dt><span class="sect1"><a href="ch08s04.html">From V2.20 to V2.21 (Boost 1.47)</a></span></dt><dt><span class="sect1"><a href="ch08s05.html">From V2.12 to V2.20 (Boost 1.46)</a></span></dt><dt><span class="sect1"><a href="ch08s06.html">From V2.10 to V2.12 (Boost 1.45)</a></span></dt><dt><span class="sect1"><a href="ch08s07.html">From V2.0 to V2.12 (Boost 1.44)</a></span></dt></dl></div><div class="sect1" title="From V2.23 to V2.24 (Boost 1.51)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3344"></a>From V2.23 to V2.24 (Boost 1.51)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p> Support for <span class="command"><strong><a class="command" href="ch03s03.html#any-event">boost::any</a></strong></span>
or <span class="command"><strong><a class="command" href="ch03s04.html#kleene-event">kleene</a></strong></span> as an
acceptable event.</p></li><li class="listitem"><p>Bugfix: compiler error with fsm internal table and
<code class="code">none</code>(compound) event.</p></li><li class="listitem"><p>Bugfix: <code class="code">euml::defer_</code> leading to stack overflow.</p></li></ul></div><p>
</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch07s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> MSM v1&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.22 to V2.23 (Boost 1.50)</td></tr></table></div></body></html>
<title>Chapter&nbsp;8.&nbsp;Version history</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch07s02.html" title="MSM v1"><link rel="next" href="ch08s02.html" title="From V2.23 to V2.24 (Boost 1.51)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;8.&nbsp;Version history</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch07s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;8.&nbsp;Version history"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3349"></a>Chapter&nbsp;8.&nbsp;Version history</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch08.html#d0e3352">From V2.24 to V2.25 (Boost 1.54)</a></span></dt><dt><span class="sect1"><a href="ch08s02.html">From V2.23 to V2.24 (Boost 1.51)</a></span></dt><dt><span class="sect1"><a href="ch08s03.html">From V2.22 to V2.23 (Boost 1.50)</a></span></dt><dt><span class="sect1"><a href="ch08s04.html">From V2.21 to V2.22 (Boost 1.48)</a></span></dt><dt><span class="sect1"><a href="ch08s05.html">From V2.20 to V2.21 (Boost 1.47)</a></span></dt><dt><span class="sect1"><a href="ch08s06.html">From V2.12 to V2.20 (Boost 1.46)</a></span></dt><dt><span class="sect1"><a href="ch08s07.html">From V2.10 to V2.12 (Boost 1.45)</a></span></dt><dt><span class="sect1"><a href="ch08s08.html">From V2.0 to V2.12 (Boost 1.44)</a></span></dt></dl></div><div class="sect1" title="From V2.24 to V2.25 (Boost 1.54)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3352"></a>From V2.24 to V2.25 (Boost 1.54)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Bugfix: Exit points broken for the favor_compile_time
policy.</p></li><li class="listitem"><p>Bugfix: copy breaks exit points of subsubmachines.</p></li><li class="listitem"><p>Bugfix: Trac 8046.</p></li></ul></div><p>
</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch07s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> MSM v1&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.23 to V2.24 (Boost 1.51)</td></tr></table></div></body></html>

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<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>From V2.22 to V2.23 (Boost 1.50)</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="next" href="ch08s03.html" title="From V2.21 to V2.22 (Boost 1.48)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">From V2.22 to V2.23 (Boost 1.50)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.22 to V2.23 (Boost 1.50)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3372"></a>From V2.22 to V2.23 (Boost 1.50)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p> <span class="command"><strong><a class="command" href="ch03s04.html#eUML-composite-table">eUML</a></strong></span> : better syntax
for front-ends defined with eUML as transititon table only. Caution:
Breaking Change!</p></li><li class="listitem"><p>Bugfix: graph building was only working if
<code class="code">initial_state</code> defined as a sequence</p></li><li class="listitem"><p>Bugfix: flags defined for a Terminate or Interrupt state do not
break the blocking function of these states any more.</p></li><li class="listitem"><p>Bugfix: multiple deferred events from several regions were not
working in every case.</p></li><li class="listitem"><p>Bugfix: visitor was passed by value to submachines.</p></li><li class="listitem"><p>Bugfix: <code class="code">no_transition</code> was not called for submachines who send an
event to themselves.</p></li><li class="listitem"><p>Fixed warnings with gcc</p></li></ul></div><p>
</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;8.&nbsp;Version history&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.21 to V2.22 (Boost 1.48)</td></tr></table></div></body></html>
<title>From V2.23 to V2.24 (Boost 1.51)</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="next" href="ch08s03.html" title="From V2.22 to V2.23 (Boost 1.50)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">From V2.23 to V2.24 (Boost 1.51)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.23 to V2.24 (Boost 1.51)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3368"></a>From V2.23 to V2.24 (Boost 1.51)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p> Support for <span class="command"><strong><a class="command" href="ch03s03.html#any-event">boost::any</a></strong></span>
or <span class="command"><strong><a class="command" href="ch03s04.html#kleene-event">kleene</a></strong></span> as an
acceptable event.</p></li><li class="listitem"><p>Bugfix: compiler error with fsm internal table and
<code class="code">none</code>(compound) event.</p></li><li class="listitem"><p>Bugfix: <code class="code">euml::defer_</code> leading to stack overflow.</p></li></ul></div><p>
</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;8.&nbsp;Version history&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.22 to V2.23 (Boost 1.50)</td></tr></table></div></body></html>

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<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>From V2.21 to V2.22 (Boost 1.48)</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s02.html" title="From V2.22 to V2.23 (Boost 1.50)"><link rel="next" href="ch08s04.html" title="From V2.20 to V2.21 (Boost 1.47)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">From V2.21 to V2.22 (Boost 1.48)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.21 to V2.22 (Boost 1.48)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3409"></a>From V2.21 to V2.22 (Boost 1.48)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>eUML: added easier event reprocessing:
<code class="code">process(event_)</code> and <code class="code">reprocess()</code></p></li><li class="listitem"><p>Rewrite of internal transition tables. There were a few bugs
(failing recursivity in internal transition tables of sub-sub
machines) and a missing feature (unused internal transition table of
the main state machine).</p></li><li class="listitem"><p>Bugfixes</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>Reverted favor_compile_time policy to Boost 1.46
state</p></li><li class="listitem"><p><code class="code">none</code> event now is convertible from any
other event </p></li><li class="listitem"><p>eUML and pseudo exit states</p></li><li class="listitem"><p>Fixed not working Flag_AND</p></li><li class="listitem"><p>Fixed rare bugs causing multiple processing of the
same event in a submachine whose transition table
contains this event and a base event of it.</p></li><li class="listitem"><p>gcc warnings about unused variables</p></li></ul></div></li><li class="listitem"><p>Breaking change: the new internal transition table feature causes
a minor breaking change. In a submachine, the "Fsm" template
parameter for guards / actions of an internal table declared using
<code class="code">internal_transition_table</code> now is the submachine,
not the higher-level state machine. Internal transitions declared
using internal rows in the higher-level state machine keep their
behavior (the "Fsm" parameter is the higher-level state machine). To
sum up, the internal transition "Fsm" parameter is the closest state
machine containing this transition.</p></li></ul></div><p>
</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.22 to V2.23 (Boost 1.50)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.20 to V2.21 (Boost 1.47)</td></tr></table></div></body></html>
<title>From V2.22 to V2.23 (Boost 1.50)</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s02.html" title="From V2.23 to V2.24 (Boost 1.51)"><link rel="next" href="ch08s04.html" title="From V2.21 to V2.22 (Boost 1.48)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">From V2.22 to V2.23 (Boost 1.50)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.22 to V2.23 (Boost 1.50)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3396"></a>From V2.22 to V2.23 (Boost 1.50)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p> <span class="command"><strong><a class="command" href="ch03s04.html#eUML-composite-table">eUML</a></strong></span> : better syntax
for front-ends defined with eUML as transititon table only. Caution:
Breaking Change!</p></li><li class="listitem"><p>Bugfix: graph building was only working if
<code class="code">initial_state</code> defined as a sequence</p></li><li class="listitem"><p>Bugfix: flags defined for a Terminate or Interrupt state do not
break the blocking function of these states any more.</p></li><li class="listitem"><p>Bugfix: multiple deferred events from several regions were not
working in every case.</p></li><li class="listitem"><p>Bugfix: visitor was passed by value to submachines.</p></li><li class="listitem"><p>Bugfix: <code class="code">no_transition</code> was not called for submachines who send an
event to themselves.</p></li><li class="listitem"><p>Fixed warnings with gcc</p></li></ul></div><p>
</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.23 to V2.24 (Boost 1.51)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.21 to V2.22 (Boost 1.48)</td></tr></table></div></body></html>

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<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>From V2.20 to V2.21 (Boost 1.47)</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s03.html" title="From V2.21 to V2.22 (Boost 1.48)"><link rel="next" href="ch08s05.html" title="From V2.12 to V2.20 (Boost 1.46)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">From V2.20 to V2.21 (Boost 1.47)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.20 to V2.21 (Boost 1.47)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3457"></a>From V2.20 to V2.21 (Boost 1.47)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Added a <span class="command"><strong><a class="command" href="ch03s05.html#backend-start">stop()</a></strong></span>
method in the back-end.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s04.html#eUML-phoenix">Added partial support for
Boost.Phoenix functors in eUML</a></strong></span></p></li><li class="listitem"><p>Added the possibility to choose when <span class="command"><strong><a class="command" href="ch03s05.html#backend-state-switch">state switching</a></strong></span>
occurs.</p></li><li class="listitem"><p>Bugfixes</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>Trac 5117, 5253, 5533, 5573</p></li><li class="listitem"><p>gcc warnings about unused variables</p></li><li class="listitem"><p>better implemenation of favor_compile_time back-end
policy</p></li><li class="listitem"><p>bug with eUML and state construction</p></li><li class="listitem"><p>incorrect eUML event and state macros</p></li><li class="listitem"><p>incorrect event type passed to a direct entry state's
on_entry action</p></li><li class="listitem"><p>more examples</p></li></ul></div></li></ul></div><p>
</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s03.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s05.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.21 to V2.22 (Boost 1.48)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.12 to V2.20 (Boost 1.46)</td></tr></table></div></body></html>
<title>From V2.21 to V2.22 (Boost 1.48)</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s03.html" title="From V2.22 to V2.23 (Boost 1.50)"><link rel="next" href="ch08s05.html" title="From V2.20 to V2.21 (Boost 1.47)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">From V2.21 to V2.22 (Boost 1.48)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.21 to V2.22 (Boost 1.48)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3433"></a>From V2.21 to V2.22 (Boost 1.48)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>eUML: added easier event reprocessing:
<code class="code">process(event_)</code> and <code class="code">reprocess()</code></p></li><li class="listitem"><p>Rewrite of internal transition tables. There were a few bugs
(failing recursivity in internal transition tables of sub-sub
machines) and a missing feature (unused internal transition table of
the main state machine).</p></li><li class="listitem"><p>Bugfixes</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>Reverted favor_compile_time policy to Boost 1.46
state</p></li><li class="listitem"><p><code class="code">none</code> event now is convertible from any
other event </p></li><li class="listitem"><p>eUML and pseudo exit states</p></li><li class="listitem"><p>Fixed not working Flag_AND</p></li><li class="listitem"><p>Fixed rare bugs causing multiple processing of the
same event in a submachine whose transition table
contains this event and a base event of it.</p></li><li class="listitem"><p>gcc warnings about unused variables</p></li></ul></div></li><li class="listitem"><p>Breaking change: the new internal transition table feature causes
a minor breaking change. In a submachine, the "Fsm" template
parameter for guards / actions of an internal table declared using
<code class="code">internal_transition_table</code> now is the submachine,
not the higher-level state machine. Internal transitions declared
using internal rows in the higher-level state machine keep their
behavior (the "Fsm" parameter is the higher-level state machine). To
sum up, the internal transition "Fsm" parameter is the closest state
machine containing this transition.</p></li></ul></div><p>
</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s03.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s05.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.22 to V2.23 (Boost 1.50)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.20 to V2.21 (Boost 1.47)</td></tr></table></div></body></html>

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<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>From V2.12 to V2.20 (Boost 1.46)</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s04.html" title="From V2.20 to V2.21 (Boost 1.47)"><link rel="next" href="ch08s06.html" title="From V2.10 to V2.12 (Boost 1.45)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">From V2.12 to V2.20 (Boost 1.46)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s06.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.12 to V2.20 (Boost 1.46)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3505"></a>From V2.12 to V2.20 (Boost 1.46)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Compile-time state machine analysis using mpl_graph:</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-compile-time-analysis">checking of region orthogonality</a></strong></span>.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-compile-time-analysis">search for unreachable states</a></strong></span>.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s02.html#explicit-entry-no-region-id">automatic region index search for pseudo entry or explicit
entry states</a></strong></span>.</p></li></ul></div></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-boost-parameter">Boost.Parameter interface definition</a></strong></span> for
msm::back::state_machine&lt;&gt; template arguments.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-queues">Possibility to provide a
container</a></strong></span> for the event and deferred event queues. A
policy implementation based on a more efficient Boost.CircularBuffer
is provided.</p></li><li class="listitem"><p>msm::back::state_machine&lt;&gt;::is_flag_active method made
const.</p></li><li class="listitem"><p>added possibility to <span class="command"><strong><a class="command" href="ch03s05.html#backend-enqueueing">enqueue events</a></strong></span> for delayed processing.</p></li><li class="listitem"><p>Bugfixes</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>Trac 4926</p></li><li class="listitem"><p>stack overflow using the Defer functor</p></li><li class="listitem"><p>anonymous transition of a submachine not called for
the initial state</p></li></ul></div></li></ul></div><p>
</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s04.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s06.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.20 to V2.21 (Boost 1.47)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.10 to V2.12 (Boost 1.45)</td></tr></table></div></body></html>
<title>From V2.20 to V2.21 (Boost 1.47)</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s04.html" title="From V2.21 to V2.22 (Boost 1.48)"><link rel="next" href="ch08s06.html" title="From V2.12 to V2.20 (Boost 1.46)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">From V2.20 to V2.21 (Boost 1.47)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s06.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.20 to V2.21 (Boost 1.47)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3481"></a>From V2.20 to V2.21 (Boost 1.47)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Added a <span class="command"><strong><a class="command" href="ch03s05.html#backend-start">stop()</a></strong></span>
method in the back-end.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s04.html#eUML-phoenix">Added partial support for
Boost.Phoenix functors in eUML</a></strong></span></p></li><li class="listitem"><p>Added the possibility to choose when <span class="command"><strong><a class="command" href="ch03s05.html#backend-state-switch">state switching</a></strong></span>
occurs.</p></li><li class="listitem"><p>Bugfixes</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>Trac 5117, 5253, 5533, 5573</p></li><li class="listitem"><p>gcc warnings about unused variables</p></li><li class="listitem"><p>better implemenation of favor_compile_time back-end
policy</p></li><li class="listitem"><p>bug with eUML and state construction</p></li><li class="listitem"><p>incorrect eUML event and state macros</p></li><li class="listitem"><p>incorrect event type passed to a direct entry state's
on_entry action</p></li><li class="listitem"><p>more examples</p></li></ul></div></li></ul></div><p>
</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s04.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s06.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.21 to V2.22 (Boost 1.48)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.12 to V2.20 (Boost 1.46)</td></tr></table></div></body></html>

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<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>From V2.10 to V2.12 (Boost 1.45)</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s05.html" title="From V2.12 to V2.20 (Boost 1.46)"><link rel="next" href="ch08s07.html" title="From V2.0 to V2.12 (Boost 1.44)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">From V2.10 to V2.12 (Boost 1.45)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s07.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.10 to V2.12 (Boost 1.45)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3563"></a>From V2.10 to V2.12 (Boost 1.45)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Support for <span class="command"><strong><a class="command" href="ch03s05.html#back-end-serialization">serialization</a></strong></span></p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s04.html#eUML-reuse-functor">Possibility to use
normal functors</a></strong></span> (from functor front-end) in
eUML.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-fsm-constructor-args">New constructors</a></strong></span> where substates / submachines can be taken as
arguments. This allows passing arguments to the constructor of a
submachine.</p></li><li class="listitem"><p>Bugfixes</p></li></ul></div><p>
</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s05.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s07.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.12 to V2.20 (Boost 1.46)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.0 to V2.12 (Boost 1.44)</td></tr></table></div></body></html>
<title>From V2.12 to V2.20 (Boost 1.46)</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s05.html" title="From V2.20 to V2.21 (Boost 1.47)"><link rel="next" href="ch08s07.html" title="From V2.10 to V2.12 (Boost 1.45)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">From V2.12 to V2.20 (Boost 1.46)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s07.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.12 to V2.20 (Boost 1.46)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3529"></a>From V2.12 to V2.20 (Boost 1.46)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Compile-time state machine analysis using mpl_graph:</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-compile-time-analysis">checking of region orthogonality</a></strong></span>.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-compile-time-analysis">search for unreachable states</a></strong></span>.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s02.html#explicit-entry-no-region-id">automatic region index search for pseudo entry or explicit
entry states</a></strong></span>.</p></li></ul></div></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-boost-parameter">Boost.Parameter interface definition</a></strong></span> for
msm::back::state_machine&lt;&gt; template arguments.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-queues">Possibility to provide a
container</a></strong></span> for the event and deferred event queues. A
policy implementation based on a more efficient Boost.CircularBuffer
is provided.</p></li><li class="listitem"><p>msm::back::state_machine&lt;&gt;::is_flag_active method made
const.</p></li><li class="listitem"><p>added possibility to <span class="command"><strong><a class="command" href="ch03s05.html#backend-enqueueing">enqueue events</a></strong></span> for delayed processing.</p></li><li class="listitem"><p>Bugfixes</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>Trac 4926</p></li><li class="listitem"><p>stack overflow using the Defer functor</p></li><li class="listitem"><p>anonymous transition of a submachine not called for
the initial state</p></li></ul></div></li></ul></div><p>
</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s05.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s07.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.20 to V2.21 (Boost 1.47)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.10 to V2.12 (Boost 1.45)</td></tr></table></div></body></html>

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<title>From V2.0 to V2.12 (Boost 1.44)</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s06.html" title="From V2.10 to V2.12 (Boost 1.45)"><link rel="next" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">From V2.0 to V2.12 (Boost 1.44)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s06.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="pt02.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.0 to V2.12 (Boost 1.44)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3588"></a>From V2.0 to V2.12 (Boost 1.44)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>New documentation</p></li><li class="listitem"><p>Internal transitions. Either as part of the transition table or
using a state's internal transition table</p></li><li class="listitem"><p>increased dispatch and copy speed</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s02.html#basic-row2">new row types</a></strong></span> for the
basic front-end</p></li><li class="listitem"><p>new eUML syntax, better attribute support, macros to ease
developer's life. Even VC8 seems to like it better.</p></li><li class="listitem"><p>New policy for reduced compile-time at the cost of dispatch
speed</p></li><li class="listitem"><p>Support for base events</p></li><li class="listitem"><p>possibility to choose the initial event</p></li></ul></div><p>
</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s06.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="pt02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.10 to V2.12 (Boost 1.45)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Part&nbsp;II.&nbsp;Reference</td></tr></table></div></body></html>
<title>From V2.10 to V2.12 (Boost 1.45)</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s06.html" title="From V2.12 to V2.20 (Boost 1.46)"><link rel="next" href="ch08s08.html" title="From V2.0 to V2.12 (Boost 1.44)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">From V2.10 to V2.12 (Boost 1.45)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s06.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s08.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.10 to V2.12 (Boost 1.45)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3587"></a>From V2.10 to V2.12 (Boost 1.45)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Support for <span class="command"><strong><a class="command" href="ch03s05.html#back-end-serialization">serialization</a></strong></span></p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s04.html#eUML-reuse-functor">Possibility to use
normal functors</a></strong></span> (from functor front-end) in
eUML.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-fsm-constructor-args">New constructors</a></strong></span> where substates / submachines can be taken as
arguments. This allows passing arguments to the constructor of a
submachine.</p></li><li class="listitem"><p>Bugfixes</p></li></ul></div><p>
</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s06.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s08.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.12 to V2.20 (Boost 1.46)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.0 to V2.12 (Boost 1.44)</td></tr></table></div></body></html>

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<html><head>
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<title>From V2.0 to V2.12 (Boost 1.44)</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s07.html" title="From V2.10 to V2.12 (Boost 1.45)"><link rel="next" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">From V2.0 to V2.12 (Boost 1.44)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s07.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="pt02.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.0 to V2.12 (Boost 1.44)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3612"></a>From V2.0 to V2.12 (Boost 1.44)</h2></div></div></div><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>New documentation</p></li><li class="listitem"><p>Internal transitions. Either as part of the transition table or
using a state's internal transition table</p></li><li class="listitem"><p>increased dispatch and copy speed</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s02.html#basic-row2">new row types</a></strong></span> for the
basic front-end</p></li><li class="listitem"><p>new eUML syntax, better attribute support, macros to ease
developer's life. Even VC8 seems to like it better.</p></li><li class="listitem"><p>New policy for reduced compile-time at the cost of dispatch
speed</p></li><li class="listitem"><p>Support for base events</p></li><li class="listitem"><p>possibility to choose the initial event</p></li></ul></div><p>
</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s07.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="pt02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.10 to V2.12 (Boost 1.45)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Part&nbsp;II.&nbsp;Reference</td></tr></table></div></body></html>

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<title>Chapter&nbsp;9.&nbsp;External references to MSM</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="next" href="ch10.html" title="Chapter&nbsp;10.&nbsp;eUML operators and basic helpers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;9.&nbsp;External references to MSM</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pt02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch10.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;9.&nbsp;External references to MSM"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3625"></a>Chapter&nbsp;9.&nbsp;External references to MSM</h2></div></div></div><p>An interesting mapping UML &lt;-&gt; MSM from Takatoshi Kondo can be found at
<title>Chapter&nbsp;9.&nbsp;External references to MSM</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="next" href="ch10.html" title="Chapter&nbsp;10.&nbsp;eUML operators and basic helpers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;9.&nbsp;External references to MSM</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pt02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch10.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;9.&nbsp;External references to MSM"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3649"></a>Chapter&nbsp;9.&nbsp;External references to MSM</h2></div></div></div><p>An interesting mapping UML &lt;-&gt; MSM from Takatoshi Kondo can be found at
<span class="command"><strong><a class="command" href="http://redboltz.wikidot.com/boost-msm-guide" target="_top">Redboltz</a></strong></span>.</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="pt02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch10.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Part&nbsp;II.&nbsp;Reference&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;10.&nbsp;eUML operators and basic helpers</td></tr></table></div></body></html>

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<title>Chapter&nbsp;10.&nbsp;eUML operators and basic helpers</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="ch09.html" title="Chapter&nbsp;9.&nbsp;External references to MSM"><link rel="next" href="ch11.html" title="Chapter&nbsp;11.&nbsp; Functional programming"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;10.&nbsp;eUML operators and basic helpers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch09.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch11.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;10.&nbsp;eUML operators and basic helpers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3633"></a>Chapter&nbsp;10.&nbsp;eUML operators and basic helpers</h2></div></div></div><p>The following table lists the supported operators: </p><p>
</p><div class="table"><a name="d0e3640"></a><p class="title"><b>Table&nbsp;10.1.&nbsp;Operators and state machine helpers</b></p><div class="table-contents"><table summary="Operators and state machine helpers" border="1"><colgroup><col><col><col></colgroup><thead><tr><th>eUML function / operator</th><th>Description</th><th>Functor</th></tr></thead><tbody><tr><td>&amp;&amp;</td><td>Calls lazily Action1&amp;&amp; Action2</td><td>And_</td></tr><tr><td>||</td><td>Calls lazily Action1|| Action2</td><td>Or_</td></tr><tr><td>!</td><td>Calls lazily !Action1</td><td>Not_</td></tr><tr><td>!=</td><td>Calls lazily Action1 != Action2</td><td>NotEqualTo_</td></tr><tr><td>==</td><td>Calls lazily Action1 == Action2</td><td>EqualTo_</td></tr><tr><td>&gt;</td><td>Calls lazily Action1 &gt; Action2</td><td>Greater_</td></tr><tr><td>&gt;=</td><td>Calls lazily Action1 &gt;= Action2</td><td>Greater_Equal_</td></tr><tr><td>&lt;</td><td>Calls lazily Action1 &lt; Action2</td><td>Less_</td></tr><tr><td>&lt;=</td><td>Calls lazily Action1 &lt;= Action2</td><td>Less_Equal_</td></tr><tr><td>&amp;</td><td>Calls lazily Action1 &amp; Action2</td><td>Bitwise_And_</td></tr><tr><td>|</td><td>Calls lazily Action1 | Action2</td><td>Bitwise_Or_</td></tr><tr><td>^</td><td>Calls lazily Action1 ^ Action2</td><td>Bitwise_Xor_</td></tr><tr><td>--</td><td>Calls lazily --Action1 / Action1--</td><td>Pre_Dec_ / Post_Dec_</td></tr><tr><td>++</td><td>Calls lazily ++Action1 / Action1++</td><td>Pre_Inc_ / Post_Inc_</td></tr><tr><td>/</td><td>Calls lazily Action1 / Action2</td><td>Divides_</td></tr><tr><td>/=</td><td>Calls lazily Action1 /= Action2</td><td>Divides_Assign_</td></tr><tr><td>*</td><td>Calls lazily Action1 * Action2</td><td>Multiplies_</td></tr><tr><td>*=</td><td>Calls lazily Action1 *= Action2</td><td>Multiplies_Assign_</td></tr><tr><td>+ (binary)</td><td>Calls lazily Action1 + Action2</td><td>Plus_</td></tr><tr><td>+ (unary)</td><td>Calls lazily +Action1</td><td>Unary_Plus_</td></tr><tr><td>+=</td><td>Calls lazily Action1 += Action2</td><td>Plus_Assign_</td></tr><tr><td>- (binary)</td><td>Calls lazily Action1 - Action2</td><td>Minus_</td></tr><tr><td>- (unary)</td><td>Calls lazily -Action1</td><td>Unary_Minus_</td></tr><tr><td>-=</td><td>Calls lazily Action1 -= Action2</td><td>Minus_Assign_</td></tr><tr><td>%</td><td>Calls lazily Action1 % Action2</td><td>Modulus_</td></tr><tr><td>%=</td><td>Calls lazily Action1 %= Action2</td><td>Modulus_Assign_</td></tr><tr><td>&gt;&gt;</td><td>Calls lazily Action1 &gt;&gt; Action2</td><td>ShiftRight_</td></tr><tr><td>&gt;&gt;=</td><td>Calls lazily Action1 &gt;&gt;= Action2</td><td>ShiftRight_Assign_</td></tr><tr><td>&lt;&lt;</td><td>Calls lazily Action1 &lt;&lt; Action2</td><td>ShiftLeft_</td></tr><tr><td>&lt;&lt;=</td><td>Calls lazily Action1 &lt;&lt;= Action2</td><td>ShiftLeft_Assign_</td></tr><tr><td>[] (works on vector, map, arrays)</td><td>Calls lazily Action1 [Action2]</td><td>Subscript_</td></tr><tr><td>if_then_else_(Condition,Action1,Action2)</td><td>Returns either the result of calling Action1 or the result of
<title>Chapter&nbsp;10.&nbsp;eUML operators and basic helpers</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="ch09.html" title="Chapter&nbsp;9.&nbsp;External references to MSM"><link rel="next" href="ch11.html" title="Chapter&nbsp;11.&nbsp; Functional programming"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;10.&nbsp;eUML operators and basic helpers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch09.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch11.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;10.&nbsp;eUML operators and basic helpers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3657"></a>Chapter&nbsp;10.&nbsp;eUML operators and basic helpers</h2></div></div></div><p>The following table lists the supported operators: </p><p>
</p><div class="table"><a name="d0e3664"></a><p class="title"><b>Table&nbsp;10.1.&nbsp;Operators and state machine helpers</b></p><div class="table-contents"><table summary="Operators and state machine helpers" border="1"><colgroup><col><col><col></colgroup><thead><tr><th>eUML function / operator</th><th>Description</th><th>Functor</th></tr></thead><tbody><tr><td>&amp;&amp;</td><td>Calls lazily Action1&amp;&amp; Action2</td><td>And_</td></tr><tr><td>||</td><td>Calls lazily Action1|| Action2</td><td>Or_</td></tr><tr><td>!</td><td>Calls lazily !Action1</td><td>Not_</td></tr><tr><td>!=</td><td>Calls lazily Action1 != Action2</td><td>NotEqualTo_</td></tr><tr><td>==</td><td>Calls lazily Action1 == Action2</td><td>EqualTo_</td></tr><tr><td>&gt;</td><td>Calls lazily Action1 &gt; Action2</td><td>Greater_</td></tr><tr><td>&gt;=</td><td>Calls lazily Action1 &gt;= Action2</td><td>Greater_Equal_</td></tr><tr><td>&lt;</td><td>Calls lazily Action1 &lt; Action2</td><td>Less_</td></tr><tr><td>&lt;=</td><td>Calls lazily Action1 &lt;= Action2</td><td>Less_Equal_</td></tr><tr><td>&amp;</td><td>Calls lazily Action1 &amp; Action2</td><td>Bitwise_And_</td></tr><tr><td>|</td><td>Calls lazily Action1 | Action2</td><td>Bitwise_Or_</td></tr><tr><td>^</td><td>Calls lazily Action1 ^ Action2</td><td>Bitwise_Xor_</td></tr><tr><td>--</td><td>Calls lazily --Action1 / Action1--</td><td>Pre_Dec_ / Post_Dec_</td></tr><tr><td>++</td><td>Calls lazily ++Action1 / Action1++</td><td>Pre_Inc_ / Post_Inc_</td></tr><tr><td>/</td><td>Calls lazily Action1 / Action2</td><td>Divides_</td></tr><tr><td>/=</td><td>Calls lazily Action1 /= Action2</td><td>Divides_Assign_</td></tr><tr><td>*</td><td>Calls lazily Action1 * Action2</td><td>Multiplies_</td></tr><tr><td>*=</td><td>Calls lazily Action1 *= Action2</td><td>Multiplies_Assign_</td></tr><tr><td>+ (binary)</td><td>Calls lazily Action1 + Action2</td><td>Plus_</td></tr><tr><td>+ (unary)</td><td>Calls lazily +Action1</td><td>Unary_Plus_</td></tr><tr><td>+=</td><td>Calls lazily Action1 += Action2</td><td>Plus_Assign_</td></tr><tr><td>- (binary)</td><td>Calls lazily Action1 - Action2</td><td>Minus_</td></tr><tr><td>- (unary)</td><td>Calls lazily -Action1</td><td>Unary_Minus_</td></tr><tr><td>-=</td><td>Calls lazily Action1 -= Action2</td><td>Minus_Assign_</td></tr><tr><td>%</td><td>Calls lazily Action1 % Action2</td><td>Modulus_</td></tr><tr><td>%=</td><td>Calls lazily Action1 %= Action2</td><td>Modulus_Assign_</td></tr><tr><td>&gt;&gt;</td><td>Calls lazily Action1 &gt;&gt; Action2</td><td>ShiftRight_</td></tr><tr><td>&gt;&gt;=</td><td>Calls lazily Action1 &gt;&gt;= Action2</td><td>ShiftRight_Assign_</td></tr><tr><td>&lt;&lt;</td><td>Calls lazily Action1 &lt;&lt; Action2</td><td>ShiftLeft_</td></tr><tr><td>&lt;&lt;=</td><td>Calls lazily Action1 &lt;&lt;= Action2</td><td>ShiftLeft_Assign_</td></tr><tr><td>[] (works on vector, map, arrays)</td><td>Calls lazily Action1 [Action2]</td><td>Subscript_</td></tr><tr><td>if_then_else_(Condition,Action1,Action2)</td><td>Returns either the result of calling Action1 or the result of
calling Action2</td><td>If_Else_</td></tr><tr><td>if_then_(Condition,Action)</td><td>Returns the result of calling Action if Condition</td><td>If_Then_</td></tr><tr><td>while_(Condition, Body)</td><td>While Condition(), calls Body(). Returns nothing</td><td>While_Do_</td></tr><tr><td>do_while_(Condition, Body)</td><td>Calls Body() while Condition(). Returns nothing</td><td>Do_While_</td></tr><tr><td>for_(Begin,Stop,EndLoop,Body)</td><td>Calls for(Begin;Stop;EndLoop){Body;}</td><td>For_Loop_</td></tr><tr><td>process_(Event [,fsm1] [,fsm2] [,fsm3] [,fsm4])</td><td>Processes Event on the current state machine (if no fsm
specified) or on up to 4 state machines returned by an
appropriate functor.</td><td>Process_</td></tr><tr><td>process2_(Event, Data [,fsm1] [,fsm2] [,fsm3])</td><td>Processes Event on the current state machine (if no fsm

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<title>Chapter&nbsp;11.&nbsp; Functional programming</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="ch10.html" title="Chapter&nbsp;10.&nbsp;eUML operators and basic helpers"><link rel="next" href="re01.html" title="Common headers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;11.&nbsp;
Functional programming </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch10.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="re01.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;11.&nbsp; Functional programming"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3977"></a>Chapter&nbsp;11.&nbsp;
<title>Chapter&nbsp;11.&nbsp; Functional programming</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="ch10.html" title="Chapter&nbsp;10.&nbsp;eUML operators and basic helpers"><link rel="next" href="re01.html" title="Common headers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;11.&nbsp;
Functional programming </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch10.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="re01.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;11.&nbsp; Functional programming"><div class="titlepage"><div><div><h2 class="title"><a name="d0e4001"></a>Chapter&nbsp;11.&nbsp;
<span class="command"><strong><a name="eUML-STL-all"></a></strong></span>Functional programming </h2></div></div></div><p>To use these functions, you need to include: </p><p><code class="code">#include &lt;msm/front/euml/stl.hpp&gt;</code></p><p>or the specified header in the following tables.</p><p>The following tables list the supported STL algorithms: </p><p>
<span class="command"><strong><a name="eUML-STL-querying"></a></strong></span>
</p><div class="table"><a name="d0e3995"></a><p class="title"><b>Table&nbsp;11.1.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in querying.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>find_(first, last, value)</td><td>Find_</td></tr><tr><td>find_if_(first, last, value)</td><td>FindIf_</td></tr><tr><td>lower_bound_(first, last, value [,op&#7491;])</td><td>LowerBound_</td></tr><tr><td>upper_bound_(first, last, value [,op&#7491;])</td><td>UpperBound_</td></tr><tr><td>equal_range_(first, last, value [,op&#7491;])</td><td>EqualRange_</td></tr><tr><td>binary_search_(first, last, value [,op&#7491;])</td><td>BinarySearch_</td></tr><tr><td>min_element_(first, last[,op&#7491;])</td><td>MinElement_</td></tr><tr><td>max_element_(first, last[,op&#7491;])</td><td>MaxElement_</td></tr><tr><td>adjacent_find_(first, last[,op&#7491;])</td><td>AdjacentFind_</td></tr><tr><td>find_end_( first1, last1, first2, last2 [,op &#7491;])</td><td>FindEnd_</td></tr><tr><td>find_first_of_( first1, last1, first2, last2 [,op &#7491;])</td><td>FindFirstOf_</td></tr><tr><td>equal_( first1, last1, first2 [,op &#7491;])</td><td>Equal_</td></tr><tr><td>search_( first1, last1, first2, last2 [,op &#7491;])</td><td>Search_</td></tr><tr><td>includes_( first1, last1, first2, last2 [,op &#7491;])</td><td>Includes_</td></tr><tr><td>lexicographical_compare_ ( first1, last1, first2, last2 [,op
</p><div class="table"><a name="d0e4019"></a><p class="title"><b>Table&nbsp;11.1.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in querying.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>find_(first, last, value)</td><td>Find_</td></tr><tr><td>find_if_(first, last, value)</td><td>FindIf_</td></tr><tr><td>lower_bound_(first, last, value [,op&#7491;])</td><td>LowerBound_</td></tr><tr><td>upper_bound_(first, last, value [,op&#7491;])</td><td>UpperBound_</td></tr><tr><td>equal_range_(first, last, value [,op&#7491;])</td><td>EqualRange_</td></tr><tr><td>binary_search_(first, last, value [,op&#7491;])</td><td>BinarySearch_</td></tr><tr><td>min_element_(first, last[,op&#7491;])</td><td>MinElement_</td></tr><tr><td>max_element_(first, last[,op&#7491;])</td><td>MaxElement_</td></tr><tr><td>adjacent_find_(first, last[,op&#7491;])</td><td>AdjacentFind_</td></tr><tr><td>find_end_( first1, last1, first2, last2 [,op &#7491;])</td><td>FindEnd_</td></tr><tr><td>find_first_of_( first1, last1, first2, last2 [,op &#7491;])</td><td>FindFirstOf_</td></tr><tr><td>equal_( first1, last1, first2 [,op &#7491;])</td><td>Equal_</td></tr><tr><td>search_( first1, last1, first2, last2 [,op &#7491;])</td><td>Search_</td></tr><tr><td>includes_( first1, last1, first2, last2 [,op &#7491;])</td><td>Includes_</td></tr><tr><td>lexicographical_compare_ ( first1, last1, first2, last2 [,op
&#7491;]) </td><td>LexicographicalCompare_</td></tr><tr><td>count_(first, last, value [,size])</td><td>Count_</td></tr><tr><td>count_if_(first, last, op &#7491; [,size])</td><td>CountIf_</td></tr><tr><td>distance_(first, last)</td><td>Distance_</td></tr><tr><td>mismatch _( first1, last1, first2 [,op &#7491;])</td><td>Mismatch_</td></tr></tbody></table></div></div><p><br class="table-break">
</p><p>
<span class="command"><strong><a name="eUML-STL-iteration"></a></strong></span>
</p><div class="table"><a name="d0e4108"></a><p class="title"><b>Table&nbsp;11.2.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in iteration.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>for_each_(first,last, unary op&#7491;)</td><td>ForEach_</td></tr><tr><td>accumulate_first, last, init [,op&#7491;])</td><td>Accumulate_</td></tr></tbody></table></div></div><p><br class="table-break">
</p><div class="table"><a name="d0e4132"></a><p class="title"><b>Table&nbsp;11.2.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in iteration.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>for_each_(first,last, unary op&#7491;)</td><td>ForEach_</td></tr><tr><td>accumulate_first, last, init [,op&#7491;])</td><td>Accumulate_</td></tr></tbody></table></div></div><p><br class="table-break">
</p><p>
<span class="command"><strong><a name="eUML-STL-transformation"></a></strong></span>
</p><div class="table"><a name="d0e4136"></a><p class="title"><b>Table&nbsp;11.3.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in transformation.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>copy_(first, last, result)</td><td>Copy_</td></tr><tr><td>copy_backward_(first, last, result)</td><td>CopyBackward_</td></tr><tr><td>reverse_(first, last)</td><td>Reverse_</td></tr><tr><td>reverse_copy_(first, last , result)</td><td>ReverseCopy_</td></tr><tr><td>remove_(first, last, value)</td><td>Remove_</td></tr><tr><td>remove_if_(first, last , op&#7491;)</td><td>RemoveIf_</td></tr><tr><td>remove_copy_(first, last , output, value)</td><td>RemoveCopy_</td></tr><tr><td>remove_copy_if_(first, last, output, op&#7491;)</td><td>RemoveCopyIf_</td></tr><tr><td>fill_(first, last, value)</td><td>Fill_</td></tr><tr><td>fill_n_(first, size, value)&#7495;</td><td>FillN_</td></tr><tr><td>generate_(first, last, generator&#7491;)</td><td>Generate_</td></tr><tr><td>generate_(first, size, generator&#7491;)&#7495;</td><td>GenerateN_</td></tr><tr><td>unique_(first, last [,op&#7491;])</td><td>Unique_</td></tr><tr><td>unique_copy_(first, last, output [,op&#7491;])</td><td>UniqueCopy_</td></tr><tr><td>random_shuffle_(first, last [,op&#7491;])</td><td>RandomShuffle_</td></tr><tr><td>rotate_copy_(first, middle, last, output)</td><td>RotateCopy_</td></tr><tr><td>partition_ (first, last [,op&#7491;])</td><td>Partition_</td></tr><tr><td>stable_partition_ (first, last [,op&#7491;])</td><td>StablePartition_</td></tr><tr><td>stable_sort_(first, last [,op&#7491;])</td><td>StableSort_</td></tr><tr><td>sort_(first, last [,op&#7491;])</td><td>Sort_</td></tr><tr><td>partial_sort_(first, middle, last [,op&#7491;])</td><td>PartialSort_</td></tr><tr><td>partial_sort_copy_ (first, last, res_first, res_last [,op&#7491;]) </td><td>PartialSortCopy_</td></tr><tr><td>nth_element_(first, nth, last [,op&#7491;])</td><td>NthElement_</td></tr><tr><td>merge_( first1, last1, first2, last2, output [,op &#7491;])</td><td>Merge_</td></tr><tr><td>inplace_merge_(first, middle, last [,op&#7491;])</td><td>InplaceMerge_</td></tr><tr><td>set_union_(first1, last1, first2, last2, output [,op
</p><div class="table"><a name="d0e4160"></a><p class="title"><b>Table&nbsp;11.3.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in transformation.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>copy_(first, last, result)</td><td>Copy_</td></tr><tr><td>copy_backward_(first, last, result)</td><td>CopyBackward_</td></tr><tr><td>reverse_(first, last)</td><td>Reverse_</td></tr><tr><td>reverse_copy_(first, last , result)</td><td>ReverseCopy_</td></tr><tr><td>remove_(first, last, value)</td><td>Remove_</td></tr><tr><td>remove_if_(first, last , op&#7491;)</td><td>RemoveIf_</td></tr><tr><td>remove_copy_(first, last , output, value)</td><td>RemoveCopy_</td></tr><tr><td>remove_copy_if_(first, last, output, op&#7491;)</td><td>RemoveCopyIf_</td></tr><tr><td>fill_(first, last, value)</td><td>Fill_</td></tr><tr><td>fill_n_(first, size, value)&#7495;</td><td>FillN_</td></tr><tr><td>generate_(first, last, generator&#7491;)</td><td>Generate_</td></tr><tr><td>generate_(first, size, generator&#7491;)&#7495;</td><td>GenerateN_</td></tr><tr><td>unique_(first, last [,op&#7491;])</td><td>Unique_</td></tr><tr><td>unique_copy_(first, last, output [,op&#7491;])</td><td>UniqueCopy_</td></tr><tr><td>random_shuffle_(first, last [,op&#7491;])</td><td>RandomShuffle_</td></tr><tr><td>rotate_copy_(first, middle, last, output)</td><td>RotateCopy_</td></tr><tr><td>partition_ (first, last [,op&#7491;])</td><td>Partition_</td></tr><tr><td>stable_partition_ (first, last [,op&#7491;])</td><td>StablePartition_</td></tr><tr><td>stable_sort_(first, last [,op&#7491;])</td><td>StableSort_</td></tr><tr><td>sort_(first, last [,op&#7491;])</td><td>Sort_</td></tr><tr><td>partial_sort_(first, middle, last [,op&#7491;])</td><td>PartialSort_</td></tr><tr><td>partial_sort_copy_ (first, last, res_first, res_last [,op&#7491;]) </td><td>PartialSortCopy_</td></tr><tr><td>nth_element_(first, nth, last [,op&#7491;])</td><td>NthElement_</td></tr><tr><td>merge_( first1, last1, first2, last2, output [,op &#7491;])</td><td>Merge_</td></tr><tr><td>inplace_merge_(first, middle, last [,op&#7491;])</td><td>InplaceMerge_</td></tr><tr><td>set_union_(first1, last1, first2, last2, output [,op
&#7491;])</td><td>SetUnion_</td></tr><tr><td>push_heap_(first, last [,op &#7491;])</td><td>PushHeap_</td></tr><tr><td>pop_heap_(first, last [,op &#7491;])</td><td>PopHeap_</td></tr><tr><td>make_heap_(first, last [,op &#7491;])</td><td>MakeHeap_</td></tr><tr><td>sort_heap_(first, last [,op &#7491;])</td><td>SortHeap_</td></tr><tr><td>next_permutation_(first, last [,op &#7491;])</td><td>NextPermutation_</td></tr><tr><td>prev_permutation_(first, last [,op &#7491;])</td><td>PrevPermutation_</td></tr><tr><td>inner_product_(first1, last1, first2, init [,op1&#7491;] [,op2&#7491;]) </td><td>InnerProduct_</td></tr><tr><td>partial_sum_(first, last, output [,op&#7491;])</td><td>PartialSum_</td></tr><tr><td>adjacent_difference_(first, last, output [,op&#7491;])</td><td>AdjacentDifference_</td></tr><tr><td>replace_(first, last, old_value, new_value)</td><td>Replace_</td></tr><tr><td>replace_if_(first, last, op&#7491;, new_value)</td><td>ReplaceIf_</td></tr><tr><td>replace_copy_(first, last, result, old_value,
new_value)</td><td>ReplaceCopy_</td></tr><tr><td>replace_copy_if_(first, last, result, op&#7491;, new_value)</td><td>ReplaceCopyIf_</td></tr><tr><td>rotate_(first, middle, last)&#7495;</td><td>Rotate_</td></tr></tbody></table></div></div><p><br class="table-break">
</p><p>
<span class="command"><strong><a name="eUML-STL-container"></a></strong></span>
</p><div class="table"><a name="d0e4354"></a><p class="title"><b>Table&nbsp;11.4.&nbsp;STL container methods</b></p><div class="table-contents"><table summary="STL container methods" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL container methods(common) in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>container::reference front_(container)</td><td>Front_</td></tr><tr><td>container::reference back_(container)</td><td>Back_</td></tr><tr><td>container::iterator begin_(container)</td><td>Begin_</td></tr><tr><td>container::iterator end_(container)</td><td>End_</td></tr><tr><td>container::reverse_iterator rbegin_(container)</td><td>RBegin_</td></tr><tr><td>container::reverse_iterator rend_(container)</td><td>REnd_</td></tr><tr><td>void push_back_(container, value)</td><td>Push_Back_</td></tr><tr><td>void pop_back_(container, value)</td><td>Pop_Back_</td></tr><tr><td>void push_front_(container, value)</td><td>Push_Front_</td></tr><tr><td>void pop_front_(container, value)</td><td>Pop_Front_</td></tr><tr><td>void clear_(container)</td><td>Clear_</td></tr><tr><td>size_type capacity_(container)</td><td>Capacity_</td></tr><tr><td>size_type size_(container)</td><td>Size_</td></tr><tr><td>size_type max_size_(container)</td><td>Max_Size_</td></tr><tr><td>void reserve_(container, value)</td><td>Reserve _</td></tr><tr><td>void resize_(container, value)</td><td>Resize _</td></tr><tr><td>iterator insert_(container, pos, value)</td><td>Insert_</td></tr><tr><td>void insert_( container , pos, first, last)</td><td>Insert_</td></tr><tr><td>void insert_( container , pos, number, value)</td><td>Insert_</td></tr><tr><td>void swap_( container , other_container)</td><td>Swap_</td></tr><tr><td>void erase_( container , pos)</td><td>Erase_</td></tr><tr><td>void erase_( container , first, last) </td><td>Erase_</td></tr><tr><td>bool empty_( container)</td><td>Empty_</td></tr></tbody></table></div></div><p><br class="table-break">
</p><div class="table"><a name="d0e4378"></a><p class="title"><b>Table&nbsp;11.4.&nbsp;STL container methods</b></p><div class="table-contents"><table summary="STL container methods" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL container methods(common) in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>container::reference front_(container)</td><td>Front_</td></tr><tr><td>container::reference back_(container)</td><td>Back_</td></tr><tr><td>container::iterator begin_(container)</td><td>Begin_</td></tr><tr><td>container::iterator end_(container)</td><td>End_</td></tr><tr><td>container::reverse_iterator rbegin_(container)</td><td>RBegin_</td></tr><tr><td>container::reverse_iterator rend_(container)</td><td>REnd_</td></tr><tr><td>void push_back_(container, value)</td><td>Push_Back_</td></tr><tr><td>void pop_back_(container, value)</td><td>Pop_Back_</td></tr><tr><td>void push_front_(container, value)</td><td>Push_Front_</td></tr><tr><td>void pop_front_(container, value)</td><td>Pop_Front_</td></tr><tr><td>void clear_(container)</td><td>Clear_</td></tr><tr><td>size_type capacity_(container)</td><td>Capacity_</td></tr><tr><td>size_type size_(container)</td><td>Size_</td></tr><tr><td>size_type max_size_(container)</td><td>Max_Size_</td></tr><tr><td>void reserve_(container, value)</td><td>Reserve _</td></tr><tr><td>void resize_(container, value)</td><td>Resize _</td></tr><tr><td>iterator insert_(container, pos, value)</td><td>Insert_</td></tr><tr><td>void insert_( container , pos, first, last)</td><td>Insert_</td></tr><tr><td>void insert_( container , pos, number, value)</td><td>Insert_</td></tr><tr><td>void swap_( container , other_container)</td><td>Swap_</td></tr><tr><td>void erase_( container , pos)</td><td>Erase_</td></tr><tr><td>void erase_( container , first, last) </td><td>Erase_</td></tr><tr><td>bool empty_( container)</td><td>Empty_</td></tr></tbody></table></div></div><p><br class="table-break">
</p><p>
</p><div class="table"><a name="d0e4485"></a><p class="title"><b>Table&nbsp;11.5.&nbsp;STL list methods</b></p><div class="table-contents"><table summary="STL list methods" border="1"><colgroup><col><col></colgroup><thead><tr><th>std::list methods in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>void list_remove_(container, value)</td><td>ListRemove_</td></tr><tr><td>void list_remove_if_(container, op&#7491;)</td><td>ListRemove_If_</td></tr><tr><td>void list_merge_(container, other_list)</td><td>ListMerge_</td></tr><tr><td>void list_merge_(container, other_list, op&#7491;)</td><td>ListMerge_</td></tr><tr><td>void splice_(container, iterator, other_list)</td><td>Splice_</td></tr><tr><td>void splice_(container, iterator, other_list,
</p><div class="table"><a name="d0e4509"></a><p class="title"><b>Table&nbsp;11.5.&nbsp;STL list methods</b></p><div class="table-contents"><table summary="STL list methods" border="1"><colgroup><col><col></colgroup><thead><tr><th>std::list methods in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>void list_remove_(container, value)</td><td>ListRemove_</td></tr><tr><td>void list_remove_if_(container, op&#7491;)</td><td>ListRemove_If_</td></tr><tr><td>void list_merge_(container, other_list)</td><td>ListMerge_</td></tr><tr><td>void list_merge_(container, other_list, op&#7491;)</td><td>ListMerge_</td></tr><tr><td>void splice_(container, iterator, other_list)</td><td>Splice_</td></tr><tr><td>void splice_(container, iterator, other_list,
iterator)</td><td>Splice_</td></tr><tr><td>void splice_(container, iterator, other_list, first,
last)</td><td>Splice_</td></tr><tr><td>void list_reverse_(container)</td><td>ListReverse_</td></tr><tr><td>void list_unique_(container)</td><td>ListUnique_</td></tr><tr><td>void list_unique_(container, op&#7491;)</td><td>ListUnique_</td></tr><tr><td>void list_sort_(container)</td><td>ListSort_</td></tr><tr><td>void list_sort_(container, op&#7491;)</td><td>ListSort_</td></tr></tbody></table></div></div><p><br class="table-break">
</p><p>
</p><div class="table"><a name="d0e4561"></a><p class="title"><b>Table&nbsp;11.6.&nbsp;STL associative container methods </b></p><div class="table-contents"><table summary="STL associative container methods " border="1"><colgroup><col><col></colgroup><thead><tr><th>Associative container methods in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>iterator insert_(container, pos, value)</td><td>Insert_</td></tr><tr><td>void insert_( container , first, last)</td><td>Insert_</td></tr><tr><td>pair&lt;iterator, bool&gt; insert_( container , value)</td><td>Insert_</td></tr><tr><td>void associative_erase_( container , pos)</td><td>Associative_Erase_</td></tr><tr><td>void associative_erase_( container , first, last)</td><td>Associative_Erase_</td></tr><tr><td>size_type associative_erase_( container , key)</td><td>Associative_Erase_</td></tr><tr><td>iterator associative_find_( container , key)</td><td>Associative_Find_</td></tr><tr><td>size_type associative_count_( container , key)</td><td>AssociativeCount_</td></tr><tr><td>iterator associative_lower_bound_( container , key)</td><td>Associative_Lower_Bound_</td></tr><tr><td>iterator associative_upper_bound_( container , key)</td><td>Associative_Upper_Bound_</td></tr><tr><td>pair&lt;iterator, iterator&gt; associative_equal_range_(
</p><div class="table"><a name="d0e4585"></a><p class="title"><b>Table&nbsp;11.6.&nbsp;STL associative container methods </b></p><div class="table-contents"><table summary="STL associative container methods " border="1"><colgroup><col><col></colgroup><thead><tr><th>Associative container methods in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>iterator insert_(container, pos, value)</td><td>Insert_</td></tr><tr><td>void insert_( container , first, last)</td><td>Insert_</td></tr><tr><td>pair&lt;iterator, bool&gt; insert_( container , value)</td><td>Insert_</td></tr><tr><td>void associative_erase_( container , pos)</td><td>Associative_Erase_</td></tr><tr><td>void associative_erase_( container , first, last)</td><td>Associative_Erase_</td></tr><tr><td>size_type associative_erase_( container , key)</td><td>Associative_Erase_</td></tr><tr><td>iterator associative_find_( container , key)</td><td>Associative_Find_</td></tr><tr><td>size_type associative_count_( container , key)</td><td>AssociativeCount_</td></tr><tr><td>iterator associative_lower_bound_( container , key)</td><td>Associative_Lower_Bound_</td></tr><tr><td>iterator associative_upper_bound_( container , key)</td><td>Associative_Upper_Bound_</td></tr><tr><td>pair&lt;iterator, iterator&gt; associative_equal_range_(
container , key)</td><td>Associative_Equal_Range_</td></tr></tbody></table></div></div><p><br class="table-break">
</p><p>
</p><div class="table"><a name="d0e4632"></a><p class="title"><b>Table&nbsp;11.7.&nbsp;STL pair</b></p><div class="table-contents"><table summary="STL pair" border="1"><colgroup><col><col></colgroup><thead><tr><th>std::pair in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>first_type first_(pair&lt;T1, T2&gt;)</td><td>First_</td></tr><tr><td>second_type second_(pair&lt;T1, T2&gt;)</td><td>Second_</td></tr></tbody></table></div></div><p><br class="table-break">
</p><div class="table"><a name="d0e4656"></a><p class="title"><b>Table&nbsp;11.7.&nbsp;STL pair</b></p><div class="table-contents"><table summary="STL pair" border="1"><colgroup><col><col></colgroup><thead><tr><th>std::pair in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>first_type first_(pair&lt;T1, T2&gt;)</td><td>First_</td></tr><tr><td>second_type second_(pair&lt;T1, T2&gt;)</td><td>Second_</td></tr></tbody></table></div></div><p><br class="table-break">
</p><p>
</p><div class="table"><a name="d0e4658"></a><p class="title"><b>Table&nbsp;11.8.&nbsp;STL string</b></p><div class="table-contents"><table summary="STL string" border="1"><colgroup><col><col><col></colgroup><thead><tr><th>STL string method</th><th>std::string method in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>substr (size_type pos, size_type size)</td><td>string substr_(container, pos, length)</td><td>Substr_</td></tr><tr><td>int compare(string)</td><td>int string_compare_(container, another_string)</td><td>StringCompare_</td></tr><tr><td>int compare(char*)</td><td>int string_compare_(container, another_string)</td><td>StringCompare_</td></tr><tr><td>int compare(size_type pos, size_type size, string)</td><td>int string_compare_(container, pos, size,
</p><div class="table"><a name="d0e4682"></a><p class="title"><b>Table&nbsp;11.8.&nbsp;STL string</b></p><div class="table-contents"><table summary="STL string" border="1"><colgroup><col><col><col></colgroup><thead><tr><th>STL string method</th><th>std::string method in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>substr (size_type pos, size_type size)</td><td>string substr_(container, pos, length)</td><td>Substr_</td></tr><tr><td>int compare(string)</td><td>int string_compare_(container, another_string)</td><td>StringCompare_</td></tr><tr><td>int compare(char*)</td><td>int string_compare_(container, another_string)</td><td>StringCompare_</td></tr><tr><td>int compare(size_type pos, size_type size, string)</td><td>int string_compare_(container, pos, size,
another_string)</td><td>StringCompare_</td></tr><tr><td>int compare (size_type pos, size_type size, string, size_type
length)</td><td>int string_compare_(container, pos, size, another_string,
length)</td><td>StringCompare_</td></tr><tr><td>string&amp; append(const string&amp;)</td><td>string&amp; append_(container, another_string)</td><td>Append_</td></tr><tr><td>string&amp; append (charT*)</td><td>string&amp; append_(container, another_string)</td><td>Append_</td></tr><tr><td>string&amp; append (string , size_type pos, size_type

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@@ -0,0 +1,169 @@
#include <iostream>
// back-end
#include <boost/msm/back/state_machine.hpp>
//front-end
#include <boost/msm/front/state_machine_def.hpp>
#include <boost/msm/front/euml/euml.hpp>
namespace msm = boost::msm;
namespace mpl = boost::mpl;
using namespace std;
using namespace msm::front::euml;
// entry/exit/action/guard logging functors
#include "logging_functors.h"
namespace
{
// events
struct play_impl : msm::front::euml::euml_event<play_impl> {};
struct end_pause_impl : msm::front::euml::euml_event<end_pause_impl>{};
struct stop_impl : msm::front::euml::euml_event<stop_impl>{};
struct pause_impl : msm::front::euml::euml_event<pause_impl>{};
struct open_close_impl : msm::front::euml::euml_event<open_close_impl>{};
struct cd_detected_impl : msm::front::euml::euml_event<cd_detected_impl>{};
// define some dummy instances for use in the transition table
// it is also possible to default-construct them instead:
// struct play {};
// inside the table: play()
play_impl play;
end_pause_impl end_pause;
stop_impl stop;
pause_impl pause;
open_close_impl open_close;
cd_detected_impl cd_detected;
// The list of FSM states
// they have to be declared outside of the front-end only to make VC happy :(
// note: gcc would have no problem
struct Empty_impl : public msm::front::state<> , public msm::front::euml::euml_state<Empty_impl>
{
// every (optional) entry/exit methods get the event passed.
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
};
struct Open_impl : public msm::front::state<> , public msm::front::euml::euml_state<Open_impl>
{
template <class Event,class FSM>
void on_entry(Event const& ,FSM&) {std::cout << "entering: Open" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
};
struct Stopped_impl : public msm::front::state<> , public msm::front::euml::euml_state<Stopped_impl>
{
template <class Event,class FSM>
void on_entry(Event const& ,FSM&) {std::cout << "entering: Stopped" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
};
struct Playing_impl : public msm::front::state<> , public msm::front::euml::euml_state<Playing_impl>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
};
// state not defining any entry or exit
struct Paused_impl : public msm::front::state<> , public msm::front::euml::euml_state<Paused_impl>
{
};
//to make the transition table more readable
Empty_impl const Empty;
Open_impl const Open;
Stopped_impl const Stopped;
Playing_impl const Playing;
Paused_impl const Paused;
BOOST_MSM_EUML_ACTION(pause_playback2)
{
template <class FSM,class EVT,class SourceState,class TargetState>
void operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
{
cout << "player::pause_playback2" << endl;
std::cout << "event type: " << typeid(EVT).name() << std::endl;
std::cout << "pause_playback2 with any event: " << evt.type().name() << std::endl;
}
};
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def<player_>
{
// the initial state of the player SM. Must be defined
typedef Empty_impl initial_state;
// Transition table for player
// replaces the old transition table
BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
Stopped + play / start_playback == Playing ,
Stopped + open_close / open_drawer == Open ,
Stopped + stop == Stopped ,
// +------------------------------------------------------------------------------+
Open + open_close / close_drawer == Empty ,
// +------------------------------------------------------------------------------+
Empty + open_close / open_drawer == Open ,
Empty + cd_detected /(store_cd_info,
msm::front::euml::process_(play)) == Stopped ,
// +------------------------------------------------------------------------------+
Playing + stop / stop_playback == Stopped ,
Playing + kleene / pause_playback2 == Paused ,
Playing + open_close / stop_and_open == Open ,
// +------------------------------------------------------------------------------+
Paused + end_pause / resume_playback == Playing ,
Paused + stop / stop_playback == Stopped ,
Paused + open_close / stop_and_open == Open
// +------------------------------------------------------------------------------+
),transition_table)
// Replaces the default no-transition response.
template <class FSM,class Event>
void no_transition(Event const& e, FSM&,int state)
{
std::cout << "no transition from state " << state
<< " on event " << typeid(e).name() << std::endl;
}
};
// Pick a back-end
typedef msm::back::state_machine<player_> player;
//
// Testing utilities.
//
static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
void pstate(player const& p)
{
std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
}
void test()
{
player p;
// needed to start the highest-level SM. This will call on_entry and mark the start of the SM
p.start();
// go to Open, call on_exit on Empty, then action, then on_entry on Open
p.process_event(open_close); pstate(p);
p.process_event(open_close); pstate(p);
p.process_event(cd_detected); pstate(p);
// at this point, Play is active
p.process_event(pause); pstate(p);
// go back to Playing
p.process_event(end_pause); pstate(p);
p.process_event(pause); pstate(p);
p.process_event(stop); pstate(p);
// event leading to the same state
// no action method called as it is not present in the transition table
p.process_event(stop); pstate(p);
}
}
int main()
{
test();
return 0;
}

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@@ -0,0 +1,205 @@
#include <iostream>
// back-end
#include <boost/msm/back/state_machine.hpp>
//front-end
#include <boost/msm/front/state_machine_def.hpp>
#include <boost/msm/front/euml/euml.hpp>
#include <boost/msm/event_traits.hpp>
#include <boost/type_erasure/any.hpp>
#include <boost/type_erasure/member.hpp>
#include <boost/type_erasure/builtin.hpp>
#include <boost/type_erasure/constructible.hpp>
#include <boost/type_erasure/relaxed_match.hpp>
#include <boost/type_erasure/any_cast.hpp>
namespace msm = boost::msm;
namespace mpl = boost::mpl;
using namespace std;
using namespace msm::front::euml;
// entry/exit/action/guard logging functors
#include "logging_functors.h"
BOOST_TYPE_ERASURE_MEMBER((has_getNumber), getNumber, 0);
//type erasure event
typedef ::boost::mpl::vector<
has_getNumber<int(), const boost::type_erasure::_self>,
boost::type_erasure::relaxed_match,
boost::type_erasure::copy_constructible<>,
boost::type_erasure::typeid_<>
> any_number_event_concept;
struct any_number_event : boost::type_erasure::any<any_number_event_concept>,
msm::front::euml::euml_event<any_number_event>
{
template <class U>
any_number_event(U const& u): boost::type_erasure::any<any_number_event_concept> (u){}
any_number_event(): boost::type_erasure::any<any_number_event_concept> (){}
};
namespace boost { namespace msm{
template<>
struct is_kleene_event< any_number_event >
{
typedef boost::mpl::true_ type;
};
}}
namespace
{
// events
struct play_impl : msm::front::euml::euml_event<play_impl> {int getNumber()const {return 0;}};
struct end_pause_impl : msm::front::euml::euml_event<end_pause_impl>{int getNumber()const {return 1;}};
struct stop_impl : msm::front::euml::euml_event<stop_impl>{int getNumber()const {return 2;}};
struct pause_impl : msm::front::euml::euml_event<pause_impl>{int getNumber()const {return 3;}};
struct open_close_impl : msm::front::euml::euml_event<open_close_impl>{int getNumber()const {return 4;}};
struct cd_detected_impl : msm::front::euml::euml_event<cd_detected_impl>{int getNumber()const {return 5;}};
// define some dummy instances for use in the transition table
// it is also possible to default-construct them instead:
// struct play {};
// inside the table: play()
play_impl play;
end_pause_impl end_pause;
stop_impl stop;
pause_impl pause;
open_close_impl open_close;
cd_detected_impl cd_detected;
any_number_event number_event;
// The list of FSM states
// they have to be declared outside of the front-end only to make VC happy :(
// note: gcc would have no problem
struct Empty_impl : public msm::front::state<> , public msm::front::euml::euml_state<Empty_impl>
{
// every (optional) entry/exit methods get the event passed.
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
};
struct Open_impl : public msm::front::state<> , public msm::front::euml::euml_state<Open_impl>
{
template <class Event,class FSM>
void on_entry(Event const& ,FSM&) {std::cout << "entering: Open" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
};
struct Stopped_impl : public msm::front::state<> , public msm::front::euml::euml_state<Stopped_impl>
{
template <class Event,class FSM>
void on_entry(Event const& ,FSM&) {std::cout << "entering: Stopped" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
};
struct Playing_impl : public msm::front::state<> , public msm::front::euml::euml_state<Playing_impl>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
};
// state not defining any entry or exit
struct Paused_impl : public msm::front::state<> , public msm::front::euml::euml_state<Paused_impl>
{
};
//to make the transition table more readable
Empty_impl const Empty;
Open_impl const Open;
Stopped_impl const Stopped;
Playing_impl const Playing;
Paused_impl const Paused;
BOOST_MSM_EUML_ACTION(pause_playback2)
{
template <class FSM,class EVT,class SourceState,class TargetState>
void operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
{
cout << "player::pause_playback2" << endl;
std::cout << "event type: " << typeid(EVT).name() << std::endl;
std::cout << "event's number: " << evt.getNumber() << std::endl;
}
};
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def<player_>
{
// the initial state of the player SM. Must be defined
typedef Empty_impl initial_state;
// Transition table for player
// replaces the old transition table
BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
Stopped + play / start_playback == Playing ,
Stopped + open_close / open_drawer == Open ,
Stopped + stop == Stopped ,
// +------------------------------------------------------------------------------+
Open + open_close / close_drawer == Empty ,
// +------------------------------------------------------------------------------+
Empty + open_close / open_drawer == Open ,
Empty + cd_detected /(store_cd_info,
msm::front::euml::process_(play)) == Stopped ,
// +------------------------------------------------------------------------------+
Playing + stop / stop_playback == Stopped ,
Playing + number_event / pause_playback == Paused ,
Playing + open_close / stop_and_open == Open ,
// +------------------------------------------------------------------------------+
Paused + end_pause / resume_playback == Playing ,
Paused + stop / stop_playback == Stopped ,
Paused + open_close / stop_and_open == Open
// +------------------------------------------------------------------------------+
),transition_table)
// Replaces the default no-transition response.
template <class FSM,class Event>
void no_transition(Event const& e, FSM&,int state)
{
std::cout << "no transition from state " << state
<< " on event " << typeid(e).name() << std::endl;
}
};
// Pick a back-end
typedef msm::back::state_machine<player_> player;
//
// Testing utilities.
//
static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
void pstate(player const& p)
{
std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
}
void test()
{
player p;
// needed to start the highest-level SM. This will call on_entry and mark the start of the SM
p.start();
// go to Open, call on_exit on Empty, then action, then on_entry on Open
p.process_event(open_close); pstate(p);
p.process_event(open_close); pstate(p);
p.process_event(cd_detected); pstate(p);
// at this point, Play is active
p.process_event(pause); pstate(p);
// go back to Playing
p.process_event(end_pause); pstate(p);
p.process_event(pause); pstate(p);
p.process_event(stop); pstate(p);
// event leading to the same state
// no action method called as it is not present in the transition table
p.process_event(stop); pstate(p);
}
}
int main()
{
test();
return 0;
}

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@@ -1,19 +1,19 @@
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<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>Meta State Machine (MSM)</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="next" href="pr01.html" title="Preface"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Meta State Machine (MSM)</th></tr><tr><td width="20%" align="left">&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="pr01.html">Next</a></td></tr></table><hr></div><div class="book" title="Meta State Machine (MSM)"><div class="titlepage"><div><div><h1 class="title"><a name="d0e2"></a>Meta State Machine (MSM)</h1></div><div><div class="author"><h3 class="author">Christophe Henry</h3><code class="email">&lt;<a class="email" href="mailto:christophe.j.henry@googlemail.com">christophe.j.henry@googlemail.com</a>&gt;</code></div></div><div><p class="copyright">Copyright &copy; 2008-2010
<title>Meta State Machine (MSM)</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="next" href="pr01.html" title="Preface"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Meta State Machine (MSM)</th></tr><tr><td width="20%" align="left">&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="pr01.html">Next</a></td></tr></table><hr></div><div class="book" title="Meta State Machine (MSM)"><div class="titlepage"><div><div><h1 class="title"><a name="d0e2"></a>Meta State Machine (MSM)</h1></div><div><div class="author"><h3 class="author">Christophe Henry</h3><code class="email">&lt;<a class="email" href="mailto:christophe.j.henry@googlemail.com">christophe.j.henry@googlemail.com</a>&gt;</code></div></div><div><p class="copyright">Copyright &copy; 2008-2010
<span> Distributed under the Boost Software License, Version 1.0. (See
accompanying file LICENSE_1_0.txt or copy at <a class="link" href="http://www.boost.org/LICENSE_1_0.txt" target="_top">http://www.boost.org/LICENSE_1_0.txt</a> ) </span>
</p></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="preface"><a href="pr01.html">Preface</a></span></dt><dt><span class="part"><a href="pt01.html">I. User' guide</a></span></dt><dd><dl><dt><span class="chapter"><a href="ch01.html">1. Founding idea</a></span></dt><dt><span class="chapter"><a href="ch02.html">2. UML Short Guide</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch02.html#d0e111">What are state machines?</a></span></dt><dt><span class="sect1"><a href="ch02s02.html">Concepts</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch02s02.html#d0e121">State machine, state, transition, event </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e151">Submachines, orthogonal regions, pseudostates </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e194">
History </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e208">Completion transitions / anonymous
transitions</a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e220"> Internal transitions </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e226">
Conflicting transitions </a></span></dt></dl></dd><dt><span class="sect1"><a href="ch02s03.html">Added concepts</a></span></dt><dt><span class="sect1"><a href="ch02s04.html">State machine glossary</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch03.html">3. Tutorial</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch03.html#d0e325">Design</a></span></dt><dt><span class="sect1"><a href="ch03s02.html">Basic front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s02.html#d0e344">A simple example</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e358">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e406">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e419">What do you actually do inside actions / guards?</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e471">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e529">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e577">Orthogonal regions, terminate state, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e668">History</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e713">Completion (anonymous) transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e740">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e842">more row types</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e875">Explicit entry / entry and exit pseudo-state / fork</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1064">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1118">Event Hierarchy</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1139">Customizing a state machine / Getting more speed</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1188">Choosing the initial event</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1201"> Containing state machine (deprecated)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s03.html">Functor front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s03.html#d0e1240"> Transition table </a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1273">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1292">What do you actually do inside actions / guards (Part 2)?</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1304">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1312">Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1338">Internal
transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1384">Kleene (any) event</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s04.html">eUML (experimental)</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s04.html#d0e1454">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1495">A simple example: rewriting only our transition table </a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1528">Defining events, actions and states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1641">Wrapping up a simple state machine and first complete examples</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1689">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1705">
Attributes / Function call</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1805">Orthogonal regions, flags, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1917">
Conflicting transitions </a></span></dt></dl></dd><dt><span class="sect1"><a href="ch02s03.html">Added concepts</a></span></dt><dt><span class="sect1"><a href="ch02s04.html">State machine glossary</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch03.html">3. Tutorial</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch03.html#d0e325">Design</a></span></dt><dt><span class="sect1"><a href="ch03s02.html">Basic front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s02.html#d0e344">A simple example</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e358">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e406">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e419">What do you actually do inside actions / guards?</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e471">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e529">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e577">Orthogonal regions, terminate state, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e668">History</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e713">Completion (anonymous) transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e740">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e842">more row types</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e875">Explicit entry / entry and exit pseudo-state / fork</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1064">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1126">Event Hierarchy</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1147">Customizing a state machine / Getting more speed</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1196">Choosing the initial event</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1209"> Containing state machine (deprecated)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s03.html">Functor front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s03.html#d0e1248"> Transition table </a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1281">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1300">What do you actually do inside actions / guards (Part 2)?</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1312">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1320">Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1346">Internal
transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1392">Kleene (any) event</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s04.html">eUML (experimental)</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s04.html#d0e1462">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1503">A simple example: rewriting only our transition table </a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1536">Defining events, actions and states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1649">Wrapping up a simple state machine and first complete examples</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1697">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1713">
Attributes / Function call</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1813">Orthogonal regions, flags, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1925">
Customizing a state machine / Getting
more speed</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1952">Completion / Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1970">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2001">Kleene(any) event)</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2016">Other state types</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2080">Helper functions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2183">Phoenix-like STL support</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2236">Writing actions with Boost.Phoenix (in development)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s05.html">Back-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s05.html#d0e2295">Creation </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2304">Starting and stopping a state
machine</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2323">Event dispatching</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2332">Active state(s)</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2346">Serialization</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2399">Base state type </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2425">Visitor</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2468">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2481">Getting a state</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2494"> State machine constructor with arguments </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2534">Trading run-time speed for
better compile-time / multi-TU compilation</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2616">Compile-time state machine analysis </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2660"> Enqueueing events for later
processing </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2680"> Customizing the message queues </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2695">Policy definition with Boost.Parameter </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2703">Choosing when to switch active
states </a></span></dt></dl></dd></dl></dd><dt><span class="chapter"><a href="ch04.html">4. Performance / Compilers</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch04.html#d0e2784">Speed</a></span></dt><dt><span class="sect1"><a href="ch04s02.html">Executable size</a></span></dt><dt><span class="sect1"><a href="ch04s03.html">Supported compilers</a></span></dt><dt><span class="sect1"><a href="ch04s04.html"> Limitations </a></span></dt><dt><span class="sect1"><a href="ch04s05.html"> Compilers corner </a></span></dt></dl></dd><dt><span class="chapter"><a href="ch05.html">5. Questions &amp; Answers, tips</a></span></dt><dt><span class="chapter"><a href="ch06.html">6. Internals</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch06.html#d0e3002">Backend: Run To Completion</a></span></dt><dt><span class="sect1"><a href="ch06s02.html">Frontend / Backend
interface</a></span></dt><dt><span class="sect1"><a href="ch06s03.html"> Generated state ids </a></span></dt><dt><span class="sect1"><a href="ch06s04.html">Metaprogramming tools</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch07.html">7. Acknowledgements</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch07.html#d0e3297">MSM v2</a></span></dt><dt><span class="sect1"><a href="ch07s02.html"> MSM v1</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch08.html">8. Version history</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch08.html#d0e3344">From V2.23 to V2.24 (Boost 1.51)</a></span></dt><dt><span class="sect1"><a href="ch08s02.html">From V2.22 to V2.23 (Boost 1.50)</a></span></dt><dt><span class="sect1"><a href="ch08s03.html">From V2.21 to V2.22 (Boost 1.48)</a></span></dt><dt><span class="sect1"><a href="ch08s04.html">From V2.20 to V2.21 (Boost 1.47)</a></span></dt><dt><span class="sect1"><a href="ch08s05.html">From V2.12 to V2.20 (Boost 1.46)</a></span></dt><dt><span class="sect1"><a href="ch08s06.html">From V2.10 to V2.12 (Boost 1.45)</a></span></dt><dt><span class="sect1"><a href="ch08s07.html">From V2.0 to V2.12 (Boost 1.44)</a></span></dt></dl></dd></dl></dd><dt><span class="part"><a href="pt02.html">II. Reference</a></span></dt><dd><dl><dt><span class="chapter"><a href="ch09.html">9. External references to MSM</a></span></dt><dt><span class="chapter"><a href="ch10.html">10. eUML operators and basic helpers</a></span></dt><dt><span class="chapter"><a href="ch11.html">11.
Functional programming </a></span></dt><dt><span class="refentrytitle"><a href="re01.html">Common headers</a></span><span class="refpurpose"> &#8212; The common types used by front- and back-ends</span></dt><dt><span class="refentrytitle"><a href="re02.html">Back-end</a></span><span class="refpurpose"> &#8212; The back-end headers</span></dt><dt><span class="refentrytitle"><a href="re03.html">Front-end</a></span><span class="refpurpose"> &#8212; The front-end headers</span></dt></dl></dd></dl></div><div class="list-of-tables"><p><b>List of Tables</b></p><dl><dt>10.1. <a href="ch10.html#d0e3640">Operators and state machine helpers</a></dt><dt>11.1. <a href="ch11.html#d0e3995">STL algorithms</a></dt><dt>11.2. <a href="ch11.html#d0e4108">STL algorithms</a></dt><dt>11.3. <a href="ch11.html#d0e4136">STL algorithms</a></dt><dt>11.4. <a href="ch11.html#d0e4354">STL container methods</a></dt><dt>11.5. <a href="ch11.html#d0e4485">STL list methods</a></dt><dt>11.6. <a href="ch11.html#d0e4561">STL associative container methods </a></dt><dt>11.7. <a href="ch11.html#d0e4632">STL pair</a></dt><dt>11.8. <a href="ch11.html#d0e4658">STL string</a></dt></dl></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left">&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="pr01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right" valign="top">&nbsp;Preface</td></tr></table></div></body></html>
more speed</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1960">Completion / Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1978">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2009">Kleene(any) event)</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2024">Other state types</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2088">Helper functions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2191">Phoenix-like STL support</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2244">Writing actions with Boost.Phoenix (in development)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s05.html">Back-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s05.html#d0e2303">Creation </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2312">Starting and stopping a state
machine</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2331">Event dispatching</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2340">Active state(s)</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2354">Serialization</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2407">Base state type </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2433">Visitor</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2476">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2489">Getting a state</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2502"> State machine constructor with arguments </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2542">Trading run-time speed for
better compile-time / multi-TU compilation</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2624">Compile-time state machine analysis </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2668"> Enqueueing events for later
processing </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2688"> Customizing the message queues </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2703">Policy definition with Boost.Parameter </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2711">Choosing when to switch active
states </a></span></dt></dl></dd></dl></dd><dt><span class="chapter"><a href="ch04.html">4. Performance / Compilers</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch04.html#d0e2792">Speed</a></span></dt><dt><span class="sect1"><a href="ch04s02.html">Executable size</a></span></dt><dt><span class="sect1"><a href="ch04s03.html">Supported compilers</a></span></dt><dt><span class="sect1"><a href="ch04s04.html"> Limitations </a></span></dt><dt><span class="sect1"><a href="ch04s05.html"> Compilers corner </a></span></dt></dl></dd><dt><span class="chapter"><a href="ch05.html">5. Questions &amp; Answers, tips</a></span></dt><dt><span class="chapter"><a href="ch06.html">6. Internals</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch06.html#d0e3010">Backend: Run To Completion</a></span></dt><dt><span class="sect1"><a href="ch06s02.html">Frontend / Backend
interface</a></span></dt><dt><span class="sect1"><a href="ch06s03.html"> Generated state ids </a></span></dt><dt><span class="sect1"><a href="ch06s04.html">Metaprogramming tools</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch07.html">7. Acknowledgements</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch07.html#d0e3305">MSM v2</a></span></dt><dt><span class="sect1"><a href="ch07s02.html"> MSM v1</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch08.html">8. Version history</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch08.html#d0e3352">From V2.24 to V2.25 (Boost 1.54)</a></span></dt><dt><span class="sect1"><a href="ch08s02.html">From V2.23 to V2.24 (Boost 1.51)</a></span></dt><dt><span class="sect1"><a href="ch08s03.html">From V2.22 to V2.23 (Boost 1.50)</a></span></dt><dt><span class="sect1"><a href="ch08s04.html">From V2.21 to V2.22 (Boost 1.48)</a></span></dt><dt><span class="sect1"><a href="ch08s05.html">From V2.20 to V2.21 (Boost 1.47)</a></span></dt><dt><span class="sect1"><a href="ch08s06.html">From V2.12 to V2.20 (Boost 1.46)</a></span></dt><dt><span class="sect1"><a href="ch08s07.html">From V2.10 to V2.12 (Boost 1.45)</a></span></dt><dt><span class="sect1"><a href="ch08s08.html">From V2.0 to V2.12 (Boost 1.44)</a></span></dt></dl></dd></dl></dd><dt><span class="part"><a href="pt02.html">II. Reference</a></span></dt><dd><dl><dt><span class="chapter"><a href="ch09.html">9. External references to MSM</a></span></dt><dt><span class="chapter"><a href="ch10.html">10. eUML operators and basic helpers</a></span></dt><dt><span class="chapter"><a href="ch11.html">11.
Functional programming </a></span></dt><dt><span class="refentrytitle"><a href="re01.html">Common headers</a></span><span class="refpurpose"> &#8212; The common types used by front- and back-ends</span></dt><dt><span class="refentrytitle"><a href="re02.html">Back-end</a></span><span class="refpurpose"> &#8212; The back-end headers</span></dt><dt><span class="refentrytitle"><a href="re03.html">Front-end</a></span><span class="refpurpose"> &#8212; The front-end headers</span></dt></dl></dd></dl></div><div class="list-of-tables"><p><b>List of Tables</b></p><dl><dt>10.1. <a href="ch10.html#d0e3664">Operators and state machine helpers</a></dt><dt>11.1. <a href="ch11.html#d0e4019">STL algorithms</a></dt><dt>11.2. <a href="ch11.html#d0e4132">STL algorithms</a></dt><dt>11.3. <a href="ch11.html#d0e4160">STL algorithms</a></dt><dt>11.4. <a href="ch11.html#d0e4378">STL container methods</a></dt><dt>11.5. <a href="ch11.html#d0e4509">STL list methods</a></dt><dt>11.6. <a href="ch11.html#d0e4585">STL associative container methods </a></dt><dt>11.7. <a href="ch11.html#d0e4656">STL pair</a></dt><dt>11.8. <a href="ch11.html#d0e4682">STL string</a></dt></dl></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left">&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="pr01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right" valign="top">&nbsp;Preface</td></tr></table></div></body></html>

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<title>Preface</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="index.html" title="Meta State Machine (MSM)"><link rel="next" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Preface</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="index.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="pt01.html">Next</a></td></tr></table><hr></div><div class="preface" title="Preface"><div class="titlepage"><div><div><h2 class="title"><a name="d0e22"></a>Preface</h2></div></div></div><p>MSM is a library allowing you to easily and quickly define state machines of very high
<title>Preface</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="index.html" title="Meta State Machine (MSM)"><link rel="next" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Preface</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="index.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="pt01.html">Next</a></td></tr></table><hr></div><div class="preface" title="Preface"><div class="titlepage"><div><div><h2 class="title"><a name="d0e22"></a>Preface</h2></div></div></div><p>MSM is a library allowing you to easily and quickly define state machines of very high
performance. From this point, two main questions usually quickly arise, so please allow
me to try answering them upfront.</p><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>When do I need a state machine?</p><p>More often that you think. Very often, one defined a state machine

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<title>Part&nbsp;I.&nbsp;User' guide</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="pr01.html" title="Preface"><link rel="next" href="ch01.html" title="Chapter&nbsp;1.&nbsp;Founding idea"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Part&nbsp;I.&nbsp;User' guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pr01.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch01.html">Next</a></td></tr></table><hr></div><div class="part" title="Part&nbsp;I.&nbsp;User' guide"><div class="titlepage"><div><div><h1 class="title"><a name="d0e96"></a>Part&nbsp;I.&nbsp;User' guide</h1></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="chapter"><a href="ch01.html">1. Founding idea</a></span></dt><dt><span class="chapter"><a href="ch02.html">2. UML Short Guide</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch02.html#d0e111">What are state machines?</a></span></dt><dt><span class="sect1"><a href="ch02s02.html">Concepts</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch02s02.html#d0e121">State machine, state, transition, event </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e151">Submachines, orthogonal regions, pseudostates </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e194">
<title>Part&nbsp;I.&nbsp;User' guide</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="pr01.html" title="Preface"><link rel="next" href="ch01.html" title="Chapter&nbsp;1.&nbsp;Founding idea"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Part&nbsp;I.&nbsp;User' guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pr01.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch01.html">Next</a></td></tr></table><hr></div><div class="part" title="Part&nbsp;I.&nbsp;User' guide"><div class="titlepage"><div><div><h1 class="title"><a name="d0e96"></a>Part&nbsp;I.&nbsp;User' guide</h1></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="chapter"><a href="ch01.html">1. Founding idea</a></span></dt><dt><span class="chapter"><a href="ch02.html">2. UML Short Guide</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch02.html#d0e111">What are state machines?</a></span></dt><dt><span class="sect1"><a href="ch02s02.html">Concepts</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch02s02.html#d0e121">State machine, state, transition, event </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e151">Submachines, orthogonal regions, pseudostates </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e194">
History </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e208">Completion transitions / anonymous
transitions</a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e220"> Internal transitions </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e226">
Conflicting transitions </a></span></dt></dl></dd><dt><span class="sect1"><a href="ch02s03.html">Added concepts</a></span></dt><dt><span class="sect1"><a href="ch02s04.html">State machine glossary</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch03.html">3. Tutorial</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch03.html#d0e325">Design</a></span></dt><dt><span class="sect1"><a href="ch03s02.html">Basic front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s02.html#d0e344">A simple example</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e358">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e406">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e419">What do you actually do inside actions / guards?</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e471">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e529">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e577">Orthogonal regions, terminate state, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e668">History</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e713">Completion (anonymous) transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e740">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e842">more row types</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e875">Explicit entry / entry and exit pseudo-state / fork</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1064">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1118">Event Hierarchy</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1139">Customizing a state machine / Getting more speed</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1188">Choosing the initial event</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1201"> Containing state machine (deprecated)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s03.html">Functor front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s03.html#d0e1240"> Transition table </a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1273">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1292">What do you actually do inside actions / guards (Part 2)?</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1304">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1312">Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1338">Internal
transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1384">Kleene (any) event</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s04.html">eUML (experimental)</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s04.html#d0e1454">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1495">A simple example: rewriting only our transition table </a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1528">Defining events, actions and states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1641">Wrapping up a simple state machine and first complete examples</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1689">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1705">
Attributes / Function call</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1805">Orthogonal regions, flags, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1917">
Conflicting transitions </a></span></dt></dl></dd><dt><span class="sect1"><a href="ch02s03.html">Added concepts</a></span></dt><dt><span class="sect1"><a href="ch02s04.html">State machine glossary</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch03.html">3. Tutorial</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch03.html#d0e325">Design</a></span></dt><dt><span class="sect1"><a href="ch03s02.html">Basic front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s02.html#d0e344">A simple example</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e358">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e406">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e419">What do you actually do inside actions / guards?</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e471">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e529">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e577">Orthogonal regions, terminate state, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e668">History</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e713">Completion (anonymous) transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e740">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e842">more row types</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e875">Explicit entry / entry and exit pseudo-state / fork</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1064">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1126">Event Hierarchy</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1147">Customizing a state machine / Getting more speed</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1196">Choosing the initial event</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1209"> Containing state machine (deprecated)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s03.html">Functor front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s03.html#d0e1248"> Transition table </a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1281">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1300">What do you actually do inside actions / guards (Part 2)?</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1312">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1320">Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1346">Internal
transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1392">Kleene (any) event</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s04.html">eUML (experimental)</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s04.html#d0e1462">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1503">A simple example: rewriting only our transition table </a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1536">Defining events, actions and states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1649">Wrapping up a simple state machine and first complete examples</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1697">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1713">
Attributes / Function call</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1813">Orthogonal regions, flags, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1925">
Customizing a state machine / Getting
more speed</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1952">Completion / Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1970">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2001">Kleene(any) event)</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2016">Other state types</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2080">Helper functions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2183">Phoenix-like STL support</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2236">Writing actions with Boost.Phoenix (in development)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s05.html">Back-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s05.html#d0e2295">Creation </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2304">Starting and stopping a state
machine</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2323">Event dispatching</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2332">Active state(s)</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2346">Serialization</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2399">Base state type </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2425">Visitor</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2468">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2481">Getting a state</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2494"> State machine constructor with arguments </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2534">Trading run-time speed for
better compile-time / multi-TU compilation</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2616">Compile-time state machine analysis </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2660"> Enqueueing events for later
processing </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2680"> Customizing the message queues </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2695">Policy definition with Boost.Parameter </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2703">Choosing when to switch active
states </a></span></dt></dl></dd></dl></dd><dt><span class="chapter"><a href="ch04.html">4. Performance / Compilers</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch04.html#d0e2784">Speed</a></span></dt><dt><span class="sect1"><a href="ch04s02.html">Executable size</a></span></dt><dt><span class="sect1"><a href="ch04s03.html">Supported compilers</a></span></dt><dt><span class="sect1"><a href="ch04s04.html"> Limitations </a></span></dt><dt><span class="sect1"><a href="ch04s05.html"> Compilers corner </a></span></dt></dl></dd><dt><span class="chapter"><a href="ch05.html">5. Questions &amp; Answers, tips</a></span></dt><dt><span class="chapter"><a href="ch06.html">6. Internals</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch06.html#d0e3002">Backend: Run To Completion</a></span></dt><dt><span class="sect1"><a href="ch06s02.html">Frontend / Backend
interface</a></span></dt><dt><span class="sect1"><a href="ch06s03.html"> Generated state ids </a></span></dt><dt><span class="sect1"><a href="ch06s04.html">Metaprogramming tools</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch07.html">7. Acknowledgements</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch07.html#d0e3297">MSM v2</a></span></dt><dt><span class="sect1"><a href="ch07s02.html"> MSM v1</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch08.html">8. Version history</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch08.html#d0e3344">From V2.23 to V2.24 (Boost 1.51)</a></span></dt><dt><span class="sect1"><a href="ch08s02.html">From V2.22 to V2.23 (Boost 1.50)</a></span></dt><dt><span class="sect1"><a href="ch08s03.html">From V2.21 to V2.22 (Boost 1.48)</a></span></dt><dt><span class="sect1"><a href="ch08s04.html">From V2.20 to V2.21 (Boost 1.47)</a></span></dt><dt><span class="sect1"><a href="ch08s05.html">From V2.12 to V2.20 (Boost 1.46)</a></span></dt><dt><span class="sect1"><a href="ch08s06.html">From V2.10 to V2.12 (Boost 1.45)</a></span></dt><dt><span class="sect1"><a href="ch08s07.html">From V2.0 to V2.12 (Boost 1.44)</a></span></dt></dl></dd></dl></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="pr01.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Preface&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;1.&nbsp;Founding idea</td></tr></table></div></body></html>
more speed</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1960">Completion / Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1978">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2009">Kleene(any) event)</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2024">Other state types</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2088">Helper functions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2191">Phoenix-like STL support</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2244">Writing actions with Boost.Phoenix (in development)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s05.html">Back-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s05.html#d0e2303">Creation </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2312">Starting and stopping a state
machine</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2331">Event dispatching</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2340">Active state(s)</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2354">Serialization</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2407">Base state type </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2433">Visitor</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2476">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2489">Getting a state</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2502"> State machine constructor with arguments </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2542">Trading run-time speed for
better compile-time / multi-TU compilation</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2624">Compile-time state machine analysis </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2668"> Enqueueing events for later
processing </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2688"> Customizing the message queues </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2703">Policy definition with Boost.Parameter </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2711">Choosing when to switch active
states </a></span></dt></dl></dd></dl></dd><dt><span class="chapter"><a href="ch04.html">4. Performance / Compilers</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch04.html#d0e2792">Speed</a></span></dt><dt><span class="sect1"><a href="ch04s02.html">Executable size</a></span></dt><dt><span class="sect1"><a href="ch04s03.html">Supported compilers</a></span></dt><dt><span class="sect1"><a href="ch04s04.html"> Limitations </a></span></dt><dt><span class="sect1"><a href="ch04s05.html"> Compilers corner </a></span></dt></dl></dd><dt><span class="chapter"><a href="ch05.html">5. Questions &amp; Answers, tips</a></span></dt><dt><span class="chapter"><a href="ch06.html">6. Internals</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch06.html#d0e3010">Backend: Run To Completion</a></span></dt><dt><span class="sect1"><a href="ch06s02.html">Frontend / Backend
interface</a></span></dt><dt><span class="sect1"><a href="ch06s03.html"> Generated state ids </a></span></dt><dt><span class="sect1"><a href="ch06s04.html">Metaprogramming tools</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch07.html">7. Acknowledgements</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch07.html#d0e3305">MSM v2</a></span></dt><dt><span class="sect1"><a href="ch07s02.html"> MSM v1</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch08.html">8. Version history</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch08.html#d0e3352">From V2.24 to V2.25 (Boost 1.54)</a></span></dt><dt><span class="sect1"><a href="ch08s02.html">From V2.23 to V2.24 (Boost 1.51)</a></span></dt><dt><span class="sect1"><a href="ch08s03.html">From V2.22 to V2.23 (Boost 1.50)</a></span></dt><dt><span class="sect1"><a href="ch08s04.html">From V2.21 to V2.22 (Boost 1.48)</a></span></dt><dt><span class="sect1"><a href="ch08s05.html">From V2.20 to V2.21 (Boost 1.47)</a></span></dt><dt><span class="sect1"><a href="ch08s06.html">From V2.12 to V2.20 (Boost 1.46)</a></span></dt><dt><span class="sect1"><a href="ch08s07.html">From V2.10 to V2.12 (Boost 1.45)</a></span></dt><dt><span class="sect1"><a href="ch08s08.html">From V2.0 to V2.12 (Boost 1.44)</a></span></dt></dl></dd></dl></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="pr01.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Preface&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;1.&nbsp;Founding idea</td></tr></table></div></body></html>

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<title>Part&nbsp;II.&nbsp;Reference</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="ch08s07.html" title="From V2.0 to V2.12 (Boost 1.44)"><link rel="next" href="ch09.html" title="Chapter&nbsp;9.&nbsp;External references to MSM"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Part&nbsp;II.&nbsp;Reference</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s07.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch09.html">Next</a></td></tr></table><hr></div><div class="part" title="Part&nbsp;II.&nbsp;Reference"><div class="titlepage"><div><div><h1 class="title"><a name="d0e3621"></a>Part&nbsp;II.&nbsp;<span class="command"><strong><a name="Reference-begin"></a></strong></span>Reference</h1></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="chapter"><a href="ch09.html">9. External references to MSM</a></span></dt><dt><span class="chapter"><a href="ch10.html">10. eUML operators and basic helpers</a></span></dt><dt><span class="chapter"><a href="ch11.html">11.
Functional programming </a></span></dt><dt><span class="refentrytitle"><a href="re01.html">Common headers</a></span><span class="refpurpose"> &#8212; The common types used by front- and back-ends</span></dt><dt><span class="refentrytitle"><a href="re02.html">Back-end</a></span><span class="refpurpose"> &#8212; The back-end headers</span></dt><dt><span class="refentrytitle"><a href="re03.html">Front-end</a></span><span class="refpurpose"> &#8212; The front-end headers</span></dt></dl></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s07.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch09.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.0 to V2.12 (Boost 1.44)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;9.&nbsp;External references to MSM</td></tr></table></div></body></html>
<title>Part&nbsp;II.&nbsp;Reference</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="ch08s08.html" title="From V2.0 to V2.12 (Boost 1.44)"><link rel="next" href="ch09.html" title="Chapter&nbsp;9.&nbsp;External references to MSM"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Part&nbsp;II.&nbsp;Reference</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s08.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch09.html">Next</a></td></tr></table><hr></div><div class="part" title="Part&nbsp;II.&nbsp;Reference"><div class="titlepage"><div><div><h1 class="title"><a name="d0e3645"></a>Part&nbsp;II.&nbsp;<span class="command"><strong><a name="Reference-begin"></a></strong></span>Reference</h1></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="chapter"><a href="ch09.html">9. External references to MSM</a></span></dt><dt><span class="chapter"><a href="ch10.html">10. eUML operators and basic helpers</a></span></dt><dt><span class="chapter"><a href="ch11.html">11.
Functional programming </a></span></dt><dt><span class="refentrytitle"><a href="re01.html">Common headers</a></span><span class="refpurpose"> &#8212; The common types used by front- and back-ends</span></dt><dt><span class="refentrytitle"><a href="re02.html">Back-end</a></span><span class="refpurpose"> &#8212; The back-end headers</span></dt><dt><span class="refentrytitle"><a href="re03.html">Front-end</a></span><span class="refpurpose"> &#8212; The front-end headers</span></dt></dl></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s08.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch09.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.0 to V2.12 (Boost 1.44)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;9.&nbsp;External references to MSM</td></tr></table></div></body></html>

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<title>Common headers</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="ch11.html" title="Chapter&nbsp;11.&nbsp; Functional programming"><link rel="next" href="re02.html" title="Back-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Common headers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch11.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="re02.html">Next</a></td></tr></table><hr></div><div class="refentry" title="Common headers"><a name="d0e5100"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Common headers &#8212; The common types used by front- and back-ends</p></div><div class="refsect1" title="msm/common.hpp"><a name="d0e5106"></a><h2>msm/common.hpp</h2><p>This header provides one type, wrap, which is an empty type whose only reason
<title>Common headers</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="ch11.html" title="Chapter&nbsp;11.&nbsp; Functional programming"><link rel="next" href="re02.html" title="Back-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Common headers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch11.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="re02.html">Next</a></td></tr></table><hr></div><div class="refentry" title="Common headers"><a name="d0e5124"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Common headers &#8212; The common types used by front- and back-ends</p></div><div class="refsect1" title="msm/common.hpp"><a name="d0e5130"></a><h2>msm/common.hpp</h2><p>This header provides one type, wrap, which is an empty type whose only reason
to exist is to be cheap to construct, so that it can be used with mpl::for_each,
as shown in the Metaprogramming book, chapter 9.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Dummy&gt; wrap{};</span></span>&nbsp;{<br>}</pre></div><div class="refsect1" title="msm/row_tags.hpp"><a name="d0e5115"></a><h2>msm/row_tags.hpp</h2><p>This header contains the row type tags which front-ends can support partially
as shown in the Metaprogramming book, chapter 9.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Dummy&gt; wrap{};</span></span>&nbsp;{<br>}</pre></div><div class="refsect1" title="msm/row_tags.hpp"><a name="d0e5139"></a><h2>msm/row_tags.hpp</h2><p>This header contains the row type tags which front-ends can support partially
or totally. Please see the <span class="command"><strong><a class="command" href="ch06s02.html#internals-front-back-interface">Internals</a></strong></span> section for a description of the different
types.</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch11.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="re02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;11.&nbsp;
Functional programming &nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Back-end</td></tr></table></div></body></html>

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<title>Back-end</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="re01.html" title="Common headers"><link rel="next" href="re03.html" title="Front-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Back-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="re01.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="re03.html">Next</a></td></tr></table><hr></div><div class="refentry" title="Back-end"><a name="d0e5123"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Back-end &#8212; The back-end headers</p></div><div class="refsect1" title="msm/back/state_machine.hpp"><a name="d0e5129"></a><h2>msm/back/state_machine.hpp</h2><p> This header provides one type, state_machine, MSM's state machine engine
<title>Back-end</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="re01.html" title="Common headers"><link rel="next" href="re03.html" title="Front-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Back-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="re01.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="re03.html">Next</a></td></tr></table><hr></div><div class="refentry" title="Back-end"><a name="d0e5147"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Back-end &#8212; The back-end headers</p></div><div class="refsect1" title="msm/back/state_machine.hpp"><a name="d0e5153"></a><h2>msm/back/state_machine.hpp</h2><p> This header provides one type, state_machine, MSM's state machine engine
implementation.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Derived,class HistoryPolicy=NoHistory,class
CompilePolicy=favor_runtime_speed&gt; state_machine</span></span>&nbsp;{<br>}</pre><div class="refsect2" title="Template arguments"><a name="d0e5138"></a><h3> Template arguments </h3><div class="refsect3" title="Derived"><a name="d0e5141"></a><h4> Derived </h4><p>The name of the front-end state machine definition. All three
front-ends are possible.</p></div><div class="refsect3" title="HistoryPolicy"><a name="d0e5146"></a><h4> HistoryPolicy </h4><p>The desired history. This can be: AlwaysHistory, NoHistory,
ShallowHistory. Default is NoHistory.</p></div><div class="refsect3" title="CompilePolicy"><a name="d0e5151"></a><h4> CompilePolicy </h4><p>The trade-off performance / compile-time. There are two predefined
CompilePolicy=favor_runtime_speed&gt; state_machine</span></span>&nbsp;{<br>}</pre><div class="refsect2" title="Template arguments"><a name="d0e5162"></a><h3> Template arguments </h3><div class="refsect3" title="Derived"><a name="d0e5165"></a><h4> Derived </h4><p>The name of the front-end state machine definition. All three
front-ends are possible.</p></div><div class="refsect3" title="HistoryPolicy"><a name="d0e5170"></a><h4> HistoryPolicy </h4><p>The desired history. This can be: AlwaysHistory, NoHistory,
ShallowHistory. Default is NoHistory.</p></div><div class="refsect3" title="CompilePolicy"><a name="d0e5175"></a><h4> CompilePolicy </h4><p>The trade-off performance / compile-time. There are two predefined
policies, favor_runtime_speed and favor_compile_time. Default is
favor_runtime_speed, best performance, longer compile-time. See <a class="link" href="ch03s05.html#backend-tradeof-rt-ct">the backend</a>.</p></div></div><div class="refsect2" title="methods"><a name="d0e5159"></a><h3> methods </h3><div class="refsect3" title="start"><a name="d0e5162"></a><h4>start</h4><p> The start methods must be called before any call to process_event. It
favor_runtime_speed, best performance, longer compile-time. See <a class="link" href="ch03s05.html#backend-tradeof-rt-ct">the backend</a>.</p></div></div><div class="refsect2" title="methods"><a name="d0e5183"></a><h3> methods </h3><div class="refsect3" title="start"><a name="d0e5186"></a><h4>start</h4><p> The start methods must be called before any call to process_event. It
activates the entry action of the initial state(s). This allows you to
choose when a state machine can start. See <a class="link" href="ch03s05.html#backend-start">backend</a>.</p><code class="methodsynopsis"><span class="methodname">void start</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="process_event"><a name="d0e5175"></a><h4>process_event</h4><p>The event processing method implements the double-dispatch. Each call
choose when a state machine can start. See <a class="link" href="ch03s05.html#backend-start">backend</a>.</p><code class="methodsynopsis"><span class="methodname">void start</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="process_event"><a name="d0e5199"></a><h4>process_event</h4><p>The event processing method implements the double-dispatch. Each call
to this function with a new event type instantiates a new dispatch
algorithm and increases compile-time.</p><code class="methodsynopsis"><span class="methodname">template &lt;class Event&gt; HandledEnum
process_event</span>(<span class="methodparam">Event const&amp;</span>);</code></div><div class="refsect3" title="current_state"><a name="d0e5186"></a><h4>current_state</h4><p>Returns the ids of currently active states. You will typically need it
only for debugging or logging purposes.</p><code class="methodsynopsis"><span class="methodname">const int* current_state const</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state_by_id"><a name="d0e5196"></a><h4>get_state_by_id</h4><p>Returns the state whose id is given. As all states of a concrete state
process_event</span>(<span class="methodparam">Event const&amp;</span>);</code></div><div class="refsect3" title="current_state"><a name="d0e5210"></a><h4>current_state</h4><p>Returns the ids of currently active states. You will typically need it
only for debugging or logging purposes.</p><code class="methodsynopsis"><span class="methodname">const int* current_state const</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state_by_id"><a name="d0e5220"></a><h4>get_state_by_id</h4><p>Returns the state whose id is given. As all states of a concrete state
machine share a common base state, the return value is a base state. If
the id corresponds to no state, a null pointer is returned.</p><code class="methodsynopsis"><span class="methodname">const BaseState* get_state_by_id const</span>(<span class="methodparam">int id</span>);</code></div><div class="refsect3" title="is_contained"><a name="d0e5207"></a><h4>is_contained</h4><p>Helper returning true if the state machine is contained as a
submachine of another state machine.</p><code class="methodsynopsis"><span class="methodname">bool is_contained const</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state"><a name="d0e5217"></a><h4>get_state</h4><p>Returns the required state of the state machine as a pointer. A
the id corresponds to no state, a null pointer is returned.</p><code class="methodsynopsis"><span class="methodname">const BaseState* get_state_by_id const</span>(<span class="methodparam">int id</span>);</code></div><div class="refsect3" title="is_contained"><a name="d0e5231"></a><h4>is_contained</h4><p>Helper returning true if the state machine is contained as a
submachine of another state machine.</p><code class="methodsynopsis"><span class="methodname">bool is_contained const</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state"><a name="d0e5241"></a><h4>get_state</h4><p>Returns the required state of the state machine as a pointer. A
compile error will occur if the state is not to be found in the state
machine.</p><code class="methodsynopsis"><span class="methodname">template &lt;class State&gt; State* get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state"><a name="d0e5227"></a><h4>get_state</h4><p>Returns the required state of the state machine as a reference. A
machine.</p><code class="methodsynopsis"><span class="methodname">template &lt;class State&gt; State* get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state"><a name="d0e5251"></a><h4>get_state</h4><p>Returns the required state of the state machine as a reference. A
compile error will occur if the state is not to be found in the state
machine.</p><code class="methodsynopsis"><span class="methodname">template &lt;class State&gt; State&amp; get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e5237"></a><h4>is_flag_active</h4><p>Returns true if the given flag is currently active. A flag is active
machine.</p><code class="methodsynopsis"><span class="methodname">template &lt;class State&gt; State&amp; get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e5261"></a><h4>is_flag_active</h4><p>Returns true if the given flag is currently active. A flag is active
if the active state of one region is tagged with this flag (using OR as
BinaryOp) or active states of <span class="underline">all</span>
regions (using AND as BinaryOp)</p><code class="methodsynopsis"><span class="methodname">template &lt;class Flag,class BinaryOp&gt; bool
is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e5250"></a><h4>is_flag_active</h4><p>Returns true if the given flag is currently active. A flag is active
if the active state of one region is tagged with this flag.</p><code class="methodsynopsis"><span class="methodname">template &lt;class Flag&gt; bool is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="visit_current_states"><a name="d0e5260"></a><h4>visit_current_states</h4><p>Visits all active states and their substates. A state is visited using
is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e5274"></a><h4>is_flag_active</h4><p>Returns true if the given flag is currently active. A flag is active
if the active state of one region is tagged with this flag.</p><code class="methodsynopsis"><span class="methodname">template &lt;class Flag&gt; bool is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="visit_current_states"><a name="d0e5284"></a><h4>visit_current_states</h4><p>Visits all active states and their substates. A state is visited using
the <code class="code">accept</code> method without argument. The base class of all
states must provide an <code class="code">accept_sig</code> type.</p><code class="methodsynopsis"><span class="methodname">void visit_current_states</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="visit_current_states"><a name="d0e5276"></a><h4>visit_current_states</h4><p>Visits all active states and their substates. A state is visited using
states must provide an <code class="code">accept_sig</code> type.</p><code class="methodsynopsis"><span class="methodname">void visit_current_states</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="visit_current_states"><a name="d0e5300"></a><h4>visit_current_states</h4><p>Visits all active states and their substates. A state is visited using
the <code class="code">accept</code> method with arguments. The base class of all
states must provide an <code class="code">accept_sig</code> type defining the
signature and thus the number and type of the parameters.</p><code class="methodsynopsis"><span class="methodname">void visit_current_states</span>(<span class="methodparam">any-type param1, any-type param2,...</span>);</code></div><div class="refsect3" title="defer_event"><a name="d0e5293"></a><h4>defer_event</h4><p> Defers the provided event. This method can be called only if at least
signature and thus the number and type of the parameters.</p><code class="methodsynopsis"><span class="methodname">void visit_current_states</span>(<span class="methodparam">any-type param1, any-type param2,...</span>);</code></div><div class="refsect3" title="defer_event"><a name="d0e5317"></a><h4>defer_event</h4><p> Defers the provided event. This method can be called only if at least
one state defers an event or if the state machine provides the
<code class="code">activate_deferred_events</code>(see <a class="link" href="examples/Orthogonal-deferred2.cpp" target="_top">example</a>) type
either directly or using the deferred_events configuration of eUML
(<code class="code">configure_ &lt;&lt; deferred_events</code>)</p><code class="methodsynopsis"><span class="methodname">template &lt;class Event&gt; void defer_event</span>(<span class="methodparam">Event const&amp;</span>);</code></div></div><div class="refsect2" title="Types"><a name="d0e5313"></a><h3>Types</h3><div class="refsect3" title="nr_regions"><a name="d0e5316"></a><h4>nr_regions </h4><p>The number of orthogonal regions contained in the state machine</p></div><div class="refsect3" title="entry_pt"><a name="d0e5321"></a><h4>entry_pt</h4><p>This nested type provides the necessary typedef for entry point
(<code class="code">configure_ &lt;&lt; deferred_events</code>)</p><code class="methodsynopsis"><span class="methodname">template &lt;class Event&gt; void defer_event</span>(<span class="methodparam">Event const&amp;</span>);</code></div></div><div class="refsect2" title="Types"><a name="d0e5337"></a><h3>Types</h3><div class="refsect3" title="nr_regions"><a name="d0e5340"></a><h4>nr_regions </h4><p>The number of orthogonal regions contained in the state machine</p></div><div class="refsect3" title="entry_pt"><a name="d0e5345"></a><h4>entry_pt</h4><p>This nested type provides the necessary typedef for entry point
pseudostates.
<code class="code">state_machine&lt;...&gt;::entry_pt&lt;state_name&gt;</code> is a
transition's valid target inside the containing state machine's
transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">entry_pt</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="exit_pt"><a name="d0e5333"></a><h4>exit_pt</h4><p>This nested type provides the necessary typedef for exit point
transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">entry_pt</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="exit_pt"><a name="d0e5357"></a><h4>exit_pt</h4><p>This nested type provides the necessary typedef for exit point
pseudostates. <code class="code">state_machine&lt;...&gt;::exit_pt&lt;state_name&gt;</code>
is a transition's valid source inside the containing state machine's
transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">exit_pt</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="direct"><a name="d0e5345"></a><h4>direct</h4><p>This nested type provides the necessary typedef for an explicit entry
transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">exit_pt</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="direct"><a name="d0e5369"></a><h4>direct</h4><p>This nested type provides the necessary typedef for an explicit entry
inside a submachine.
<code class="code">state_machine&lt;...&gt;::direct&lt;state_name&gt;</code> is a
transition's valid target inside the containing state machine's
transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">direct</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="stt"><a name="d0e5357"></a><h4>stt</h4><p>Calling state_machine&lt;frontend&gt;::stt returns a mpl::vector
transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">direct</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="stt"><a name="d0e5381"></a><h4>stt</h4><p>Calling state_machine&lt;frontend&gt;::stt returns a mpl::vector
containing the transition table of the state machine. This type can then
be used with generate_state_set or generate_event_set.</p></div></div></div><div class="refsect1" title="args.hpp"><a name="d0e5362"></a><h2>args.hpp</h2><p>This header provides one type, args. which provides the necessary types for a
visitor implementation.</p></div><div class="refsect1" title="msm/back/history_policies.hpp"><a name="d0e5367"></a><h2><span class="command"><strong><a name="history-interface"></a></strong></span>msm/back/history_policies.hpp</h2><p>This header provides the out-of-the-box history policies supported by MSM.
There are 3 such policies.</p><div class="refsect2" title="Every history policy must implement the following methods:"><a name="d0e5373"></a><h3>Every history policy must implement the following methods: </h3><div class="refsect3" title="set_initial_states"><a name="d0e5376"></a><h4> set_initial_states </h4><p> This method is called by msm::back::state_machine when constructed.
be used with generate_state_set or generate_event_set.</p></div></div></div><div class="refsect1" title="args.hpp"><a name="d0e5386"></a><h2>args.hpp</h2><p>This header provides one type, args. which provides the necessary types for a
visitor implementation.</p></div><div class="refsect1" title="msm/back/history_policies.hpp"><a name="d0e5391"></a><h2><span class="command"><strong><a name="history-interface"></a></strong></span>msm/back/history_policies.hpp</h2><p>This header provides the out-of-the-box history policies supported by MSM.
There are 3 such policies.</p><div class="refsect2" title="Every history policy must implement the following methods:"><a name="d0e5397"></a><h3>Every history policy must implement the following methods: </h3><div class="refsect3" title="set_initial_states"><a name="d0e5400"></a><h4> set_initial_states </h4><p> This method is called by msm::back::state_machine when constructed.
It gives the policy a chance to save the ids of all initial states
(passed as array).</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">void set_initial_states(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
<code>(</code>int* const<code>)</code>
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="history_exit"><a name="d0e5390"></a><h4> history_exit </h4><p>This method is called by msm::back::state_machine when the submachine
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="history_exit"><a name="d0e5414"></a><h4> history_exit </h4><p>This method is called by msm::back::state_machine when the submachine
is exited. It gives the policy a chance to remember the ids of the last
active substates of this submachine (passed as array).</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">void history_exit(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
<code>(</code>int* const<code>)</code>
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="history_entry"><a name="d0e5404"></a><h4> history_entry </h4><p>This method is called by msm::back::state_machine when the submachine
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="history_entry"><a name="d0e5428"></a><h4> history_entry </h4><p>This method is called by msm::back::state_machine when the submachine
is entered. It gives the policy a chance to set the active states
according to the policy's aim. The policy gets as parameter the event
which activated the submachine and returns an array of active states
ids.</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Event&gt; int* const history_exit(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
<code>(</code>Event const&amp;<code>)</code>
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="Out-of-the-box policies:"><a name="d0e5418"></a><h3>Out-of-the-box policies: </h3><div class="refsect3" title="NoHistory"><a name="d0e5421"></a><h4>NoHistory</h4><p>This policy is the default used by state_machine. No active state of a
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="Out-of-the-box policies:"><a name="d0e5442"></a><h3>Out-of-the-box policies: </h3><div class="refsect3" title="NoHistory"><a name="d0e5445"></a><h4>NoHistory</h4><p>This policy is the default used by state_machine. No active state of a
submachine is remembered and at every new activation of the submachine,
the initial state(s) are activated. </p></div><div class="refsect3" title="AlwaysHistory"><a name="d0e5426"></a><h4>AlwaysHistory</h4><p>This policy is a non-UML-standard extension. The active state(s) of a
the initial state(s) are activated. </p></div><div class="refsect3" title="AlwaysHistory"><a name="d0e5450"></a><h4>AlwaysHistory</h4><p>This policy is a non-UML-standard extension. The active state(s) of a
submachine is (are) always remembered at every new activation of the
submachine. </p></div><div class="refsect3" title="ShallowHistory"><a name="d0e5431"></a><h4>ShallowHistory</h4><p>This policy activates the active state(s) of a submachine if the event
is found in the policy's event list. </p></div></div></div><div class="refsect1" title="msm/back/default_compile_policy.hpp"><a name="d0e5436"></a><h2>msm/back/default_compile_policy.hpp</h2><p>This header contains the definition of favor_runtime_speed. This policy has
submachine. </p></div><div class="refsect3" title="ShallowHistory"><a name="d0e5455"></a><h4>ShallowHistory</h4><p>This policy activates the active state(s) of a submachine if the event
is found in the policy's event list. </p></div></div></div><div class="refsect1" title="msm/back/default_compile_policy.hpp"><a name="d0e5460"></a><h2>msm/back/default_compile_policy.hpp</h2><p>This header contains the definition of favor_runtime_speed. This policy has
two settings:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Submachines dispatch faster because their transitions are added
into their containing machine's transition table instead of simply
forwarding events.</p></li><li class="listitem"><p>It solves transition conflicts at compile-time</p></li></ul></div></div><div class="refsect1" title="msm/back/favor_compile_time.hpp"><a name="d0e5448"></a><h2>msm/back/favor_compile_time.hpp</h2><p>This header contains the definition of favor_compile_time. This policy has two settings:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Submachines dispatch is slower because all events, even those with
forwarding events.</p></li><li class="listitem"><p>It solves transition conflicts at compile-time</p></li></ul></div></div><div class="refsect1" title="msm/back/favor_compile_time.hpp"><a name="d0e5472"></a><h2>msm/back/favor_compile_time.hpp</h2><p>This header contains the definition of favor_compile_time. This policy has two settings:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Submachines dispatch is slower because all events, even those with
no dispatch chance, are forwarded to submachines. In exchange, no
row is added into the containing machine's transition table, which
reduces compile-time.</p></li><li class="listitem"><p>It solves transition conflicts at run-time.</p></li></ul></div></div><div class="refsect1" title="msm/back/metafunctions.hpp"><a name="d0e5460"></a><h2>msm/back/metafunctions.hpp </h2><p>This header contains metafunctions for use by the library. Three metafunctions
reduces compile-time.</p></li><li class="listitem"><p>It solves transition conflicts at run-time.</p></li></ul></div></div><div class="refsect1" title="msm/back/metafunctions.hpp"><a name="d0e5484"></a><h2>msm/back/metafunctions.hpp </h2><p>This header contains metafunctions for use by the library. Three metafunctions
can be useful for the user:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">generate_state_set&lt; stt &gt;</code>: generates the list of
all states referenced by the transition table stt. If stt is a
recursive table (generated by
@@ -86,10 +86,10 @@
finds recursively all events of the submachines. A non-recursive
table can be obtained with some_backend_fsm::stt.</p></li><li class="listitem"><p><code class="code">recursive_get_transition_table&lt;fsm&gt;</code>: recursively
extends the transition table of the state machine fsm with tables
from the submachines.</p></li></ul></div></div><div class="refsect1" title="msm/back/tools.hpp"><a name="d0e5487"></a><h2>msm/back/tools.hpp </h2><p> This header contains a few metaprogramming tools to get some information out
of a state machine.</p><div class="refsect2" title="fill_state_names"><a name="d0e5492"></a><h3>fill_state_names </h3><div class="refsect3" title="attributes"><a name="d0e5495"></a><h4>attributes </h4><p> fill_state_names has for attribute:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">char const** m_names</code>: an already allocated
from the submachines.</p></li></ul></div></div><div class="refsect1" title="msm/back/tools.hpp"><a name="d0e5511"></a><h2>msm/back/tools.hpp </h2><p> This header contains a few metaprogramming tools to get some information out
of a state machine.</p><div class="refsect2" title="fill_state_names"><a name="d0e5516"></a><h3>fill_state_names </h3><div class="refsect3" title="attributes"><a name="d0e5519"></a><h4>attributes </h4><p> fill_state_names has for attribute:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">char const** m_names</code>: an already allocated
array of const char* where the typeid-generated names of a
state machine states will be witten.</p></li></ul></div></div><div class="refsect3" title="constructor"><a name="d0e5506"></a><h4>constructor </h4><code class="constructorsynopsis"><span class="methodparam">char const** names_to_fill</span>(<span class="methodparam">char const** names_to_fill</span>);</code></div><div class="refsect3" title="usage"><a name="d0e5513"></a><h4>usage</h4><p> fill_state_names is made for use in a mpl::for_each iterating on a
state machine states will be witten.</p></li></ul></div></div><div class="refsect3" title="constructor"><a name="d0e5530"></a><h4>constructor </h4><code class="constructorsynopsis"><span class="methodparam">char const** names_to_fill</span>(<span class="methodparam">char const** names_to_fill</span>);</code></div><div class="refsect3" title="usage"><a name="d0e5537"></a><h4>usage</h4><p> fill_state_names is made for use in a mpl::for_each iterating on a
state list and writing inside a pre-allocated array the state names.
Example:</p><pre class="programlisting">typedef some_fsm::stt Stt;
typedef msm::back::generate_state_set&lt;Stt&gt;::type all_states; //states
@@ -104,10 +104,17 @@ for (unsigned int i=0;i&lt;some_fsm::nr_regions::value;++i)
std::cout &lt;&lt; " -&gt; "
&lt;&lt; state_names[my_fsm_instance.current_state()[i]]
&lt;&lt; std::endl;
}</pre></div></div><div class="refsect2" title="get_state_name"><a name="d0e5520"></a><h3>get_state_name </h3><div class="refsect3" title="attributes"><a name="d0e5523"></a><h4> attributes </h4><p>get_state_name has for attributes:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>std::string&amp; m_name: the return value of the
iteration</p></li><li class="listitem"><p>int m_state_id: the searched state's id</p></li></ul></div></div><div class="refsect3" title="constructor"><a name="d0e5535"></a><h4>constructor</h4><p>The constructor takes as argument a reference to the string to fill
with the state name and the id which must be searched.</p><code class="constructorsynopsis"><span class="methodparam">string&amp; name_to_fill,int state_id</span>(<span class="methodparam">string&amp; name_to_fill,int state_id</span>);</code></div><div class="refsect3" title="usage"><a name="d0e5544"></a><h4> usage</h4><p>This type is made for the same search as in the previous example,
}</pre></div></div><div class="refsect2" title="get_state_name"><a name="d0e5544"></a><h3>get_state_name </h3><div class="refsect3" title="attributes"><a name="d0e5547"></a><h4> attributes </h4><p>get_state_name has for attributes:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>std::string&amp; m_name: the return value of the
iteration</p></li><li class="listitem"><p>int m_state_id: the searched state's id</p></li></ul></div></div><div class="refsect3" title="constructor"><a name="d0e5559"></a><h4>constructor</h4><p>The constructor takes as argument a reference to the string to fill
with the state name and the id which must be searched.</p><code class="constructorsynopsis"><span class="methodparam">string&amp; name_to_fill,int state_id</span>(<span class="methodparam">string&amp; name_to_fill,int state_id</span>);</code></div><div class="refsect3" title="usage"><a name="d0e5568"></a><h4> usage</h4><p>This type is made for the same search as in the previous example,
using a mpl::for_each to iterate on states. After the iteration, the
state name reference has been set.</p></div></div><div class="refsect2" title="display_type"><a name="d0e5549"></a><h3>display_type </h3><div class="refsect3" title="attributes"><a name="d0e5552"></a><h4> attributes </h4><p>none</p></div><div class="refsect3" title="usage"><a name="d0e5557"></a><h4> usage</h4><p>Reusing the state list from the previous example, we can output all
state name reference has been set.</p><pre class="programlisting">// we need a fsm's table
typedef player::stt Stt;
typedef msm::back::generate_state_set&lt;Stt&gt;::type all_states; //all states
std::string name_of_open; // id of Open is 1
// fill name_of_open for state of id 1
boost::mpl::for_each&lt;all_states,boost::msm::wrap&lt;mpl::placeholders::_1&gt; &gt;
(msm::back::get_state_name&lt;Stt&gt;(name_of_open,1));
std::cout &lt;&lt; "typeid-generated name Open is: " &lt;&lt; name_of_open &lt;&lt; std::endl;</pre></div></div><div class="refsect2" title="display_type"><a name="d0e5575"></a><h3>display_type </h3><div class="refsect3" title="attributes"><a name="d0e5578"></a><h4> attributes </h4><p>none</p></div><div class="refsect3" title="usage"><a name="d0e5583"></a><h4> usage</h4><p>Reusing the state list from the previous example, we can output all
state names:</p><p><code class="code">mpl::for_each&lt;all_states,boost::msm::wrap&lt;mpl::placeholders::_1&gt;
&gt;(msm::back::display_type ());</code></p></div></div></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="re01.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="re03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Common headers&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Front-end</td></tr></table></div></body></html>

View File

@@ -1,11 +1,11 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>Front-end</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="re02.html" title="Back-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="re02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;</td></tr></table><hr></div><div class="refentry" title="Front-end"><a name="d0e5565"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Front-end &#8212; The front-end headers</p></div><div class="refsect1" title="msm/front/common_states.hpp"><a name="d0e5571"></a><h2>msm/front/common_states.hpp</h2><p>This header contains the predefined types to serve as base for states or state machines:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>default_base_state: non-polymorphic empty type.</p></li><li class="listitem"><p>polymorphic_state: type with a virtual destructor, which makes all
states polymorphic.</p></li></ul></div></div><div class="refsect1" title="msm/front/completion_event.hpp"><a name="d0e5583"></a><h2>msm/front/completion_event.hpp</h2><p>This header contains one type, <code class="code">none</code>. This type has several
<title>Front-end</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="re02.html" title="Back-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="re02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;</td></tr></table><hr></div><div class="refentry" title="Front-end"><a name="d0e5591"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Front-end &#8212; The front-end headers</p></div><div class="refsect1" title="msm/front/common_states.hpp"><a name="d0e5597"></a><h2>msm/front/common_states.hpp</h2><p>This header contains the predefined types to serve as base for states or state machines:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>default_base_state: non-polymorphic empty type.</p></li><li class="listitem"><p>polymorphic_state: type with a virtual destructor, which makes all
states polymorphic.</p></li></ul></div></div><div class="refsect1" title="msm/front/completion_event.hpp"><a name="d0e5609"></a><h2>msm/front/completion_event.hpp</h2><p>This header contains one type, <code class="code">none</code>. This type has several
meanings inside a transition table:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as action or guard: that there is no action or guard</p></li><li class="listitem"><p>as target state: that the transition is an internal
transition</p></li><li class="listitem"><p>as event: the transition is an anonymous (completion)
transition</p></li></ul></div></div><div class="refsect1" title="msm/front/functor_row.hpp"><a name="d0e5601"></a><h2>msm/front/functor_row.hpp</h2><p>This header implements the functor front-end's transitions and helpers.</p><div class="refsect2" title="Row"><a name="d0e5606"></a><h3>Row</h3><div class="refsect3" title="definition"><a name="d0e5609"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Source,class Event,class Target,class
Action,class Guard&gt; Row</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="tags"><a name="d0e5616"></a><h4>tags</h4><p>row_type_tag is defined differently for every specialization:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>all 5 template parameters means a normal transition with
transition</p></li></ul></div></div><div class="refsect1" title="msm/front/functor_row.hpp"><a name="d0e5627"></a><h2>msm/front/functor_row.hpp</h2><p>This header implements the functor front-end's transitions and helpers.</p><div class="refsect2" title="Row"><a name="d0e5632"></a><h3>Row</h3><div class="refsect3" title="definition"><a name="d0e5635"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Source,class Event,class Target,class
Action,class Guard&gt; Row</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="tags"><a name="d0e5642"></a><h4>tags</h4><p>row_type_tag is defined differently for every specialization:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>all 5 template parameters means a normal transition with
action and guard: <code class="code">typedef row_tag
row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,Target,none,none&gt; a normal transition
without action or guard: <code class="code">typedef _row_tag
@@ -21,7 +21,7 @@
transition with action and guard: <code class="code">typedef irow_tag
row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,none,none,none&gt; an internal transition
without action or guard: <code class="code">typedef _irow_tag
row_type_tag;</code></p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e5662"></a><h4>methods</h4><p>Like any other front-end, Row implements the two necessary static
row_type_tag;</code></p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e5688"></a><h4>methods</h4><p>Like any other front-end, Row implements the two necessary static
functions for action and guard call. Each function receives as parameter
the (deepest-level) state machine processsing the event, the event
itself, the source and target states and all the states contained in a
@@ -33,8 +33,8 @@
class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
<code>(</code>Fsm&amp; fsm,Event const&amp;
evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="Internal"><a name="d0e5685"></a><h3>Internal</h3><div class="refsect3" title="definition"><a name="d0e5688"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Event,class Action,class Guard&gt;
Internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="tags"><a name="d0e5695"></a><h4>tags</h4><p>row_type_tag is defined differently for every specialization:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>all 3 template parameters means an internal transition
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="Internal"><a name="d0e5711"></a><h3>Internal</h3><div class="refsect3" title="definition"><a name="d0e5714"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Event,class Action,class Guard&gt;
Internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="tags"><a name="d0e5721"></a><h4>tags</h4><p>row_type_tag is defined differently for every specialization:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>all 3 template parameters means an internal transition
with action and guard: <code class="code">typedef sm_i_row_tag
row_type_tag;</code></p></li><li class="listitem"><p>Internal&lt;Event,none,none&gt; an internal transition
without action or guard: <code class="code">typedef sm__i_row_tag
@@ -42,7 +42,7 @@
without guard: <code class="code">typedef sm_a_i_row_tag
row_type_tag;</code></p></li><li class="listitem"><p>Internal&lt;Event,none,Guard&gt; an internal transition
without action: <code class="code">typedef sm_g_i_row_tag
row_type_tag;</code></p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e5721"></a><h4>methods</h4><p>Like any other front-end, Internal implements the two necessary static
row_type_tag;</code></p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e5747"></a><h4>methods</h4><p>Like any other front-end, Internal implements the two necessary static
functions for action and guard call. Each function receives as parameter
the (deepest-level) state machine processsing the event, the event
itself, the source and target states and all the states contained in a
@@ -54,9 +54,9 @@
class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
<code>(</code>Fsm&amp; fsm,Event const&amp;
evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="ActionSequence_"><a name="d0e5744"></a><h3>ActionSequence_</h3><p>This functor calls every element of the template Sequence (which are also
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="ActionSequence_"><a name="d0e5770"></a><h3>ActionSequence_</h3><p>This functor calls every element of the template Sequence (which are also
callable functors) in turn. It is also the underlying implementation of the
eUML sequence grammar (action1,action2,...).</p><div class="refsect3" title="definition"><a name="d0e5749"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Sequence&gt; ActionSequence_</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="methods"><a name="d0e5756"></a><h4>methods</h4><p>This helper functor is made for use in a transition table and in a
eUML sequence grammar (action1,action2,...).</p><div class="refsect3" title="definition"><a name="d0e5775"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Sequence&gt; ActionSequence_</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="methods"><a name="d0e5782"></a><h4>methods</h4><p>This helper functor is made for use in a transition table and in a
state behavior and therefore implements an operator() with 3 and with 4
arguments:</p><p>
</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Evt,class Fsm,class
@@ -65,13 +65,13 @@
</p><p>
</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Evt,class Fsm,class State&gt;
operator()(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Evt const&amp;, Fsm&amp;, State&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>
</p></div></div><div class="refsect2" title="Defer"><a name="d0e5779"></a><h3>Defer</h3><div class="refsect3" title="definition"><a name="d0e5782"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">Defer</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="methods"><a name="d0e5789"></a><h4>methods</h4><p>This helper functor is made for use in a transition table and
</p></div></div><div class="refsect2" title="Defer"><a name="d0e5805"></a><h3>Defer</h3><div class="refsect3" title="definition"><a name="d0e5808"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">Defer</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="methods"><a name="d0e5815"></a><h4>methods</h4><p>This helper functor is made for use in a transition table and
therefore implements an operator() with 4 arguments:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Evt,class Fsm,class SourceState,class
TargetState&gt; operator()(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Evt const&amp;, Fsm&amp; , SourceState&amp;,
TargetState&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div></div><div class="refsect1" title="msm/front/internal_row.hpp"><a name="d0e5800"></a><h2>msm/front/internal_row.hpp</h2><p>This header implements the internal transition rows for use inside an
TargetState&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div></div><div class="refsect1" title="msm/front/internal_row.hpp"><a name="d0e5826"></a><h2>msm/front/internal_row.hpp</h2><p>This header implements the internal transition rows for use inside an
internal_transition_table. All these row types have no source or target state,
as the backend will recognize internal transitions from this
internal_transition_table.</p><div class="refsect2" title="methods"><a name="d0e5805"></a><h3>methods</h3><p>Like any other front-end, the following transition row types implements
internal_transition_table.</p><div class="refsect2" title="methods"><a name="d0e5831"></a><h3>methods</h3><p>Like any other front-end, the following transition row types implements
the two necessary static functions for action and guard call. Each function
receives as parameter the (deepest-level) state machine processsing the
event, the event itself, the source and target states and all the states
@@ -83,30 +83,30 @@
class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
<code>(</code>Fsm&amp; fsm,Event const&amp;
evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect2" title="a_internal"><a name="d0e5828"></a><h3>a_internal</h3><div class="refsect3" title="definition"><a name="d0e5831"></a><h4>definition</h4><p>This is an internal transition with an action called during the
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect2" title="a_internal"><a name="d0e5854"></a><h3>a_internal</h3><div class="refsect3" title="definition"><a name="d0e5857"></a><h4>definition</h4><p>This is an internal transition with an action called during the
transition.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event, class CalledForAction, void
(CalledForAction::*action)(Event const&amp;)&gt;
a_internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5840"></a><h4>template parameters</h4><p>
a_internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5866"></a><h4>template parameters</h4><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the internal
transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
be called. It can be either a state of the containing state
machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
provides.</p></li></ul></div><p>
</p></div></div><div class="refsect2" title="g_internal"><a name="d0e5856"></a><h3>g_internal</h3><p>This is an internal transition with a guard called before the transition
and allowing the transition if returning true.</p><div class="refsect3" title="definition"><a name="d0e5861"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event, class CalledForGuard, bool
</p></div></div><div class="refsect2" title="g_internal"><a name="d0e5882"></a><h3>g_internal</h3><p>This is an internal transition with a guard called before the transition
and allowing the transition if returning true.</p><div class="refsect3" title="definition"><a name="d0e5887"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event, class CalledForGuard, bool
(CalledForGuard::*guard)(Event const&amp;)&gt;
g_internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5868"></a><h4>template parameters</h4><p>
g_internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5894"></a><h4>template parameters</h4><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the internal
transition.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
called. It can be either a state of the containing state
machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
provides.</p></li></ul></div><p>
</p></div></div><div class="refsect2" title="internal"><a name="d0e5884"></a><h3>internal</h3><p>This is an internal transition with a guard called before the transition
</p></div></div><div class="refsect2" title="internal"><a name="d0e5910"></a><h3>internal</h3><p>This is an internal transition with a guard called before the transition
and allowing the transition if returning true. It also calls an action
called during the transition.</p><div class="refsect3" title="definition"><a name="d0e5889"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event, class CalledForAction, void
called during the transition.</p><div class="refsect3" title="definition"><a name="d0e5915"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event, class CalledForAction, void
(CalledForAction::*action)(Event const&amp;), class
CalledForGuard, bool (CalledForGuard::*guard)(Event const&amp;)&gt;
internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5896"></a><h4>template parameters</h4><p>
internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5922"></a><h4>template parameters</h4><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the internal transition</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
be called. It can be either a state of the containing state
machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
@@ -114,15 +114,15 @@
called. It can be either a state of the containing state
machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
provides.</p></li></ul></div><p>
</p></div></div><div class="refsect2" title="_internal"><a name="d0e5918"></a><h3>_internal</h3><p>This is an internal transition without action or guard. This is equivalent
to an explicit "ignore event".</p><div class="refsect3" title="definition"><a name="d0e5923"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event &gt; _internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5930"></a><h4>template parameters</h4><p>
</p></div></div><div class="refsect2" title="_internal"><a name="d0e5944"></a><h3>_internal</h3><p>This is an internal transition without action or guard. This is equivalent
to an explicit "ignore event".</p><div class="refsect3" title="definition"><a name="d0e5949"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event &gt; _internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5956"></a><h4>template parameters</h4><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the internal
transition.</p></li></ul></div><p>
</p></div></div></div><div class="refsect1" title="msm/front/row2.hpp"><a name="d0e5940"></a><h2>msm/front/row2.hpp</h2><p>This header contains the variants of row2, which are an extension of the
</p></div></div></div><div class="refsect1" title="msm/front/row2.hpp"><a name="d0e5966"></a><h2>msm/front/row2.hpp</h2><p>This header contains the variants of row2, which are an extension of the
standard row transitions for use in the transition table. They offer the
possibility to define action and guard not only in the state machine, but in any
state of the state machine. They can also be used in internal transition tables
through their irow2 variants.</p><div class="refsect2" title="methods"><a name="d0e5945"></a><h3>methods</h3><p>Like any other front-end, the following transition row types implements
through their irow2 variants.</p><div class="refsect2" title="methods"><a name="d0e5971"></a><h3>methods</h3><p>Like any other front-end, the following transition row types implements
the two necessary static functions for action and guard call. Each function
receives as parameter the (deepest-level) state machine processsing the
event, the event itself, the source and target states and all the states
@@ -134,28 +134,28 @@
class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
<code>(</code>Fsm&amp; fsm,Event const&amp;
evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect2" title="_row2"><a name="d0e5968"></a><h3>_row2</h3><p>This is a transition without action or guard. The state machine only
changes active state.</p><div class="refsect3" title="definition"><a name="d0e5973"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target &gt;
_row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5980"></a><h4>template parameters</h4><p>
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect2" title="_row2"><a name="d0e5994"></a><h3>_row2</h3><p>This is a transition without action or guard. The state machine only
changes active state.</p><div class="refsect3" title="definition"><a name="d0e5999"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target &gt;
_row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6006"></a><h4>template parameters</h4><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li></ul></div><p>
</p></div></div><div class="refsect2" title="a_row2"><a name="d0e5996"></a><h3>a_row2</h3><p>This is a transition with action and without guard.</p><div class="refsect3" title="definition"><a name="d0e6001"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target,
</p></div></div><div class="refsect2" title="a_row2"><a name="d0e6022"></a><h3>a_row2</h3><p>This is a transition with action and without guard.</p><div class="refsect3" title="definition"><a name="d0e6027"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target,
</span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
(CalledForAction::*action)(Event const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6012"></a><h4>template parameters</h4><p>
(CalledForAction::*action)(Event const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6038"></a><h4>template parameters</h4><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
be called. It can be either a state of the containing state
machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
provides.</p></li></ul></div><p>
</p></div></div><div class="refsect2" title="g_row2"><a name="d0e6034"></a><h3>g_row2</h3><p>This is a transition with guard and without action.</p><div class="refsect3" title="definition"><a name="d0e6039"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target,
</p></div></div><div class="refsect2" title="g_row2"><a name="d0e6060"></a><h3>g_row2</h3><p>This is a transition with guard and without action.</p><div class="refsect3" title="definition"><a name="d0e6065"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target,
</span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6050"></a><h4>template parameters</h4><p>
const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6076"></a><h4>template parameters</h4><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
called. It can be either a state of the containing state
machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
provides.</p></li></ul></div><p>
</p></div></div><div class="refsect2" title="row2"><a name="d0e6072"></a><h3>row2</h3><p>This is a transition with guard and action.</p><div class="refsect3" title="definition"><a name="d0e6077"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target,
</p></div></div><div class="refsect2" title="row2"><a name="d0e6098"></a><h3>row2</h3><p>This is a transition with guard and action.</p><div class="refsect3" title="definition"><a name="d0e6103"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target,
</span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
(CalledForAction::*action)(Event const&amp;), </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6092"></a><h4>template parameters</h4><p>
const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6118"></a><h4>template parameters</h4><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
be called. It can be either a state of the containing state
machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
@@ -163,24 +163,24 @@
called. It can be either a state of the containing state
machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
provides.</p></li></ul></div><p>
</p></div></div><div class="refsect2" title="a_irow2"><a name="d0e6120"></a><h3>a_irow2</h3><p>This is an internal transition for use inside a transition table, with
action and without guard.</p><div class="refsect3" title="definition"><a name="d0e6125"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
(CalledForAction::*action)(Event const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6136"></a><h4>template parameters</h4><p>
</p></div></div><div class="refsect2" title="a_irow2"><a name="d0e6146"></a><h3>a_irow2</h3><p>This is an internal transition for use inside a transition table, with
action and without guard.</p><div class="refsect3" title="definition"><a name="d0e6151"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
(CalledForAction::*action)(Event const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6162"></a><h4>template parameters</h4><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
be called. It can be either a state of the containing state
machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
provides.</p></li></ul></div><p>
</p></div></div><div class="refsect2" title="g_irow2"><a name="d0e6155"></a><h3>g_irow2</h3><p>This is an internal transition for use inside a transition table, with
guard and without action.</p><div class="refsect3" title="definition"><a name="d0e6160"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6171"></a><h4>template parameters</h4><p>
</p></div></div><div class="refsect2" title="g_irow2"><a name="d0e6181"></a><h3>g_irow2</h3><p>This is an internal transition for use inside a transition table, with
guard and without action.</p><div class="refsect3" title="definition"><a name="d0e6186"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6197"></a><h4>template parameters</h4><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
called. It can be either a state of the containing state
machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
provides.</p></li></ul></div><p>
</p></div></div><div class="refsect2" title="irow2"><a name="d0e6190"></a><h3>irow2</h3><p>This is an internal transition for use inside a transition table, with
guard and action.</p><div class="refsect3" title="definition"><a name="d0e6195"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
</p></div></div><div class="refsect2" title="irow2"><a name="d0e6216"></a><h3>irow2</h3><p>This is an internal transition for use inside a transition table, with
guard and action.</p><div class="refsect3" title="definition"><a name="d0e6221"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
(CalledForAction::*action)(Event const&amp;), </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6210"></a><h4>template parameters</h4><p>
const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6236"></a><h4>template parameters</h4><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
be called. It can be either a state of the containing state
machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
@@ -188,16 +188,16 @@
called. It can be either a state of the containing state
machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
provides.</p></li></ul></div><p>
</p></div></div></div><div class="refsect1" title="msm/front/state_machine_def.hpp"><a name="d0e6235"></a><h2>msm/front/state_machine_def.hpp</h2><p>This header provides the implementation of the <span class="command"><strong><a class="command" href="ch03s02.html#basic-front-end">basic front-end</a></strong></span>. It contains one
type, <code class="code">state_machine_def</code></p><div class="refsect2" title="state_machine_def definition"><a name="d0e6245"></a><h3>state_machine_def definition</h3><p>This type is the basic class for a basic (or possibly any other)
</p></div></div></div><div class="refsect1" title="msm/front/state_machine_def.hpp"><a name="d0e6261"></a><h2>msm/front/state_machine_def.hpp</h2><p>This header provides the implementation of the <span class="command"><strong><a class="command" href="ch03s02.html#basic-front-end">basic front-end</a></strong></span>. It contains one
type, <code class="code">state_machine_def</code></p><div class="refsect2" title="state_machine_def definition"><a name="d0e6271"></a><h3>state_machine_def definition</h3><p>This type is the basic class for a basic (or possibly any other)
front-end. It provides the standard row types (which includes internal
transitions) and a default implementation of the required methods and
typedefs.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Derived,class BaseState =
default_base_state&gt; state_machine_def</span></span>&nbsp;{<br>}</pre><div class="refsect3" title="typedefs"><a name="d0e6254"></a><h4>typedefs</h4><p>
default_base_state&gt; state_machine_def</span></span>&nbsp;{<br>}</pre><div class="refsect3" title="typedefs"><a name="d0e6280"></a><h4>typedefs</h4><p>
</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>flag_list: by default, no flag is set in the state
machine</p></li><li class="listitem"><p>deferred_events: by default, no event is deferred.</p></li><li class="listitem"><p>configuration: by default, no configuration customization
is done.</p></li></ul></div><p>
</p></div><div class="refsect3" title="row methods"><a name="d0e6270"></a><h4>row methods</h4><p>Like any other front-end, the following transition row types
</p></div><div class="refsect3" title="row methods"><a name="d0e6296"></a><h4>row methods</h4><p>Like any other front-end, the following transition row types
implements the two necessary static functions for action and guard call.
Each function receives as parameter the (deepest-level) state machine
processsing the event, the event itself, the source and target states
@@ -209,30 +209,30 @@
class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
<code>(</code>Fsm&amp; fsm,Event const&amp;
evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="a_row"><a name="d0e6293"></a><h4>a_row</h4><p>This is a transition with action and without guard.</p><p><code class="classname">template&lt; class Source, class Event, class Target,
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="a_row"><a name="d0e6319"></a><h4>a_row</h4><p>This is a transition with action and without guard.</p><p><code class="classname">template&lt; class Source, class Event, class Target,
void (Derived::*action)(Event const&amp;) &gt; a_row</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>action: a pointer to the method provided by the concrete
front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="g_row"><a name="d0e6318"></a><h4>g_row</h4><p>This is a transition with guard and without action.</p><p><code class="classname">template&lt; class Source, class Event, class Target,
front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="g_row"><a name="d0e6344"></a><h4>g_row</h4><p>This is a transition with guard and without action.</p><p><code class="classname">template&lt; class Source, class Event, class Target,
bool (Derived::*guard)(Event const&amp;) &gt; g_row</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>guard: a pointer to the method provided by the concrete
front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="row"><a name="d0e6343"></a><h4>row</h4><p>This is a transition with guard and action.</p><p><code class="classname">template&lt; class Source, class Event, class Target,
front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="row"><a name="d0e6369"></a><h4>row</h4><p>This is a transition with guard and action.</p><p><code class="classname">template&lt; class Source, class Event, class Target,
void (Derived::*action)(Event const&amp;), bool
(Derived::*guard)(Event const&amp;) &gt; row</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>action: a pointer to the method provided by the concrete
front-end (represented by <code class="code">Derived</code>).</p></li><li class="listitem"><p>guard: a pointer to the method provided by the concrete
front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="_row"><a name="d0e6374"></a><h4>_row</h4><p>This is a transition without action or guard. The state machine only
front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="_row"><a name="d0e6400"></a><h4>_row</h4><p>This is a transition without action or guard. The state machine only
changes active state.</p><p><code class="classname">template&lt; class Source, class Event, class Target &gt;
_row</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li></ul></div></div><div class="refsect3" title="a_irow"><a name="d0e6393"></a><h4>a_irow</h4><p>This is an internal transition for use inside a transition table, with
_row</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li></ul></div></div><div class="refsect3" title="a_irow"><a name="d0e6419"></a><h4>a_irow</h4><p>This is an internal transition for use inside a transition table, with
action and without guard.</p><p><code class="classname">template&lt; class Source, class Event, void
(Derived::*action)(Event const&amp;) &gt; a_irow</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>action: a pointer to the method provided by the concrete
front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="g_irow"><a name="d0e6415"></a><h4>g_irow</h4><p>This is an internal transition for use inside a transition table, with
front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="g_irow"><a name="d0e6441"></a><h4>g_irow</h4><p>This is an internal transition for use inside a transition table, with
guard and without action.</p><p><code class="classname">template&lt; class Source, class Event, bool
(Derived::*guard)(Event const&amp;) &gt; g_irow</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>guard: a pointer to the method provided by the concrete
front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="irow"><a name="d0e6437"></a><h4>irow</h4><p>This is an internal transition for use inside a transition table, with
front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="irow"><a name="d0e6463"></a><h4>irow</h4><p>This is an internal transition for use inside a transition table, with
guard and action.</p><p><code class="classname">template&lt; class Source, class Event, void
(Derived::*action)(Event const&amp;), bool
(Derived::*guard)(Event const&amp;) &gt; irow</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>action: a pointer to the method provided by the concrete
front-end (represented by <code class="code">Derived</code>).</p></li><li class="listitem"><p>guard: a pointer to the method provided by the concrete
front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="_irow"><a name="d0e6465"></a><h4>_irow</h4><p>This is an internal transition without action or guard. As it does
front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="_irow"><a name="d0e6491"></a><h4>_irow</h4><p>This is an internal transition without action or guard. As it does
nothing, it means "ignore event".</p><p><code class="classname">template&lt; class Source, class Event &gt;
_irow</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e6481"></a><h4>methods</h4><p><code class="code">state_machine_def</code> provides a default implementation in
_irow</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e6507"></a><h4>methods</h4><p><code class="code">state_machine_def</code> provides a default implementation in
case of an event which cannot be processed by a state machine (no
transition found). The implementation is using a
<code class="code">BOOST_ASSERT</code> so that the error will only be noticed in
@@ -256,30 +256,30 @@
<code>(</code>Event const&amp; ,Fsm&amp;,
std::exception&amp;<code>)</code>
</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>
</p></div></div></div><div class="refsect1" title="msm/front/states.hpp"><a name="d0e6525"></a><h2>msm/front/states.hpp </h2><p>This header provides the different states (except state machines) for the
basic front-end (or mixed with other front-ends).</p><div class="refsect2" title="types"><a name="d0e6530"></a><h3>types</h3><p>This header provides the following types:</p><div class="refsect3" title="no_sm_ptr"><a name="d0e6535"></a><h4>no_sm_ptr</h4><p>deprecated: default policy for states. It means that states do not
need to save a pointer to their containing state machine.</p></div><div class="refsect3" title="sm_ptr"><a name="d0e6540"></a><h4>sm_ptr</h4><p>deprecated: state policy. It means that states need to save a pointer
</p></div></div></div><div class="refsect1" title="msm/front/states.hpp"><a name="d0e6551"></a><h2>msm/front/states.hpp </h2><p>This header provides the different states (except state machines) for the
basic front-end (or mixed with other front-ends).</p><div class="refsect2" title="types"><a name="d0e6556"></a><h3>types</h3><p>This header provides the following types:</p><div class="refsect3" title="no_sm_ptr"><a name="d0e6561"></a><h4>no_sm_ptr</h4><p>deprecated: default policy for states. It means that states do not
need to save a pointer to their containing state machine.</p></div><div class="refsect3" title="sm_ptr"><a name="d0e6566"></a><h4>sm_ptr</h4><p>deprecated: state policy. It means that states need to save a pointer
to their containing state machine. When seeing this flag, the back-end
will call set_sm_ptr(fsm*) and give itself as argument.</p></div><div class="refsect3" title="state"><a name="d0e6545"></a><h4>state</h4><p>Basic type for simple states. Inherit from this type to define a
will call set_sm_ptr(fsm*) and give itself as argument.</p></div><div class="refsect3" title="state"><a name="d0e6571"></a><h4>state</h4><p>Basic type for simple states. Inherit from this type to define a
simple state. The first argument is needed if you want your state (and
all others used in a concrete state machine) to inherit a basic type for
logging or providing a common behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;class Base = default_base_state,class
SMPtrPolicy = no_sm_ptr&gt; state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="terminate_state"><a name="d0e6554"></a><h4>terminate_state</h4><p>Basic type for terminate states. Inherit from this type to define a
SMPtrPolicy = no_sm_ptr&gt; state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="terminate_state"><a name="d0e6580"></a><h4>terminate_state</h4><p>Basic type for terminate states. Inherit from this type to define a
terminate state. The first argument is needed if you want your state
(and all others used in a concrete state machine) to inherit a basic
type for logging or providing a common behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;class Base = default_base_state,class
SMPtrPolicy = no_sm_ptr&gt; terminate_state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="interrupt_state"><a name="d0e6563"></a><h4>interrupt_state</h4><p>Basic type for interrupt states. Interrupt states prevent any further
SMPtrPolicy = no_sm_ptr&gt; terminate_state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="interrupt_state"><a name="d0e6589"></a><h4>interrupt_state</h4><p>Basic type for interrupt states. Interrupt states prevent any further
event handling until EndInterruptEvent is sent. Inherit from this type
to define a terminate state. The first argument is the name of the event
ending the interrupt. The second argument is needed if you want your
state (and all others used in a concrete state machine) to inherit a
basic type for logging or providing a common behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;class EndInterruptEvent,class Base =
default_base_state,</span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class SMPtrPolicy = no_sm_ptr&gt;
interrupt_state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="explicit_entry"><a name="d0e6576"></a><h4>explicit_entry</h4><p>Inherit from this type <span class="underline">in
interrupt_state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="explicit_entry"><a name="d0e6602"></a><h4>explicit_entry</h4><p>Inherit from this type <span class="underline">in
addition</span> to the desired state type to enable this state
for direct entering. The template parameter gives the region id of the
state (regions are numbered in the order of the
<code class="code">initial_state</code> typedef).</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;int ZoneIndex=-1&gt; explicit_entry</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="entry_pseudo_state"><a name="d0e6591"></a><h4>entry_pseudo_state</h4><p>Basic type for entry pseudo states. Entry pseudo states are an
<code class="code">initial_state</code> typedef).</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;int ZoneIndex=-1&gt; explicit_entry</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="entry_pseudo_state"><a name="d0e6617"></a><h4>entry_pseudo_state</h4><p>Basic type for entry pseudo states. Entry pseudo states are an
predefined entry into a submachine and connect two transitions. The
first argument is the id of the region entered by this state (regions
are numbered in the order of the <code class="code">initial_state</code> typedef).
@@ -287,7 +287,7 @@
used in a concrete state machine) to inherit a basic type for logging or
providing a common behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;int RegionIndex=-1,class Base =
default_base_state,</span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class SMPtrPolicy = no_sm_ptr&gt;
entry_pseudo_state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="exit_pseudo_state"><a name="d0e6607"></a><h4>exit_pseudo_state</h4><p>Basic type for exit pseudo states. Exit pseudo states are an
entry_pseudo_state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="exit_pseudo_state"><a name="d0e6633"></a><h4>exit_pseudo_state</h4><p>Basic type for exit pseudo states. Exit pseudo states are an
predefined exit from a submachine and connect two transitions. The first
argument is the name of the event which will be "thrown" out of the exit
point. This event does not need to be the same as the one sent by the
@@ -296,32 +296,32 @@
machine) to inherit a basic type for logging or providing a common
behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;class Event,class Base =
default_base_state,</span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class SMPtrPolicy = no_sm_ptr&gt;
exit_pseudo_state</span></span>&nbsp;{<br>}</pre></div></div></div><div class="refsect1" title="msm/front/euml/euml.hpp"><a name="d0e6620"></a><h2>msm/front/euml/euml.hpp</h2><p>This header includes all of eUML except the STL functors.</p></div><div class="refsect1" title="msm/front/euml/stl.hpp"><a name="d0e6625"></a><h2>msm/front/euml/stl.hpp</h2><p>This header includes all the functors for STL support in eUML. These <span class="command"><strong><a class="command" href="ch11.html#eUML-STL-all">tables</a></strong></span> show a full description.</p></div><div class="refsect1" title="msm/front/euml/algorithm.hpp"><a name="d0e6633"></a><h2>msm/front/euml/algorithm.hpp</h2><p>This header includes all the functors for STL algorithms support in eUML.
exit_pseudo_state</span></span>&nbsp;{<br>}</pre></div></div></div><div class="refsect1" title="msm/front/euml/euml.hpp"><a name="d0e6646"></a><h2>msm/front/euml/euml.hpp</h2><p>This header includes all of eUML except the STL functors.</p></div><div class="refsect1" title="msm/front/euml/stl.hpp"><a name="d0e6651"></a><h2>msm/front/euml/stl.hpp</h2><p>This header includes all the functors for STL support in eUML. These <span class="command"><strong><a class="command" href="ch11.html#eUML-STL-all">tables</a></strong></span> show a full description.</p></div><div class="refsect1" title="msm/front/euml/algorithm.hpp"><a name="d0e6659"></a><h2>msm/front/euml/algorithm.hpp</h2><p>This header includes all the functors for STL algorithms support in eUML.
These <span class="command"><strong><a class="command" href="ch11.html#eUML-STL-all">tables</a></strong></span> show a full
description.</p></div><div class="refsect1" title="msm/front/euml/iteration.hpp"><a name="d0e6641"></a><h2>msm/front/euml/iteration.hpp</h2><p>This header includes iteration functors for STL support in eUML. This <span class="command"><strong><a class="command" href="ch11.html#eUML-STL-iteration">tables</a></strong></span> shows a full
description.</p></div><div class="refsect1" title="msm/front/euml/querying.hpp"><a name="d0e6649"></a><h2>msm/front/euml/querying.hpp</h2><p>This header includes querying functors for STL support in eUML. This <span class="command"><strong><a class="command" href="ch11.html#eUML-STL-querying">tables</a></strong></span> shows a full
description.</p></div><div class="refsect1" title="msm/front/euml/transformation.hpp"><a name="d0e6657"></a><h2>msm/front/euml/transformation.hpp</h2><p>This header includes transformation functors for STL support in eUML. This
description.</p></div><div class="refsect1" title="msm/front/euml/iteration.hpp"><a name="d0e6667"></a><h2>msm/front/euml/iteration.hpp</h2><p>This header includes iteration functors for STL support in eUML. This <span class="command"><strong><a class="command" href="ch11.html#eUML-STL-iteration">tables</a></strong></span> shows a full
description.</p></div><div class="refsect1" title="msm/front/euml/querying.hpp"><a name="d0e6675"></a><h2>msm/front/euml/querying.hpp</h2><p>This header includes querying functors for STL support in eUML. This <span class="command"><strong><a class="command" href="ch11.html#eUML-STL-querying">tables</a></strong></span> shows a full
description.</p></div><div class="refsect1" title="msm/front/euml/transformation.hpp"><a name="d0e6683"></a><h2>msm/front/euml/transformation.hpp</h2><p>This header includes transformation functors for STL support in eUML. This
<span class="command"><strong><a class="command" href="ch11.html#eUML-STL-transformation">tables</a></strong></span> shows a full
description.</p></div><div class="refsect1" title="msm/front/euml/container.hpp"><a name="d0e6665"></a><h2>msm/front/euml/container.hpp</h2><p>This header includes container functors for STL support in eUML (functors
description.</p></div><div class="refsect1" title="msm/front/euml/container.hpp"><a name="d0e6691"></a><h2>msm/front/euml/container.hpp</h2><p>This header includes container functors for STL support in eUML (functors
calling container methods). This <span class="command"><strong><a class="command" href="ch11.html#eUML-STL-container">tables</a></strong></span> shows a full description. It also provides npos for
strings.</p><div class="refsect2" title="Npos_<container type&gt;"><a name="d0e6673"></a><h3>Npos_&lt;container type&gt;</h3><p>Functor returning npos for transition or state behaviors. Like all
strings.</p><div class="refsect2" title="Npos_<container type&gt;"><a name="d0e6699"></a><h3>Npos_&lt;container type&gt;</h3><p>Functor returning npos for transition or state behaviors. Like all
constants, only the functor form exists, so parenthesis are necessary.
Example:</p><p><code class="code">string_find_(event_(m_song),Char_&lt;'S'&gt;(),Size_t_&lt;0&gt;()) !=
Npos_&lt;string&gt;() // compare result of string::find with
npos</code></p></div></div><div class="refsect1" title="msm/front/euml/stt_grammar.hpp"><a name="d0e6681"></a><h2>msm/front/euml/stt_grammar.hpp</h2><p>This header provides the transition table grammars. This includes internal
transition tables.</p><div class="refsect2" title="functions"><a name="d0e6686"></a><h3>functions</h3><div class="refsect3" title="build_stt"><a name="d0e6689"></a><h4>build_stt</h4><p>The function build_stt evaluates the grammar-conform expression as
npos</code></p></div></div><div class="refsect1" title="msm/front/euml/stt_grammar.hpp"><a name="d0e6707"></a><h2>msm/front/euml/stt_grammar.hpp</h2><p>This header provides the transition table grammars. This includes internal
transition tables.</p><div class="refsect2" title="functions"><a name="d0e6712"></a><h3>functions</h3><div class="refsect3" title="build_stt"><a name="d0e6715"></a><h4>build_stt</h4><p>The function build_stt evaluates the grammar-conform expression as
parameter. It returns a transition table, which is a mpl::vector of
transitions (rows) or, if the expression is ill-formed (does not match
the grammar), the type <code class="code">invalid_type</code>, which will lead to a
compile-time static assertion when this transition table is passed to a
state machine. </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template&lt;class Expr&gt; [mpl::vector&lt;...&gt; /
msm::front::euml::invalid_type] build_stt(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr const&amp; expr</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="build_internal_stt"><a name="d0e6703"></a><h4>build_internal_stt</h4><p>The function build_internal_stt evaluates the grammar-conform
msm::front::euml::invalid_type] build_stt(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr const&amp; expr</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="build_internal_stt"><a name="d0e6729"></a><h4>build_internal_stt</h4><p>The function build_internal_stt evaluates the grammar-conform
expression as parameter. It returns a transition table, which is a
mpl::vector of transitions (rows) or, if the expression is ill-formed
(does not match the grammar), the type <code class="code">invalid_type</code>, which
will lead to a compile-time static assertion when this transition table
is passed to a state machine. </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template&lt;class Expr&gt; [mpl::vector&lt;...&gt; /
msm::front::euml::invalid_type] build_internal_stt(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr const&amp; expr</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="grammars"><a name="d0e6717"></a><h3>grammars</h3><div class="refsect3" title="transition table"><a name="d0e6720"></a><h4><span class="command"><strong><a name="reference-stt-grammar"></a>transition
msm::front::euml::invalid_type] build_internal_stt(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr const&amp; expr</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="grammars"><a name="d0e6743"></a><h3>grammars</h3><div class="refsect3" title="transition table"><a name="d0e6746"></a><h4><span class="command"><strong><a name="reference-stt-grammar"></a>transition
table</strong></span></h4><p>The transition table accepts the following grammar:</p><pre class="programlisting">Stt := Row | (Stt ',' Stt)
Row := (Target '==' (SourcePlusEvent)) /* first syntax*/
| ( (SourcePlusEvent) '==' Target ) /* second syntax*/
@@ -346,15 +346,15 @@ target == source + event / action,
source + event /action == target,
source / action == target, /*anonymous transition*/
target == source / action, /*anonymous transition*/
source + event /action, /* internal transition*/</pre></div><div class="refsect3" title="internal transition table"><a name="d0e6732"></a><h4>internal transition table</h4><p>The internal transition table accepts the following grammar:</p><pre class="programlisting">IStt := BuildEvent | (IStt ',' IStt)</pre><p>BuildEvent being defined for both internal and standard transition
tables.</p></div></div></div><div class="refsect1" title="msm/front/euml/guard_grammar.hpp"><a name="d0e6741"></a><h2>msm/front/euml/guard_grammar.hpp</h2><p>This header contains the <code class="code">Guard</code> grammar used in the previous
source + event /action, /* internal transition*/</pre></div><div class="refsect3" title="internal transition table"><a name="d0e6758"></a><h4>internal transition table</h4><p>The internal transition table accepts the following grammar:</p><pre class="programlisting">IStt := BuildEvent | (IStt ',' IStt)</pre><p>BuildEvent being defined for both internal and standard transition
tables.</p></div></div></div><div class="refsect1" title="msm/front/euml/guard_grammar.hpp"><a name="d0e6767"></a><h2>msm/front/euml/guard_grammar.hpp</h2><p>This header contains the <code class="code">Guard</code> grammar used in the previous
section. This grammar is long but pretty simple:</p><pre class="programlisting">Guard := action_tag | (Guard '&amp;&amp;' Guard)
| (Guard '||' Guard) | ... /* operators*/
| (if_then_else_(Guard,Guard,Guard)) | (function (Action,...Action))</pre><p>Most C++ operators are supported (address-of is not). With
<code class="code">function</code> is meant any eUML predefined function or any self-made
(using <code class="code">MSM_EUML_METHOD</code> or <code class="code">MSM_EUML_FUNCTION</code>). Action
is a grammar defined in state_grammar.hpp.</p></div><div class="refsect1" title="msm/front/euml/state_grammar.hpp"><a name="d0e6762"></a><h2>msm/front/euml/state_grammar.hpp</h2><p>This header provides the grammar for actions and the different grammars and
functions to build states using eUML.</p><div class="refsect2" title="action grammar"><a name="d0e6767"></a><h3>action grammar</h3><p>Like the guard grammar, this grammar supports relevant C++ operators and
is a grammar defined in state_grammar.hpp.</p></div><div class="refsect1" title="msm/front/euml/state_grammar.hpp"><a name="d0e6788"></a><h2>msm/front/euml/state_grammar.hpp</h2><p>This header provides the grammar for actions and the different grammars and
functions to build states using eUML.</p><div class="refsect2" title="action grammar"><a name="d0e6793"></a><h3>action grammar</h3><p>Like the guard grammar, this grammar supports relevant C++ operators and
eUML functions:</p><pre class="programlisting">Action := action_tag | (Action '+' Action)
| ('--' Action) | ... /* operators*/
| if_then_else_(Guard,Action,Action) | if_then_(Action)
@@ -363,10 +363,10 @@ source + event /action, /* internal transition*/</pre></div><div class="refsect3
| (function(Action,...Action))
ActionSequence := Action | (Action ',' Action)</pre><p>Relevant operators are: ++ (post/pre), -- (post/pre), dereferencing, +
(unary/binary), - (unary/binary), *, /, %, &amp;(bitwise), | (bitwise),
^(bitwise), +=, -=, *=, /=, %=, &lt;&lt;=, &gt;&gt;=, &lt;&lt;, &gt;&gt;, =, [].</p></div><div class="refsect2" title="attributes"><a name="d0e6776"></a><h3>attributes</h3><p>This grammar is used to add attributes to states (or state machines) or
^(bitwise), +=, -=, *=, /=, %=, &lt;&lt;=, &gt;&gt;=, &lt;&lt;, &gt;&gt;, =, [].</p></div><div class="refsect2" title="attributes"><a name="d0e6802"></a><h3>attributes</h3><p>This grammar is used to add attributes to states (or state machines) or
events: It evaluates to a fusion::map. You can use two forms:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">attributes_ &lt;&lt; no_attributes_</code></p></li><li class="listitem"><p><code class="code">attributes_ &lt;&lt; attribute_1 &lt;&lt; ... &lt;&lt;
attribute_n</code></p></li></ul></div><p>Attributes can be of any default-constructible type (fusion
requirement).</p></div><div class="refsect2" title="configure"><a name="d0e6792"></a><h3>configure</h3><p>This grammar also has two forms:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">configure_ &lt;&lt; no_configure_</code></p></li><li class="listitem"><p><code class="code">configure_ &lt;&lt; type_1 &lt;&lt; ... &lt;&lt;
requirement).</p></div><div class="refsect2" title="configure"><a name="d0e6818"></a><h3>configure</h3><p>This grammar also has two forms:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">configure_ &lt;&lt; no_configure_</code></p></li><li class="listitem"><p><code class="code">configure_ &lt;&lt; type_1 &lt;&lt; ... &lt;&lt;
type_n</code></p></li></ul></div><p>This grammar is used to create inside one syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>flags: <code class="code">configure_ &lt;&lt; some_flag</code> where
some_flag inherits from <code class="code">euml_flag&lt;some_flag&gt;</code> or
is defined using BOOST_MSM_EUML_FLAG.</p></li><li class="listitem"><p>deferred events: <code class="code">configure_ &lt;&lt; some_event</code>
@@ -378,12 +378,12 @@ ActionSequence := Action | (Action ',' Action)</pre><p>Relevant operators are: +
some_config inherits from
<code class="code">euml_config&lt;some_config&gt;</code>. At the moment,
three predefined objects exist (in msm//front/euml/common.hpp):</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>no_exception: disable catching exceptions</p></li><li class="listitem"><p>no_msg_queue: disable message queue</p></li><li class="listitem"><p>deferred_events: manually enable handling of
deferred events</p></li></ul></div></li></ul></div></div><div class="refsect2" title="initial states"><a name="d0e6846"></a><h3>initial states</h3><p>The grammar to define initial states for a state machine is: <code class="code">init_
deferred events</p></li></ul></div></li></ul></div></div><div class="refsect2" title="initial states"><a name="d0e6872"></a><h3>initial states</h3><p>The grammar to define initial states for a state machine is: <code class="code">init_
&lt;&lt; state_1 &lt;&lt; ... &lt;&lt; state_n</code> where
state_1...state_n inherit from euml_state or is defined using
BOOST_MSM_EUML_STATE, BOOST_MSM_EUML_INTERRUPT_STATE,
BOOST_MSM_EUML_TERMINATE_STATE, BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE,
BOOST_MSM_EUML_ENTRY_STATE or BOOST_MSM_EUML_EXIT_STATE.</p></div><div class="refsect2" title="functions"><a name="d0e6854"></a><h3>functions</h3><div class="refsect3" title="build_sm"><a name="d0e6857"></a><h4>build_sm</h4><p>This function has several overloads. The return type is not relevant
BOOST_MSM_EUML_ENTRY_STATE or BOOST_MSM_EUML_EXIT_STATE.</p></div><div class="refsect2" title="functions"><a name="d0e6880"></a><h3>functions</h3><div class="refsect3" title="build_sm"><a name="d0e6883"></a><h4>build_sm</h4><p>This function has several overloads. The return type is not relevant
to you as only decltype (return type) is what one needs.</p><p>Defines a state machine without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init&gt;
func_state_machine&lt;...&gt; build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a state machine with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init,class
Expr1&gt; func_state_machine&lt;...&gt; build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a state machine with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init,class
@@ -402,7 +402,7 @@ ActionSequence := Action | (Action ',' Action)</pre><p>Relevant operators are: +
Base&gt; func_state_machine&lt;...&gt; build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&amp;, Expr2 const&amp;, Attributes
const&amp;, Configure const&amp;, Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
StateNameTag to disambiguate state machines having the same parameters
but still being different.</p></div><div class="refsect3" title="build_state"><a name="d0e6912"></a><h4>build_state</h4><p>This function has several overloads. The return type is not relevant
but still being different.</p></div><div class="refsect3" title="build_state"><a name="d0e6938"></a><h4>build_state</h4><p>This function has several overloads. The return type is not relevant
to you as only decltype (return type) is what one needs.</p><p>Defines a simple state without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">func_state&lt;class StateNameTag,...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code></code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a simple state with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Expr1&gt;
func_state&lt;...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a simple state with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Expr1, class Expr2&gt;
func_state&lt;...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;,Expr2 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a simple state with entry, exit behaviors and
@@ -418,7 +418,7 @@ ActionSequence := Action | (Action ',' Action)</pre><p>Relevant operators are: +
func_state&lt;...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
Configure const&amp;, Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
StateNameTag to disambiguate states having the same parameters but still
being different.</p></div><div class="refsect3" title="build_terminate_state"><a name="d0e6966"></a><h4>build_terminate_state</h4><p>This function has the same overloads as build_state.</p></div><div class="refsect3" title="build_interrupt_state"><a name="d0e6971"></a><h4>build_interrupt_state</h4><p>This function has several overloads. The return type is not relevant
being different.</p></div><div class="refsect3" title="build_terminate_state"><a name="d0e6992"></a><h4>build_terminate_state</h4><p>This function has the same overloads as build_state.</p></div><div class="refsect3" title="build_interrupt_state"><a name="d0e6997"></a><h4>build_interrupt_state</h4><p>This function has several overloads. The return type is not relevant
to you as only decltype (return type) is what one needs.</p><p>Defines an interrupt state without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class EndInterruptEvent&gt;
func_state&lt;...&gt; build_interrupt_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an interrupt state with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class
EndInterruptEvent,class Expr1&gt; func_state&lt;...&gt;
@@ -443,7 +443,7 @@ ActionSequence := Action | (Action ',' Action)</pre><p>Relevant operators are: +
const&amp;, Attributes const&amp;, Configure const&amp;,
Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
StateNameTag to disambiguate states having the same parameters but still
being different.</p></div><div class="refsect3" title="build_entry_state"><a name="d0e7026"></a><h4>build_entry_state</h4><p>This function has several overloads. The return type is not relevant
being different.</p></div><div class="refsect3" title="build_entry_state"><a name="d0e7052"></a><h4>build_entry_state</h4><p>This function has several overloads. The return type is not relevant
to you as only decltype (return type) is what one needs.</p><p>Defines an entry pseudo state without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex&gt;
entry_func_state&lt;...&gt; build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code></code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an entry pseudo state with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex,class
Expr1&gt; entry_func_state&lt;...&gt; build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an entry pseudo state with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex,class
@@ -462,7 +462,7 @@ ActionSequence := Action | (Action ',' Action)</pre><p>Relevant operators are: +
Base&gt; entry_func_state&lt;...&gt; build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
Configure const&amp;, Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
StateNameTag to disambiguate states having the same parameters but still
being different.</p></div><div class="refsect3" title="build_exit_state"><a name="d0e7080"></a><h4>build_exit_state</h4><p>This function has several overloads. The return type is not relevant
being different.</p></div><div class="refsect3" title="build_exit_state"><a name="d0e7106"></a><h4>build_exit_state</h4><p>This function has several overloads. The return type is not relevant
to you as only decltype (return type) is what one needs.</p><p>Defines an exit pseudo state without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event&gt;
exit_func_state&lt;...&gt; build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an exit pseudo state with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event,class Expr1&gt;
exit_func_state&lt;...&gt; build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;,Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an exit pseudo state with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event,class Expr1,
@@ -481,8 +481,8 @@ ActionSequence := Action | (Action ',' Action)</pre><p>Relevant operators are: +
exit_func_state&lt;...&gt; build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;,Expr1 const&amp;, Expr2 const&amp;,
Attributes const&amp;, Configure const&amp;, Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
StateNameTag to disambiguate states having the same parameters but still
being different.</p></div><div class="refsect3" title="build_explicit_entry_state"><a name="d0e7135"></a><h4>build_explicit_entry_state</h4><p>This function has the same overloads as build_entry_state and
explicit_entry_func_state as return type.</p></div></div></div><div class="refsect1" title="msm/front/euml/common.hpp"><a name="d0e7140"></a><h2>msm/front/euml/common.hpp</h2><div class="refsect2" title="types"><a name="d0e7143"></a><h3>types</h3><div class="refsect3" title="euml_event"><a name="d0e7146"></a><h4>euml_event</h4><p>The basic type for events with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class EventName&gt; euml_event;</span></span>&nbsp;{<br>}</pre><pre class="programlisting">struct play : euml_event&lt;play&gt;{};</pre></div><div class="refsect3" title="euml_state"><a name="d0e7157"></a><h4>euml_state</h4><p>The basic type for states with eUML. You will usually not use this
being different.</p></div><div class="refsect3" title="build_explicit_entry_state"><a name="d0e7161"></a><h4>build_explicit_entry_state</h4><p>This function has the same overloads as build_entry_state and
explicit_entry_func_state as return type.</p></div></div></div><div class="refsect1" title="msm/front/euml/common.hpp"><a name="d0e7166"></a><h2>msm/front/euml/common.hpp</h2><div class="refsect2" title="types"><a name="d0e7169"></a><h3>types</h3><div class="refsect3" title="euml_event"><a name="d0e7172"></a><h4>euml_event</h4><p>The basic type for events with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class EventName&gt; euml_event;</span></span>&nbsp;{<br>}</pre><pre class="programlisting">struct play : euml_event&lt;play&gt;{};</pre></div><div class="refsect3" title="euml_state"><a name="d0e7183"></a><h4>euml_state</h4><p>The basic type for states with eUML. You will usually not use this
type directly as it is easier to use BOOST_MSM_EUML_STATE,
BOOST_MSM_EUML_INTERRUPT_STATE, BOOST_MSM_EUML_TERMINATE_STATE,
BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE, BOOST_MSM_EUML_ENTRY_STATE or
@@ -493,7 +493,7 @@ ActionSequence := Action | (Action ',' Action)</pre><p>Relevant operators are: +
void foo() {...}
template &lt;class Event,class Fsm&gt;
void on_entry(Event const&amp; evt,Fsm&amp; fsm){...}
};</pre></div><div class="refsect3" title="euml_flag"><a name="d0e7170"></a><h4>euml_flag</h4><p>The basic type for flags with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class FlagName&gt; euml_flag;</span></span>&nbsp;{<br>}</pre><pre class="programlisting">struct PlayingPaused: euml_flag&lt;PlayingPaused&gt;{};</pre></div><div class="refsect3" title="euml_action"><a name="d0e7181"></a><h4>euml_action</h4><p>The basic type for state or transition behaviors and guards with
};</pre></div><div class="refsect3" title="euml_flag"><a name="d0e7196"></a><h4>euml_flag</h4><p>The basic type for flags with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class FlagName&gt; euml_flag;</span></span>&nbsp;{<br>}</pre><pre class="programlisting">struct PlayingPaused: euml_flag&lt;PlayingPaused&gt;{};</pre></div><div class="refsect3" title="euml_action"><a name="d0e7207"></a><h4>euml_action</h4><p>The basic type for state or transition behaviors and guards with
eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class AcionName&gt; euml_action;</span></span>&nbsp;{<br>}</pre><pre class="programlisting">struct close_drawer : euml_action&lt;close_drawer&gt;
{
template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
@@ -502,41 +502,41 @@ ActionSequence := Action | (Action ',' Action)</pre><p>Relevant operators are: +
{
template &lt;class Event,class Fsm,class State&gt;
void operator()(Event const&amp;,Fsm&amp; fsm,State&amp; ){...}
};</pre></div><div class="refsect3" title="euml_config"><a name="d0e7196"></a><h4>euml_config</h4><p>The basic type for configuration possibilities with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class ConfigName&gt; euml_config;</span></span>&nbsp;{<br>}</pre><p>You normally do not use this type directly but instead the instances
};</pre></div><div class="refsect3" title="euml_config"><a name="d0e7222"></a><h4>euml_config</h4><p>The basic type for configuration possibilities with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class ConfigName&gt; euml_config;</span></span>&nbsp;{<br>}</pre><p>You normally do not use this type directly but instead the instances
of predefined configuration:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>no_exception: disable catching exceptions</p></li><li class="listitem"><p>no_msg_queue: disable message queue. The message queue
allows you to send an event for procesing while in an event
processing.</p></li><li class="listitem"><p>deferred_events: manually enable handling of deferred
events</p></li></ul></div></div><div class="refsect3" title="invalid_type"><a name="d0e7217"></a><h4>invalid_type</h4><p>Type returned by grammar parsers if the grammar is invalid. Seeing
this type will result in a static assertion.</p></div><div class="refsect3" title="no_action"><a name="d0e7222"></a><h4>no_action</h4><p>Placeholder type for use in entry/exit or transition behaviors, which
does absolutely nothing.</p></div><div class="refsect3" title="source_"><a name="d0e7227"></a><h4>source_</h4><p>Generic object or function for the source state of a given transition:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the source state of a
events</p></li></ul></div></div><div class="refsect3" title="invalid_type"><a name="d0e7243"></a><h4>invalid_type</h4><p>Type returned by grammar parsers if the grammar is invalid. Seeing
this type will result in a static assertion.</p></div><div class="refsect3" title="no_action"><a name="d0e7248"></a><h4>no_action</h4><p>Placeholder type for use in entry/exit or transition behaviors, which
does absolutely nothing.</p></div><div class="refsect3" title="source_"><a name="d0e7253"></a><h4>source_</h4><p>Generic object or function for the source state of a given transition:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the source state of a
transition, usually to be used by another function (usually
one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
</p><pre class="programlisting">some_user_function_(source_)</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
parameter.</p><p>Example:
</p><pre class="programlisting">source_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="target_"><a name="d0e7247"></a><h4>target_</h4><p>Generic object or function for the target state of a given transition:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the target state of a
</p><pre class="programlisting">source_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="target_"><a name="d0e7273"></a><h4>target_</h4><p>Generic object or function for the target state of a given transition:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the target state of a
transition, usually to be used by another function (usually
one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
</p><pre class="programlisting">some_user_function_(target_)</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
parameter.</p><p>Example:
</p><pre class="programlisting">target_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="state_"><a name="d0e7267"></a><h4>state_</h4><p>Generic object or function for the state of a given entry / exit
</p><pre class="programlisting">target_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="state_"><a name="d0e7293"></a><h4>state_</h4><p>Generic object or function for the state of a given entry / exit
behavior. state_ means source_ while in the context of an exit behavior
and target_ in the context of an entry behavior:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the current state, usually
to be used by another function (usually one created by
MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
</p><pre class="programlisting">some_user_function_(state_) // calls some_user_function on the current state</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
parameter.</p><p>Example:
</p><pre class="programlisting">state_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="event_"><a name="d0e7287"></a><h4>event_</h4><p>Generic object or function for the event triggering a given transition
</p><pre class="programlisting">state_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="event_"><a name="d0e7313"></a><h4>event_</h4><p>Generic object or function for the event triggering a given transition
(valid in a transition behavior, as well as in state entry/exit behaviors):</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the event of a transition,
usually to be used by another function (usually one created
by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
</p><pre class="programlisting">some_user_function_(event_)</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
parameter.</p><p>Example:
</p><pre class="programlisting">event_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="fsm_"><a name="d0e7307"></a><h4>fsm_</h4><p>Generic object or function for the state machine containing a given transition:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the event of a transition,
</p><pre class="programlisting">event_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="fsm_"><a name="d0e7333"></a><h4>fsm_</h4><p>Generic object or function for the state machine containing a given transition:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the event of a transition,
usually to be used by another function (usually one created
by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
</p><pre class="programlisting">some_user_function_(fsm_)</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
parameter.</p><p>Example:
</p><pre class="programlisting">fsm_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="substate_"><a name="d0e7327"></a><h4>substate_</h4><p>Generic object or function returning a state of a given state machine:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>with 1 parameter: returns by reference the state passed as
</p><pre class="programlisting">fsm_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="substate_"><a name="d0e7353"></a><h4>substate_</h4><p>Generic object or function returning a state of a given state machine:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>with 1 parameter: returns by reference the state passed as
parameter, usually to be used by another function (usually
one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
</p><pre class="programlisting">some_user_function_(substate_(my_state))</pre></li><li class="listitem"><p>with 2 parameters: returns by reference the state passed
@@ -544,46 +544,46 @@ ActionSequence := Action | (Action ',' Action)</pre><p>Relevant operators are: +
parameter, usually to be used by another function (usually
one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION). This
makes sense when used in combination with attribute_.</p><p>Example (equivalent to the previous example):
</p><pre class="programlisting">some_user_function_(substate_(my_state,fsm_))</pre></li></ul></div></div><div class="refsect3" title="attribute_"><a name="d0e7347"></a><h4>attribute_</h4><p>Generic object or function returning the attribute passed (by name) as
</p><pre class="programlisting">some_user_function_(substate_(my_state,fsm_))</pre></li></ul></div></div><div class="refsect3" title="attribute_"><a name="d0e7373"></a><h4>attribute_</h4><p>Generic object or function returning the attribute passed (by name) as
second parameter of the thing passed as first (a state, event or state
machine). Example: </p><p>
</p><pre class="programlisting">attribute_(substate_(my_state),cd_name_attribute)++</pre><p>
</p></div><div class="refsect3" title="True_"><a name="d0e7357"></a><h4>True_</h4><p>Functor returning true for transition or state behaviors. Like all
</p></div><div class="refsect3" title="True_"><a name="d0e7383"></a><h4>True_</h4><p>Functor returning true for transition or state behaviors. Like all
constants, only the functor form exists, so parenthesis are necessary.
Example:</p><p>
</p><pre class="programlisting">if_then_(True_(),/* some action always called*/)</pre><p>
</p></div><div class="refsect3" title="False_"><a name="d0e7367"></a><h4>False_</h4><p>Functor returning false for transition or state behaviors. Like all
</p></div><div class="refsect3" title="False_"><a name="d0e7393"></a><h4>False_</h4><p>Functor returning false for transition or state behaviors. Like all
constants, only the functor form exists, so parenthesis are necessary.
Example:</p><p>
</p><pre class="programlisting">if_then_(False_(),/* some action never called */)</pre><p>
</p></div><div class="refsect3" title="Int_<int value&gt;"><a name="d0e7377"></a><h4>Int_&lt;int value&gt;</h4><p>Functor returning an integer value for transition or state behaviors.
</p></div><div class="refsect3" title="Int_<int value&gt;"><a name="d0e7403"></a><h4>Int_&lt;int value&gt;</h4><p>Functor returning an integer value for transition or state behaviors.
Like all constants, only the functor form exists, so parenthesis are
necessary. Example:</p><p>
</p><pre class="programlisting">target_(m_ringing_cpt) = Int_&lt;RINGING_TIME&gt;() // RINGING_TIME is a constant</pre><p>
</p></div><div class="refsect3" title="Char_<char value&gt;"><a name="d0e7387"></a><h4>Char_&lt;char value&gt;</h4><p>Functor returning a char value for transition or state behaviors. Like
</p></div><div class="refsect3" title="Char_<char value&gt;"><a name="d0e7413"></a><h4>Char_&lt;char value&gt;</h4><p>Functor returning a char value for transition or state behaviors. Like
all constants, only the functor form exists, so parenthesis are
necessary. Example:</p><p>
</p><pre class="programlisting">// look for 'S' in event.m_song
[string_find_(event_(m_song),Char_&lt;'S'&gt;(),Size_t_&lt;0&gt;()) != Npos_&lt;string&gt;()]</pre><p>
</p></div><div class="refsect3" title="Size_t_<size_t value&gt;"><a name="d0e7397"></a><h4>Size_t_&lt;size_t value&gt;</h4><p>Functor returning a size_t value for transition or state behaviors.
</p></div><div class="refsect3" title="Size_t_<size_t value&gt;"><a name="d0e7423"></a><h4>Size_t_&lt;size_t value&gt;</h4><p>Functor returning a size_t value for transition or state behaviors.
Like all constants, only the functor form exists, so parenthesis are
necessary. Example:</p><p>
</p><pre class="programlisting">substr_(event_(m_song),Size_t_&lt;1&gt;()) // returns a substring of event.m_song</pre><p>
</p></div><div class="refsect3" title="String_ < mpl::string &gt;"><a name="d0e7407"></a><h4>String_ &lt; mpl::string &gt;</h4><p>Functor returning a string for transition or state behaviors. Like all
</p></div><div class="refsect3" title="String_ < mpl::string &gt;"><a name="d0e7433"></a><h4>String_ &lt; mpl::string &gt;</h4><p>Functor returning a string for transition or state behaviors. Like all
constants, only the functor form exists, so parenthesis are necessary.
Requires boost &gt;= 1.40 for mpl::string.</p><p>Example:</p><p>
</p><pre class="programlisting">// adds "Let it be" to fsm.m_src_container
push_back_(fsm_(m_src_container), String_&lt;mpl::string&lt;'Let','it ','be'&gt; &gt;())</pre><p>
</p></div><div class="refsect3" title="Predicate_ < some_stl_compatible_functor &gt;"><a name="d0e7419"></a><h4>Predicate_ &lt; some_stl_compatible_functor &gt;</h4><p>This functor eUML-enables a STL functor (for use in an algorithm).
</p></div><div class="refsect3" title="Predicate_ < some_stl_compatible_functor &gt;"><a name="d0e7445"></a><h4>Predicate_ &lt; some_stl_compatible_functor &gt;</h4><p>This functor eUML-enables a STL functor (for use in an algorithm).
This is necessary because all what is in the transition table must be a
eUML terminal.</p><p>Example:</p><pre class="programlisting">//equivalent to:
//std::accumulate(fsm.m_vec.begin(),fsm.m_vec.end(),1,std::plus&lt;int&gt;())== 1
accumulate_(begin_(fsm_(m_vec)),end_(fsm_(m_vec)),Int_&lt;1&gt;(),
Predicate_&lt;std::plus&lt;int&gt; &gt;()) == Int_&lt;1&gt;())</pre></div><div class="refsect3" title="process_"><a name="d0e7428"></a><h4>process_</h4><p>This function sends an event to up to 4 state machines by calling
Predicate_&lt;std::plus&lt;int&gt; &gt;()) == Int_&lt;1&gt;())</pre></div><div class="refsect3" title="process_"><a name="d0e7454"></a><h4>process_</h4><p>This function sends an event to up to 4 state machines by calling
<code class="code">process_event</code> on them:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">process_(some_event)</code> : processes an event in
the current (containing) state machine.</p></li><li class="listitem"><p><code class="code">process_(some_event [,fsm1...fsm4] )</code> :
processes the same event in the 1-4 state machines passed as
argument.</p></li></ul></div></div><div class="refsect3" title="process2_"><a name="d0e7447"></a><h4>process2_</h4><p>This function sends an event to up to 3 state machines by calling
argument.</p></li></ul></div></div><div class="refsect3" title="process2_"><a name="d0e7473"></a><h4>process2_</h4><p>This function sends an event to up to 3 state machines by calling
<code class="code">process_event</code> on them and copy-constructing the event
from the data passed as second parameter:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">process2_(some_event, some_data)</code> : processes
an event in the current (containing) state machine.</p></li><li class="listitem"><p><code class="code">process2_(some_event, some_data [,fsm1...fsm3]
@@ -593,24 +593,24 @@ accumulate_(begin_(fsm_(m_vec)),end_(fsm_(m_vec)),Int_&lt;1&gt;(),
// copy-constructed with event.m_song
process2_(NotFound,event_(m_song))</pre><p>
</p><p>With the following definitions:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_song)//declaration of m_song
NotFound (const string&amp; data) // copy-constructor of NotFound</pre></div><div class="refsect3" title="is_flag_"><a name="d0e7477"></a><h4>is_flag_</h4><p>This function tells if a flag is active by calling
NotFound (const string&amp; data) // copy-constructor of NotFound</pre></div><div class="refsect3" title="is_flag_"><a name="d0e7503"></a><h4>is_flag_</h4><p>This function tells if a flag is active by calling
<code class="code">is_flag_active</code> on the current state machine or one
passed as parameter:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">is_flag_(some_flag)</code> : calls
<code class="code">is_flag_active</code> on the current (containing)
state machine.</p></li><li class="listitem"><p><code class="code">is_flag_(some_flag, some_fsm)</code> :calls
<code class="code">is_flag_active</code> on the state machine.passed
as argument.</p></li></ul></div></div><div class="refsect3" title="defer_"><a name="d0e7502"></a><h4>defer_</h4><p>This object defers the current event by calling
as argument.</p></li></ul></div></div><div class="refsect3" title="defer_"><a name="d0e7528"></a><h4>defer_</h4><p>This object defers the current event by calling
<code class="code">defer_event</code> on the current state machine.
Example:</p><pre class="programlisting">Empty() + play() / defer_</pre></div><div class="refsect3" title="explicit_(submachine-name,state-name)"><a name="d0e7512"></a><h4>explicit_(submachine-name,state-name)</h4><p>Used as transition's target, causes an explicit entry into the given
Example:</p><pre class="programlisting">Empty() + play() / defer_</pre></div><div class="refsect3" title="explicit_(submachine-name,state-name)"><a name="d0e7538"></a><h4>explicit_(submachine-name,state-name)</h4><p>Used as transition's target, causes an explicit entry into the given
state from the given submachine. Several explicit_ as targets, separated
by commas, means a fork. The state must have been declared as such using
BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE.</p></div><div class="refsect3" title="entry_pt_(submachine-name,state-name)"><a name="d0e7517"></a><h4>entry_pt_(submachine-name,state-name)</h4><p>Used as transition's target from a containing state machine, causes
BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE.</p></div><div class="refsect3" title="entry_pt_(submachine-name,state-name)"><a name="d0e7543"></a><h4>entry_pt_(submachine-name,state-name)</h4><p>Used as transition's target from a containing state machine, causes
submachine-name to be entered using the given entry pseudo-state. This
state must have been declared as pseudo entry using
BOOST_MSM_EUML_ENTRY_STATE.</p></div><div class="refsect3" title="exit_pt_(submachine-name,state-name)"><a name="d0e7522"></a><h4>exit_pt_(submachine-name,state-name)</h4><p>Used as transition's source from a containing state machine, causes
BOOST_MSM_EUML_ENTRY_STATE.</p></div><div class="refsect3" title="exit_pt_(submachine-name,state-name)"><a name="d0e7548"></a><h4>exit_pt_(submachine-name,state-name)</h4><p>Used as transition's source from a containing state machine, causes
submachine-name to be left using the given exit pseudo-state. This state
must have been declared as pseudo exit using
BOOST_MSM_EUML_EXIT_STATE.</p></div><div class="refsect3" title="MSM_EUML_FUNCTION"><a name="d0e7527"></a><h4>MSM_EUML_FUNCTION</h4><p>This macro creates a eUML function and a functor for use with the
BOOST_MSM_EUML_EXIT_STATE.</p></div><div class="refsect3" title="MSM_EUML_FUNCTION"><a name="d0e7553"></a><h4>MSM_EUML_FUNCTION</h4><p>This macro creates a eUML function and a functor for use with the
functor front-end, based on a free function:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>first parameter: the name of the functor</p></li><li class="listitem"><p>second parameter: the underlying function</p></li><li class="listitem"><p>third parameter: the eUML function name</p></li><li class="listitem"><p>fourth parameter: the return type if used in a transition
behavior</p></li><li class="listitem"><p>fifth parameter: the return type if used in a state
behavior (entry/exit)</p></li></ul></div><p> Note that the function itself can take up to 5
@@ -618,7 +618,7 @@ NotFound (const string&amp; data) // copy-constructor of NotFound</pre></div><di
</p><pre class="programlisting">MSM_EUML_FUNCTION(BinarySearch_,std::binary_search,binary_search_,bool,bool)</pre><p>
</p><p>Can be used like:</p><p>
</p><pre class="programlisting">binary_search_(begin_(fsm_(m_var)),end_(fsm_(m_var)),Int_&lt;9&gt;())</pre><p>
</p></div><div class="refsect3" title="MSM_EUML_METHOD"><a name="d0e7563"></a><h4>MSM_EUML_METHOD</h4><p>This macro creates a eUML function and a functor for use with the
</p></div><div class="refsect3" title="MSM_EUML_METHOD"><a name="d0e7589"></a><h4>MSM_EUML_METHOD</h4><p>This macro creates a eUML function and a functor for use with the
functor front-end, based on a method:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>first parameter: the name of the functor</p></li><li class="listitem"><p>second parameter: the underlying function</p></li><li class="listitem"><p>third parameter: the eUML function name</p></li><li class="listitem"><p>fourth parameter: the return type if used in a transition
behavior</p></li><li class="listitem"><p>fifth parameter: the return type if used in a state
behavior (entry/exit)</p></li></ul></div><p> Note that the method itself can take up to 4 arguments
@@ -630,40 +630,40 @@ NotFound (const string&amp; data) // copy-constructor of NotFound</pre></div><di
};
MSM_EUML_METHOD(ActivateEmpty_,activate_empty,activate_empty_,void,void)</pre><p>Can be used like:</p><p>
</p><pre class="programlisting">Empty == Open + open_close / (close_drawer , activate_empty_(target_))</pre><p>
</p></div><div class="refsect3" title="BOOST_MSM_EUML_ACTION(action-instance-name)"><a name="d0e7596"></a><h4>BOOST_MSM_EUML_ACTION(action-instance-name)</h4><p>This macro declares a behavior type and a const instance for use in
</p></div><div class="refsect3" title="BOOST_MSM_EUML_ACTION(action-instance-name)"><a name="d0e7622"></a><h4>BOOST_MSM_EUML_ACTION(action-instance-name)</h4><p>This macro declares a behavior type and a const instance for use in
state or transition behaviors. The action implementation itself follows
the macro declaration, for example:</p><pre class="programlisting">BOOST_MSM_EUML_ACTION(good_disk_format)
{
template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
void/bool operator()(Evt const&amp; evt,Fsm&amp;,SourceState&amp; ,TargetState&amp; ){...}
};</pre></div><div class="refsect3" title="BOOST_MSM_EUML_FLAG(flag-instance-name)"><a name="d0e7603"></a><h4>BOOST_MSM_EUML_FLAG(flag-instance-name)</h4><p>This macro declares a flag type and a const instance for use in
behaviors.</p></div><div class="refsect3" title="BOOST_MSM_EUML_FLAG_NAME(flag-instance-name)"><a name="d0e7608"></a><h4>BOOST_MSM_EUML_FLAG_NAME(flag-instance-name)</h4><p>This macro returns the name of the flag type generated by
};</pre></div><div class="refsect3" title="BOOST_MSM_EUML_FLAG(flag-instance-name)"><a name="d0e7629"></a><h4>BOOST_MSM_EUML_FLAG(flag-instance-name)</h4><p>This macro declares a flag type and a const instance for use in
behaviors.</p></div><div class="refsect3" title="BOOST_MSM_EUML_FLAG_NAME(flag-instance-name)"><a name="d0e7634"></a><h4>BOOST_MSM_EUML_FLAG_NAME(flag-instance-name)</h4><p>This macro returns the name of the flag type generated by
BOOST_MSM_EUML_FLAG. You need this where the type is required (usually
with the back-end method is_flag_active). For example:</p><pre class="programlisting">fsm.is_flag_active&lt;BOOST_MSM_EUML_FLAG_NAME(CDLoaded)&gt;()</pre></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_ATTRIBUTE(event-type,event-name)"><a name="d0e7615"></a><h4>BOOST_MSM_EUML_DECLARE_ATTRIBUTE(event-type,event-name)</h4><p>This macro declares an attribute called event-name of type event-type.
with the back-end method is_flag_active). For example:</p><pre class="programlisting">fsm.is_flag_active&lt;BOOST_MSM_EUML_FLAG_NAME(CDLoaded)&gt;()</pre></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_ATTRIBUTE(event-type,event-name)"><a name="d0e7641"></a><h4>BOOST_MSM_EUML_DECLARE_ATTRIBUTE(event-type,event-name)</h4><p>This macro declares an attribute called event-name of type event-type.
This attribute can then be made part of an attribute list using
BOOST_MSM_EUML_ATTRIBUTES.</p></div><div class="refsect3" title="BOOST_MSM_EUML_ATTRIBUTES(attributes-expression,attributes-name)"><a name="d0e7620"></a><h4>BOOST_MSM_EUML_ATTRIBUTES(attributes-expression,attributes-name)</h4><p>This macro declares an attribute list called attributes-name based on
BOOST_MSM_EUML_ATTRIBUTES.</p></div><div class="refsect3" title="BOOST_MSM_EUML_ATTRIBUTES(attributes-expression,attributes-name)"><a name="d0e7646"></a><h4>BOOST_MSM_EUML_ATTRIBUTES(attributes-expression,attributes-name)</h4><p>This macro declares an attribute list called attributes-name based on
the expression as first argument. These attributes can then be made part
of an event using BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES, of a state as
3rd parameter of BOOST_MSM_EUML_STATE or of a state machine as 5th
parameter of BOOST_MSM_EUML_DECLARE_STATE_MACHINE.</p><p>Attributes are added using left-shift, for example:</p><pre class="programlisting">// m_song is of type std::string
BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_song)
// contains one attribute, m_song
BOOST_MSM_EUML_ATTRIBUTES((attributes_ &lt;&lt; m_song ), FoundDef)</pre></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT(event-instance name)"><a name="d0e7629"></a><h4>BOOST_MSM_EUML_EVENT(event-instance name)</h4><p>This macro defines an event type (event-instance-name_helper) and
BOOST_MSM_EUML_ATTRIBUTES((attributes_ &lt;&lt; m_song ), FoundDef)</pre></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT(event-instance name)"><a name="d0e7655"></a><h4>BOOST_MSM_EUML_EVENT(event-instance name)</h4><p>This macro defines an event type (event-instance-name_helper) and
declares a const instance of this event type called event-instance-name
for use in a transition table or state behaviors.</p></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(event-instance-name,attributes)"><a name="d0e7634"></a><h4>BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(event-instance-name,attributes)</h4><p>This macro defines an event type (event-instance-name_helper) and
for use in a transition table or state behaviors.</p></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(event-instance-name,attributes)"><a name="d0e7660"></a><h4>BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(event-instance-name,attributes)</h4><p>This macro defines an event type (event-instance-name_helper) and
declares a const instance of this event type called event-instance-name
for use in a transition table or state behaviors. The event will have as
attributes the ones passed by the second argument:</p><p><code class="code">BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(Found,FoundDef)</code>
</p><p>The created event instance supports operator()(attributes) so that
</p><pre class="programlisting">my_back_end.process_event(Found(some_string))</pre><p>
is possible.</p></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT_NAME(event-instance-name)"><a name="d0e7648"></a><h4>BOOST_MSM_EUML_EVENT_NAME(event-instance-name)</h4><p>This macro returns the name of the event type generated by
is possible.</p></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT_NAME(event-instance-name)"><a name="d0e7674"></a><h4>BOOST_MSM_EUML_EVENT_NAME(event-instance-name)</h4><p>This macro returns the name of the event type generated by
BOOST_MSM_EUML_EVENT or BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES. You need
this where the type is required (usually inside a back-end definition).
For example:</p><p>
</p><pre class="programlisting">typedef msm::back::state_machine&lt;Playing_,
msm::back::ShallowHistory&lt;mpl::vector&lt;BOOST_MSM_EUML_EVENT_NAME(end_pause)
&gt; &gt; &gt; Playing_type;</pre><p>
</p></div><div class="refsect3" title="BOOST_MSM_EUML_STATE(build-expression,state-instance-name)"><a name="d0e7658"></a><h4>BOOST_MSM_EUML_STATE(build-expression,state-instance-name)</h4><p>This macro defines a state type (state-instance-name_helper) and
</p></div><div class="refsect3" title="BOOST_MSM_EUML_STATE(build-expression,state-instance-name)"><a name="d0e7684"></a><h4>BOOST_MSM_EUML_STATE(build-expression,state-instance-name)</h4><p>This macro defines a state type (state-instance-name_helper) and
declares a const instance of this state type called state-instance-name
for use in a transition table or state behaviors.</p><p>There are several possibilitites for the expression syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(): state without entry or exit action.</p></li><li class="listitem"><p>(Expr1): state with entry but no exit action.</p></li><li class="listitem"><p>(Expr1,Expr2): state with entry and exit action.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes): state with entry and exit
action, defining some attributes.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure): state with entry and
@@ -672,7 +672,7 @@ msm::back::ShallowHistory&lt;mpl::vector&lt;BOOST_MSM_EUML_EVENT_NAME(end_pause)
events).</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure,Base): state with entry
and exit action, defining some attributes, flags and
deferred events (plain msm deferred events) and a
non-default base state (as defined in standard MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_INTERRUPT_STATE(build-expression,state-instance-name)"><a name="d0e7684"></a><h4>BOOST_MSM_EUML_INTERRUPT_STATE(build-expression,state-instance-name)</h4><p>This macro defines an interrupt state type
non-default base state (as defined in standard MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_INTERRUPT_STATE(build-expression,state-instance-name)"><a name="d0e7710"></a><h4>BOOST_MSM_EUML_INTERRUPT_STATE(build-expression,state-instance-name)</h4><p>This macro defines an interrupt state type
(state-instance-name_helper) and declares a const instance of this state
type called state-instance-name for use in a transition table or state
behaviors.</p><p>There are several possibilitites for the expression syntax. In all of
@@ -689,7 +689,7 @@ msm::back::ShallowHistory&lt;mpl::vector&lt;BOOST_MSM_EUML_EVENT_NAME(end_pause)
interrupt state with entry and exit action, defining some
attributes, flags and deferred events (plain msm deferred
events) and a non-default base state (as defined in standard
MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_TERMINATE_STATE(build-expression,state-instance-name)"><a name="d0e7710"></a><h4>BOOST_MSM_EUML_TERMINATE_STATE(build-expression,state-instance-name)</h4><p>This macro defines a terminate pseudo-state type
MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_TERMINATE_STATE(build-expression,state-instance-name)"><a name="d0e7736"></a><h4>BOOST_MSM_EUML_TERMINATE_STATE(build-expression,state-instance-name)</h4><p>This macro defines a terminate pseudo-state type
(state-instance-name_helper) and declares a const instance of this state
type called state-instance-name for use in a transition table or state
behaviors.</p><p>There are several possibilitites for the expression syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(): terminate pseudo-state without entry or exit
@@ -703,7 +703,7 @@ msm::back::ShallowHistory&lt;mpl::vector&lt;BOOST_MSM_EUML_EVENT_NAME(end_pause)
pseudo-state with entry and exit action, defining some
attributes, flags and deferred events (plain msm deferred
events) and a non-default base state (as defined in standard
MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_EXIT_STATE(build-expression,state-instance-name)"><a name="d0e7736"></a><h4>BOOST_MSM_EUML_EXIT_STATE(build-expression,state-instance-name)</h4><p>This macro defines an exit pseudo-state type
MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_EXIT_STATE(build-expression,state-instance-name)"><a name="d0e7762"></a><h4>BOOST_MSM_EUML_EXIT_STATE(build-expression,state-instance-name)</h4><p>This macro defines an exit pseudo-state type
(state-instance-name_helper) and declares a const instance of this state
type called state-instance-name for use in a transition table or state
behaviors.</p><p>There are several possibilitites for the expression syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(forwarded_event):exit pseudo-state without entry or exit
@@ -719,7 +719,7 @@ msm::back::ShallowHistory&lt;mpl::vector&lt;BOOST_MSM_EUML_EVENT_NAME(end_pause)
attributes, flags and deferred events (plain msm deferred
events) and a non-default base state (as defined in standard
MSM).</p></li></ul></div><p>Note that the forwarded_event must be constructible from the event
sent by the submachine containing the exit point.</p></div><div class="refsect3" title="BOOST_MSM_EUML_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e7764"></a><h4>BOOST_MSM_EUML_ENTRY_STATE(int
sent by the submachine containing the exit point.</p></div><div class="refsect3" title="BOOST_MSM_EUML_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e7790"></a><h4>BOOST_MSM_EUML_ENTRY_STATE(int
region-index,build-expression,state-instance-name)</h4><p>This macro defines an entry pseudo-state type
(state-instance-name_helper) and declares a const instance of this state
type called state-instance-name for use in a transition table or state
@@ -734,7 +734,7 @@ msm::back::ShallowHistory&lt;mpl::vector&lt;BOOST_MSM_EUML_EVENT_NAME(end_pause)
pseudo-state with entry and exit action, defining some
attributes, flags and deferred events (plain msm deferred
events) and a non-default base state (as defined in standard
MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e7790"></a><h4>BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(int
MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e7816"></a><h4>BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(int
region-index,build-expression,state-instance-name)</h4><p>This macro defines a submachine's substate type
(state-instance-name_helper), which can be explicitly entered and also
declares a const instance of this state type called state-instance-name
@@ -745,28 +745,28 @@ msm::back::ShallowHistory&lt;mpl::vector&lt;BOOST_MSM_EUML_EVENT_NAME(end_pause)
events).</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure,Base): state with entry
and exit action, defining some attributes, flags and
deferred events (plain msm deferred events) and a
non-default base state (as defined in standard MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_STATE_NAME(state-instance-name)"><a name="d0e7816"></a><h4>BOOST_MSM_EUML_STATE_NAME(state-instance-name)</h4><p>This macro returns the name of the state type generated by
non-default base state (as defined in standard MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_STATE_NAME(state-instance-name)"><a name="d0e7842"></a><h4>BOOST_MSM_EUML_STATE_NAME(state-instance-name)</h4><p>This macro returns the name of the state type generated by
BOOST_MSM_EUML_STATE or other state macros. You need this where the type
is required (usually using a backend function). For example:</p><p>
</p><pre class="programlisting">fsm.get_state&lt;BOOST_MSM_EUML_STATE_NAME(StringFind)&amp;&gt;().some_state_function();</pre><p>
</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_STATE(build-expression,state-instance-name)"><a name="d0e7826"></a><h4>BOOST_MSM_EUML_DECLARE_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_STATE but does not provide an instance, simply a
type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_INTERRUPT_STATE(build-expression,state-instance-name)"><a name="d0e7831"></a><h4>BOOST_MSM_EUML_DECLARE_INTERRUPT_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_INTERRUPT_STATE but does not provide an instance,
simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_TERMINATE_STATE(build-expression,state-instance-name)"><a name="d0e7836"></a><h4>BOOST_MSM_EUML_DECLARE_TERMINATE_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_TERMINATE_STATE but does not provide an instance,
simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_EXIT_STATE(build-expression,state-instance-name)"><a name="d0e7841"></a><h4>BOOST_MSM_EUML_DECLARE_EXIT_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_EXIT_STATE but does not provide an instance,
simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e7846"></a><h4>BOOST_MSM_EUML_DECLARE_ENTRY_STATE(int
</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_STATE(build-expression,state-instance-name)"><a name="d0e7852"></a><h4>BOOST_MSM_EUML_DECLARE_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_STATE but does not provide an instance, simply a
type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_INTERRUPT_STATE(build-expression,state-instance-name)"><a name="d0e7857"></a><h4>BOOST_MSM_EUML_DECLARE_INTERRUPT_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_INTERRUPT_STATE but does not provide an instance,
simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_TERMINATE_STATE(build-expression,state-instance-name)"><a name="d0e7862"></a><h4>BOOST_MSM_EUML_DECLARE_TERMINATE_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_TERMINATE_STATE but does not provide an instance,
simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_EXIT_STATE(build-expression,state-instance-name)"><a name="d0e7867"></a><h4>BOOST_MSM_EUML_DECLARE_EXIT_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_EXIT_STATE but does not provide an instance,
simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e7872"></a><h4>BOOST_MSM_EUML_DECLARE_ENTRY_STATE(int
region-index,build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_ENTRY_STATE but does not provide an instance,
simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_EXPLICIT_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e7851"></a><h4>BOOST_MSM_EUML_DECLARE_EXPLICIT_ENTRY_STATE(int
simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_EXPLICIT_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e7877"></a><h4>BOOST_MSM_EUML_DECLARE_EXPLICIT_ENTRY_STATE(int
region-index,build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE but does not provide an
instance, simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_TRANSITION_TABLE(expression, table-instance-name)"><a name="d0e7856"></a><h4>BOOST_MSM_EUML_TRANSITION_TABLE(expression,
instance, simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_TRANSITION_TABLE(expression, table-instance-name)"><a name="d0e7882"></a><h4>BOOST_MSM_EUML_TRANSITION_TABLE(expression,
table-instance-name)</h4><p>This macro declares a transition table type and also declares a const
instance of the table which can then be used in a state machine
declaration (see BOOST_MSM_EUML_DECLARE_STATE_MACHINE).The expression
must follow the <span class="command"><strong><a class="command" href="re03.html#reference-stt-grammar">transition
table grammar</a></strong></span>.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE(iexpression,table-instance-name)"><a name="d0e7864"></a><h4>BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE(iexpression,table-instance-name)</h4><p>Like BOOST_MSM_EUML_TRANSITION_TABLE but does not provide an instance,
simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_INTERNAL_TRANSITION_TABLE(expression, table-instance-name)"><a name="d0e7869"></a><h4>BOOST_MSM_EUML_INTERNAL_TRANSITION_TABLE(expression,
table grammar</a></strong></span>.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE(iexpression,table-instance-name)"><a name="d0e7890"></a><h4>BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE(iexpression,table-instance-name)</h4><p>Like BOOST_MSM_EUML_TRANSITION_TABLE but does not provide an instance,
simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_INTERNAL_TRANSITION_TABLE(expression, table-instance-name)"><a name="d0e7895"></a><h4>BOOST_MSM_EUML_INTERNAL_TRANSITION_TABLE(expression,
table-instance-name)</h4><p>This macro declares a transition table type and also declares a const
instance of the table.The expression must follow the <span class="command"><strong><a class="command" href="re03.html#reference-stt-grammar">transition table
grammar</a></strong></span>. For the moment, this macro is not used.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE(iexpression,table-instance-name)"><a name="d0e7877"></a><h4>BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE(iexpression,table-instance-name)</h4><p>Like BOOST_MSM_EUML_TRANSITION_TABLE but does not provide an instance,
grammar</a></strong></span>. For the moment, this macro is not used.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE(iexpression,table-instance-name)"><a name="d0e7903"></a><h4>BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE(iexpression,table-instance-name)</h4><p>Like BOOST_MSM_EUML_TRANSITION_TABLE but does not provide an instance,
simply a type declaration. This is currently the only way to declare an
internal transition table with eUML. For example:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE((Open_Entry,Open_Exit),Open_def)
struct Open_impl : public Open_def

View File

@@ -0,0 +1,169 @@
#include <iostream>
// back-end
#include <boost/msm/back/state_machine.hpp>
//front-end
#include <boost/msm/front/state_machine_def.hpp>
#include <boost/msm/front/euml/euml.hpp>
namespace msm = boost::msm;
namespace mpl = boost::mpl;
using namespace std;
using namespace msm::front::euml;
// entry/exit/action/guard logging functors
#include "logging_functors.h"
namespace
{
// events
struct play_impl : msm::front::euml::euml_event<play_impl> {};
struct end_pause_impl : msm::front::euml::euml_event<end_pause_impl>{};
struct stop_impl : msm::front::euml::euml_event<stop_impl>{};
struct pause_impl : msm::front::euml::euml_event<pause_impl>{};
struct open_close_impl : msm::front::euml::euml_event<open_close_impl>{};
struct cd_detected_impl : msm::front::euml::euml_event<cd_detected_impl>{};
// define some dummy instances for use in the transition table
// it is also possible to default-construct them instead:
// struct play {};
// inside the table: play()
play_impl play;
end_pause_impl end_pause;
stop_impl stop;
pause_impl pause;
open_close_impl open_close;
cd_detected_impl cd_detected;
// The list of FSM states
// they have to be declared outside of the front-end only to make VC happy :(
// note: gcc would have no problem
struct Empty_impl : public msm::front::state<> , public msm::front::euml::euml_state<Empty_impl>
{
// every (optional) entry/exit methods get the event passed.
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
};
struct Open_impl : public msm::front::state<> , public msm::front::euml::euml_state<Open_impl>
{
template <class Event,class FSM>
void on_entry(Event const& ,FSM&) {std::cout << "entering: Open" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
};
struct Stopped_impl : public msm::front::state<> , public msm::front::euml::euml_state<Stopped_impl>
{
template <class Event,class FSM>
void on_entry(Event const& ,FSM&) {std::cout << "entering: Stopped" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
};
struct Playing_impl : public msm::front::state<> , public msm::front::euml::euml_state<Playing_impl>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
};
// state not defining any entry or exit
struct Paused_impl : public msm::front::state<> , public msm::front::euml::euml_state<Paused_impl>
{
};
//to make the transition table more readable
Empty_impl const Empty;
Open_impl const Open;
Stopped_impl const Stopped;
Playing_impl const Playing;
Paused_impl const Paused;
BOOST_MSM_EUML_ACTION(pause_playback2)
{
template <class FSM,class EVT,class SourceState,class TargetState>
void operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
{
cout << "player::pause_playback2" << endl;
std::cout << "event type: " << typeid(EVT).name() << std::endl;
std::cout << "pause_playback2 with any event: " << evt.type().name() << std::endl;
}
};
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def<player_>
{
// the initial state of the player SM. Must be defined
typedef Empty_impl initial_state;
// Transition table for player
// replaces the old transition table
BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
Stopped + play / start_playback == Playing ,
Stopped + open_close / open_drawer == Open ,
Stopped + stop == Stopped ,
// +------------------------------------------------------------------------------+
Open + open_close / close_drawer == Empty ,
// +------------------------------------------------------------------------------+
Empty + open_close / open_drawer == Open ,
Empty + cd_detected /(store_cd_info,
msm::front::euml::process_(play)) == Stopped ,
// +------------------------------------------------------------------------------+
Playing + stop / stop_playback == Stopped ,
Playing + kleene / pause_playback2 == Paused ,
Playing + open_close / stop_and_open == Open ,
// +------------------------------------------------------------------------------+
Paused + end_pause / resume_playback == Playing ,
Paused + stop / stop_playback == Stopped ,
Paused + open_close / stop_and_open == Open
// +------------------------------------------------------------------------------+
),transition_table)
// Replaces the default no-transition response.
template <class FSM,class Event>
void no_transition(Event const& e, FSM&,int state)
{
std::cout << "no transition from state " << state
<< " on event " << typeid(e).name() << std::endl;
}
};
// Pick a back-end
typedef msm::back::state_machine<player_> player;
//
// Testing utilities.
//
static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
void pstate(player const& p)
{
std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
}
void test()
{
player p;
// needed to start the highest-level SM. This will call on_entry and mark the start of the SM
p.start();
// go to Open, call on_exit on Empty, then action, then on_entry on Open
p.process_event(open_close); pstate(p);
p.process_event(open_close); pstate(p);
p.process_event(cd_detected); pstate(p);
// at this point, Play is active
p.process_event(pause); pstate(p);
// go back to Playing
p.process_event(end_pause); pstate(p);
p.process_event(pause); pstate(p);
p.process_event(stop); pstate(p);
// event leading to the same state
// no action method called as it is not present in the transition table
p.process_event(stop); pstate(p);
}
}
int main()
{
test();
return 0;
}

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@@ -0,0 +1,205 @@
#include <iostream>
// back-end
#include <boost/msm/back/state_machine.hpp>
//front-end
#include <boost/msm/front/state_machine_def.hpp>
#include <boost/msm/front/euml/euml.hpp>
#include <boost/msm/event_traits.hpp>
#include <boost/type_erasure/any.hpp>
#include <boost/type_erasure/member.hpp>
#include <boost/type_erasure/builtin.hpp>
#include <boost/type_erasure/constructible.hpp>
#include <boost/type_erasure/relaxed_match.hpp>
#include <boost/type_erasure/any_cast.hpp>
namespace msm = boost::msm;
namespace mpl = boost::mpl;
using namespace std;
using namespace msm::front::euml;
// entry/exit/action/guard logging functors
#include "logging_functors.h"
BOOST_TYPE_ERASURE_MEMBER((has_getNumber), getNumber, 0);
//type erasure event
typedef ::boost::mpl::vector<
has_getNumber<int(), const boost::type_erasure::_self>,
boost::type_erasure::relaxed_match,
boost::type_erasure::copy_constructible<>,
boost::type_erasure::typeid_<>
> any_number_event_concept;
struct any_number_event : boost::type_erasure::any<any_number_event_concept>,
msm::front::euml::euml_event<any_number_event>
{
template <class U>
any_number_event(U const& u): boost::type_erasure::any<any_number_event_concept> (u){}
any_number_event(): boost::type_erasure::any<any_number_event_concept> (){}
};
namespace boost { namespace msm{
template<>
struct is_kleene_event< any_number_event >
{
typedef boost::mpl::true_ type;
};
}}
namespace
{
// events
struct play_impl : msm::front::euml::euml_event<play_impl> {int getNumber()const {return 0;}};
struct end_pause_impl : msm::front::euml::euml_event<end_pause_impl>{int getNumber()const {return 1;}};
struct stop_impl : msm::front::euml::euml_event<stop_impl>{int getNumber()const {return 2;}};
struct pause_impl : msm::front::euml::euml_event<pause_impl>{int getNumber()const {return 3;}};
struct open_close_impl : msm::front::euml::euml_event<open_close_impl>{int getNumber()const {return 4;}};
struct cd_detected_impl : msm::front::euml::euml_event<cd_detected_impl>{int getNumber()const {return 5;}};
// define some dummy instances for use in the transition table
// it is also possible to default-construct them instead:
// struct play {};
// inside the table: play()
play_impl play;
end_pause_impl end_pause;
stop_impl stop;
pause_impl pause;
open_close_impl open_close;
cd_detected_impl cd_detected;
any_number_event number_event;
// The list of FSM states
// they have to be declared outside of the front-end only to make VC happy :(
// note: gcc would have no problem
struct Empty_impl : public msm::front::state<> , public msm::front::euml::euml_state<Empty_impl>
{
// every (optional) entry/exit methods get the event passed.
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
};
struct Open_impl : public msm::front::state<> , public msm::front::euml::euml_state<Open_impl>
{
template <class Event,class FSM>
void on_entry(Event const& ,FSM&) {std::cout << "entering: Open" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
};
struct Stopped_impl : public msm::front::state<> , public msm::front::euml::euml_state<Stopped_impl>
{
template <class Event,class FSM>
void on_entry(Event const& ,FSM&) {std::cout << "entering: Stopped" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
};
struct Playing_impl : public msm::front::state<> , public msm::front::euml::euml_state<Playing_impl>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
};
// state not defining any entry or exit
struct Paused_impl : public msm::front::state<> , public msm::front::euml::euml_state<Paused_impl>
{
};
//to make the transition table more readable
Empty_impl const Empty;
Open_impl const Open;
Stopped_impl const Stopped;
Playing_impl const Playing;
Paused_impl const Paused;
BOOST_MSM_EUML_ACTION(pause_playback2)
{
template <class FSM,class EVT,class SourceState,class TargetState>
void operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
{
cout << "player::pause_playback2" << endl;
std::cout << "event type: " << typeid(EVT).name() << std::endl;
std::cout << "event's number: " << evt.getNumber() << std::endl;
}
};
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def<player_>
{
// the initial state of the player SM. Must be defined
typedef Empty_impl initial_state;
// Transition table for player
// replaces the old transition table
BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
Stopped + play / start_playback == Playing ,
Stopped + open_close / open_drawer == Open ,
Stopped + stop == Stopped ,
// +------------------------------------------------------------------------------+
Open + open_close / close_drawer == Empty ,
// +------------------------------------------------------------------------------+
Empty + open_close / open_drawer == Open ,
Empty + cd_detected /(store_cd_info,
msm::front::euml::process_(play)) == Stopped ,
// +------------------------------------------------------------------------------+
Playing + stop / stop_playback == Stopped ,
Playing + number_event / pause_playback == Paused ,
Playing + open_close / stop_and_open == Open ,
// +------------------------------------------------------------------------------+
Paused + end_pause / resume_playback == Playing ,
Paused + stop / stop_playback == Stopped ,
Paused + open_close / stop_and_open == Open
// +------------------------------------------------------------------------------+
),transition_table)
// Replaces the default no-transition response.
template <class FSM,class Event>
void no_transition(Event const& e, FSM&,int state)
{
std::cout << "no transition from state " << state
<< " on event " << typeid(e).name() << std::endl;
}
};
// Pick a back-end
typedef msm::back::state_machine<player_> player;
//
// Testing utilities.
//
static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
void pstate(player const& p)
{
std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
}
void test()
{
player p;
// needed to start the highest-level SM. This will call on_entry and mark the start of the SM
p.start();
// go to Open, call on_exit on Empty, then action, then on_entry on Open
p.process_event(open_close); pstate(p);
p.process_event(open_close); pstate(p);
p.process_event(cd_detected); pstate(p);
// at this point, Play is active
p.process_event(pause); pstate(p);
// go back to Playing
p.process_event(end_pause); pstate(p);
p.process_event(pause); pstate(p);
p.process_event(stop); pstate(p);
// event leading to the same state
// no action method called as it is not present in the transition table
p.process_event(stop); pstate(p);
}
}
int main()
{
test();
return 0;
}

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@@ -1502,6 +1502,10 @@ struct event2
<para>
<programlisting>if (p.is_flag_active&lt;CDLoaded,player::Flag_AND>()) ...</programlisting>
</para>
<para> Note. Due to arcane C++ rules, when called inside an action, the correct
call is:
<programlisting>if (p.<emphasis role="bold">template</emphasis> is_flag_active&lt;CDLoaded>()) ...</programlisting>
</para>
<para>The following diagram displays the flag situation in the tutorial.</para>
<para><inlinemediaobject>
<imageobject>
@@ -1698,7 +1702,7 @@ Row &lt; Paused , open_close , Open , stop_and_open , none
void operator()(Evt const&amp;, Fsm&amp; fsm, SourceState&amp;,TargetState&amp; )
{
cout &lt;&lt; "player::store_cd_info" &lt;&lt; endl;
fsm.process_event(play());
fsm.process_event(play());
}
}; </programlisting>
<para>The advantage of functors compared to functions are that functors are
@@ -3221,7 +3225,7 @@ BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(mysubmachine)</programlisting>
<para>Independently, transition conflicts resolution will also be much
faster.</para>
<para>This policy uses boost.any behind the hood, which means that we will lose
one feature which MSM offers with the default policy, <link
a feature which MSM offers with the default policy, <link
xlink:href="#event-hierarchy">event hierarchy</link>. The following
example takes our iPod example and speeds up compile-time by using this
technique. We have:<itemizedlist>
@@ -4027,6 +4031,23 @@ typename ::boost::enable_if&lt;
</chapter>
<chapter>
<title>Version history</title>
<sect1>
<title>From V2.24 to V2.25 (Boost 1.54)</title>
<para>
<itemizedlist>
<listitem>
<para>Bugfix: Exit points broken for the favor_compile_time
policy.</para>
</listitem>
<listitem>
<para>Bugfix: copy breaks exit points of subsubmachines.</para>
</listitem>
<listitem>
<para>Bugfix: Trac 8046.</para>
</listitem>
</itemizedlist>
</para>
</sect1>
<sect1>
<title>From V2.23 to V2.24 (Boost 1.51)</title>
<para>
@@ -6003,6 +6024,14 @@ for (unsigned int i=0;i&lt;some_fsm::nr_regions::value;++i)
<para>This type is made for the same search as in the previous example,
using a mpl::for_each to iterate on states. After the iteration, the
state name reference has been set.</para>
<programlisting>// we need a fsm's table
typedef player::stt Stt;
typedef msm::back::generate_state_set&lt;Stt>::type all_states; //all states
std::string name_of_open; // id of Open is 1
// fill name_of_open for state of id 1
boost::mpl::for_each&lt;all_states,boost::msm::wrap&lt;mpl::placeholders::_1> >
(msm::back::get_state_name&lt;Stt>(name_of_open,1));
std::cout &lt;&lt; "typeid-generated name Open is: " &lt;&lt; name_of_open &lt;&lt; std::endl;</programlisting>
</refsect3>
</refsect2>
<refsect2>

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@@ -4,7 +4,7 @@
<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
<head>
<title>Boost.MSM Documentation</title>
<meta http-equiv="Content-Type" content="text/html; charset=us-ascii" />
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
<meta http-equiv="refresh" content="0; URL=doc/HTML/index.html" />
</head>