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The boost::fsm libraryTutorial |
The Japanese translation of this tutorial can be found at http://prdownloads.sourceforge.jp/jyugem/7127/fsm-tutorial-jp.pdf. Kindly contributed by Mitsuo Fukasawa.
The boost::fsm library is a framework that allows you to quickly transform a UML state chart into executable C++ code. This tutorial requires some familiarity with the state machine concept and UML state charts. A nice introduction to both can be found in http://www.objectmentor.com/resources/articles/umlfsm.pdf. David Harel, the inventor of state charts, presents an excellent tutorial-like but still thorough discussion in his original paper: http://www.wisdom.weizmann.ac.il/~dharel/SCANNED.PAPERS/Statecharts.pdf. The UML specifications can be found at http://www.omg.org/cgi-bin/doc?formal/03-03-01 (see chapters 2.12 and 3.74).
All examples have been tested on the following platforms using boost distribution 1.30.2:
This tutorial was designed to be read linearly. First time users should start reading right at the beginning and stop as soon as they know enough for the task at hand. Specifically:
We follow the tradition and use the simplest possible program to make our first steps. We will implement the following state chart:

#include <boost/fsm/state_machine.hpp>
#include <boost/fsm/simple_state.hpp>
#include <iostream>
namespace fsm = boost::fsm;
struct Greeting;
struct Machine : fsm::state_machine< Machine, Greeting > {};
struct Greeting : fsm::simple_state< Greeting, Machine >
{
Greeting() { std::cout << "Hello World!\n"; } // entry
~Greeting() { std::cout << "Bye Bye World!\n"; } // exit
};
int main()
{
Machine myMachine;
myMachine.initiate();
return 0;
}
This program prints Hello World! and Bye Bye World!
before exiting. The first line is printed as a result of calling
initiate(), which leads to the Greeting state begin
entered. At the end of main(), the myMachine object
is destroyed what automatically exits the Greeting state.
A few remarks:
initiate().Machine
is passed as the second template parameter of Greeting's base.Greeting is passed as the
second template parameter of Machine's base. We have to forward
declare Greeting for this purpose.structs only to avoid having
to type public. If you don't mind doing so, you can just as
well use class.Next we will model a simple mechanical stop watch with a state machine. Such watches typically have two buttons:
And two states:
Here is one way to specify this in UML:

The two buttons are modeled by two events. Moreover, we also define the necessary states and the initial state. The following code is our starting point, subsequent code snippets must be inserted:
#include <boost/fsm/event.hpp>
#include <boost/fsm/state_machine.hpp>
#include <boost/fsm/simple_state.hpp>
namespace fsm = boost::fsm;
struct EvStartStop : fsm::event< EvStartStop > {};
struct EvReset : fsm::event< EvReset > {};
struct Active;
struct StopWatch : fsm::state_machine< StopWatch, Active > {};
struct Stopped;
struct Active : fsm::simple_state< Active, StopWatch,
fsm::no_reactions, Stopped > {};
struct Running : fsm::simple_state< Running, Active > {};
struct Stopped : fsm::simple_state< Stopped, Active > {};
int main()
{
StopWatch myWatch;
myWatch.initiate();
return 0;
}
This compiles but doesn't do anything observable yet. A few comments:
simple_state class template accepts up to four
parameters.
fsm::no_reactions, which is also the default.For the moment we will use only one type of reaction: transitions. We insert the bold parts of the following code:
#include <boost/fsm/transition.hpp>
// ...
struct Stopped;
struct Active : fsm::simple_state< Active, StopWatch,
fsm::transition< EvReset, Active >, Stopped > {};
struct Running : fsm::simple_state< Running, Active,
fsm::transition< EvStartStop, Stopped > > {};
struct Stopped : fsm::simple_state< Stopped, Active,
fsm::transition< EvStartStop, Running > > {};
int main()
{
StopWatch myWatch;
myWatch.initiate();
myWatch.process_event( EvStartStop() );
myWatch.process_event( EvStartStop() );
myWatch.process_event( EvStartStop() );
myWatch.process_event( EvReset() );
return 0;
}
A state can define an arbitrary number of reactions. That's why we have to
put them into an mpl::list as soon as there is more than one of
them (see Specifying
multiple reactions for a state).
Now we have all the states and all the transitions in place and a number of
events are also sent to the stop watch. The machine dutifully makes the
transitions we would expect, but no actions are executed yet.
Next we'll make the stop watch actually measure time. Depending on the state the stop watch is in, we need different variables:
We observe that the elapsed time variable is needed no matter what state
the machine is in. Moreover, this variable should be reset to 0 when we send
an EvReset event to the machine. The other variable is only
needed while the machine is in the Running state. It should be set to the
current time of the system clock whenever we enter the Running state. Upon
exit we simply subtract the start time from the current system clock time and
add the result to the elapsed time.
#include <ctime>
// ...
struct Stopped;
struct Active : fsm::simple_state< Active, StopWatch,
fsm::transition< EvReset, Active >, Stopped >
{
public:
Active() : elapsedTime_( 0 ) {}
std::clock_t ElapsedTime() const { return elapsedTime_; }
std::clock_t & ElapsedTime() { return elapsedTime_; }
private:
std::clock_t elapsedTime_;
};
struct Running : fsm::simple_state< Running, Active,
fsm::transition< EvStartStop, Stopped > >
{
public:
Running() : startTime_( std::clock() ) {}
~Running()
{
context< Active >().ElapsedTime() +=
( std::clock() - startTime_ );
}
private:
std::clock_t startTime_;
};
// ...
Similar to when a derived class object accesses its base class portion,
context<>() is used to gain access to a direct or indirect outer
state object. The same function could be used to access the state machine
(here context< StopWatch >()). The rest should be mostly
self-explanatory. The machine now measures the time, but we cannot yet
retrieve it from the main program.
To retrieve the measured time, we need a mechanism to get state information
out of the machine. With our current machine design there are two ways to do
that. For the sake of simplicity we use the less efficient one:
state_cast<>(). As the name suggests, the semantics are very similar to
the ones of dynamic_cast. For example, when we call
myWatch.state_cast< const Stopped & >() and the machine is
currently in the Stopped state, we get a reference to the Stopped
state. Otherwise std::bad_cast is thrown. We can use this
functionality to implement a StopWatch member function that
returns the elapsed time. However, rather than ask the machine in which state
it is and then switch to different calculations for the elapsed time, we put
the calculation into the Stopped and Running states and use an interface to
retrieve the elapsed time:
#include <iostream>
// ...
struct IElapsedTime
{
virtual std::clock_t ElapsedTime() const = 0;
};
struct Active;
struct StopWatch : fsm::state_machine< StopWatch, Active >
{
std::clock_t ElapsedTime() const
{
return state_cast< const IElapsedTime & >().ElapsedTime();
}
};
// ...
struct Running : IElapsedTime, fsm::simple_state<
Running, Active, fsm::transition< EvStartStop, Stopped > >
{
public:
Running() : startTime_( std::clock() ) {}
~Running()
{
context< Active >().ElapsedTime() = ElapsedTime();
}
virtual std::clock_t ElapsedTime() const
{
return context< Active >().ElapsedTime() +
std::clock() - startTime_;
}
private:
std::clock_t startTime_;
};
struct Stopped : IElapsedTime, fsm::simple_state<
Stopped, Active, fsm::transition< EvStartStop, Running > >
{
virtual std::clock_t ElapsedTime() const
{
return context< Active >().ElapsedTime();
}
};
int main()
{
StopWatch myWatch;
myWatch.initiate();
std::cout << myWatch.ElapsedTime() << "\n";
myWatch.process_event( EvStartStop() );
std::cout << myWatch.ElapsedTime() << "\n";
myWatch.process_event( EvStartStop() );
std::cout << myWatch.ElapsedTime() << "\n";
myWatch.process_event( EvStartStop() );
std::cout << myWatch.ElapsedTime() << "\n";
myWatch.process_event( EvReset() );
std::cout << myWatch.ElapsedTime() << "\n";
return 0;
}
To actually see time being measured, you might want to single-step through
the statements in main(). The StopWatch example extends this
program to an interactive console application.
So far so good. However, the approach presented above has a few limitations:
state_machine::initiate() is called, a number of template
instantiations take place, which can only succeed if the full declaration of
each and every state of the machine is known. That is, the whole layout of a
state machine must be implemented in one single translation unit (actions
can be compiled separately, but this is of no importance here). For bigger
(and more real-world) state machines, this leads to the following
limitations:
All these limitations can be overcome with custom reactions. Warning: It is easy to abuse custom reactions up to the point of invoking undefined behavior. Please study the documentation before employing them!
Let's say your company would like to develop a digital camera. The camera has the following controls:
EvShutterHalf, EvShutterFull
and EvShutterReleasedEvConfig eventOne use case for the camera says that the photographer can half-press the shutter anywhere in the configuration mode and the camera will immediately go into shooting mode. The following state chart is one way to achieve this behavior:

The Configuring and Shooting states will contain numerous nested states while the Idle state is relatively simple. It was therefore decided to build two teams. One will implement the shooting mode while the other will implement the configuration mode. The two teams have already agreed on the interface that the shooting team will use to retrieve the configuration settings. We would like to ensure that the two teams can work with the least possible interference. So, we put the two states in their own translation units so that machine layout changes within the Configuring state will never lead to a recompilation of the inner workings of the Shooting state and vice versa.
Unlike in the previous example, the excerpts presented here often outline different options to achieve the same effect. That's why the code is often not equal to the Camera example code. Comments mark the parts where this is the case.
Camera.hpp:
#ifndef CAMERA_HPP
#define CAMERA_HPP
#include <boost/fsm/event.hpp>
#include <boost/fsm/state_machine.hpp>
#include <boost/fsm/simple_state.hpp>
#include <boost/fsm/custom_reaction.hpp>
namespace fsm = boost::fsm;
struct EvShutterHalf : fsm::event< EvShutterHalf > {};
struct EvShutterFull : fsm::event< EvShutterFull > {};
struct EvShutterRelease : fsm::event< EvShutterRelease > {};
struct EvConfig : fsm::event< EvConfig > {};
struct NotShooting;
struct Camera : fsm::state_machine< Camera, NotShooting >
{
bool IsMemoryAvailable() const { return true; }
bool IsBatteryLow() const { return false; }
};
struct Idle;
struct NotShooting : fsm::simple_state< NotShooting, Camera,
fsm::custom_reaction< EvShutterHalf >, Idle >
{
// ...
fsm::result react( const EvShutterHalf & );
};
struct Idle : fsm::simple_state< Idle, NotShooting,
fsm::custom_reaction< EvConfig > >
{
// ...
fsm::result react( const EvConfig & );
};
#endif
Please note the bold parts in the code. With a custom reaction we only
specify that we might do something with a particular event, but the
actual reaction is defined in the react member function, which
can be implemented in the .cpp file.
Camera.cpp:
#include "Camera.hpp"
#include "Configuring.hpp"
#include "Shooting.hpp"
// ...
// not part of the Camera example
fsm::result NotShooting::react( const EvShutterHalf & )
{
return transit< Shooting >();
}
fsm::result Idle::react( const EvConfig & )
{
return transit< Configuring >();
}
Caution: Any call to the
simple_state::transit<>() or simple_state::terminate()
(see reference) member functions will
inevitably destruct the state object (similar to delete this;)!
That is, code executed after any of these calls may invoke undefined behavior!
That's why these functions should only be called as part of a return
statement.
The inner workings of the Shooting state could look as follows:

When the user half-presses the shutter, Shooting and its inner initial state Focusing are entered. In the Focusing entry action the camera instructs the focusing circuit to bring the subject into focus. The focusing circuit then moves the lenses accordingly and sends the EvInFocus event as soon as it is done. Of course, the user can fully-press the shutter while the lenses are still in motion. Without any precautions, the resulting EvShutterFull event would simply be lost because the Focusing state does not define a reaction for this event. As a result, the user would have to fully-press the shutter again after the camera has finished focusing. To prevent this, the EvShutterFull event is deferred inside the Focusing state. This means that all events of this type are stored in a separate queue, which is emptied into the main queue when the Focusing state is exited.
struct Focusing : fsm::state< Focusing, Shooting, mpl::list<
fsm::custom_reaction< EvInFocus >,
fsm::deferral< EvShutterFull > > >
{
Focusing( my_context ctx );
fsm::result react( const EvInFocus & );
};
Both transitions originating at the Focused state are triggered by the same event but they have mutually exclusive guards. Here is an appropriate custom reaction:
// not part of the Camera example
fsm::result Focused::react( const EvShutterFull & )
{
if ( context< Camera >().IsMemoryAvailable() )
{
return transit< Storing >();
}
else
{
// The following is actually a mixture between an in-state
// reaction and a transition. See later on how to implement
// proper transition actions.
std::cout << "Cache memory full. Please wait...\n";
return transit< Focused >();
}
}
Custom reactions can of course also be implemented directly in the state declaration, which is often preferable for easier browsing.
Next we will use a guard to prevent a transition and let outer states react to the event if the battery is low:
Camera.cpp:
// ...
fsm::result NotShooting::react( const EvShutterHalf & )
{
if ( context< Camera >().IsBatteryLow() )
{
// We cannot react to the event ourselves, so we forward it
// to our outer state (this is also the default if a state
// defines no reaction for a given event).
return forward_event();
}
else
{
return transit< Shooting >();
}
}
// ...
The self-transition of the Focused state could also be implemented as an in-state reaction, which has the same effect as long as Focused does not have any entry or exit actions:
Shooting.cpp:
// ...
fsm::result Focused::react( const EvShutterFull & )
{
if ( context< Camera >().IsMemoryAvailable() )
{
return transit< Storing >();
}
else
{
std::cout << "Cache memory full. Please wait...\n";
// Indicate that the event can be discarded. So, the
// dispatch algorithm will stop looking for a reaction
// and the machine remains in the Focused state.
return discard_event();
}
}
// ...
As an effect of every transition, actions are executed in the following order:
Example:

Here the order is as follows: ~D(), ~C(), ~B(), ~A(), t(), X(), Y(), Z(). The transition action t() is therefore executed in the context of the InnermostCommonOuter state because the source state has already been left (destructed) and the target state has not yet been entered (constructed).
With boost::fsm, a transition action can be a member of any common outer context. That is, the transition between Focusing and Focused could be implemented as follows:
Shooting.hpp:
// ...
struct Focusing;
struct Shooting : fsm::simple_state< Shooting, Camera,
fsm::transition< EvShutterRelease, NotShooting >, Focusing >
{
// ...
void DisplayFocused( const EvInFocus & );
};
// ...
// not part of the Camera example
struct Focusing : fsm::simple_state< Focusing, Shooting,
fsm::transition< EvInFocus, Focused,
Shooting, &Shooting::DisplayFocused > > {};
Or, the following is also possible (here the state machine itself serves as the outermost context):
// not part of the Camera example
struct Camera : fsm::state_machine< Camera, NotShooting >
{
void DisplayFocused( const EvInFocus & );
};
// not part of the Camera example
struct Focusing : fsm::simple_state< Focusing, Shooting,
fsm::transition< EvInFocus, Focused,
Camera, &Camera::DisplayFocused > > {};
Naturally, transition actions can also be invoked from custom reactions:
Shooting.cpp:
// ...
fsm::result Focusing::react( const EvInFocus & evt )
{
return transit< Focused >( &Shooting::DisplayFocused, evt );
}
Please note that we have to manually forward the event.
Often a state must define reactions for more than one event. In this case,
an mpl::list must be used as outlined below:
// ...
#include <boost/mpl/list.hpp>
namespace mpl = boost::mpl;
// ...
struct Playing : fsm::simple_state< Playing, Mp3Player,
mpl::list<
fsm::custom_reaction< EvFastForward >,
fsm::transition< EvStop, Stopped > > > { /* ... */ };
Non-trivial state machines often need to post internal events. Here's an example of how to do this:
Pumping::~Pumping()
{
post_event( boost::intrusive_ptr< EvPumpingFinished >(
new EvPumpingFinished() ) );
}
The event is pushed into the main queue, which is why it must be allocated
with new. The events in the queue are processed as soon as the
current reaction is completed. Events can be posted from inside react
functions, entry-, exit- and transition actions. However, posting from inside
entry actions is a bit more complicated (see e.g. Focusing::Focusing()
in Shooting.cpp in the Camera example):
struct Pumping : fsm::state< Pumping, Purifier >
{
Pumping( my_context ctx ) : my_base( ctx )
{
post_event( boost::intrusive_ptr< EvPumpingStarted >(
new EvPumpingStarted() ) );
}
// ...
};
Please note the bold parts. As soon as an entry action of a state needs to
contact the "outside world" (here: the event queue in the state machine), the
state must derive from fsm::state rather than from
fsm::simple_state and must implement a forwarding constructor as
outlined above (apart from the constructor, fsm::state offers the
same interface as fsm::simple_state). Hence, this must be done
whenever an entry action makes one or more calls to the following functions:
simple_state::post_event()simple_state::clear_shallow_history<>()simple_state::clear_deep_history<>()simple_state::outermost_context<>()simple_state::context<>()simple_state::state_cast<>()simple_state::state_downcast<>()simple_state::state_begin()simple_state::state_end()In my experience, these functions are needed only rarely in entry actions so this workaround should not uglify user code too much.
To avoid a number of overheads, event deferral has one limitation: Only
events allocated with new and pointed to by a
boost::intrusive_ptr can be deferred. Any attempt to defer a
differently allocated event will result in a failing runtime assert. Example:
struct Event : fsm::event< Event > {};
struct Initial;
struct Machine : fsm::state_machine<
Machine, Initial > {};
struct Initial : fsm::simple_state< Initial, Machine,
fsm::deferral< Event > > {};
int main()
{
Machine myMachine;
myMachine.initiate();
myMachine.process_event( Event() ); // error
myMachine.process_event(
*boost::shared_ptr< Event >( new Event() ) ); // error
myMachine.process_event(
*boost::intrusive_ptr< Event >( new Event() ) ); // fine
return 0;
}
Photographers testing beta versions of our digital camera said that they really liked that half-pressing the shutter anytime (even while the camera is being configured) immediately readies the camera for picture-taking. However, most of them found it unintuitive that the camera always goes into the idle mode after releasing the shutter. They would rather see the camera go back into the state it had before half-pressing the shutter. This way they can easily test the influence of a configuration setting by modifying it, half- and then fully-pressing the shutter to take a picture. Finally, releasing the shutter will bring them back to the screen where they have modified the setting. To implement this behavior we'd change the state chart as follows:

As mentioned earlier, the Configuring state contains a fairly complex and deeply nested inner machine. Naturally, we'd like to restore the previous state down to the innermost state(s) in Configuring, that's why we use a deep history pseudo state. The associated code looks as follows:
// not part of the Camera example
struct NotShooting : fsm::simple_state< NotShooting, Camera,
/* ... */, Idle, fsm::has_deep_history > //
{
// ...
};
// ...
struct Shooting : fsm::simple_state< Shooting, Camera,
fsm::transition< EvShutterRelease,
fsm::deep_history< Idle > >, Focusing >
{
// ...
};
History has two phases: Firstly, when the state containing the history
pseudo state is exited, information about the previously active inner state
hierarchy must be saved. Secondly, when a transition to the history pseudo
state is made later, the saved state hierarchy information must be retrieved
and the appropriate states entered. The former is expressed by passing either
fsm::has_shallow_history, fsm::has_deep_history or
fsm::has_full_history (which combines shallow and deep history)
as the last parameter to the simple_state and state
templates. The latter is expressed by specifying either
fsm::shallow_history or fsm::deep_history as a transition
destination or, as we'll see in an instant, as an inner initial state. Because
it is possible that a state containing a history pseudo state has never been
entered before a transition to history is made, both class templates demand a
parameter specifying the default state to enter in such situations.
The redundancy necessary for using history is checked for consistency at
compile time. That is, the state machine wouldn't have compiled had we
forgotten to pass fsm::has_deep_history to the base of
NotShooting.
Another change request filed by a few beta testers says that they would like to see the camera go back into the state it had before turning it off when they turn it back on. Here's the implementation:

// ...
// not part of the Camera example
struct NotShooting : fsm::simple_state< NotShooting, Camera,
/* ... */, mpl::list< fsm::deep_history< Idle > >,
fsm::has_deep_history >
{
// ...
};
// ...
Unfortunately, there is a small inconvenience due to some template-related
implementation details. When the inner initial state is a class template
instantiation we always have to put it into an mpl::list,
although there is only one inner initial state. Moreover, the current deep
history implementation has some
limitations.
To implement this state chart you simply specify more than one inner initial state (see the Keyboard example):
struct Active;
struct Keyboard : fsm::state_machine< Keyboard, Active > {};
struct NumLockOff;
struct CapsLockOff;
struct ScrollLockOff;
struct Active: fsm::simple_state<
Active, Keyboard, fsm::no_reactions,
mpl::list< NumLockOff, CapsLockOff, ScrollLockOff > > {};
Active's inner states must declare which orthogonal region they belong to:
struct EvNumLockPressed : fsm::event< EvNumLockPressed > {};
struct EvCapsLockPressed : fsm::event< EvCapsLockPressed > {};
struct EvScrollLockPressed :
fsm::event< EvScrollLockPressed > {};
struct NumLockOn : fsm::simple_state<
NumLockOn, Active::orthogonal< 0 >,
fsm::transition< EvNumLockPressed, NumLockOff > > {};
struct NumLockOff : fsm::simple_state<
NumLockOff, Active::orthogonal< 0 >,
fsm::transition< EvNumLockPressed, NumLockOn > > {};
struct CapsLockOn : fsm::simple_state<
CapsLockOn, Active::orthogonal< 1 >,
fsm::transition< EvCapsLockPressed, CapsLockOff > > {};
struct CapsLockOff : fsm::simple_state<
CapsLockOff, Active::orthogonal< 1 >,
fsm::transition< EvCapsLockPressed, CapsLockOn > > {};
struct ScrollLockOn : fsm::simple_state<
ScrollLockOn, Active::orthogonal< 2 >,
fsm::transition< EvScrollLockPressed, ScrollLockOff > > {};
struct ScrollLockOff : fsm::simple_state<
ScrollLockOff, Active::orthogonal< 2 >,
fsm::transition< EvScrollLockPressed, ScrollLockOn > > {};
orthogonal< 0 > is the default, so NumLockOn and
NumLockOff could just as well pass Active instead of
Active::orthogonal< 0 > to specify their context. The numbers
passed to the orthogonal member template must correspond to the
list position in the outer state. Moreover, the orthogonal position of the
source state of a transition must correspond to the orthogonal position of the
target state. Any violations of these rules lead to compile time errors.
Examples:
// Example 1: does not compile because Active specifies
// only 3 orthogonal regions
struct WhateverLockOn: fsm::simple_state<
WhateverLockOn, Active::orthogonal< 3 > > {};
// Example 2: does not compile because Active specifies
// that NumLockOff is part of the "0th" orthogonal region
struct NumLockOff : fsm::simple_state<
NumLockOff, Active::orthogonal< 1 > > {};
// Example 3: does not compile because a transition between
// different orthogonal regions is not permitted
struct CapsLockOn : fsm::simple_state<
CapsLockOn, Active::orthogonal< 1 >,
fsm::transition< EvCapsLockPressed, CapsLockOff > > {};
struct CapsLockOff : fsm::simple_state<
CapsLockOff, Active::orthogonal< 2 >,
fsm::transition< EvCapsLockPressed, CapsLockOn > > {};
Often reactions in a state machine depend on the active state in one or
more orthogonal regions. This is because orthogonal regions are not completely
orthogonal or a certain reaction in an outer state can only take place if the
inner orthogonal regions are in particular states. For this purpose, the
state_cast<>() function introduced under
Getting state
information out of the machine is also available within states.
As a somewhat far-fetched example, let's assume that our
keyboard also accepts EvRequestShutdown
events, the reception of which makes the keyboard terminate only if all lock
keys are in the off state. We would then modify the Keyboard state machine as
follows:
struct EvRequestShutdown : fsm::event< EvRequestShutdown > {};
struct NumLockOff;
struct CapsLockOff;
struct ScrollLockOff;
struct Active: fsm::simple_state<
Active, Keyboard, fsm::custom_reaction< EvRequestShutdown >,
mpl::list< NumLockOff, CapsLockOff, ScrollLockOff > >
{
fsm::result react( const EvRequestShutdown & )
{
if ( ( state_downcast< const NumLockOff * >() != 0 ) &&
( state_downcast< const CapsLockOff * >() != 0 ) &&
( state_downcast< const ScrollLockOff * >() != 0 ) )
{
return terminate();
}
else
{
return discard_event();
}
}
};
Passing a pointer type instead of reference type results in 0 pointers
being returned instead of std::bad_cast being thrown when the
cast fails. Note also the use of state_downcast<>() instead of
state_cast<>(). Similar to the differences between
boost::polymorphic_downcast<>() and dynamic_cast,
state_downcast<>() is a much faster variant of state_cast<>()
and can only be used when the passed type is a most-derived type.
state_cast<>() should only be used if you want to query an additional
base.
It is often desirable to find out exactly which state(s) a machine
currently resides in. To some extent this is already possible with
state_cast<>() and state_downcast<>() but their utility is
rather limited because both only return a yes/no answer to the question "Are
you in state X?". It is possible to ask more sophisticated questions when you
pass an additional base class rather than a state class to state_cast<>()
but this involves more work (all states need to derive from and implement the
additional base), is slow (under the hood state_cast<>() uses
dynamic_cast), forces projects to compile with C++ RTTI turned on
and has a negative impact on state entry/exit speed.
Especially for debugging it would be so much more useful being able to ask
"In which state(s) are you?". For this purpose it is possible to iterate over
all active innermost states with state_machine::state_begin()
and state_machine::state_end(). Dereferencing the returned
iterator returns a reference to const state_machine::state_base_type,
the common base of all states. We can thus print the currently active state
configuration as follows (see the Keyboard example for the complete code):
void DisplayStateConfiguration( const Keyboard & kbd )
{
char region = 'a';
for (
Keyboard::state_iterator pLeafState = kbd.state_begin();
pLeafState != kbd.state_end(); ++pLeafState )
{
std::cout << "Orthogonal region " << region << ": ";
std::cout << typeid( *pLeafState ).name() << "\n";
++region;
}
}
If necessary, the outer states can be accessed with
state_machine::state_base_type::outer_state_ptr(), which returns a
pointer to const state_machine::state_base_type. When called on
an outermost state this function simply returns 0.
To cut down on executable size some applications must be compiled with C++ RTTI turned off. This would render the ability to iterate over all active states pretty much useless if it weren't for the following two functions:
static unspecified_type simple_state::static_type()unspecified_type
state_machine::state_base_type::dynamic_type() constBoth return a value that is comparable via operator==() and
std::less. This alone would be enough to implement the
DisplayStateConfiguration() function above without the help of
typeid but it is still somewhat cumbersome as a map must be used to
associate the type information values with the state names.
That's why the following functions are also provided (only available when BOOST_FSM_USE_NATIVE_RTTI is not defined):
template< class T >
static void simple_state::custom_static_type_ptr( const T * );template< class T >
static const T * simple_state::custom_static_type_ptr();template< class T >
const T * state_machine::
state_base_type::custom_dynamic_type_ptr() const;These allow us to directly associate arbitrary state type information with each state ...
// ...
int main()
{
NumLockOn::custom_static_type_ptr( "NumLockOn" );
NumLockOff::custom_static_type_ptr( "NumLockOff" );
CapsLockOn::custom_static_type_ptr( "CapsLockOn" );
CapsLockOff::custom_static_type_ptr( "CapsLockOff" );
ScrollLockOn::custom_static_type_ptr( "ScrollLockOn" );
ScrollLockOff::custom_static_type_ptr( "ScrollLockOff" );
// ...
}
... and rewrite the display function as follows:
void DisplayStateConfiguration( const Keyboard & kbd )
{
char region = 'a';
for (
Keyboard::state_iterator pLeafState = kbd.state_begin();
pLeafState != kbd.state_end(); ++pLeafState )
{
std::cout << "Orthogonal region " << region << ": ";
std::cout <<
pLeafState->custom_dynamic_type_ptr< char >() << "\n";
++region;
}
}
Exceptions can be propagated from all user code except from state exit
actions (mapped to destructors and destructors should virtually never throw in
C++). Out of the box, state_machine does the following:
fsm::exception_thrown event is
allocated on the stack.
fsm::exception_thrown event is attempted. That is, possibly remaining
events in the queue are dispatched only after the exception has been handled
successfully.This behavior is implemented in the exception_translator
class, which is the default for the ExceptionTranslator parameter
of the state_machine class template. It was introduced because
users would want to change this on some platforms to work around buggy
exception handling implementations (see
Discriminating exceptions).
boost::fsm can also be used in applications compiled with C++ exception handling turned off but doing so means losing all error handling support, making proper error handling much more cumbersome (see Error handling in the Rationale).
fsm::exception_thrown event?This depends on where the exception occurred. There are three scenarios:
react member function propagates an exception before
calling any of the reaction functions. The state that caused the exception
is first tried for a reaction, so the following machine will transit to
Defective after receiving an EvStart event:

As with a normal event, the dispatch algorithm will move outward to find a
reaction if the first tried state does not provide one (or if the reaction
explicitly returned forward_event();). However, in contrast to
normal events, it will give up once it has unsuccessfully tried an outermost
state, so the following machine will not transit to Defective after
receiving an EvNumLockPressed event:

Instead, the machine is terminated and the original exception rethrown.
An exception is considered handled successfully, if:
fsm::exception_thrown event
has been found, andThe second condition is important for scenarios 2 and 3 in the last section. In these scenarios, the state machine is in the middle of a transition when the exception is handled. The machine would be left in an invalid state, should the reaction simply discard the event without doing anything else.
The out of the box behavior for unsuccessful exception handling is to rethrow the original exception. The state machine is terminated before the exception is propagated to the machine client.
Because the fsm::exception_thrown object is dispatched from
within the catch block, we can rethrow and catch the exception in a custom
reaction:
struct Defective : fsm::simple_state<
Defective, Purifier > {};
// Pretend this is a state deeply nested in the Purifier
// state machine
struct Idle : fsm::simple_state< Idle, Purifier,
mpl::list<
fsm::custom_reaction< EvStart >,
fsm::custom_reaction< fsm::exception_thrown > > >
{
fsm::result react( const EvStart & )
{
throw std::runtime_error( "" );
}
fsm::result react( const fsm::exception_thrown & )
{
try
{
throw;
}
catch ( const std::runtime_error & )
{
// only std::runtime_errors will lead to a transition
// to Defective ...
return transit< Defective >();
}
catch ( ... )
{
// ... all other exceptions are forwarded to our outer
// state(s). The state machine is terminated and the
// exception rethrown if the outer state(s) can't
// handle it either...
return forward_event();
}
// Alternatively, if we want to terminate the machine
// immediately, we can also either rethrow or throw
// a different exception.
}
};
Unfortunately, this idiom (using throw; inside a try
block nested inside a catch block) does not work on at least one
very popular compiler. If you have to use one of these platforms, you can
pass a customized exception translator class to the state_machine
class template. This will allow you to generate different events depending on
the type of the exception.
Submachines are to event-driven programming what functions are to procedural programming, reusable building blocks implementing often needed functionality. The associated UML notation is not entirely clear to me. It seems to be severely limited (e.g. the same submachine cannot appear in different orthogonal regions) and does not seem to account for obvious stuff like e.g. parameters.
boost::fsm is completely unaware of submachines but they can be implemented quite nicely with templates. Here, a submachine is used to improve the copy-paste implementation of the keyboard machine discussed under Orthogonal states:
enum LockType
{
NUM_LOCK,
CAPS_LOCK,
SCROLL_LOCK
};
template< LockType lockType >
struct Off;
struct Active : fsm::simple_state<
Active, Keyboard, fsm::no_reactions, mpl::list<
Off< NUM_LOCK >, Off< CAPS_LOCK >, Off< SCROLL_LOCK > > > {};
template< LockType lockType >
struct EvPressed : fsm::event< EvPressed< lockType > > {};
template< LockType lockType >
struct On : fsm::simple_state<
On< lockType >, Active::orthogonal< lockType >,
fsm::transition< EvPressed< lockType >, Off< lockType > > > {};
template< LockType lockType >
struct Off : fsm::simple_state<
Off< lockType >, Active::orthogonal< lockType >,
fsm::transition< EvPressed< lockType >, On< lockType > > > {};
As the name suggests, a synchronous state machine processes each event
synchronously. This behavior is implemented by the state_machine
class template, whose process_event() only returns after having
executed all reactions (including the ones provoked by internal events that
actions might have posted). Moreover, this function is also strictly
non-reentrant (just like all other member functions, so state_machine
is not thread-safe). This makes it difficult for two state_machine
subclasses to communicate via events in a bi-directional fashion correctly,
even in a single-threaded program. For example, state machine A
is in the middle of processing an external event. Inside an action, it decides
to send a new event to state machine B (by calling
B::process_event with an appropriate event). It then "waits" for B to
send back an answer via a boost::function-like call-back, which references
A::process_event and was passed as a data member of the event.
However, while A is "waiting" for B to send back an
event, A::process_event has not yet returned from processing the
external event and as soon as B answers via the call-back,
A::process_event is unavoidably reentered. This all really
happens in a single thread, that's why "wait" is in quotes.
In contrast to state_machine, asynchronous_state_machine
does not have a member function process_event(). Instead, there
is only queue_event(), which returns immediately after pushing
the event into a queue. A worker thread will later pop the event out of the
queue to have it processed. For applications using the boost::thread library,
the necessary locking, unlocking and waiting logic is readily available in
class worker.
Applications will usually first create a worker object and
then create one or more asynchronous_state_machine subclass
objects, passing the worker object to the constructor(s). Finally,
worker<>::operator()() is either called directly to let the machine(s)
run in the current thread, or, a boost::function object
referencing operator() is passed to a new boost::thread.
In the following code, we are running one state machine in a new boost::thread
and the other in the main thread (see the PingPong example for the full source
code):
// ...
struct Waiting;
struct Player :
fsm::asynchronous_state_machine< Player, Waiting >
{
typedef fsm::asynchronous_state_machine< Player, Waiting >
BaseType;
Player( fsm::worker<> & myWorker ) :
BaseType( myWorker ) // ...
{
// ...
}
// ...
};
// ...
int main()
{
fsm::worker<> worker1;
fsm::worker<> worker2;
// each player runs in its own worker thread
Player player1( worker1 );
Player player2( worker2 );
// ...
// run first worker in a new thread
boost::thread otherThread(
boost::bind( &fsm::worker<>::operator(), &worker1 ) );
worker2(); // run second worker in this thread
otherThread.join();
return 0;
}
We could just as well use two boost::threads:
int main()
{
// ...
boost::thread thread1(
boost::bind( &fsm::worker<>::operator(), &worker1 ) );
boost::thread thread2(
boost::bind( &fsm::worker<>::operator(), &worker2 ) );
// do something else ...
thread1.join();
thread2.join();
return 0;
}
Or, run both machines in the same worker thread:
int main()
{
fsm::worker<> worker1;
Player player1( worker1 );
Player player2( worker1 );
// ...
worker1();
return 0;
}
worker<>::operator()() first initiates all machines and then
waits for events. Whenever queue_event is called on one of the
previously registered machines, the passed event is pushed into the worker's
queue and the worker thread is waked up to dispatch all queued events before
waiting again. worker<>::operator()() returns as soon as all
machines have terminated. worker<>::operator()() also throws any
exceptions that machines fail to handle. In this case all machines are
terminated before the exception is propagated.
Caution:
asynchronous_state_machine subclass objects must not be
destructed before worker::operator()() returns. Moreover, the
worker object may be destructed only after all of the
registered state machines have been destructed. Violations of these rules
will result in failing runtime asserts. asynchronous_state_machine consists of
only the constructor and queue_event(). For technical reasons,
other functions like initiate(), process_event(),
etc. are nevertheless also publicly available, but it is not safe to call
these functions from any other thread than the worker (over which most users
have no control). asynchronous_state_machine<>::queue_event()
is the only function than can safely be called simultaneously from multiple
threads.Revised 09 February, 2004
Copyright © Andreas Huber Dönni 2003-2004. Use, modification and distribution are subject to the Boost Software License, Version 1.0. (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)