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The boost::fsm libraryTutorial |
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. The UML specifications can be found in http://www.omg.org/cgi-bin/doc?formal/03-03-01 (see chapters 2.12 and 3.74).
All examples have been tested with MSVC7.1 and boost distribution 1.30.0.
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.With boost::fsm a reaction is always defined as part of a state. A reaction is anything that happens as the result of the processing of an event. For the moment we will use only one type of reaction: transitions. We insert the bold part 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 Reaction function reference)
member functions will inevitably destruct the current 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:

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.
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.
The following functions can only be called from within react
member functions, which must return by calling exactly one function
(e.g. return terminate();):
simple_state::forward_event(): The dispatch algorithm keeps
searching for a reaction for the current event. The search always continues
with the immediate outer state. If there is none it continues with the next
orthogonal leaf state. This process is repeated until one of the visited
states returns by calling any of the other 5 reaction functions. The event
is silently discarded if no reaction can be found. Useful to implement
guards.forward_event() is also the default for all states that do not
define a reaction for the event.simple_state::discard_event(): The dispatch algorithm stops
searching for a reaction and the current event is discarded. Useful to
implement in-state reactions.simple_state::defer_event(): The current event is pushed
into a separate queue and the dispatch algorithm stops searching for a
reaction. When the state is exited later, the separate queue is emptied into
the main queue, which is afterwards processed as usual. Please see
Deferring events!simple_state::transit< DestinationState >(): Makes a
transition to the specified destination state and discards the current
event.simple_state::transit< DestinationState >( void (
TransitionContext::* )( const Event & ), const Event & ): Makes a
transition to the specified destination state during which the passed
transition action is called and discards the current event.simple_state::terminate(): Terminates the state and
discards the current event.Reactions other than custom_reaction are nothing but syntactic
sugar so that users don't have to write react member functions
for common cases. Here's a list of the currently supplied reactions:
transition< Event, DestinationState >: returns
simple_state::transit< DestinationState >();transition< Event, DestinationState, TransitionContext, void (
TransitionContext::*pTransitionAction )( const Event & ) >: returns
simple_state::transit< DestinationState >( pTransitionAction, evt );termination< Event >: returns simple_state::terminate();deferral< Event >: returns simple_state::defer_event();.
Please see Deferring events!custom_reaction< Event >: returns react( evt );
(the user-supplied member function). The react member function
must return by calling one of the reaction functions.Should a user find herself implementing similar react member
functions very often, she can easily define her own reaction and use it just
like the ones that come with boost::fsm.
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 with boost::fsm:
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::context<>()simple_state::post_event()simple_state::state_cast<>()simple_state::state_downcast<>()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 with boost::fsm 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;
}
To implement this state chart with boost::fsm, 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 current 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
previously introduced state_cast<>() function is also available
within states.
As a somewhat far-fetched example, let's assume that our keyboard above
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 Active state 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();
}
}
};
Just like dynamic_cast, passing a pointer type instead of
reference type results in 0 pointers being returned 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, as under
Getting state
information out of the machine.
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). Moreover, applications running on heavily
resource-starved platforms are often compiled with C++ exception handling
turned off. Such applications can still use boost::fsm if they pass the
following exception translator instead of the default one:
struct NoExceptionHandlingTranslator
{
template< class Action, class ExceptionEventHandler >
result operator()(
Action action, ExceptionEventHandler, fsm::result )
{
return action();
}
};
However, doing so also means losing all boost::fsm 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
not returning by calling forward_event() has been found.The 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 > {};
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, all other exceptions are propagated
// to the state machine client
return transit< Defective >();
}
}
};
Unfortunately, this idiom 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 > > > {};
The On and Off templates could be given
additional parameters to make them truly reusable.
As the name suggests, a synchronous state machine processes each event
synchronously. In boost::fsm 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.
I 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 :
public fsm::asynchronous_state_machine< Player, Waiting >
{
typedef fsm::asynchronous_state_machine< Player, Waiting >
BaseType;
public:
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:
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 16 August, 2003
Copyright © 2003 Andreas Huber Dönni. All Rights Reserved.