diff --git a/doc/HTML/ch03.html b/doc/HTML/ch03.html index 88662d2..1707f41 100644 --- a/doc/HTML/ch03.html +++ b/doc/HTML/ch03.html @@ -1,12 +1,13 @@
-Table of Contents
Table of Contents
MSM is divided between front–ends and back-ends. At the moment, there is just + more speed
MSM is divided between front–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 language writers, this document contains a description of the interface diff --git a/doc/HTML/ch03s02.html b/doc/HTML/ch03s02.html index f1b0ad9..ea19e48 100644 --- a/doc/HTML/ch03s02.html +++ b/doc/HTML/ch03s02.html @@ -122,7 +122,20 @@ void on_entry(Event const& evt, Fsm& fsm) / irow2 transitions._row2, a_row2, row2, g_row2, a_irow2, irow2, g_irow2 let you call an action located in any state of the current fsm or in the front-end itself, thus letting you - place useful data anywhere you see fit.
Declaring a state machine is straightforward and is done with a high + place useful data anywhere you see fit.
It is sometimes desirable to generate new events for the state machine + inside actions. Since the process_event method belongs to the back end, you + first need to gain a reference to it. The back end derives from the front + end, so one way of doing this is to use a cast:
struct launcher_ : public msm::front::state_machine_def<launcher_>{
+template <class Fire> void send_rocket(Fire const& evt)
+{
+ fire_rocket();
+ msm::back::state_machine<launcher_> &fsm = static_cast<msm::back::state_machine<launcher_> &>(*this);
+ fsm.process_event(rocket_launched());
+}
+...
+};The same can be implemented inside entry/exit actions. Admittedly, this is + a bit awkward. A more natural mechanism is available using the functor + front-end.
Declaring a state machine is straightforward and is done with a high signal / noise ratio. In our player example, we declare the state machine as:
struct player_ : public msm::front::state_machine_def<player_>{
/* see below */}This declares a state machine using the basic front-end. We now declare @@ -158,7 +171,8 @@ void no_transition(Event const& e, Fsm& ,int state){...}
activate the initial state, which means in turn that the initial state's entry behavior will be called. The reason why we need this will be explained in the back-end part. After a call - to start, the state machine is ready to process events.
We now want to extend our last state machine by making the Playing state a
+ to start, the state machine is ready to process events. The same way,
+ calling stop() will cause the last exit actions to be called.
We now want to extend our last state machine by making the Playing state a state machine itself (a submachine).

Again, an example is also provided.
A submachine really is a state machine itself, so we declare Playing as such, choosing a front-end and a back-end:
@@ -184,7 +198,7 @@ a_row< Song3 , NextSong, Song2 , &Playing_::start_prev_song > PreviousSong) will now be automatically forwarded to Playing whenever this state is active. All other state machine features described later are also available. You can even decide to use a state machine sometimes as - submachine or sometimes as an independent state machine.
It is a very common problem in many state machines to have to handle + submachine or sometimes as an independent state machine.
It is a very common problem in many state machines to have to handle errors. It usually involves defining a transition from all the states to a special error state. Translation: not fun. It is also not practical to find from which state the error originated. The following diagram shows an @@ -260,7 +274,7 @@ a_row< Song3 , NextSong, Song2 , &Playing_::start_prev_song > (condition1) defer play event":
Row < Empty , play , none , Defer , condition1 >, g_row < Empty , play , Playing , &player_::condition2 >
-
Please have a look at this possible implementation.
UML defines two types of history, Shallow History and Deep History. In the +
Please have a look at this possible implementation.
UML defines two types of history, Shallow History and Deep History. In the previous examples, if the player was playing the second song and the user pressed pause, leaving Playing, at the next press on the play button, the Playing state would become active and the first song would play again. Soon @@ -307,7 +321,7 @@ g_row < Empty , play , Playing , &player_::condition2 >
be added). The reason is that it would conflict with policies which submachines could define. Of course, if for example, Song1 were a state machine itself, it could use the ShallowHistory policy itself thus creating - Deep History for itself. An example is also provided.
The following diagram shows an + Deep History for itself. An example is also provided.
The following diagram shows an example making use of this feature:

Anonymous transitions are transitions without a named event. This means that the transition automatically fires when the predecessor state is entered (to be exact, after the entry action). Otherwise it is a normal @@ -334,7 +348,7 @@ g_row < Empty , play , Playing , &player_::condition2 >
for example:
row < State3 , none , State4 , &p::State3ToState4 , &p::always_true >
An implementation - of the state machine diagram is also provided.
Internal transitions are transitions executing in the scope of the active + of the state machine diagram is also provided.
Internal transitions are transitions executing in the scope of the active state, a simple state or a submachine. One can see them as a self-transition of this state, without an entry or exit action called. This is useful when all you want is to execute some code for a given event in a given @@ -399,7 +413,7 @@ g_row < Empty , play , Playing , &player_::condition2 >
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). While the example is - with eUML, the same is also possible with any front-end.
It is also possible to write transitions using actions and guards not just + with eUML, the same is also possible with any front-end.
It is also possible to write transitions using actions and guards not just
from the state machine but also from its contained states. In this case, one
must specify not just a method pointer but also the object on which to call
it. This transition row is called, not very originally, row2.
@@ -416,7 +430,7 @@ g_row < Empty , play , Playing , &player_::condition2 >
sections.
These row types allow us to distribute the state machine code among states, making them reusable and more useful. Using transition tables inside states also contributes to this possibility. An example of these new - rows is also provided.
MSM (almost) fully supports these features, described in the small UML tutorial. Almost because + rows is also provided.
MSM (almost) fully supports these features, described in the small UML tutorial. Almost because there are currently two limitations:
it is only possible to explicitly enter a sub- state of the target but not a sub-sub state.
it is not possible to explicitly exit. Exit points must be used.
Let us see a concrete example:

We find in this diagram:
A “normal” activation of SubFsm2, triggered by event1. In each @@ -436,7 +450,7 @@ g_row < Empty , play , Playing , &player_::condition2 >
transition and both regions are exited, as SubFsm2 becomes inactive. Note that if no transition is defined from PseudoExit1, an error (as defined in the UML standard) will be - detected and no_transition called.
The example is also fully implemented.
This sounds complicated but the syntax is simple.
First, to define that a state is an explicit entry, you have to make + detected and no_transition called.
The example is also fully implemented.
This sounds complicated but the syntax is simple.
First, to define that a state is an explicit entry, you have to make it a state and mark it as explicit, giving as template parameters the region id (the region id starts with 0 and corresponds to the first initial state of the initial_state type sequence).
@@ -471,7 +485,7 @@ g_row < Empty , play , Playing , &player_::condition2 >
Note (also valid for forks): At the moment, it is not possible to use a submachine as the target of an explicit entry. Please use entry pseudo states for an almost identical - effect.
Need a fork instead of an explicit entry? As a fork is an explicit entry into states of different regions, we do not change the state definition compared to the explicit entry and specify as target a list of explicit entry states:
@@ -484,7 +498,7 @@ g_row < Empty , play , Playing , &player_::condition2 >
correct):
struct SubState2b : public msm::front::state<> ,
public msm::front::explicit_entry<1>-
To define an entry pseudo state, you need derive from the corresponding class and give the region id:
struct PseudoEntry1 : public msm::front::entry_pseudo_state<0>
And add the corresponding transition in the top-level state machine's @@ -494,7 +508,7 @@ g_row < Empty , play , Playing , &player_::condition2 >
defines an entry point as a connection between two transitions), for example this time with an action method:
_row < PseudoEntry1, Event4, SubState3,&SubFsm2_::entry_action >
-
And finally, exit pseudo states are to be used almost the same way, but defined differently: it takes as template argument the event to be forwarded (no region id is necessary):
struct PseudoExit1 : public exit_pseudo_state<event6>
@@ -525,7 +539,7 @@ g_row < Empty , play , Playing , &player_::condition2 >
template <class Event> event6(Event const&){} }; //convertible from any event
-
This tutorial is devoted to a +
This tutorial is devoted to a concept not defined in UML: flags. It has been added into MSM after proving itself useful on many occasions. Please, do not be frightened as we are not talking about ugly shortcuts made of an improbable collusion of @@ -557,7 +571,7 @@ g_row < Empty , play , Playing , &player_::condition2 >
all of the active states are flagged for the state to be active. You can also AND the active states:
if (p.is_flag_active<CDLoaded,player::Flag_AND>()) ...
-
The following diagram displays the flag situation in the tutorial.

There are cases where one needs transitions based on categories of events. +
The following diagram displays the flag situation in the tutorial.

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 @@ -570,7 +584,7 @@ struct char_0 : public digit {};
And to the same for other digits, we c and this will cause a transition with "digit" as trigger to be taken.
An example 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).
MSM is offering many UML features at a high-speed, but sometimes, you just + very good (in this case even better).
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:
checking for terminate/interrupt states
handling the message queue (for entry/exit/transition actions generating themselves events)
handling deferred events
catching exceptions (or not)
handling the state switching and action calls
Of these tasks, only the last one is absolutely necessary to @@ -596,7 +610,7 @@ struct char_0 : public digit {};
And to the same for other digits, we c };
Important note: As exit pseudo
states are using the message queue to forward events out of a submachine,
the no_message_queue option cannot be used with state machines
- containing an exit pseudo state.
A state machine is started using the start method. This
+ containing an exit pseudo state.
A state machine is started using the start 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
@@ -608,7 +622,7 @@ struct char_0 : public digit {};
And to the same for other digits, we c struct player_ : public msm::front::state_machine_def<player_>{ ... typedef my_initial_event initial_event; -};
This feature is still supported in MSM for backward compatibility but made +};
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.
All of the states defined in the state machine are created upon state diff --git a/doc/HTML/ch03s03.html b/doc/HTML/ch03s03.html index f77b9a6..e1f654e 100644 --- a/doc/HTML/ch03s03.html +++ b/doc/HTML/ch03s03.html @@ -1,6 +1,6 @@
-The functor front-end is the preferred front-end at the moment. It is more +
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 eUML, 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.
Function pointers are weird in C++.
The action/guard signature is limited and does not allow for more variations of parameters (source state, target state, current state machine, etc.)
It is not easy to reuse action code from a state machine to - another.
We can change the definition of the simple tutorial's transition table to:
struct transition_table : mpl::vector<
// Start Event Target Action Guard
@@ -66,7 +66,7 @@ Row < Paused , open_close , Open , stop_and_open , none
can achieve this using And_ and Or_ functors:
And_<good_disk_format,Or_< some_condition , some_other_condition> >
It
even starts looking like functional programming. MSM ships with functors for
- operators, state machine usage, STL algorithms or container methods.
You probably noticed that we just showed a different transition table and + operators, state machine usage, STL algorithms or container methods.
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<Empty_Entry,Empty_Exit> rewritten.
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.
Using the basic front-end, we saw how to pass data to actions through the + programming.
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 @@ -104,16 +104,25 @@ struct Empty : public msm::front::euml::func_state<Empty_Entry,Empty_Exit> { fire_rocket(evt.direction, src.current_calculation); } -};
Like states, state machines can be defined using the previous front-end, +};
It was a little awkward to generate new events inside actions with the basic + front-end. With the functor front-end it is much cleaner:
struct send_rocket
+{
+ template <class Fsm,class Evt,class SourceState,class TargetState>
+ void operator()(Evt const& evt, Fsm& fsm, SourceState& src,TargetState&)
+ {
+ fire_rocket(evt.direction, src.current_calculation);
+ fsm.process_event(rocket_launched());
+ }
+}; 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 this - example.
Anonymous (completion) transitions are transitions without a named event. + example.
Anonymous (completion) transitions are transitions without a named event.
We saw how this front-end uses none when no action or guard is
required. We can also use none instead of an event to mark an
anonymous transition. For example, the following transition makes an
immediate transition from State1 to State2:
Row < State1 , none , State2 >
The following transition does the same but calling an action in the - process:
Row < State1 , none , State2 , State1ToState2, none >
The following diagram shows an example and its implementation:

Row < State1 , none , State2 , State1ToState2, none >
The following diagram shows an example and its implementation:

The following example uses internal transitions with the functor front-end. As for the simple standard front-end, both methods of defining internal transitions are supported:
providing a Row in the state machine's transition
diff --git a/doc/HTML/ch03s04.html b/doc/HTML/ch03s04.html
index 62354b9..6557e6a 100644
--- a/doc/HTML/ch03s04.html
+++ b/doc/HTML/ch03s04.html
@@ -1,6 +1,6 @@
Important note: eUML requires a compiler +
Important note: 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).
The previous front-ends are simple to write but still force an amount of @@ -20,7 +20,7 @@
#include <msm/front/euml/euml.hpp>
To add STL support (at possible cost of longer compilation times), include:
#include <msm/front/euml/stl.hpp>
-
eUML is defined in the namespace msm::front::euml.
A transition can be defined using eUML as:
+
eUML is defined in the namespace msm::front::euml.
A transition can be defined using eUML as:
source + event [guard] / action == target
or as
target == source + event [guard] / action
@@ -56,14 +56,14 @@ Stopped == Empty + cd_detected [good_disk_format] / store_cd_info [good_disk_format && (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.
As an introduction to eUML, we will rewrite our tutorial's transition + without any syntactic noise at all.
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:
events must inherit from msm::front::euml::euml_event< event_name >
states must inherit from msm::front::euml::euml_state< state_name >
with VC, states must be declared before the front-end
We now can write the transition table like just shown, using BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE instead of BOOST_MSM_EUML_TRANSITION_TABLE. The implementation is pretty straightforward.
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.
Events must be proto-enabled. To achieve this, they must inherit from + example. eUML can do much more so please follow the guide.
Events must be proto-enabled. To achieve this, they must inherit from a proto terminal (euml_event<event-name>). eUML also provides a macro to make this easier:
BOOST_MSM_EUML_EVENT(play)
@@ -78,7 +78,7 @@ Stopped == Empty + cd_detected [good_disk_format] / store_cd_info
fsm.process_event(play()); or do we have to write:
fsm.process_event(play);
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.
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< functor-name >. eUML also provides a macro:
BOOST_MSM_EUML_ACTION(some_condition) @@ -109,7 +109,7 @@ Stopped == Empty + cd_detected [good_disk_format] / store_cd_info BOOST_MSM_EUML_TRANSITION_TABLE(( Playing == Stopped + play / start_playback() , ... -),transition_table)
There is also a macro for states. This macro has 2 arguments, first the expression defining the state, then the state (instance) name:
BOOST_MSM_EUML_STATE((),Paused)
This defines a simple state without entry or exit action. You can provide in the expression parameter the state behaviors (entry and exit) @@ -150,7 +150,24 @@ Empty_impl const Empty;
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:
Empty == Open + open_close / (close_drawer,activate_empty_(target_))
You can reuse the state machine definition method from the standard + now use this inside a transition:
Empty == Open + open_close / (close_drawer,activate_empty_(target_))
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 + will be mixing of eUML and Phoenix functors. Writing guards in one + language and actions in another is ok though.
Phoenix also supports a larger syntax than what will ever be possible + with eUML, so you can only use a reduced set of phoenix's grammar. This + is due to the nature of eUML. The run-time transition table definition + is translated to a type using Boost.Typeof. The result is a "normal" MSM + transition table made of functor types. As C++ does not allow mixing + run-time and compile-time constructs, there will be some limit (trying + to instantiate a template class MyTemplateClass<i> where i is an int + will give you an idea). This means following valid Phoenix constructs + will not work:
+
literals
function pointers
bind
->*
+
Future versions of MSM will support Phoenix better. You can contribute + by finding out cases which do not work but should, so that they can be + added.
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). @@ -180,7 +197,7 @@ Empty_impl const Empty;
Notice also that we defined a method named activ 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 attribute - syntax.
Defining a submachine (see tutorial) with + syntax.
Defining a submachine (see tutorial) 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 @@ -191,7 +208,7 @@ Empty_impl const Empty;
Notice also that we defined a method named activ machine, for example:
BOOST_MSM_EUML_DECLARE_STATE_MACHINE(...,Playing_) typedef msm::back::state_machine<Playing_> Playing_type; Playing_type const Playing;
We can now use this instance inside the transition table of the containing - state machine:
Paused == Playing + pause / pause_playback
We now want to make our grammar more useful. Very often, one needs only very simple action methods, for example ++Counter or Counter > 5 where Counter is usually defined as some attribute of the class containing the @@ -245,7 +262,7 @@ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
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_).
More examples can be found in the terrible compiler stress test, the timer example or in the iPodSearch with eUML - (for String_ and more).
Defining orthogonal regions really means providing more initial states. To + (for String_ and more).
Defining orthogonal regions really means providing more initial states. To add more initial states, “shift left” some, for example, if we had another initial state named AllOk :
BOOST_MSM_EUML_DECLARE_STATE_MACHINE((transition_table,
init_ << Empty << AllOk ),
@@ -297,7 +314,7 @@ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)This declares two attributes_ << no_attributes_, configure_<< deferred_events ), player_)
A tutorial - illustrates this possibility.
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:
configure_ << no_exception: disables
@@ -309,7 +326,7 @@ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
This declares two with eUML does this for the best performance.
Important note: As exit pseudo
states are using the message queue to forward events out of a submachine,
the no_message_queue option cannot be used with state machines
- containing an exit pseudo state.
Anonymous transitions (See UML + containing an exit pseudo state.
Anonymous transitions (See UML tutorial) 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 @@ -317,7 +334,7 @@ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
This declares two example:
State3 == State4 [always_true] / State3ToState4 State4 [always_true] / State3ToState4 == State3
Please have a look at this example, which implements the previously - defined state machine with eUML.
Like both other front-ends, eUML supports two ways of defining internal transitions:
in the state machine's transition table. In this case, you + defined state machine with eUML.
Like both other front-ends, eUML supports two ways of defining internal transitions:
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 @@ -338,7 +355,7 @@ 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).
We saw the build_state + instead of O(number of regions).
We saw the build_state function, which creates a simple state. Likewise, eUML provides other state-building macros for other types of states:
BOOST_MSM_EUML_TERMINATE_STATE takes the same arguments as BOOST_MSM_EUML_STATE and defines, well, a terminate @@ -378,7 +395,7 @@ struct Open_impl : public Open_def
entry_pt_(SubFsm2,PseudoEntry1) == State1 + event4
For exit points, it is again the same syntax except that exit points are used as source of the transition:
State2 == exit_pt_(SubFsm2,PseudoExit1) + event6
The entry tutorial - is also available with eUML.
We saw a few helpers but there are more, so let us have a more complete description:
event_ : used inside any action, the event triggering the + is also available with eUML.
We saw a few helpers but there are more, so let us have a more complete description:
event_ : used inside any action, the event triggering the transition
state_: used inside entry and exit actions, the entered / exited state
source_: used inside a transition action, the source state
target_: used inside a transition action, the target @@ -415,7 +432,7 @@ 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, except, for the - moment, with the while_, if_then_, if_then_else_ functions.
eUML supports most C++ operators (except address-of). For example it is + moment, with the while_, if_then_, if_then_else_ functions.
eUML supports most C++ operators (except address-of). For example it is possible to write event_(some_attribute)++ or [source_(some_bool) && 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 diff --git a/doc/HTML/ch03s05.html b/doc/HTML/ch03s05.html index d2c063f..d17720e 100644 --- a/doc/HTML/ch03s05.html +++ b/doc/HTML/ch03s05.html @@ -1,6 +1,6 @@
-There is, at the moment, one back-end. This back-end contains the library +
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 @@ -8,18 +8,22 @@ 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.
MSM being divided between front and back-end, one needs to first define a + run-to-completion algorithm.
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:
typedef msm::back::state_machine<my_front_end> my_fsm;
We now have a fully functional state machine type. The next sections will - describe what can be done with it.
The start method starts the state machine, meaning it will
+ describe what can be done with it.
The start() 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
always want the entry behavior of the initial state to be called immediately
but only when your state machine is ready to process events. A good example
of this is when you use a state machine to write an algorithm and each loop
back to the initial state is an algorithm call. Each call to start will make
- the algorithm run once. The iPodSearch example uses this possibility.
The main reason to exist for a state machine is to dispatch events. For + the algorithm run once. The iPodSearch example uses this possibility.
The stop() method works the same way. It will cause the exit
+ actions of the currently active states(s) to be called.
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.
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 @@ -30,14 +34,14 @@ an event of type some_event, you can simply create one on the fly or instantiate if before processing:
my_fsm fsm; fsm.process_event(some_event()); some_event e1; fsm.process_event(e1)
Creating an event on the fly will be optimized by the compiler so the - performance will not degrade.
The backend also offers a way to know which state is active, though you + performance will not degrade.
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, internal transitions or visitors 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 internals section to - know how state ids are generated.
A common need is the ability to save a state machine and restore it at a + know how state ids are generated.
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 serialize
@@ -106,7 +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).
This example shows a state machine which we serialize after processing an
- event. The Empty state also has some data to serialize.
Sometimes, one needs to customize states to avoid repetition and provide a
+ event. The Empty state also has some data to serialize.
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 @@ -129,7 +133,7 @@ std::ofstream ofs("fsm.txt");
struct player_ : public msm::front::state_machine<player_,my_base_state>
You can also ask for a state with a given id (which you might have gotten
from current_state()) using const base_state* get_state_by_id(int id)
const where base_state is the one you just defined. You can now
- do something polymorphically.
In some cases, having a pointer-to-base of the currently active states is + do something polymorphically.
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!
To achieve this goal, MSM provides its own variation of a visitor pattern @@ -168,18 +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:
SomeVisitor vis; sm.visit_current_states(boost::ref(vis));
This example uses a - visiting function with 2 arguments.
Flags is a MSM-only concept, supported by all front-ends, which base + visiting function with 2 arguments.
Flags is a MSM-only concept, supported by all front-ends, which base themselves on the functions:
template <class Flag> bool is_flag_active() template <class Flag,class BinaryOp> bool is_flag_active()
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:
my_fsm.is_flag_active<MyFlag>() -my_fsm.is_flag_active<MyFlag,my_fsm_type::Flag_OR>()
Please refer to the front-ends sections for usage examples.
It is sometimes necessary to have the client code get access to the +my_fsm.is_flag_active<MyFlag,my_fsm_type::Flag_OR>()
Please refer to the front-ends sections for usage examples.
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:
player::Stopped* tempstate = p.get_state<player::Stopped*>();
or
player::Stopped& tempstate2 = p.get_state<player::Stopped&>();
depending on your personal taste.
You might want to define a state machine with a non-default constructor. + name, for example:
player::Stopped* tempstate = p.get_state<player::Stopped*>();
or
player::Stopped& tempstate2 = p.get_state<player::Stopped&>();
depending on your personal taste.
You might want to define a state machine with a non-default constructor. For example, you might want to write:
struct player_ : public msm::front::state_machine_def<player_>
{
player_(int some_value){…}
@@ -205,7 +209,7 @@ player p(boost::ref(data),3);
where some data is passed:player p( back::states_ << Playing(back::states_ << Song1(some_Song1_data)) ,
boost::ref(data),3);It is also possible to replace a given state by a new instance at any time
using set_states() and the same syntax, for example:
-
p.set_states( back::states_ << state_1 << ... << state_n );
An example making intensive use of this capability is provided.
p.set_states( back::states_ << state_1 << ... << state_n );
An example making intensive use of this capability is provided.
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 @@ -236,7 +240,7 @@ BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(mysubmachine)
-
A MSM state machine being a metaprogram, it is only logical that cheking +
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 mpl_graph (delivered at the moment with MSM) from Gordon Woodhull, MSM provides several compile-time checks:
Check that orthogonal regions ar truly orthogonal.
Check that all states are either reachable from the initial @@ -250,12 +254,12 @@ BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(mysubmachine)
The author's advice is to enable the checks after any state machine structure change and disable it again after sucessful analysis.
The following example provokes an assertion if one of the first two lines - of the transition table is used.
Calling process_event(Event const&) will immediately
process the event with run-to-completion semantics. You can also enqueue the
events and delay their processing by calling enqueue_event(Event
const&) instead. Calling execute_queued_events() will then
- process all enqueued events (in FIFO order).
You can query the queue size by calling get_message_queue_size().
MSM uses by default a std::deque for its queues (one message queue for + process all enqueued events (in FIFO order).
You can query the queue size by calling get_message_queue_size().
MSM uses by default a std::deque for its queues (one message queue for
events generated during run-to-completion or with
enqueue_event, one for deferred events). Unfortunately, on some
STL implementations, it is a very expensive container in size and copying
@@ -266,7 +270,7 @@ BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(mysubmachine)
MSM uses Boost.Parameter to allow easier definition of + common):
fsm.get_message_queue().set_capacity(1);
MSM uses Boost.Parameter to allow easier definition of back::state_machine<> 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 diff --git a/doc/HTML/ch04.html b/doc/HTML/ch04.html index 97af971..133de57 100644 --- a/doc/HTML/ch04.html +++ b/doc/HTML/ch04.html @@ -1,6 +1,6 @@
-Table of Contents
Tests were made on different PCs running Windows XP and Vista and compiled with +
Table of Contents
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 state machine with only simple states and as a state machine with a composite @@ -9,5 +9,5 @@ the simple one also with functors and with eUML. 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.
VC9:
The simple test completes 90 times faster with MSM than with + 64.
There are some worries that MSM generates huge code. Is it true? The 2 +
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. diff --git a/doc/HTML/ch04s03.html b/doc/HTML/ch04s03.html index f2714b6..75044fc 100644 --- a/doc/HTML/ch04s03.html +++ b/doc/HTML/ch04s03.html @@ -1,6 +1,6 @@
-For a current status, have a look at the regression tests.
MSM was successfully tested with:
VC8 (partly), VC9, VC10
g++ 4.0.1 and higher
Intel 10.1 and higher
Clang 2.9
Green Hills Software MULTI for ARM v5.0.5 patch 4416 (Simple and +
For a current status, have a look at the regression tests.
MSM was successfully tested with:
VC8 (partly), VC9, VC10
g++ 4.0.1 and higher
Intel 10.1 and higher
Clang 2.9
Green Hills Software MULTI for ARM v5.0.5 patch 4416 (Simple and Composite tutorials)
Partial support for IBM compiler
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 diff --git a/doc/HTML/ch04s04.html b/doc/HTML/ch04s04.html index 4bb7942..2080ece 100644 --- a/doc/HTML/ch04s04.html +++ b/doc/HTML/ch04s04.html @@ -1,6 +1,6 @@
-+
Compilation times of state machines with > 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 diff --git a/doc/HTML/ch04s05.html b/doc/HTML/ch04s05.html index eb7b2e2..b096306 100644 --- a/doc/HTML/ch04s05.html +++ b/doc/HTML/ch04s05.html @@ -1,6 +1,6 @@
-Compilers are sometimes full of surprises and such strange errors happened in +
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’ entertainment.
VC8:
template <class StateType>
typename ::boost::enable_if<
diff --git a/doc/HTML/ch05.html b/doc/HTML/ch05.html
index f1ab06c..761f70f 100644
--- a/doc/HTML/ch05.html
+++ b/doc/HTML/ch05.html
@@ -1,6 +1,6 @@
- Chapter 5. Questions & Answers Question: on_entry gets as argument, the
+
Chapter 5. Questions & Answers Question: on_entry gets as argument, the
sent event. What event do I get when the state becomes default-activated (because it
is an initial state)?
Answer: To allow you to know that the state
diff --git a/doc/HTML/ch06.html b/doc/HTML/ch06.html
index 453e884..c435ecf 100644
--- a/doc/HTML/ch06.html
+++ b/doc/HTML/ch06.html
@@ -1,9 +1,9 @@
- Chapter 6. Internals Table of Contents
- Backend: Run To Completion
- Frontend / Backend
+
Chapter 6. Internals Table of Contents
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.
The back-end implements the following run-to completion algorithm:
Check if one region of the concrete state machine is in a
+ interface between front- and back- end is also described in detail.
The back-end implements the following run-to completion algorithm:
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).
If the message queue feature is enabled and if the state machine
diff --git a/doc/HTML/ch06s02.html b/doc/HTML/ch06s02.html
index a1f621c..0e2e2b7 100644
--- a/doc/HTML/ch06s02.html
+++ b/doc/HTML/ch06s02.html
@@ -1,7 +1,7 @@
Frontend / Backend interface 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
diff --git a/doc/HTML/ch06s03.html b/doc/HTML/ch06s03.html
index 6017058..500be57 100644
--- a/doc/HTML/ch06s03.html
+++ b/doc/HTML/ch06s03.html
@@ -1,6 +1,6 @@
- Generated state ids Normally, one does not need to know the ids are generated for all the states
+
Generated state ids 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
diff --git a/doc/HTML/ch06s04.html b/doc/HTML/ch06s04.html
index c27daec..aa6fdf5 100644
--- a/doc/HTML/ch06s04.html
+++ b/doc/HTML/ch06s04.html
@@ -1,6 +1,6 @@
- Metaprogramming tools We can find for the transition table more uses than what we have seen so far.
+
Metaprogramming tools 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.
What is needed for a coverage tool? You need to know how many states are
diff --git a/doc/HTML/ch07.html b/doc/HTML/ch07.html
index cbaa19b..c4ccb48 100644
--- a/doc/HTML/ch07.html
+++ b/doc/HTML/ch07.html
@@ -1,6 +1,6 @@
- Chapter 7. Acknowledgements I am in debt to the following people who helped MSM along the way.
+
Chapter 7. Acknowledgements I am in debt to the following people who helped MSM along the way.
Thanks to Dave Abrahams for managing the review
Thanks to Eric Niebler for his patience correcting my grammar
errors
Special thanks to Joel de Guzman who gave me very good ideas at
the BoostCon09. These ideas were the starting point of the redesign.
@@ -9,5 +9,6 @@
list.
Big thanks to those who took the time to write a review: Franz
Alt, David Bergman, Michael Caisse, Barend Gehrels, Darryl Greene,
Juraj Ivancic, Erik Nelson, Kenny Riddile.
Thanks to Matt Calabrese, Juraj Ivancic, Adam Merz and Joseph Wu
- for reporting bugs.
+ for reporting bugs.
Thanks to Thomas Mistretta for providing an addition to the
+ section "What do you actually do inside actions / guards".
\ No newline at end of file
diff --git a/doc/HTML/ch07s02.html b/doc/HTML/ch07s02.html
index 4ff7881..b6a2652 100644
--- a/doc/HTML/ch07s02.html
+++ b/doc/HTML/ch07s02.html
@@ -1,6 +1,6 @@
- MSM v1
+
MSM v1
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, “C++
diff --git a/doc/HTML/ch08.html b/doc/HTML/ch08.html
index f433bba..2e2df50 100644
--- a/doc/HTML/ch08.html
+++ b/doc/HTML/ch08.html
@@ -1,12 +1,7 @@
- Chapter 8. Version history Table of Contents
-
Compile-time state machine analysis using mpl_graph:
Boost.Parameter interface definition for
- msm::back::state_machine<> template arguments.
Possibility to provide a
- container for the event and deferred event queues. A
- policy implementation based on a more efficient Boost.CircularBuffer
- is provided.
msm::back::state_machine<>::is_flag_active method made
- const.
added possibility to enqueue events for delayed processing.
Bugfixes
Trac 4926
stack overflow using the Defer functor
anonymous transition of a submachine not called for
- the initial state
-
\ No newline at end of file
+ Chapter 8. Version history Table of Contents
+
added a stop() method in the back-end.
Bugfixes
Trac 5117, 5253, 5533
gcc warnings about unused variables
better implemenation of favor_compile_time back-end
+ policy
bug with eUML and state construction
incorrect eUML event and state macros
incorrect event type passed to a direct entry state's
+ on_entry action
+
\ No newline at end of file
diff --git a/doc/HTML/ch08s02.html b/doc/HTML/ch08s02.html
index 7208819..6927990 100644
--- a/doc/HTML/ch08s02.html
+++ b/doc/HTML/ch08s02.html
@@ -1,9 +1,12 @@
- From V2.10 to V2.12
-
Support for serialization
Possibility to use
- normal functors (from functor front-end) in
- eUML.
New constructors where substates / submachines can be taken as
- arguments. This allows passing arguments to the constructor of a
- submachine.
Bugfixes
-
\ No newline at end of file
+ From V2.12 to V2.20 (Boost 1.46)
+
Compile-time state machine analysis using mpl_graph:
Boost.Parameter interface definition for
+ msm::back::state_machine<> template arguments.
Possibility to provide a
+ container for the event and deferred event queues. A
+ policy implementation based on a more efficient Boost.CircularBuffer
+ is provided.
msm::back::state_machine<>::is_flag_active method made
+ const.
added possibility to enqueue events for delayed processing.
Bugfixes
Trac 4926
stack overflow using the Defer functor
anonymous transition of a submachine not called for
+ the initial state
+
\ No newline at end of file
diff --git a/doc/HTML/ch08s03.html b/doc/HTML/ch08s03.html
index 0831eab..95a3e2a 100644
--- a/doc/HTML/ch08s03.html
+++ b/doc/HTML/ch08s03.html
@@ -1,9 +1,9 @@
- From V2.0 to V2.12
-
New documentation
Internal transitions. Either as part of the transition table or
- using a state's internal transition table
increased dispatch and copy speed
new row types for the
- basic front-end
new eUML syntax, better attribute support, macros to ease
- developer's life. Even VC8 seems to like it better.
New policy for reduced compile-time at the cost of dispatch
- speed
Support for base events
possibility to choose the initial event
-
\ No newline at end of file
+ From V2.10 to V2.12 (Boost 1.45)
+
Support for serialization
Possibility to use
+ normal functors (from functor front-end) in
+ eUML.
New constructors where substates / submachines can be taken as
+ arguments. This allows passing arguments to the constructor of a
+ submachine.
Bugfixes
+
\ No newline at end of file
diff --git a/doc/HTML/ch08s04.html b/doc/HTML/ch08s04.html
new file mode 100644
index 0000000..209379d
--- /dev/null
+++ b/doc/HTML/ch08s04.html
@@ -0,0 +1,9 @@
+
+
+ From V2.0 to V2.12 (Boost 1.44)
+
New documentation
Internal transitions. Either as part of the transition table or
+ using a state's internal transition table
increased dispatch and copy speed
new row types for the
+ basic front-end
new eUML syntax, better attribute support, macros to ease
+ developer's life. Even VC8 seems to like it better.
New policy for reduced compile-time at the cost of dispatch
+ speed
Support for base events
possibility to choose the initial event
+
\ No newline at end of file
diff --git a/doc/HTML/ch09.html b/doc/HTML/ch09.html
index cd5e5dd..58ce103 100644
--- a/doc/HTML/ch09.html
+++ b/doc/HTML/ch09.html
@@ -1,7 +1,7 @@
- Chapter 9. eUML operators and basic helpers The following table lists the supported operators:
-
Table 9.1. Operators and state machine helpers
eUML function / operator Description Functor && Calls lazily Action1&& Action2 And_ || Calls lazily Action1|| Action2 Or_ ! Calls lazily !Action1 Not_ != Calls lazily Action1 != Action2 NotEqualTo_ == Calls lazily Action1 == Action2 EqualTo_ > Calls lazily Action1 > Action2 Greater_ >= Calls lazily Action1 >= Action2 Greater_Equal_ < Calls lazily Action1 < Action2 Less_ <= Calls lazily Action1 <= Action2 Less_Equal_ & Calls lazily Action1 & Action2 Bitwise_And_ | Calls lazily Action1 | Action2 Bitwise_Or_ ^ Calls lazily Action1 ^ Action2 Bitwise_Xor_ -- Calls lazily --Action1 / Action1-- Pre_Dec_ / Post_Dec_ ++ Calls lazily ++Action1 / Action1++ Pre_Inc_ / Post_Inc_ / Calls lazily Action1 / Action2 Divides_ /= Calls lazily Action1 /= Action2 Divides_Assign_ * Calls lazily Action1 * Action2 Multiplies_ *= Calls lazily Action1 *= Action2 Multiplies_Assign_ + (binary) Calls lazily Action1 + Action2 Plus_ + (unary) Calls lazily +Action1 Unary_Plus_ += Calls lazily Action1 += Action2 Plus_Assign_ - (binary) Calls lazily Action1 - Action2 Minus_ - (unary) Calls lazily -Action1 Unary_Minus_ -= Calls lazily Action1 -= Action2 Minus_Assign_ % Calls lazily Action1 % Action2 Modulus_ %= Calls lazily Action1 %= Action2 Modulus_Assign_ >> Calls lazily Action1 >> Action2 ShiftRight_ >>= Calls lazily Action1 >>= Action2 ShiftRight_Assign_ << Calls lazily Action1 << Action2 ShiftLeft_ <<= Calls lazily Action1 <<= Action2 ShiftLeft_Assign_ [] (works on vector, map, arrays) Calls lazily Action1 [Action2] Subscript_ if_then_else_(Condition,Action1,Action2) Returns either the result of calling Action1 or the result of
+ Chapter 9. eUML operators and basic helpers The following table lists the supported operators:
+
Table 9.1. Operators and state machine helpers
eUML function / operator Description Functor && Calls lazily Action1&& Action2 And_ || Calls lazily Action1|| Action2 Or_ ! Calls lazily !Action1 Not_ != Calls lazily Action1 != Action2 NotEqualTo_ == Calls lazily Action1 == Action2 EqualTo_ > Calls lazily Action1 > Action2 Greater_ >= Calls lazily Action1 >= Action2 Greater_Equal_ < Calls lazily Action1 < Action2 Less_ <= Calls lazily Action1 <= Action2 Less_Equal_ & Calls lazily Action1 & Action2 Bitwise_And_ | Calls lazily Action1 | Action2 Bitwise_Or_ ^ Calls lazily Action1 ^ Action2 Bitwise_Xor_ -- Calls lazily --Action1 / Action1-- Pre_Dec_ / Post_Dec_ ++ Calls lazily ++Action1 / Action1++ Pre_Inc_ / Post_Inc_ / Calls lazily Action1 / Action2 Divides_ /= Calls lazily Action1 /= Action2 Divides_Assign_ * Calls lazily Action1 * Action2 Multiplies_ *= Calls lazily Action1 *= Action2 Multiplies_Assign_ + (binary) Calls lazily Action1 + Action2 Plus_ + (unary) Calls lazily +Action1 Unary_Plus_ += Calls lazily Action1 += Action2 Plus_Assign_ - (binary) Calls lazily Action1 - Action2 Minus_ - (unary) Calls lazily -Action1 Unary_Minus_ -= Calls lazily Action1 -= Action2 Minus_Assign_ % Calls lazily Action1 % Action2 Modulus_ %= Calls lazily Action1 %= Action2 Modulus_Assign_ >> Calls lazily Action1 >> Action2 ShiftRight_ >>= Calls lazily Action1 >>= Action2 ShiftRight_Assign_ << Calls lazily Action1 << Action2 ShiftLeft_ <<= Calls lazily Action1 <<= Action2 ShiftLeft_Assign_ [] (works on vector, map, arrays) Calls lazily Action1 [Action2] Subscript_ if_then_else_(Condition,Action1,Action2) Returns either the result of calling Action1 or the result of
calling Action2 If_Else_ if_then_(Condition,Action) Returns the result of calling Action if Condition If_Then_ while_(Condition, Body) While Condition(), calls Body(). Returns nothing While_Do_ do_while_(Condition, Body) Calls Body() while Condition(). Returns nothing Do_While_ for_(Begin,Stop,EndLoop,Body) Calls for(Begin;Stop;EndLoop){Body;} For_Loop_ process_(Event [,fsm1] [,fsm2] [,fsm3] [,fsm4]) Processes Event on the current state machine (if no fsm
specified) or on up to 4 state machines returned by an
appropriate functor. Process_ process2_(Event, Data [,fsm1] [,fsm2] [,fsm3]) Processes Event on the current state machine (if no fsm
diff --git a/doc/HTML/ch10.html b/doc/HTML/ch10.html
index e4feb46..1ea4a09 100644
--- a/doc/HTML/ch10.html
+++ b/doc/HTML/ch10.html
@@ -1,33 +1,33 @@
Chapter 10. Functional programming Prev Part II. Reference Next
To use these functions, you need to include:
#include <msm/front/euml/stl.hpp>
or the specified header in the following tables.
The following tables list the supported STL algorithms:
Table 10.1. STL algorithms
STL algorithms in querying.hpp Functor find_(first, last, value) Find_ find_if_(first, last, value) FindIf_ lower_bound_(first, last, value [,opᵃ]) LowerBound_ upper_bound_(first, last, value [,opᵃ]) UpperBound_ equal_range_(first, last, value [,opᵃ]) EqualRange_ binary_search_(first, last, value [,opᵃ]) BinarySearch_ min_element_(first, last[,opᵃ]) MinElement_ max_element_(first, last[,opᵃ]) MaxElement_ adjacent_find_(first, last[,opᵃ]) AdjacentFind_ find_end_( first1, last1, first2, last2 [,op ᵃ]) FindEnd_ find_first_of_( first1, last1, first2, last2 [,op ᵃ]) FindFirstOf_ equal_( first1, last1, first2 [,op ᵃ]) Equal_ search_( first1, last1, first2, last2 [,op ᵃ]) Search_ includes_( first1, last1, first2, last2 [,op ᵃ]) Includes_ lexicographical_compare_ ( first1, last1, first2, last2 [,op
+ Table 10.1. STL algorithms
STL algorithms in querying.hpp Functor find_(first, last, value) Find_ find_if_(first, last, value) FindIf_ lower_bound_(first, last, value [,opᵃ]) LowerBound_ upper_bound_(first, last, value [,opᵃ]) UpperBound_ equal_range_(first, last, value [,opᵃ]) EqualRange_ binary_search_(first, last, value [,opᵃ]) BinarySearch_ min_element_(first, last[,opᵃ]) MinElement_ max_element_(first, last[,opᵃ]) MaxElement_ adjacent_find_(first, last[,opᵃ]) AdjacentFind_ find_end_( first1, last1, first2, last2 [,op ᵃ]) FindEnd_ find_first_of_( first1, last1, first2, last2 [,op ᵃ]) FindFirstOf_ equal_( first1, last1, first2 [,op ᵃ]) Equal_ search_( first1, last1, first2, last2 [,op ᵃ]) Search_ includes_( first1, last1, first2, last2 [,op ᵃ]) Includes_ lexicographical_compare_ ( first1, last1, first2, last2 [,op
ᵃ]) LexicographicalCompare_ count_(first, last, value [,size]) Count_ count_if_(first, last, op ᵃ [,size]) CountIf_ distance_(first, last) Distance_ mismatch _( first1, last1, first2 [,op ᵃ]) Mismatch_
Table 10.2. STL algorithms
STL algorithms in iteration.hpp Functor for_each_(first,last, unary opᵃ) ForEach_ accumulate_first, last, init [,opᵃ]) Accumulate_
+
Table 10.2. STL algorithms
STL algorithms in iteration.hpp Functor for_each_(first,last, unary opᵃ) ForEach_ accumulate_first, last, init [,opᵃ]) Accumulate_
Table 10.3. STL algorithms
STL algorithms in transformation.hpp Functor copy_(first, last, result) Copy_ copy_backward_(first, last, result) CopyBackward_ reverse_(first, last) Reverse_ reverse_copy_(first, last , result) ReverseCopy_ remove_(first, last, value) Remove_ remove_if_(first, last , opᵃ) RemoveIf_ remove_copy_(first, last , output, value) RemoveCopy_ remove_copy_if_(first, last, output, opᵃ) RemoveCopyIf_ fill_(first, last, value) Fill_ fill_n_(first, size, value)ᵇ FillN_ generate_(first, last, generatorᵃ) Generate_ generate_(first, size, generatorᵃ)ᵇ GenerateN_ unique_(first, last [,opᵃ]) Unique_ unique_copy_(first, last, output [,opᵃ]) UniqueCopy_ random_shuffle_(first, last [,opᵃ]) RandomShuffle_ rotate_copy_(first, middle, last, output) RotateCopy_ partition_ (first, last [,opᵃ]) Partition_ stable_partition_ (first, last [,opᵃ]) StablePartition_ stable_sort_(first, last [,opᵃ]) StableSort_ sort_(first, last [,opᵃ]) Sort_ partial_sort_(first, middle, last [,opᵃ]) PartialSort_ partial_sort_copy_ (first, last, res_first, res_last [,opᵃ]) PartialSortCopy_ nth_element_(first, nth, last [,opᵃ]) NthElement_ merge_( first1, last1, first2, last2, output [,op ᵃ]) Merge_ inplace_merge_(first, middle, last [,opᵃ]) InplaceMerge_ set_union_(first1, last1, first2, last2, output [,op
+ Table 10.3. STL algorithms
STL algorithms in transformation.hpp Functor copy_(first, last, result) Copy_ copy_backward_(first, last, result) CopyBackward_ reverse_(first, last) Reverse_ reverse_copy_(first, last , result) ReverseCopy_ remove_(first, last, value) Remove_ remove_if_(first, last , opᵃ) RemoveIf_ remove_copy_(first, last , output, value) RemoveCopy_ remove_copy_if_(first, last, output, opᵃ) RemoveCopyIf_ fill_(first, last, value) Fill_ fill_n_(first, size, value)ᵇ FillN_ generate_(first, last, generatorᵃ) Generate_ generate_(first, size, generatorᵃ)ᵇ GenerateN_ unique_(first, last [,opᵃ]) Unique_ unique_copy_(first, last, output [,opᵃ]) UniqueCopy_ random_shuffle_(first, last [,opᵃ]) RandomShuffle_ rotate_copy_(first, middle, last, output) RotateCopy_ partition_ (first, last [,opᵃ]) Partition_ stable_partition_ (first, last [,opᵃ]) StablePartition_ stable_sort_(first, last [,opᵃ]) StableSort_ sort_(first, last [,opᵃ]) Sort_ partial_sort_(first, middle, last [,opᵃ]) PartialSort_ partial_sort_copy_ (first, last, res_first, res_last [,opᵃ]) PartialSortCopy_ nth_element_(first, nth, last [,opᵃ]) NthElement_ merge_( first1, last1, first2, last2, output [,op ᵃ]) Merge_ inplace_merge_(first, middle, last [,opᵃ]) InplaceMerge_ set_union_(first1, last1, first2, last2, output [,op
ᵃ]) SetUnion_ push_heap_(first, last [,op ᵃ]) PushHeap_ pop_heap_(first, last [,op ᵃ]) PopHeap_ make_heap_(first, last [,op ᵃ]) MakeHeap_ sort_heap_(first, last [,op ᵃ]) SortHeap_ next_permutation_(first, last [,op ᵃ]) NextPermutation_ prev_permutation_(first, last [,op ᵃ]) PrevPermutation_ inner_product_(first1, last1, first2, init [,op1ᵃ] [,op2ᵃ]) InnerProduct_ partial_sum_(first, last, output [,opᵃ]) PartialSum_ adjacent_difference_(first, last, output [,opᵃ]) AdjacentDifference_ replace_(first, last, old_value, new_value) Replace_ replace_if_(first, last, opᵃ, new_value) ReplaceIf_ replace_copy_(first, last, result, old_value,
new_value) ReplaceCopy_ replace_copy_if_(first, last, result, opᵃ, new_value) ReplaceCopyIf_ rotate_(first, middle, last)ᵇ Rotate_
Table 10.4. STL container methods
STL container methods(common) in container.hpp Functor container::reference front_(container) Front_ container::reference back_(container) Back_ container::iterator begin_(container) Begin_ container::iterator end_(container) End_ container::reverse_iterator rbegin_(container) RBegin_ container::reverse_iterator rend_(container) REnd_ void push_back_(container, value) Push_Back_ void pop_back_(container, value) Pop_Back_ void push_front_(container, value) Push_Front_ void pop_front_(container, value) Pop_Front_ void clear_(container) Clear_ size_type capacity_(container) Capacity_ size_type size_(container) Size_ size_type max_size_(container) Max_Size_ void reserve_(container, value) Reserve _ void resize_(container, value) Resize _ iterator insert_(container, pos, value) Insert_ void insert_( container , pos, first, last) Insert_ void insert_( container , pos, number, value) Insert_ void swap_( container , other_container) Swap_ void erase_( container , pos) Erase_ void erase_( container , first, last) Erase_ bool empty_( container) Empty_
+
Table 10.4. STL container methods
STL container methods(common) in container.hpp Functor container::reference front_(container) Front_ container::reference back_(container) Back_ container::iterator begin_(container) Begin_ container::iterator end_(container) End_ container::reverse_iterator rbegin_(container) RBegin_ container::reverse_iterator rend_(container) REnd_ void push_back_(container, value) Push_Back_ void pop_back_(container, value) Pop_Back_ void push_front_(container, value) Push_Front_ void pop_front_(container, value) Pop_Front_ void clear_(container) Clear_ size_type capacity_(container) Capacity_ size_type size_(container) Size_ size_type max_size_(container) Max_Size_ void reserve_(container, value) Reserve _ void resize_(container, value) Resize _ iterator insert_(container, pos, value) Insert_ void insert_( container , pos, first, last) Insert_ void insert_( container , pos, number, value) Insert_ void swap_( container , other_container) Swap_ void erase_( container , pos) Erase_ void erase_( container , first, last) Erase_ bool empty_( container) Empty_
-
Table 10.5. STL list methods
std::list methods in container.hpp Functor void list_remove_(container, value) ListRemove_ void list_remove_if_(container, opᵃ) ListRemove_If_ void list_merge_(container, other_list) ListMerge_ void list_merge_(container, other_list, opᵃ) ListMerge_ void splice_(container, iterator, other_list) Splice_ void splice_(container, iterator, other_list,
+ Table 10.5. STL list methods
std::list methods in container.hpp Functor void list_remove_(container, value) ListRemove_ void list_remove_if_(container, opᵃ) ListRemove_If_ void list_merge_(container, other_list) ListMerge_ void list_merge_(container, other_list, opᵃ) ListMerge_ void splice_(container, iterator, other_list) Splice_ void splice_(container, iterator, other_list,
iterator) Splice_ void splice_(container, iterator, other_list, first,
last) Splice_ void list_reverse_(container) ListReverse_ void list_unique_(container) ListUnique_ void list_unique_(container, opᵃ) ListUnique_ void list_sort_(container) ListSort_ void list_sort_(container, opᵃ) ListSort_
-
Table 10.6. STL associative container methods
Associative container methods in container.hpp Functor iterator insert_(container, pos, value) Insert_ void insert_( container , first, last) Insert_ pair<iterator, bool> insert_( container , value) Insert_ void associative_erase_( container , pos) Associative_Erase_ void associative_erase_( container , first, last) Associative_Erase_ size_type associative_erase_( container , key) Associative_Erase_ iterator associative_find_( container , key) Associative_Find_ size_type associative_count_( container , key) AssociativeCount_ iterator associative_lower_bound_( container , key) Associative_Lower_Bound_ iterator associative_upper_bound_( container , key) Associative_Upper_Bound_ pair<iterator, iterator> associative_equal_range_(
+ Table 10.6. STL associative container methods
Associative container methods in container.hpp Functor iterator insert_(container, pos, value) Insert_ void insert_( container , first, last) Insert_ pair<iterator, bool> insert_( container , value) Insert_ void associative_erase_( container , pos) Associative_Erase_ void associative_erase_( container , first, last) Associative_Erase_ size_type associative_erase_( container , key) Associative_Erase_ iterator associative_find_( container , key) Associative_Find_ size_type associative_count_( container , key) AssociativeCount_ iterator associative_lower_bound_( container , key) Associative_Lower_Bound_ iterator associative_upper_bound_( container , key) Associative_Upper_Bound_ pair<iterator, iterator> associative_equal_range_(
container , key) Associative_Equal_Range_
-
Table 10.7. STL pair
std::pair in container.hpp Functor first_type first_(pair<T1, T2>) First_ second_type second_(pair<T1, T2>) Second_
+
Table 10.7. STL pair
std::pair in container.hpp Functor first_type first_(pair<T1, T2>) First_ second_type second_(pair<T1, T2>) Second_
-
Table 10.8. STL string
STL string method std::string method in container.hpp Functor substr (size_type pos, size_type size) string substr_(container, pos, length) Substr_ int compare(string) int string_compare_(container, another_string) StringCompare_ int compare(char*) int string_compare_(container, another_string) StringCompare_ int compare(size_type pos, size_type size, string) int string_compare_(container, pos, size,
+ Table 10.8. STL string
STL string method std::string method in container.hpp Functor substr (size_type pos, size_type size) string substr_(container, pos, length) Substr_ int compare(string) int string_compare_(container, another_string) StringCompare_ int compare(char*) int string_compare_(container, another_string) StringCompare_ int compare(size_type pos, size_type size, string) int string_compare_(container, pos, size,
another_string) StringCompare_ int compare (size_type pos, size_type size, string, size_type
length) int string_compare_(container, pos, size, another_string,
length) StringCompare_ string& append(const string&) string& append_(container, another_string) Append_ string& append (charT*) string& append_(container, another_string) Append_ string& append (string , size_type pos, size_type
diff --git a/doc/HTML/examples/CompositeTutorial.cpp b/doc/HTML/examples/CompositeTutorial.cpp
index a2a29f8..b0ee192 100644
--- a/doc/HTML/examples/CompositeTutorial.cpp
+++ b/doc/HTML/examples/CompositeTutorial.cpp
@@ -41,6 +41,11 @@ namespace // Concrete FSM implementation
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def
{
+ template
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Player" << std::endl;}
+ template
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Player" << std::endl;}
+
// The list of FSM states
struct Empty : public msm::front::state<>
{
@@ -223,6 +228,12 @@ namespace // Concrete FSM implementation
p.process_event(stop()); pstate(p);
// event leading to the same state
p.process_event(stop()); pstate(p);
+ // stop the fsm (call on_exit's, including the submachines)
+ p.process_event(play());
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+ std::cout << "restart fsm" << std::endl;
+ p.start();
}
}
diff --git a/doc/HTML/examples/ExampleCircularBuffer.cpp b/doc/HTML/examples/ExampleCircularBuffer.cpp
new file mode 100644
index 0000000..68a5b0a
--- /dev/null
+++ b/doc/HTML/examples/ExampleCircularBuffer.cpp
@@ -0,0 +1,299 @@
+#include
+#include
+// back-end
+#include
+// header for support of circular_buffer
+#include
+//front-end
+#include
+// functors
+#include
+#include
+// for And_ operator
+#include
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+// for And_ operator
+using namespace msm::front::euml;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ template
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
+ template
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
+ };
+ struct Open : public msm::front::state<>
+ {
+ template
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Open" << std::endl;}
+ template
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
+ };
+
+ struct Stopped : public msm::front::state<>
+ {
+ // when stopped, the CD is loaded
+ template
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Stopped" << std::endl;}
+ template
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ // as the functors are generic on events, fsm and source/target state,
+ // you can reuse them in another machine if you wish
+ struct TestFct
+ {
+ template
+ void operator()(EVT const&, FSM&,SourceState& ,TargetState& )
+ {
+ cout << "transition with event:" << typeid(EVT).name() << endl;
+ }
+ };
+ struct start_playback
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+ };
+ struct open_drawer
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+ };
+ struct close_drawer
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+ };
+ struct store_cd_info
+ {
+ template
+ void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ fsm.process_event(play());
+ }
+ };
+ struct stop_playback
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+ };
+ struct pause_playback
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+ };
+ struct resume_playback
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+ };
+ struct stop_and_open
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+ };
+ struct stopped_again
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+ };
+ // guard conditions
+ struct DummyGuard
+ {
+ template
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ return true;
+ }
+ };
+ struct good_disk_format
+ {
+ template
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ };
+ struct always_true
+ {
+ template
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ return true;
+ }
+ };
+ // we want to define one row with the classic look.
+ bool auto_start(cd_detected const& evt)
+ {
+ return false;
+ }
+
+ typedef player_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Stopped , play , Playing , ActionSequence_
+ >
+ , DummyGuard >,
+ Row < Stopped , open_close , Open , open_drawer , none >,
+ Row < Stopped , stop , Stopped , none , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer , none >,
+ Row < Empty , cd_detected , Stopped , store_cd_info , And_ >,
+ // we here also mix with some "classical row"
+ g_row < Empty , cd_detected , Playing , &p::auto_start >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback , none >,
+ Row < Playing , pause , Paused , pause_playback , none >,
+ Row < Playing , open_close , Open , stop_and_open , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback , none >,
+ Row < Paused , stop , Stopped , stop_playback , none >,
+ Row < Paused , open_close , Open , stop_and_open , none >
+ // +---------+-------------+---------+---------------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template
+ 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;
+
+ //
+ // 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;
+ // we get the message queue and limit it to capacity 1
+ // get_message_queue returns the queue container (in this case circular_buffer)
+ p.get_message_queue().set_capacity(1);
+ // 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);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+
+ // 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;
+}
diff --git a/doc/HTML/examples/Orthogonal-deferred.cpp b/doc/HTML/examples/Orthogonal-deferred.cpp
index 5ac35cf..facfa67 100644
--- a/doc/HTML/examples/Orthogonal-deferred.cpp
+++ b/doc/HTML/examples/Orthogonal-deferred.cpp
@@ -48,6 +48,16 @@ namespace
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def
{
+ template
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
// The list of FSM states
struct Empty : public msm::front::state<>
{
@@ -291,6 +301,8 @@ namespace
p.process_event(end_error());pstate(p);
std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
p.process_event(play());pstate(p);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
}
}
diff --git a/doc/HTML/examples/SimpleTutorial.cpp b/doc/HTML/examples/SimpleTutorial.cpp
index 8c7a006..4fd8798 100644
--- a/doc/HTML/examples/SimpleTutorial.cpp
+++ b/doc/HTML/examples/SimpleTutorial.cpp
@@ -27,7 +27,7 @@ namespace
struct open_close {};
// A "complicated" event type that carries some data.
- enum DiskTypeEnum
+ enum DiskTypeEnum
{
DISK_CD=0,
DISK_DVD=1
@@ -46,6 +46,17 @@ namespace
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def
{
+ template
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+
// The list of FSM states
struct Empty : public msm::front::state<>
{
@@ -56,7 +67,7 @@ namespace
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
};
struct Open : public msm::front::state<>
- {
+ {
template
void on_entry(Event const& ,FSM&) {std::cout << "entering: Open" << std::endl;}
template
@@ -65,7 +76,7 @@ namespace
// sm_ptr still supported but deprecated as functors are a much better way to do the same thing
struct Stopped : public msm::front::state
- {
+ {
template
void on_entry(Event const& ,FSM&) {std::cout << "entering: Stopped" << std::endl;}
template
@@ -102,7 +113,7 @@ namespace
void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
- void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
// guard conditions
bool good_disk_format(cd_detected const& evt)
{
@@ -125,7 +136,7 @@ namespace
// Transition table for player
struct transition_table : mpl::vector<
- // Start Event Next Action Guard
+ // Start Event Next Action Guard
// +---------+-------------+---------+---------------------+----------------------+
a_row < Stopped , play , Playing , &p::start_playback >,
a_row < Stopped , open_close , Open , &p::open_drawer >,
@@ -168,7 +179,7 @@ namespace
void test()
{
- player p;
+ 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
@@ -179,7 +190,7 @@ namespace
cd_detected("louie, louie",DISK_DVD)); pstate(p);
p.process_event(
cd_detected("louie, louie",DISK_CD)); pstate(p);
- p.process_event(play());
+ p.process_event(play());
// at this point, Play is active
p.process_event(pause()); pstate(p);
@@ -190,6 +201,8 @@ namespace
// 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);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
}
}
diff --git a/doc/HTML/examples/SimpleTutorial2.cpp b/doc/HTML/examples/SimpleTutorial2.cpp
index e1daf0b..65d2c62 100644
--- a/doc/HTML/examples/SimpleTutorial2.cpp
+++ b/doc/HTML/examples/SimpleTutorial2.cpp
@@ -48,6 +48,17 @@ namespace
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def
{
+ template
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+
// The list of FSM states
struct Empty : public msm::front::state<>
{
@@ -203,6 +214,9 @@ namespace
// 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);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+
}
}
diff --git a/doc/HTML/examples/SimpleTutorialEuml.cpp b/doc/HTML/examples/SimpleTutorialEuml.cpp
index 9970ff4..b227258 100644
--- a/doc/HTML/examples/SimpleTutorialEuml.cpp
+++ b/doc/HTML/examples/SimpleTutorialEuml.cpp
@@ -88,9 +88,18 @@ namespace // Concrete FSM implementation
return true;
}
};
+ // it is also possible to use a plain functor, with default-constructor in the transition table
+ struct start_play
+ {
+ template
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::start_play" << endl;
+ }
+ };
// replaces the old transition table
BOOST_MSM_EUML_TRANSITION_TABLE((
- Playing == Stopped + play / start_playback ,
+ Playing == Stopped + play / start_play() ,
Playing == Paused + end_pause / resume_playback,
// +------------------------------------------------------------------------------+
Empty == Open + open_close / (close_drawer,activate_empty_(target_)),
diff --git a/doc/HTML/examples/SimpleWithFunctors.cpp b/doc/HTML/examples/SimpleWithFunctors.cpp
index 619eea7..fa86f19 100644
--- a/doc/HTML/examples/SimpleWithFunctors.cpp
+++ b/doc/HTML/examples/SimpleWithFunctors.cpp
@@ -56,6 +56,17 @@ namespace // Concrete FSM implementation
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def
{
+ template
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+
// The list of FSM states
struct Empty : public msm::front::state<>
{
@@ -294,6 +305,9 @@ namespace // Concrete FSM implementation
// 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);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+
}
}
diff --git a/doc/HTML/index.html b/doc/HTML/index.html
index 5e2f51a..f6480ea 100644
--- a/doc/HTML/index.html
+++ b/doc/HTML/index.html
@@ -6,12 +6,13 @@
Table of Contents
- Preface
- I. User' guide
- 1. Founding idea
- 2. UML Short Guide
- 3. Tutorial
- Design
- Basic front-end
- A simple example
- Transition table
- Defining states with entry/exit actions
- What do you actually do inside actions / guards?
- Defining a simple state machine
- Defining a submachine
- Orthogonal regions, terminate state, event deferring
- History
- Completion (anonymous) transitions
- Internal transitions
- more row types
- Explicit entry / entry and exit pseudo-state / fork
- Flags
- Event Hierarchy
- Customizing a state machine / Getting more speed
- Choosing the initial event
- Containing state machine (deprecated)
- Functor front-end
- eUML (experimental)
- State machine glossary
- 3. Tutorial
- Design
- Basic front-end
- A simple example
- Transition table
- Defining states with entry/exit actions
- What do you actually do inside actions / guards?
- Defining a simple state machine
- Defining a submachine
- Orthogonal regions, terminate state, event deferring
- History
- Completion (anonymous) transitions
- Internal transitions
- more row types
- Explicit entry / entry and exit pseudo-state / fork
- Flags
- Event Hierarchy
- Customizing a state machine / Getting more speed
- Choosing the initial event
- Containing state machine (deprecated)
- Functor front-end
- eUML (experimental)
- Transition table
- A simple example: rewriting only our transition table
- Defining events, actions and states with entry/exit actions
- Defining a simple state machine
- Defining a submachine
-
+ Attributes / Function call
- Orthogonal regions, flags, event deferring
-
Customizing a state machine / Getting
- more speed
- Completion / Anonymous transitions
- Internal transitions
- Other state types
- Helper functions
- Phoenix-like STL support
- Back-end
- Creation
- Starting a state machine
- Event dispatching
- Active state(s)
- Serialization
- Base state type
- Visitor
- Flags
- Getting a state
- State machine constructor with arguments
- Trading run-time speed for
- better compile-time / multi-TU compilation
- Compile-time state machine analysis
- Enqueueing events for later
- processing
- Customizing the message queues
- Policy definition with Boost.Parameter
- 4. Performance / Compilers
- 5. Questions & Answers
- 6. Internals
- 7. Acknowledgements
- 8. Version history
- II. Reference
- 9. eUML operators and basic helpers
- 10.
- Functional programming
- Common headers — The common types used by front- and back-ends
- Back-end — The back-end headers
- Front-end — The front-end headers
List of Tables
- 9.1. Operators and state machine helpers
- 10.1. STL algorithms
- 10.2. STL algorithms
- 10.3. STL algorithms
- 10.4. STL container methods
- 10.5. STL list methods
- 10.6. STL associative container methods
- 10.7. STL pair
- 10.8. STL string
\ No newline at end of file
+ more speed- Completion / Anonymous transitions
- Internal transitions
- Other state types
- Helper functions
- Phoenix-like STL support
- Back-end
- Creation
- Starting and stopping a state
+ machine
- Event dispatching
- Active state(s)
- Serialization
- Base state type
- Visitor
- Flags
- Getting a state
- State machine constructor with arguments
- Trading run-time speed for
+ better compile-time / multi-TU compilation
- Compile-time state machine analysis
- Enqueueing events for later
+ processing
- Customizing the message queues
- Policy definition with Boost.Parameter
- 4. Performance / Compilers
- 5. Questions & Answers
- 6. Internals
- 7. Acknowledgements
- 8. Version history
- II. Reference
- 9. eUML operators and basic helpers
- 10.
+ Functional programming
- Common headers — The common types used by front- and back-ends
- Back-end — The back-end headers
- Front-end — The front-end headers
List of Tables
- 9.1. Operators and state machine helpers
- 10.1. STL algorithms
- 10.2. STL algorithms
- 10.3. STL algorithms
- 10.4. STL container methods
- 10.5. STL list methods
- 10.6. STL associative container methods
- 10.7. STL pair
- 10.8. STL string
\ No newline at end of file
diff --git a/doc/HTML/pt01.html b/doc/HTML/pt01.html
index 463f420..74e2f22 100644
--- a/doc/HTML/pt01.html
+++ b/doc/HTML/pt01.html
@@ -3,11 +3,12 @@
Part I. User' guide Table of Contents
- 1. Founding idea
- 2. UML Short Guide
- 3. Tutorial
- Design
- Basic front-end
- A simple example
- Transition table
- Defining states with entry/exit actions
- What do you actually do inside actions / guards?
- Defining a simple state machine
- Defining a submachine
- Orthogonal regions, terminate state, event deferring
- History
- Completion (anonymous) transitions
- Internal transitions
- more row types
- Explicit entry / entry and exit pseudo-state / fork
- Flags
- Event Hierarchy
- Customizing a state machine / Getting more speed
- Choosing the initial event
- Containing state machine (deprecated)
- Functor front-end
- eUML (experimental)
- State machine glossary
- 3. Tutorial
- Design
- Basic front-end
- A simple example
- Transition table
- Defining states with entry/exit actions
- What do you actually do inside actions / guards?
- Defining a simple state machine
- Defining a submachine
- Orthogonal regions, terminate state, event deferring
- History
- Completion (anonymous) transitions
- Internal transitions
- more row types
- Explicit entry / entry and exit pseudo-state / fork
- Flags
- Event Hierarchy
- Customizing a state machine / Getting more speed
- Choosing the initial event
- Containing state machine (deprecated)
- Functor front-end
- eUML (experimental)
- Transition table
- A simple example: rewriting only our transition table
- Defining events, actions and states with entry/exit actions
- Defining a simple state machine
- Defining a submachine
-
+ Attributes / Function call
- Orthogonal regions, flags, event deferring
-
Customizing a state machine / Getting
- more speed
- Completion / Anonymous transitions
- Internal transitions
- Other state types
- Helper functions
- Phoenix-like STL support
- Back-end
- Creation
- Starting a state machine
- Event dispatching
- Active state(s)
- Serialization
- Base state type
- Visitor
- Flags
- Getting a state
- State machine constructor with arguments
- Trading run-time speed for
- better compile-time / multi-TU compilation
- Compile-time state machine analysis
- Enqueueing events for later
- processing
- Customizing the message queues
- Policy definition with Boost.Parameter
- 4. Performance / Compilers
- 5. Questions & Answers
- 6. Internals
- 7. Acknowledgements
- 8. Version history
\ No newline at end of file
+ more speed- Completion / Anonymous transitions
- Internal transitions
- Other state types
- Helper functions
- Phoenix-like STL support
- Back-end
- Creation
- Starting and stopping a state
+ machine
- Event dispatching
- Active state(s)
- Serialization
- Base state type
- Visitor
- Flags
- Getting a state
- State machine constructor with arguments
- Trading run-time speed for
+ better compile-time / multi-TU compilation
- Compile-time state machine analysis
- Enqueueing events for later
+ processing
- Customizing the message queues
- Policy definition with Boost.Parameter
- 4. Performance / Compilers
- 5. Questions & Answers
- 6. Internals
- 7. Acknowledgements
- 8. Version history
\ No newline at end of file
diff --git a/doc/HTML/pt02.html b/doc/HTML/pt02.html
index 8b0b58e..c7b900f 100644
--- a/doc/HTML/pt02.html
+++ b/doc/HTML/pt02.html
@@ -1,4 +1,4 @@
- Part II. Reference Table of Contents
- 9. eUML operators and basic helpers
- 10.
- Functional programming
- Common headers — The common types used by front- and back-ends
- Back-end — The back-end headers
- Front-end — The front-end headers
\ No newline at end of file
+ Part II. Reference Table of Contents
- 9. eUML operators and basic helpers
- 10.
+ Functional programming
- Common headers — The common types used by front- and back-ends
- Back-end — The back-end headers
- Front-end — The front-end headers
\ No newline at end of file
diff --git a/doc/HTML/re01.html b/doc/HTML/re01.html
index 0028c3a..d6466a3 100644
--- a/doc/HTML/re01.html
+++ b/doc/HTML/re01.html
@@ -1,8 +1,8 @@
- Common headers Name
Common headers — The common types used by front- and back-ends
msm/common.hpp
This header provides one type, wrap, which is an empty type whose only reason
+
Common headers Name
Common headers — The common types used by front- and back-ends
msm/common.hpp
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.
template <class Dummy> wrap{}; {
}
msm/row_tags.hpp
This header contains the row type tags which front-ends can support partially
+ as shown in the Metaprogramming book, chapter 9.
template <class Dummy> wrap{}; {
}
msm/row_tags.hpp
This header contains the row type tags which front-ends can support partially
or totally. Please see the Internals section for a description of the different
types.
\ No newline at end of file
diff --git a/doc/HTML/re02.html b/doc/HTML/re02.html
index 6c83b34..1213e97 100644
--- a/doc/HTML/re02.html
+++ b/doc/HTML/re02.html
@@ -1,79 +1,79 @@
- Back-end Name
Back-end — The back-end headers
msm/back/state_machine.hpp
This header provides one type, state_machine, MSM's state machine engine
+
Back-end Name
Back-end — The back-end headers
msm/back/state_machine.hpp
This header provides one type, state_machine, MSM's state machine engine
implementation.
template <class Derived,class HistoryPolicy=NoHistory,class
- CompilePolicy=favor_runtime_speed> state_machine {
}
Template arguments
HistoryPolicy
The desired history. This can be: AlwaysHistory, NoHistory,
- ShallowHistory. Default is NoHistory.
CompilePolicy
The trade-off performance / compile-time. There are two predefined
+ CompilePolicy=favor_runtime_speed> state_machine {
}
Template arguments
HistoryPolicy
The desired history. This can be: AlwaysHistory, NoHistory,
+ ShallowHistory. Default is NoHistory.
CompilePolicy
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 the backend.
methods
start
The start methods must be called before any call to process_event. It
+ favor_runtime_speed, best performance, longer compile-time. See the backend.
methods
start
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 backend.
void start();process_event
The event processing method implements the double-dispatch. Each call
+ choose when a state machine can start. See backend.
void start();process_event
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.
template <class Event> HandledEnum
- process_event(Event const&);current_state
Returns the ids of currently active states. You will typically need it
- only for debugging or logging purposes.
const int* current_state const();get_state_by_id
Returns the state whose id is given. As all states of a concrete state
+ process_event(Event const&);
current_state
Returns the ids of currently active states. You will typically need it
+ only for debugging or logging purposes.
const int* current_state const();get_state_by_id
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.
const BaseState* get_state_by_id const(int id);is_contained
Helper returning true if the state machine is contained as a
- submachine of another state machine.
bool is_contained const();get_state
Returns the required state of the state machine as a pointer. A
+ the id corresponds to no state, a null pointer is returned.
const BaseState* get_state_by_id const(int id);is_contained
Helper returning true if the state machine is contained as a
+ submachine of another state machine.
bool is_contained const();get_state
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.
template <class State> State* get_state();get_state
Returns the required state of the state machine as a reference. A
+ machine.
template <class State> State* get_state();get_state
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.
template <class State> State& get_state();is_flag_active
Returns true if the given flag is currently active. A flag is active
+ machine.
template <class State> State& get_state();is_flag_active
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 all
regions (using AND as BinaryOp)
template <class Flag,class BinaryOp> bool
- is_flag_active();is_flag_active
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.
template <class Flag> bool is_flag_active();visit_current_states
Visits all active states and their substates. A state is visited using
+ is_flag_active();
is_flag_active
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.
template <class Flag> bool is_flag_active();visit_current_states
Visits all active states and their substates. A state is visited using
the accept method without argument. The base class of all
- states must provide an accept_sig type.
void visit_current_states();visit_current_states
Visits all active states and their substates. A state is visited using
+ states must provide an accept_sig type.
void visit_current_states();visit_current_states
Visits all active states and their substates. A state is visited using
the accept method with arguments. The base class of all
states must provide an accept_sig type defining the
- signature and thus the number and type of the parameters.
void visit_current_states(any-type param1, any-type param2,...);defer_event
Defers the provided event. This method can be called only if at least
+ signature and thus the number and type of the parameters.
void visit_current_states(any-type param1, any-type param2,...);defer_event
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
activate_deferred_events(see example) type
either directly or using the deferred_events configuration of eUML
- (configure_ << deferred_events)
template <class Event> void defer_event(Event const&);Types
entry_pt
This nested type provides the necessary typedef for entry point
pseudostates.
state_machine<...>::entry_pt<state_name> is a
transition's valid target inside the containing state machine's
- transition table.
entry_pt {
}
exit_pt
This nested type provides the necessary typedef for exit point
+ transition table.
entry_pt {
}
exit_pt
This nested type provides the necessary typedef for exit point
pseudostates. state_machine<...>::exit_pt<state_name>
is a transition's valid source inside the containing state machine's
- transition table.
exit_pt {
}
direct
This nested type provides the necessary typedef for an explicit entry
+ transition table.
exit_pt {
}
args.hpp
This header provides one type, args. which provides the necessary types for a
- visitor implementation.
msm/back/history_policies.hpp
This header provides the out-of-the-box history policies supported by MSM.
- There are 3 such policies.
args.hpp
This header provides one type, args. which provides the necessary types for a
+ visitor implementation.
msm/back/history_policies.hpp
This header provides the out-of-the-box history policies supported by MSM.
+ There are 3 such policies.
history_exit
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).
void history_exit();
(int* const)
- ; history_entry
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.
template <class Event> int* const history_exit();
(Event const&)
- ; Out-of-the-box policies:
NoHistory
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.
AlwaysHistory
This policy is a non-UML-standard extension. The active state(s) of a
+ the initial state(s) are activated.
msm/back/default_compile_policy.hpp
This header contains the definition of favor_runtime_speed. This policy has
two settings:
Submachines dispatch faster because their transitions are added
into their containing machine's transition table instead of simply
- forwarding events.
It solves transition conflicts at compile-time
msm/back/favor_compile_time.hpp
This header contains the definition of favor_compile_time. This policy has two settings:
Submachines dispatch is slower because all events, even those with
+ forwarding events.
It solves transition conflicts at compile-time
msm/back/favor_compile_time.hpp
This header contains the definition of favor_compile_time. This policy has two settings:
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.
It solves transition conflicts at run-time.
msm/back/metafunctions.hpp
This header contains metafunctions for use by the library. Three metafunctions
+ reduces compile-time.
It solves transition conflicts at run-time.
msm/back/metafunctions.hpp
This header contains metafunctions for use by the library. Three metafunctions
can be useful for the user:
generate_state_set< stt >: 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.
recursive_get_transition_table<fsm>: recursively
extends the transition table of the state machine fsm with tables
- from the submachines.
msm/back/tools.hpp
This header contains a few metaprogramming tools to get some information out
- of a state machine.
fill_state_names
attributes
fill_state_names has for attribute:
char const** m_names: an already allocated
+ from the submachines.
msm/back/tools.hpp
This header contains a few metaprogramming tools to get some information out
+ of a state machine.
fill_state_names
usage
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:
typedef some_fsm::stt Stt;
typedef msm::back::generate_state_set<Stt>::type all_states; //states
@@ -104,10 +104,10 @@ for (unsigned int i=0;i<some_fsm::nr_regions::value;++i)
std::cout << " -> "
<< state_names[my_fsm_instance.current_state()[i]]
<< std::endl;
-}get_state_name
attributes
get_state_name has for attributes:
std::string& m_name: the return value of the
- iteration
int m_state_id: the searched state's id
get_state_name
attributes
get_state_name has for attributes:
std::string& m_name: the return value of the
+ iteration
int m_state_id: the searched state's id
\ No newline at end of file
diff --git a/doc/HTML/re03.html b/doc/HTML/re03.html
index 2938f3a..995c2ce 100644
--- a/doc/HTML/re03.html
+++ b/doc/HTML/re03.html
@@ -1,11 +1,11 @@
- Front-end Name
Front-end — The front-end headers
msm/front/common_states.hpp
This header contains the predefined types to serve as base for states or state machines:
default_base_state: non-polymorphic empty type.
polymorphic_state: type with a virtual destructor, which makes all
- states polymorphic.
msm/front/completion_event.hpp
This header contains one type, none. This type has several
+
Front-end Name
Front-end — The front-end headers
msm/front/common_states.hpp
This header contains the predefined types to serve as base for states or state machines:
default_base_state: non-polymorphic empty type.
polymorphic_state: type with a virtual destructor, which makes all
+ states polymorphic.
msm/front/completion_event.hpp
This header contains one type, none. This type has several
meanings inside a transition table:
as action or guard: that there is no action or guard
as target state: that the transition is an internal
transition
as event: the transition is an anonymous (completion)
- transition
msm/front/functor_row.hpp
This header implements the functor front-end's transitions and helpers.
Row
tags
row_type_tag is defined differently for every specialization:
all 5 template parameters means a normal transition with
+ transition
msm/front/functor_row.hpp
This header implements the functor front-end's transitions and helpers.
Row
tags
row_type_tag is defined differently for every specialization:
all 5 template parameters means a normal transition with
action and guard: typedef row_tag
row_type_tag;
Row<Source,Event,Target,none,none> a normal transition
without action or guard: typedef _row_tag
@@ -21,7 +21,7 @@
transition with action and guard: typedef irow_tag
row_type_tag;
Row<Source,Event,none,none,none> an internal transition
without action or guard: typedef _irow_tag
- row_type_tag;
methods
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> static bool guard_call(
);
(Fsm& fsm,Event const&
evt,SourceState&,TargetState,AllStates&)
- ; Internal
tags
row_type_tag is defined differently for every specialization:
all 3 template parameters means an internal transition
with action and guard: typedef sm_i_row_tag
row_type_tag;
Internal<Event,none,none> an internal transition
without action or guard: typedef sm__i_row_tag
@@ -42,7 +42,7 @@
without guard: typedef sm_a_i_row_tag
row_type_tag;
Internal<Event,none,Guard> an internal transition
without action: typedef sm_g_i_row_tag
- row_type_tag;
methods
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> static bool guard_call(
);
(Fsm& fsm,Event const&
evt,SourceState&,TargetState,AllStates&)
- ; ActionSequence_
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,...).
methods
This helper functor is made for use in a transition table and in a
+ eUML sequence grammar (action1,action2,...).
methods
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:
(Fsm& fsm,Event const&
evt,SourceState&,TargetState,AllStates&)
- ; a_internal
g_internal
This is an internal transition with a guard called before the transition
- and allowing the transition if returning true.
internal
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.
definition
template< class Event, class CalledForAction, void
+ called during the transition.definition
template< class Event, class CalledForAction, void
(CalledForAction::*action)(Event const&), class
CalledForGuard, bool (CalledForGuard::*guard)(Event const&)>
- internal {
}
template parameters
Event: the event triggering the internal transition
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.
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.
guard: a pointer to the method which CalledForGuard
provides.
-
msm/front/row2.hpp
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.
methods
Like any other front-end, the following transition row types implements
+ through their irow2 variants.
methods
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> static bool guard_call(
);
(Fsm& fsm,Event const&
evt,SourceState&,TargetState,AllStates&)
- ; a_row2
This is a transition with action and without guard.
definition
template< class Source, class Event, class Target,
{
}
class CalledForAction, void
- (CalledForAction::*action)(Event const&) > _row2 {
}
template parameters
Event: the event triggering the transition.
Source: the source state of the transition.
Target: the target state of the transition.
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.
action: a pointer to the method which CalledForAction
provides.
-
g_row2
This is a transition with guard and without action.
definition
template< class Source, class Event, class Target,
{
}
class CalledForGuard, bool (CalledForGuard::*guard)(Event
- const&) > _row2 {
}
template parameters
Event: the event triggering the transition.
Source: the source state of the transition.
Target: the target state of the transition.
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.
guard: a pointer to the method which CalledForGuard
provides.
-
row2
This is a transition with guard and action.
definition
template< class Source, class Event, class Target,
{
}
class CalledForAction, void
(CalledForAction::*action)(Event const&), {
}
class CalledForGuard, bool (CalledForGuard::*guard)(Event
- const&) > _row2 {
}
template parameters
Event: the event triggering the transition.
Source: the source state of the transition.
Target: the target state of the transition.
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.
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.
guard: a pointer to the method which CalledForGuard
provides.
-
a_irow2
This is an internal transition for use inside a transition table, with
- action and without guard.
a_irow2
This is an internal transition for use inside a transition table, with
+ action and without guard.
definition
template< class Source, class Event, {
}
class CalledForAction, void
+ (CalledForAction::*action)(Event const&) > _row2 {
}
template parameters
Event: the event triggering the transition.
Source: the source state of the transition.
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.
action: a pointer to the method which CalledForAction
provides.
-
g_irow2
This is an internal transition for use inside a transition table, with
- guard and without action.
g_irow2
This is an internal transition for use inside a transition table, with
+ guard and without action.
definition
template< class Source, class Event, {
}
class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&) > _row2 {
}
template parameters
Event: the event triggering the transition.
Source: the source state of the transition.
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.
guard: a pointer to the method which CalledForGuard
provides.
-
irow2
This is an internal transition for use inside a transition table, with
+ guard and action.
definition
template< class Source, class Event, {
}
class CalledForAction, void
(CalledForAction::*action)(Event const&), {
}
class CalledForGuard, bool (CalledForGuard::*guard)(Event
- const&) > _row2 {
}
template parameters
Event: the event triggering the transition.
Source: the source state of the transition.
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.
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.
guard: a pointer to the method which CalledForGuard
provides.
-
msm/front/state_machine_def.hpp
This header provides the implementation of the basic front-end. It contains one
- type, state_machine_def
msm/front/state_machine_def.hpp
This header provides the implementation of the basic front-end. It contains one
+ type, state_machine_def
state_machine_def definition
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.
template <class Derived,class BaseState =
- default_base_state> state_machine_def {
}
typedefs
+ default_base_state> state_machine_def {
}
typedefs
flag_list: by default, no flag is set in the state
machine
deferred_events: by default, no event is deferred.
configuration: by default, no configuration customization
is done.
-
row methods
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> static bool guard_call(
);
(Fsm& fsm,Event const&
evt,SourceState&,TargetState,AllStates&)
- ; a_row
This is a transition with action and without guard.
template< class Source, class Event, class Target,
+ ;
a_row
This is a transition with action and without guard.
template< class Source, class Event, class Target,
void (Derived::*action)(Event const&) > a_row
Event: the event triggering the transition.
Source: the source state of the transition.
Target: the target state of the transition.
action: a pointer to the method provided by the concrete
- front-end (represented by Derived).
g_row
This is a transition with guard and without action.
template< class Source, class Event, class Target,
+ front-end (represented by Derived).
g_row
This is a transition with guard and without action.
template< class Source, class Event, class Target,
bool (Derived::*guard)(Event const&) > g_row
Event: the event triggering the transition.
Source: the source state of the transition.
Target: the target state of the transition.
guard: a pointer to the method provided by the concrete
- front-end (represented by Derived).
row
This is a transition with guard and action.
template< class Source, class Event, class Target,
+ front-end (represented by Derived).
row
This is a transition with guard and action.
template< class Source, class Event, class Target,
void (Derived::*action)(Event const&), bool
(Derived::*guard)(Event const&) > row
Event: the event triggering the transition.
Source: the source state of the transition.
Target: the target state of the transition.
action: a pointer to the method provided by the concrete
front-end (represented by Derived).
guard: a pointer to the method provided by the concrete
- front-end (represented by Derived).
_row
This is a transition without action or guard. The state machine only
+ front-end (represented by Derived).
_row
This is a transition without action or guard. The state machine only
changes active state.
template< class Source, class Event, class Target >
- _row
Event: the event triggering the transition.
Source: the source state of the transition.
Target: the target state of the transition.
a_irow
This is an internal transition for use inside a transition table, with
+ _row
Event: the event triggering the transition.
Source: the source state of the transition.
Target: the target state of the transition.
a_irow
This is an internal transition for use inside a transition table, with
action and without guard.
template< class Source, class Event, void
(Derived::*action)(Event const&) > a_irow
Event: the event triggering the transition.
Source: the source state of the transition.
action: a pointer to the method provided by the concrete
- front-end (represented by Derived).
g_irow
This is an internal transition for use inside a transition table, with
+ front-end (represented by Derived).
g_irow
This is an internal transition for use inside a transition table, with
guard and without action.
template< class Source, class Event, bool
(Derived::*guard)(Event const&) > g_irow
Event: the event triggering the transition.
Source: the source state of the transition.
guard: a pointer to the method provided by the concrete
- front-end (represented by Derived).
irow
This is an internal transition for use inside a transition table, with
+ front-end (represented by Derived).
irow
This is an internal transition for use inside a transition table, with
guard and action.
template< class Source, class Event, void
(Derived::*action)(Event const&), bool
(Derived::*guard)(Event const&) > irow
Event: the event triggering the transition.
Source: the source state of the transition.
action: a pointer to the method provided by the concrete
front-end (represented by Derived).
guard: a pointer to the method provided by the concrete
- front-end (represented by Derived).
_irow
This is an internal transition without action or guard. As it does
+ front-end (represented by Derived).
_irow
This is an internal transition without action or guard. As it does
nothing, it means "ignore event".
template< class Source, class Event >
- _irow
Event: the event triggering the transition.
Source: the source state of the transition.
methods
state_machine_def provides a default implementation in
+ _irow
Event: the event triggering the transition.
Source: the source state of the transition.
methods
state_machine_def 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
BOOST_ASSERT so that the error will only be noticed in
@@ -256,30 +256,30 @@
(Event const& ,Fsm&,
std::exception&)
;
-
msm/front/states.hpp
This header provides the different states (except state machines) for the
- basic front-end (or mixed with other front-ends).
msm/front/states.hpp
This header provides the different states (except state machines) for the
+ basic front-end (or mixed with other front-ends).
types
This header provides the following types:
no_sm_ptr
deprecated: default policy for states. It means that states do not
+ need to save a pointer to their containing state machine.
sm_ptr
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.
state
Basic type for simple states. Inherit from this type to define a
+ will call set_sm_ptr(fsm*) and give itself as argument.
state
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.
template<class Base = default_base_state,class
- SMPtrPolicy = no_sm_ptr> state {
}
terminate_state
Basic type for terminate states. Inherit from this type to define a
+ SMPtrPolicy = no_sm_ptr> state {
}
terminate_state
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.
template<class Base = default_base_state,class
- SMPtrPolicy = no_sm_ptr> terminate_state {
}
interrupt_state
Basic type for interrupt states. Interrupt states prevent any further
+ SMPtrPolicy = no_sm_ptr> terminate_state {
}
interrupt_state
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.
template<class EndInterruptEvent,class Base =
default_base_state, {
}
class SMPtrPolicy = no_sm_ptr>
- interrupt_state {
}
explicit_entry
Inherit from this type in
addition 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
- initial_state typedef).
template <int ZoneIndex=-1> explicit_entry {
}
entry_pseudo_state
Basic type for entry pseudo states. Entry pseudo states are an
+ initial_state typedef).
template <int ZoneIndex=-1> explicit_entry {
}
entry_pseudo_state
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 initial_state typedef).
@@ -287,7 +287,7 @@
used in a concrete state machine) to inherit a basic type for logging or
providing a common behavior.
template<int RegionIndex=-1,class Base =
default_base_state, {
}
class SMPtrPolicy = no_sm_ptr>
- entry_pseudo_state {
}
exit_pseudo_state
Basic type for exit pseudo states. Exit pseudo states are an
+ entry_pseudo_state {
}
exit_pseudo_state
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.
template<class Event,class Base =
default_base_state, {
}
class SMPtrPolicy = no_sm_ptr>
- exit_pseudo_state {
}
msm/front/euml/stl.hpp
This header includes all the functors for STL support in eUML. These tables show a full description.
msm/front/euml/algorithm.hpp
This header includes all the functors for STL algorithms support in eUML.
+ exit_pseudo_state {
}
msm/front/euml/stl.hpp
This header includes all the functors for STL support in eUML. These tables show a full description.
msm/front/euml/algorithm.hpp
This header includes all the functors for STL algorithms support in eUML.
These tables show a full
- description.
msm/front/euml/iteration.hpp
This header includes iteration functors for STL support in eUML. This tables shows a full
- description.
msm/front/euml/querying.hpp
This header includes querying functors for STL support in eUML. This tables shows a full
- description.
msm/front/euml/transformation.hpp
This header includes transformation functors for STL support in eUML. This
+ description.
msm/front/euml/iteration.hpp
This header includes iteration functors for STL support in eUML. This tables shows a full
+ description.
msm/front/euml/querying.hpp
This header includes querying functors for STL support in eUML. This tables shows a full
+ description.
msm/front/euml/transformation.hpp
This header includes transformation functors for STL support in eUML. This
tables shows a full
- description.
msm/front/euml/container.hpp
This header includes container functors for STL support in eUML (functors
+ description.
msm/front/euml/container.hpp
This header includes container functors for STL support in eUML (functors
calling container methods). This tables shows a full description. It also provides npos for
- strings.
msm/front/euml/stt_grammar.hpp
This header provides the transition table grammars. This includes internal
- transition tables.
msm/front/euml/stt_grammar.hpp
This header provides the transition table grammars. This includes internal
+ transition tables.
functions
build_stt
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 invalid_type, which will lead to a
compile-time static assertion when this transition table is passed to a
state machine.
template<class Expr> [mpl::vector<...> /
- msm::front::euml::invalid_type] build_stt();
Expr const& expr; );
Expr const& expr; build_internal_stt
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 invalid_type, which
will lead to a compile-time static assertion when this transition table
is passed to a state machine.
template<class Expr> [mpl::vector<...> /
- msm::front::euml::invalid_type] build_internal_stt();
Expr const& expr; );
Expr const& expr; grammars
transition
table
The transition table accepts the following grammar:
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*/msm/front/euml/guard_grammar.hpp
This header contains the Guard grammar used in the previous
section. This grammar is long but pretty simple:
Guard := action_tag | (Guard '&&' Guard)
| (Guard '||' Guard) | ... /* operators*/
| (if_then_else_(Guard,Guard,Guard)) | (function (Action,...Action))Most C++ operators are supported (address-of is not). With
function is meant any eUML predefined function or any self-made
(using MSM_EUML_METHOD or MSM_EUML_FUNCTION). Action
- is a grammar defined in state_grammar.hpp.
msm/front/euml/state_grammar.hpp
This header provides the grammar for actions and the different grammars and
- functions to build states using eUML.
action grammar
Like the guard grammar, this grammar supports relevant C++ operators and
+ is a grammar defined in state_grammar.hpp.
msm/front/euml/state_grammar.hpp
This header provides the grammar for actions and the different grammars and
+ functions to build states using eUML.
action grammar
Like the guard grammar, this grammar supports relevant C++ operators and
eUML functions:
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*/attributes
This grammar is used to add attributes to states (or state machines) or
+ ^(bitwise), +=, -=, *=, /=, %=, <<=, >>=, <<, >>, =, [].
attributes
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:
attributes_ << no_attributes_
attributes_ << attribute_1 << ... <<
attribute_n
Attributes can be of any default-constructible type (fusion
- requirement).
configure
This grammar also has two forms:
configure_ << no_configure_
configure_ << type_1 << ... <<
+ requirement).
configure
This grammar also has two forms:
configure_ << no_configure_
configure_ << type_1 << ... <<
type_n
This grammar is used to create inside one syntax:
flags: configure_ << some_flag where
some_flag inherits from euml_flag<some_flag> or
is defined using BOOST_MSM_EUML_FLAG.
deferred events: configure_ << some_event
@@ -378,12 +378,12 @@ ActionSequence := Action | (Action ',' Action)
Relevant operators are: +
some_config inherits from
euml_config<some_config>. At the moment,
three predefined objects exist (in msm//front/euml/common.hpp):
no_exception: disable catching exceptions
no_msg_queue: disable message queue
deferred_events: manually enable handling of
- deferred events
initial states
The grammar to define initial states for a state machine is: init_
<< state_1 << ... << state_n 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.
functions
build_sm
This function has several overloads. The return type is not relevant
+ BOOST_MSM_EUML_ENTRY_STATE or BOOST_MSM_EUML_EXIT_STATE.
functions
build_sm
This function has several overloads. The return type is not relevant
to you as only decltype (return type) is what one needs.
Defines a state machine without entry or exit:
template <class StateNameTag,class Stt,class Init>
func_state_machine<...> build_sm();
Stt ,Init; Defines a state machine with entry behavior:
template <class StateNameTag,class Stt,class Init,class
Expr1> func_state_machine<...> build_sm();
Stt ,Init,Expr1 const&; Defines a state machine with entry and exit behaviors:
template <class StateNameTag,class Stt,class Init,class
@@ -402,7 +402,7 @@ ActionSequence := Action | (Action ',' Action)Relevant operators are: +
Base> func_state_machine<...> build_sm(
);
Stt ,Init,Expr1 const&, Expr2 const&, Attributes
const&, Configure const&, Base; Notice that this function requires the extra parameter class
StateNameTag to disambiguate state machines having the same parameters
- but still being different.
build_state
This function has several overloads. The return type is not relevant
+ but still being different.
build_state
This function has several overloads. The return type is not relevant
to you as only decltype (return type) is what one needs.
Defines a simple state without entry or exit:
func_state<class StateNameTag,...> build_state();
; Defines a simple state with entry behavior:
template <class StateNameTag,class Expr1>
func_state<...> build_state();
Expr1 const&; Defines a simple state with entry and exit behaviors:
template <class StateNameTag,class Expr1, class Expr2>
func_state<...> build_state();
Expr1 const&,Expr2 const&; Defines a simple state with entry, exit behaviors and
@@ -418,7 +418,7 @@ ActionSequence := Action | (Action ',' Action)
Relevant operators are: +
func_state<...> build_state(
);
Expr1 const&, Expr2 const&, Attributes const&,
Configure const&, Base; Notice that this function requires the extra parameter class
StateNameTag to disambiguate states having the same parameters but still
- being different.
build_interrupt_state
This function has several overloads. The return type is not relevant
+ being different.
build_interrupt_state
This function has several overloads. The return type is not relevant
to you as only decltype (return type) is what one needs.
Defines an interrupt state without entry or exit:
template <class StateNameTag,class EndInterruptEvent>
func_state<...> build_interrupt_state();
EndInterruptEvent const&; Defines an interrupt state with entry behavior:
template <class StateNameTag,class
EndInterruptEvent,class Expr1> func_state<...>
@@ -443,7 +443,7 @@ ActionSequence := Action | (Action ',' Action)Relevant operators are: +
const&, Attributes const&, Configure const&,
Base
; Notice that this function requires the extra parameter class
StateNameTag to disambiguate states having the same parameters but still
- being different.
build_entry_state
This function has several overloads. The return type is not relevant
+ being different.
build_entry_state
This function has several overloads. The return type is not relevant
to you as only decltype (return type) is what one needs.
Defines an entry pseudo state without entry or exit:
template <class StateNameTag,int RegionIndex>
entry_func_state<...> build_entry_state();
; Defines an entry pseudo state with entry behavior:
template <class StateNameTag,int RegionIndex,class
Expr1> entry_func_state<...> build_entry_state();
Expr1 const&; Defines an entry pseudo state with entry and exit behaviors:
template <class StateNameTag,int RegionIndex,class
@@ -462,7 +462,7 @@ ActionSequence := Action | (Action ',' Action)Relevant operators are: +
Base> entry_func_state<...> build_entry_state(
);
Expr1 const&, Expr2 const&, Attributes const&,
Configure const&, Base; Notice that this function requires the extra parameter class
StateNameTag to disambiguate states having the same parameters but still
- being different.
build_exit_state
This function has several overloads. The return type is not relevant
+ being different.
build_exit_state
This function has several overloads. The return type is not relevant
to you as only decltype (return type) is what one needs.
Defines an exit pseudo state without entry or exit:
template <class StateNameTag,class Event>
exit_func_state<...> build_exit_state();
Event const&; Defines an exit pseudo state with entry behavior:
template <class StateNameTag,class Event,class Expr1>
exit_func_state<...> build_exit_state();
Event const&,Expr1 const&; Defines an exit pseudo state with entry and exit behaviors:
template <class StateNameTag,class Event,class Expr1,
@@ -481,8 +481,8 @@ ActionSequence := Action | (Action ',' Action)Relevant operators are: +
exit_func_state<...> build_exit_state(
);
Event const&,Expr1 const&, Expr2 const&,
Attributes const&, Configure const&, Base; Notice that this function requires the extra parameter class
StateNameTag to disambiguate states having the same parameters but still
- being different.
build_explicit_entry_state
This function has the same overloads as build_entry_state and
- explicit_entry_func_state as return type.
msm/front/euml/common.hpp
msm/front/euml/common.hpp
types
euml_event
The basic type for events with eUML.
template <class EventName> euml_event; {
}
struct play : euml_event<play>{};euml_state
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)
Relevant operators are: +
void foo() {...}
template <class Event,class Fsm>
void on_entry(Event const& evt,Fsm& fsm){...}
-};
euml_flag
The basic type for flags with eUML.
template <class FlagName> euml_flag; {
}
struct PlayingPaused: euml_flag<PlayingPaused>{};euml_flag
The basic type for flags with eUML.
template <class FlagName> euml_flag; {
}
struct PlayingPaused: euml_flag<PlayingPaused>{};euml_action
The basic type for state or transition behaviors and guards with
eUML.
template <class AcionName> euml_action; {
}
struct close_drawer : euml_action<close_drawer>
{
template <class Fsm,class Evt,class SourceState,class TargetState>
@@ -502,41 +502,41 @@ ActionSequence := Action | (Action ',' Action)Relevant operators are: +
{
template <class Event,class Fsm,class State>
void operator()(Event const&,Fsm& fsm,State& ){...}
-};
euml_config
The basic type for configuration possibilities with eUML.
template <class ConfigName> euml_config; {
}
You normally do not use this type directly but instead the instances
+};
euml_config
The basic type for configuration possibilities with eUML.
template <class ConfigName> euml_config; {
}
You normally do not use this type directly but instead the instances
of predefined configuration:
no_exception: disable catching exceptions
no_msg_queue: disable message queue. The message queue
allows you to send an event for procesing while in an event
processing.
deferred_events: manually enable handling of deferred
- events
invalid_type
Type returned by grammar parsers if the grammar is invalid. Seeing
- this type will result in a static assertion.
no_action
Placeholder type for use in entry/exit or transition behaviors, which
- does absolutely nothing.
source_
Generic object or function for the source state of a given transition:
as object: returns by reference the source state of a
+ events
invalid_type
Type returned by grammar parsers if the grammar is invalid. Seeing
+ this type will result in a static assertion.
no_action
Placeholder type for use in entry/exit or transition behaviors, which
+ does absolutely nothing.
source_
Generic object or function for the source state of a given transition:
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).
Example:
some_user_function_(source_)
as function: returns by reference the attribute passed as
parameter.
Example:
-
source_(m_counter)++
target_
Generic object or function for the target state of a given transition:
as object: returns by reference the target state of a
+
source_(m_counter)++
target_
Generic object or function for the target state of a given transition:
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).
Example:
some_user_function_(target_)
as function: returns by reference the attribute passed as
parameter.
Example:
-
target_(m_counter)++
state_
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:
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).
Example:
some_user_function_(state_) // calls some_user_function on the current state
as function: returns by reference the attribute passed as
parameter.
Example:
-
state_(m_counter)++
event_
Generic object or function for the event triggering a given transition
(valid in a transition behavior, as well as in state entry/exit behaviors):
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).
Example:
some_user_function_(event_)
as function: returns by reference the attribute passed as
parameter.
Example:
-
event_(m_counter)++
fsm_
Generic object or function for the state machine containing a given transition:
as object: returns by reference the event of a transition,
+
event_(m_counter)++
fsm_
Generic object or function for the state machine containing a given transition:
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).
Example:
some_user_function_(fsm_)
as function: returns by reference the attribute passed as
parameter.
Example:
-
fsm_(m_counter)++
substate_
Generic object or function returning a state of a given state machine:
with 1 parameter: returns by reference the state passed as
+
fsm_(m_counter)++
substate_
Generic object or function returning a state of a given state machine:
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).
Example:
some_user_function_(substate_(my_state))
with 2 parameters: returns by reference the state passed
@@ -544,46 +544,46 @@ ActionSequence := Action | (Action ',' Action)
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_.
Example (equivalent to the previous example):
-
some_user_function_(substate_(my_state,fsm_))
attribute_
Generic object or function returning the attribute passed (by name) as
+
some_user_function_(substate_(my_state,fsm_))
attribute_
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:
attribute_(substate_(my_state),cd_name_attribute)++
-
True_
Functor returning true for transition or state behaviors. Like all
constants, only the functor form exists, so parenthesis are necessary.
Example:
if_then_(True_(),/* some action always called*/)
-
False_
Functor returning false for transition or state behaviors. Like all
constants, only the functor form exists, so parenthesis are necessary.
Example:
if_then_(False_(),/* some action never called */)
-
Int_<int value>
Functor returning an integer value for transition or state behaviors.
Like all constants, only the functor form exists, so parenthesis are
necessary. Example:
target_(m_ringing_cpt) = Int_<RINGING_TIME>() // RINGING_TIME is a constant
-
Char_<char value>
Functor returning a char value for transition or state behaviors. Like
all constants, only the functor form exists, so parenthesis are
necessary. Example:
// look for 'S' in event.m_song
[string_find_(event_(m_song),Char_<'S'>(),Size_t_<0>()) != Npos_<string>()]
-
Size_t_<size_t value>
Functor returning a size_t value for transition or state behaviors.
Like all constants, only the functor form exists, so parenthesis are
necessary. Example:
substr_(event_(m_song),Size_t_<1>()) // returns a substring of event.m_song
-
String_ < mpl::string >
Functor returning a string for transition or state behaviors. Like all
constants, only the functor form exists, so parenthesis are necessary.
Requires boost >= 1.40 for mpl::string.
Example:
// adds "Let it be" to fsm.m_src_container
push_back_(fsm_(m_src_container), String_<mpl::string<'Let','it ','be'> >())
-
Predicate_ < some_stl_compatible_functor >
This functor eUML-enables a STL functor (for use in an algorithm).
+
Predicate_ < some_stl_compatible_functor >
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.
Example:
//equivalent to:
//std::accumulate(fsm.m_vec.begin(),fsm.m_vec.end(),1,std::plus<int>())== 1
accumulate_(begin_(fsm_(m_vec)),end_(fsm_(m_vec)),Int_<1>(),
- Predicate_<std::plus<int> >()) == Int_<1>())
process_
This function sends an event to up to 4 state machines by calling
+ Predicate_<std::plus<int> >()) == Int_<1>())
process_
This function sends an event to up to 4 state machines by calling
process_event on them:
process_(some_event) : processes an event in
the current (containing) state machine.
process_(some_event [,fsm1...fsm4] ) :
processes the same event in the 1-4 state machines passed as
- argument.
process2_
This function sends an event to up to 3 state machines by calling
process_event on them and copy-constructing the event
from the data passed as second parameter:
process2_(some_event, some_data) : processes
an event in the current (containing) state machine.
process2_(some_event, some_data [,fsm1...fsm3]
@@ -593,24 +593,24 @@ accumulate_(begin_(fsm_(m_vec)),end_(fsm_(m_vec)),Int_<1>(),
// copy-constructed with event.m_song
process2_(NotFound,event_(m_song))
With the following definitions:
BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_song)//declaration of m_song
-NotFound (const string& data) // copy-constructor of NotFound
is_flag_
This function tells if a flag is active by calling
+NotFound (const string& data) // copy-constructor of NotFound
is_flag_
This function tells if a flag is active by calling
is_flag_active on the current state machine or one
passed as parameter:
is_flag_(some_flag) : calls
is_flag_active on the current (containing)
state machine.
is_flag_(some_flag, some_fsm) :calls
is_flag_active on the state machine.passed
- as argument.
defer_
This object defers the current event by calling
defer_event on the current state machine.
- Example:
Empty() + play() / defer_
explicit_(submachine-name,state-name)
Used as transition's target, causes an explicit entry into the given
+ Example:
Empty() + play() / defer_
explicit_(submachine-name,state-name)
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.
entry_pt_(submachine-name,state-name)
Used as transition's target from a containing state machine, causes
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE.
entry_pt_(submachine-name,state-name)
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.
exit_pt_(submachine-name,state-name)
Used as transition's source from a containing state machine, causes
+ BOOST_MSM_EUML_ENTRY_STATE.
exit_pt_(submachine-name,state-name)
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.
MSM_EUML_FUNCTION
This macro creates a eUML function and a functor for use with the
+ BOOST_MSM_EUML_EXIT_STATE.
MSM_EUML_FUNCTION
This macro creates a eUML function and a functor for use with the
functor front-end, based on a free function:
first parameter: the name of the functor
second parameter: the underlying function
third parameter: the eUML function name
fourth parameter: the return type if used in a transition
behavior
fifth parameter: the return type if used in a state
behavior (entry/exit)
Note that the function itself can take up to 5
@@ -618,7 +618,7 @@ NotFound (const string& data) // copy-constructor of NotFound
MSM_EUML_FUNCTION(BinarySearch_,std::binary_search,binary_search_,bool,bool)
Can be used like:
binary_search_(begin_(fsm_(m_var)),end_(fsm_(m_var)),Int_<9>())
-
MSM_EUML_METHOD
This macro creates a eUML function and a functor for use with the
functor front-end, based on a method:
first parameter: the name of the functor
second parameter: the underlying function
third parameter: the eUML function name
fourth parameter: the return type if used in a transition
behavior
fifth parameter: the return type if used in a state
behavior (entry/exit)
Note that the method itself can take up to 4 arguments
@@ -630,40 +630,40 @@ NotFound (const string& data) // copy-constructor of NotFound
Can be used like:
Empty == Open + open_close / (close_drawer , activate_empty_(target_))
-
BOOST_MSM_EUML_ACTION(action-instance-name)
This macro declares a behavior type and a const instance for use in
+
BOOST_MSM_EUML_ACTION(action-instance-name)
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:
BOOST_MSM_EUML_ACTION(good_disk_format)
{
template <class Fsm,class Evt,class SourceState,class TargetState>
void/bool operator()(Evt const& evt,Fsm&,SourceState& ,TargetState& ){...}
-};BOOST_MSM_EUML_FLAG(flag-instance-name)
This macro declares a flag type and a const instance for use in
- behaviors.
BOOST_MSM_EUML_FLAG_NAME(flag-instance-name)
This macro returns the name of the flag type generated by
+};
BOOST_MSM_EUML_FLAG(flag-instance-name)
This macro declares a flag type and a const instance for use in
+ behaviors.
BOOST_MSM_EUML_FLAG_NAME(flag-instance-name)
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:
fsm.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>()
BOOST_MSM_EUML_DECLARE_ATTRIBUTE(event-type,event-name)
This macro declares an attribute called event-name of type event-type.
+ with the back-end method is_flag_active). For example:
fsm.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>()
BOOST_MSM_EUML_DECLARE_ATTRIBUTE(event-type,event-name)
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.
BOOST_MSM_EUML_ATTRIBUTES(attributes-expression,attributes-name)
This macro declares an attribute list called attributes-name based on
+ BOOST_MSM_EUML_ATTRIBUTES.
BOOST_MSM_EUML_ATTRIBUTES(attributes-expression,attributes-name)
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.
Attributes are added using left-shift, for example:
// 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_ << m_song ), FoundDef)
BOOST_MSM_EUML_EVENT(event-instance name)
This macro defines an event type (event-instance-name_helper) and
+BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song ), FoundDef)
BOOST_MSM_EUML_EVENT(event-instance name)
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.
BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(event-instance-name,attributes)
This macro defines an event type (event-instance-name_helper) and
+ for use in a transition table or state behaviors.
BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(event-instance-name,attributes)
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:
BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(Found,FoundDef)
The created event instance supports operator()(attributes) so that
my_back_end.process_event(Found(some_string))
- is possible.
BOOST_MSM_EUML_EVENT_NAME(event-instance-name)
This macro returns the name of the event type generated by
+ is possible.
BOOST_MSM_EUML_EVENT_NAME(event-instance-name)
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:
typedef msm::back::state_machine<Playing_,
msm::back::ShallowHistory<mpl::vector<BOOST_MSM_EUML_EVENT_NAME(end_pause)
> > > Playing_type;
-
BOOST_MSM_EUML_STATE(build-expression,state-instance-name)
This macro defines a state type (state-instance-name_helper) and
+
BOOST_MSM_EUML_STATE(build-expression,state-instance-name)
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.
There are several possibilitites for the expression syntax:
(): state without entry or exit action.
(Expr1): state with entry but no exit action.
(Expr1,Expr2): state with entry and exit action.
(Expr1,Expr2,Attributes): state with entry and exit
action, defining some attributes.
(Expr1,Expr2,Attributes,Configure): state with entry and
@@ -672,7 +672,7 @@ msm::back::ShallowHistory<mpl::vector<BOOST_MSM_EUML_EVENT_NAME(end_pause)
events).
(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).
BOOST_MSM_EUML_INTERRUPT_STATE(build-expression,state-instance-name)
This macro defines an interrupt state type
+ non-default base state (as defined in standard MSM).
BOOST_MSM_EUML_INTERRUPT_STATE(build-expression,state-instance-name)
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.
There are several possibilitites for the expression syntax. In all of
@@ -689,7 +689,7 @@ msm::back::ShallowHistory<mpl::vector<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).
BOOST_MSM_EUML_TERMINATE_STATE(build-expression,state-instance-name)
This macro defines a terminate pseudo-state type
+ MSM).
BOOST_MSM_EUML_TERMINATE_STATE(build-expression,state-instance-name)
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.
There are several possibilitites for the expression syntax:
(): terminate pseudo-state without entry or exit
@@ -703,7 +703,7 @@ msm::back::ShallowHistory<mpl::vector<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).
BOOST_MSM_EUML_EXIT_STATE(build-expression,state-instance-name)
This macro defines an exit pseudo-state type
+ MSM).
BOOST_MSM_EUML_EXIT_STATE(build-expression,state-instance-name)
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.
There are several possibilitites for the expression syntax:
(forwarded_event):exit pseudo-state without entry or exit
@@ -719,7 +719,7 @@ msm::back::ShallowHistory<mpl::vector<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).
Note that the forwarded_event must be constructible from the event
- sent by the submachine containing the exit point.
BOOST_MSM_EUML_ENTRY_STATE(int
region-index,build-expression,state-instance-name)
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<mpl::vector<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).
BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(int
region-index,build-expression,state-instance-name)
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<mpl::vector<BOOST_MSM_EUML_EVENT_NAME(end_pause)
events).
(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).
BOOST_MSM_EUML_STATE_NAME(state-instance-name)
This macro returns the name of the state type generated by
+ non-default base state (as defined in standard MSM).
BOOST_MSM_EUML_STATE_NAME(state-instance-name)
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:
fsm.get_state<BOOST_MSM_EUML_STATE_NAME(StringFind)&>().some_state_function();
-
BOOST_MSM_EUML_DECLARE_STATE(build-expression,state-instance-name)
Like BOOST_MSM_EUML_STATE but does not provide an instance, simply a
- type declaration.
BOOST_MSM_EUML_DECLARE_INTERRUPT_STATE(build-expression,state-instance-name)
Like BOOST_MSM_EUML_INTERRUPT_STATE but does not provide an instance,
- simply a type declaration.
BOOST_MSM_EUML_DECLARE_TERMINATE_STATE(build-expression,state-instance-name)
Like BOOST_MSM_EUML_TERMINATE_STATE but does not provide an instance,
- simply a type declaration.
BOOST_MSM_EUML_DECLARE_EXIT_STATE(build-expression,state-instance-name)
Like BOOST_MSM_EUML_EXIT_STATE but does not provide an instance,
- simply a type declaration.
BOOST_MSM_EUML_DECLARE_STATE(build-expression,state-instance-name)
Like BOOST_MSM_EUML_STATE but does not provide an instance, simply a
+ type declaration.
BOOST_MSM_EUML_DECLARE_INTERRUPT_STATE(build-expression,state-instance-name)
Like BOOST_MSM_EUML_INTERRUPT_STATE but does not provide an instance,
+ simply a type declaration.
BOOST_MSM_EUML_DECLARE_TERMINATE_STATE(build-expression,state-instance-name)
Like BOOST_MSM_EUML_TERMINATE_STATE but does not provide an instance,
+ simply a type declaration.
BOOST_MSM_EUML_DECLARE_EXIT_STATE(build-expression,state-instance-name)
Like BOOST_MSM_EUML_EXIT_STATE but does not provide an instance,
+ simply a type declaration.
BOOST_MSM_EUML_DECLARE_ENTRY_STATE(int
region-index,build-expression,state-instance-name)
Like BOOST_MSM_EUML_ENTRY_STATE but does not provide an instance,
- simply a type declaration.
BOOST_MSM_EUML_DECLARE_EXPLICIT_ENTRY_STATE(int
region-index,build-expression,state-instance-name)
Like BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE but does not provide an
- instance, simply a type declaration.
BOOST_MSM_EUML_TRANSITION_TABLE(expression,
table-instance-name)
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 transition
- table grammar.
BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE(iexpression,table-instance-name)
Like BOOST_MSM_EUML_TRANSITION_TABLE but does not provide an instance,
- simply a type declaration.
BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE(iexpression,table-instance-name)
Like BOOST_MSM_EUML_TRANSITION_TABLE but does not provide an instance,
+ simply a type declaration.
BOOST_MSM_EUML_INTERNAL_TRANSITION_TABLE(expression,
table-instance-name)
This macro declares a transition table type and also declares a const
instance of the table.The expression must follow the transition table
- grammar. For the moment, this macro is not used.
BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE(iexpression,table-instance-name)
Like BOOST_MSM_EUML_TRANSITION_TABLE but does not provide an instance,
+ grammar. For the moment, this macro is not used.
BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE(iexpression,table-instance-name)
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:
BOOST_MSM_EUML_DECLARE_STATE((Open_Entry,Open_Exit),Open_def)
struct Open_impl : public Open_def
diff --git a/doc/PDF/examples/CompositeTutorial.cpp b/doc/PDF/examples/CompositeTutorial.cpp
index a2a29f8..b0ee192 100644
--- a/doc/PDF/examples/CompositeTutorial.cpp
+++ b/doc/PDF/examples/CompositeTutorial.cpp
@@ -41,6 +41,11 @@ namespace // Concrete FSM implementation
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def
{
+ template
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Player" << std::endl;}
+ template
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Player" << std::endl;}
+
// The list of FSM states
struct Empty : public msm::front::state<>
{
@@ -223,6 +228,12 @@ namespace // Concrete FSM implementation
p.process_event(stop()); pstate(p);
// event leading to the same state
p.process_event(stop()); pstate(p);
+ // stop the fsm (call on_exit's, including the submachines)
+ p.process_event(play());
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+ std::cout << "restart fsm" << std::endl;
+ p.start();
}
}
diff --git a/doc/PDF/examples/ExampleCircularBuffer.cpp b/doc/PDF/examples/ExampleCircularBuffer.cpp
new file mode 100644
index 0000000..68a5b0a
--- /dev/null
+++ b/doc/PDF/examples/ExampleCircularBuffer.cpp
@@ -0,0 +1,299 @@
+#include
+#include
+// back-end
+#include
+// header for support of circular_buffer
+#include
+//front-end
+#include
+// functors
+#include
+#include
+// for And_ operator
+#include
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+// for And_ operator
+using namespace msm::front::euml;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ template
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
+ template
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
+ };
+ struct Open : public msm::front::state<>
+ {
+ template
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Open" << std::endl;}
+ template
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
+ };
+
+ struct Stopped : public msm::front::state<>
+ {
+ // when stopped, the CD is loaded
+ template
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Stopped" << std::endl;}
+ template
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ // as the functors are generic on events, fsm and source/target state,
+ // you can reuse them in another machine if you wish
+ struct TestFct
+ {
+ template
+ void operator()(EVT const&, FSM&,SourceState& ,TargetState& )
+ {
+ cout << "transition with event:" << typeid(EVT).name() << endl;
+ }
+ };
+ struct start_playback
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+ };
+ struct open_drawer
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+ };
+ struct close_drawer
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+ };
+ struct store_cd_info
+ {
+ template
+ void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ fsm.process_event(play());
+ }
+ };
+ struct stop_playback
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+ };
+ struct pause_playback
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+ };
+ struct resume_playback
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+ };
+ struct stop_and_open
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+ };
+ struct stopped_again
+ {
+ template
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+ };
+ // guard conditions
+ struct DummyGuard
+ {
+ template
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ return true;
+ }
+ };
+ struct good_disk_format
+ {
+ template
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ };
+ struct always_true
+ {
+ template
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ return true;
+ }
+ };
+ // we want to define one row with the classic look.
+ bool auto_start(cd_detected const& evt)
+ {
+ return false;
+ }
+
+ typedef player_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Stopped , play , Playing , ActionSequence_
+ >
+ , DummyGuard >,
+ Row < Stopped , open_close , Open , open_drawer , none >,
+ Row < Stopped , stop , Stopped , none , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer , none >,
+ Row < Empty , cd_detected , Stopped , store_cd_info , And_ >,
+ // we here also mix with some "classical row"
+ g_row < Empty , cd_detected , Playing , &p::auto_start >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback , none >,
+ Row < Playing , pause , Paused , pause_playback , none >,
+ Row < Playing , open_close , Open , stop_and_open , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback , none >,
+ Row < Paused , stop , Stopped , stop_playback , none >,
+ Row < Paused , open_close , Open , stop_and_open , none >
+ // +---------+-------------+---------+---------------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template
+ 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;
+
+ //
+ // 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;
+ // we get the message queue and limit it to capacity 1
+ // get_message_queue returns the queue container (in this case circular_buffer)
+ p.get_message_queue().set_capacity(1);
+ // 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);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+
+ // 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;
+}
diff --git a/doc/PDF/examples/Orthogonal-deferred.cpp b/doc/PDF/examples/Orthogonal-deferred.cpp
index 5ac35cf..facfa67 100644
--- a/doc/PDF/examples/Orthogonal-deferred.cpp
+++ b/doc/PDF/examples/Orthogonal-deferred.cpp
@@ -48,6 +48,16 @@ namespace
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def
{
+ template
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
// The list of FSM states
struct Empty : public msm::front::state<>
{
@@ -291,6 +301,8 @@ namespace
p.process_event(end_error());pstate(p);
std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
p.process_event(play());pstate(p);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
}
}
diff --git a/doc/PDF/examples/SimpleTutorial.cpp b/doc/PDF/examples/SimpleTutorial.cpp
index 8c7a006..4fd8798 100644
--- a/doc/PDF/examples/SimpleTutorial.cpp
+++ b/doc/PDF/examples/SimpleTutorial.cpp
@@ -27,7 +27,7 @@ namespace
struct open_close {};
// A "complicated" event type that carries some data.
- enum DiskTypeEnum
+ enum DiskTypeEnum
{
DISK_CD=0,
DISK_DVD=1
@@ -46,6 +46,17 @@ namespace
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def
{
+ template
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+
// The list of FSM states
struct Empty : public msm::front::state<>
{
@@ -56,7 +67,7 @@ namespace
void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
};
struct Open : public msm::front::state<>
- {
+ {
template
void on_entry(Event const& ,FSM&) {std::cout << "entering: Open" << std::endl;}
template
@@ -65,7 +76,7 @@ namespace
// sm_ptr still supported but deprecated as functors are a much better way to do the same thing
struct Stopped : public msm::front::state
- {
+ {
template
void on_entry(Event const& ,FSM&) {std::cout << "entering: Stopped" << std::endl;}
template
@@ -102,7 +113,7 @@ namespace
void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
- void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
// guard conditions
bool good_disk_format(cd_detected const& evt)
{
@@ -125,7 +136,7 @@ namespace
// Transition table for player
struct transition_table : mpl::vector<
- // Start Event Next Action Guard
+ // Start Event Next Action Guard
// +---------+-------------+---------+---------------------+----------------------+
a_row < Stopped , play , Playing , &p::start_playback >,
a_row < Stopped , open_close , Open , &p::open_drawer >,
@@ -168,7 +179,7 @@ namespace
void test()
{
- player p;
+ 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
@@ -179,7 +190,7 @@ namespace
cd_detected("louie, louie",DISK_DVD)); pstate(p);
p.process_event(
cd_detected("louie, louie",DISK_CD)); pstate(p);
- p.process_event(play());
+ p.process_event(play());
// at this point, Play is active
p.process_event(pause()); pstate(p);
@@ -190,6 +201,8 @@ namespace
// 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);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
}
}
diff --git a/doc/PDF/examples/SimpleTutorial2.cpp b/doc/PDF/examples/SimpleTutorial2.cpp
index e1daf0b..65d2c62 100644
--- a/doc/PDF/examples/SimpleTutorial2.cpp
+++ b/doc/PDF/examples/SimpleTutorial2.cpp
@@ -48,6 +48,17 @@ namespace
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def
{
+ template
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+
// The list of FSM states
struct Empty : public msm::front::state<>
{
@@ -203,6 +214,9 @@ namespace
// 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);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+
}
}
diff --git a/doc/PDF/examples/SimpleTutorialEuml.cpp b/doc/PDF/examples/SimpleTutorialEuml.cpp
index 9970ff4..b227258 100644
--- a/doc/PDF/examples/SimpleTutorialEuml.cpp
+++ b/doc/PDF/examples/SimpleTutorialEuml.cpp
@@ -88,9 +88,18 @@ namespace // Concrete FSM implementation
return true;
}
};
+ // it is also possible to use a plain functor, with default-constructor in the transition table
+ struct start_play
+ {
+ template
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::start_play" << endl;
+ }
+ };
// replaces the old transition table
BOOST_MSM_EUML_TRANSITION_TABLE((
- Playing == Stopped + play / start_playback ,
+ Playing == Stopped + play / start_play() ,
Playing == Paused + end_pause / resume_playback,
// +------------------------------------------------------------------------------+
Empty == Open + open_close / (close_drawer,activate_empty_(target_)),
diff --git a/doc/PDF/examples/SimpleWithFunctors.cpp b/doc/PDF/examples/SimpleWithFunctors.cpp
index 619eea7..fa86f19 100644
--- a/doc/PDF/examples/SimpleWithFunctors.cpp
+++ b/doc/PDF/examples/SimpleWithFunctors.cpp
@@ -56,6 +56,17 @@ namespace // Concrete FSM implementation
// front-end: define the FSM structure
struct player_ : public msm::front::state_machine_def
{
+ template
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+
// The list of FSM states
struct Empty : public msm::front::state<>
{
@@ -294,6 +305,9 @@ namespace // Concrete FSM implementation
// 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);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+
}
}
diff --git a/doc/PDF/msm.pdf b/doc/PDF/msm.pdf
index 19d52e9..dbc8e93 100644
Binary files a/doc/PDF/msm.pdf and b/doc/PDF/msm.pdf differ