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<title>The Boost Statechart Library - Rationale</title>
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<td valign="top">
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<h1 align="center">The Boost Statechart Library</h1>
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<h2 align="center">Rationale</h2>
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</td>
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</tr>
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</table>
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<hr>
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<dl class="index">
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<dt><a href="#Introduction">Introduction</a></dt>
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<dt><a href="#Why yet another state machine framework">Why yet another state
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machine framework</a></dt>
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<dt><a href="#State-local storage">State-local storage</a></dt>
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<dt><a href="#Dynamic configurability">Dynamic configurability</a></dt>
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<dt><a href="#Error handling">Error handling</a></dt>
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<dt><a href="#Asynchronous state machines">Asynchronous state machines</a></dt>
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<dt><a href="#User actions: Member functions vs. function objects">User
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actions: Member functions vs. function objects</a></dt>
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<dt><a href="#Limitations">Limitations</a></dt>
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</dl>
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<h2><a name="Introduction">Introduction</a></h2>
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<p>Most of the design decisions made during the development of this library
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are the result of the following requirements.</p>
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<p>Boost.Statechart should ...</p>
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<ol>
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<li>be fully type-safe. Whenever possible, type mismatches should be flagged
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with an error at compile-time</li>
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<li>not require the use of a code generator. A lot of the existing FSM
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solutions force the developer to design the state machine either graphically
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or in a specialized language. All or part of the code is then generated</li>
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<li>allow for easy transformation of a UML statechart (defined in
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<a href="http://www.omg.org/cgi-bin/doc?formal/03-03-01">
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http://www.omg.org/cgi-bin/doc?formal/03-03-01</a>) into a working state
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machine. Vice versa, an existing C++ implementation of a state machine
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should be fairly trivial to transform into a UML statechart. Specifically,
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the following state machine features should be supported:
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<ul>
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<li>Hierarchical (composite, nested) states</li>
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<li>Orthogonal (concurrent) states</li>
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<li>Entry-, exit- and transition-actions</li>
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<li>Guards</li>
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<li>Shallow/deep history</li>
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</ul>
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</li>
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<li>produce a customizable reaction when a C++ exception is propagated from
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user code</li>
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<li>support synchronous and asynchronous state machines and leave it to the
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user which thread an asynchronous state machine will run in. Users should
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also be able to use the threading library of their choice</li>
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<li>support the development of arbitrarily large and complex state machines.
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Multiple developers should be able to work on the same state machine
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simultaneously</li>
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<li>allow the user to customize all resource management so that the library
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could be used for applications with hard real-time requirements</li>
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<li>enforce as much as possible at compile time. Specifically, invalid state
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machines should not compile</li>
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<li>offer reasonable performance for a wide range of applications</li>
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</ol>
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<h2><a name="Why yet another state machine framework">Why yet another state
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machine framework?</a></h2>
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<p>Before I started to develop this library I had a look at the following
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frameworks:</p>
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<ul>
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<li>The framework accompanying the book "Practical Statecharts in C/C++" by
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Miro Samek, CMP Books, ISBN: 1-57820-110-1<br>
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<a href="http://www.quantum-leaps.com">http://www.quantum-leaps.com<br>
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</a>Fails to satisfy at least the requirements 1, 3, 4, 6, 8.</li>
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<li>The framework accompanying "Rhapsody in C++" by ILogix (a code generator
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solution)<br>
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<a href="http://www.ilogix.com/products/rhapsody/rhap_incplus.cfm">
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http://www.ilogix.com/products/rhapsody/rhap_incplus.cfm<br>
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</a>This might look like comparing apples with oranges. However, there is no
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inherent reason why a code generator couldn't produce code that can easily
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be understood and modified by humans. Fails to satisfy at least the
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requirements 2, 4, 5, 6, 8 (there is quite a bit of error checking before
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code generation, though).</li>
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<li>The framework accompanying the article "State Machine Design in C++"<br>
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<a href="http://www.cuj.com/articles/2000/0005/0005f/0005f.htm?topic=articles">
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http://www.cuj.com/articles/2000/0005/0005f/0005f.htm?topic=articles<br>
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</a>Fails to satisfy at least the requirements 1, 3, 4, 5 (there is no
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direct threading support), 6, 8.</li>
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</ul>
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<p>I believe Boost.Statechart satisfies all requirements.</p>
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<h2><a name="State-local storage">State-local storage</a></h2>
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<p>This not yet widely known state machine feature is enabled by the fact that
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every state is represented by a class. Upon state-entry, an object of the
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class is constructed and the object is later destructed when the state machine
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exits the state. Any data that is useful only as long as the machine resides
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in the state can (and should) thus be a member of the state. This feature
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paired with the ability to spread a state machine over several translation
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units makes possible virtually unlimited scalability. </p>
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<p>In most existing FSM frameworks the whole state machine runs in one
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environment (context). That is, all resource handles and variables local to the
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state machine are stored in one place (normally as members of the class that
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also derives from some state machine base class). For large state machines this
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often leads to the class having a huge number of data members most of which are
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needed only briefly in a tiny part of the machine. The state machine class
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therefore often becomes a change hotspot what leads to frequent recompilations
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of the whole state machine.</p>
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<p>The FAQ item "<a href="faq.html#Whats_so_cool_about_state-local_storage">What's
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so cool about state-local storage?</a>" further explains this by comparing the
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tutorial StopWatch to a behaviorally equivalent version that does not use
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state-local storage.</p>
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<h2><a name="Dynamic configurability">Dynamic configurability</a></h2>
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<h3>Two types of state machine frameworks</h3>
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<ul>
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<li>A state machine framework supports dynamic configurability if the whole
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layout of a state machine can be defined at runtime ("layout" refers to
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states and transitions, actions are still specified with normal C++ code).
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That is, data only available at runtime can be used to build arbitrarily
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large machines. See "A Multiple Substring Search Algorithm" by Moishe
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Halibard and Moshe Rubin in June 2002 issue of CUJ for a good example
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(unfortunately not available online).</li>
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<li>On the other side are state machine frameworks which require the layout
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to be specified at compile time</li>
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</ul>
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<p>State machines that are built at runtime almost always get away with a
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simple state model (no hierarchical states, no orthogonal states, no entry and
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exit actions, no history) because the layout is very often <b>computed by an
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algorithm</b>. On the other hand, machine layouts that are fixed at compile
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time are almost always designed by humans, who frequently need/want a
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sophisticated state model in order to keep the complexity at acceptable
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levels. Dynamically configurable FSM frameworks are therefore often optimized
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for simple flat machines while incarnations of the static variant tend to
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offer more features for abstraction.</p>
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<p>However, fully-featured dynamic FSM libraries do exist. So, the question
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is:</p>
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<h3>Why not use a dynamically configurable FSM library for all state machines?</h3>
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<p>One might argue that a dynamically configurable FSM framework is all one
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ever needs because <b>any</b> state machine can be implemented with it.
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However, due to its nature such a framework has a number of disadvantages when
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used to implement static machines:</p>
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<ul>
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<li>No compile-time optimizations and validations can be made. For example,
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Boost.Statechart determines the
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<a href="definitions.html#Innermost common context">innermost common
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context</a> of the transition-source and destination state at compile
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time. Moreover, compile time checks ensure that the state machine is valid
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(e.g. that there are no transitions between orthogonal states).</li>
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<li>Double dispatch must inevitably be implemented with some kind of a
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table. As argued under <a href="#Double dispatch">Double dispatch</a>, this
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scales badly.</li>
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<li>To warrant fast table lookup, states and events must be represented with
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an integer. To keep the table as small as possible, the numbering should be
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continuous, e.g. if there are ten states, it's best to use the ids 0-9. To
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ensure continuity of ids, all states are best defined in the same header
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file. The same applies to events. Again, this does not scale.</li>
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<li>Because events carrying parameters are not represented by a type, some
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sort of a generic event with a property map must be used and type-safety is
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enforced at runtime rather than at compile time.</li>
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</ul>
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<p>It is for these reasons, that Boost.Statechart was built from ground up to <b>not</b>
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support dynamic configurability. However, this does not mean that it's
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impossible to dynamically shape a machine implemented with this library. For
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example, guards can be used to make different transitions depending on input
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only available at runtime. However, such layout changes will always be limited
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to what can be foreseen before compilation. A somewhat related library, the
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boost::spirit parser framework, allows for roughly the same runtime
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configurability. </p>
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<h2><a name="Error handling">Error handling</a></h2>
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<p>There is not a single word about error handling in the UML state machine
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semantics specifications. Moreover, most existing FSM solutions also seem to
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ignore the issue. </p>
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<h3>Why an FSM library should support error handling</h3>
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<p>Consider the following state configuration:</p>
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<p><img border="0" src="A.gif" width="230" height="170"></p>
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<p>Both states define entry actions (x() and y()). Whenever state A becomes
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active, a call to x() will immediately be followed by a call to y(). y() could
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depend on the side-effects of x(). Therefore, executing y() does not make
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sense if x() fails. This is not an esoteric corner case but happens in
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every-day state machines all the time. For example, x() could acquire memory
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the contents of which is later modified by y(). There is a different but in
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terms of error handling equally critical situation in the Tutorial under
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<a href="tutorial.html#Getting state information out of the machine">Getting
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state information out of the machine</a> when <code>Running::~Running()</code>
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accesses its outer state <code>Active</code>. Had the entry action of <code>
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Active</code> failed and had <code>Running</code> been entered anyway then
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<code>Running</code>'s exit action would have invoked undefined behavior.
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The error handling situation with outer and inner states resembles the one
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with base and derived classes: If a base class constructor fails (by throwing
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an exception) the construction is aborted, the derived class constructor is
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not called and the object never comes to life.<br>
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In most traditional FSM frameworks such an error situation is relatively easy to
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tackle <b>as
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long as the error can be propagated to the state machine client</b>. In this case
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a failed action simply propagates a C++ exception into the framework. The framework
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usually does not catch the exception so that the state machine client can handle
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it. Note that, after doing so, the client can no longer use
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the state machine object because it is either in an unknown state or the
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framework has already reset the state because of the exception (e.g. with a
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scope guard). That is, by their nature, state machines typically only offer
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basic exception safety.<br>
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However, error handling with traditional FSM frameworks becomes surprisingly cumbersome as soon
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as a lot of actions can fail and the state machine <b>itself</b> needs to gracefully handle
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these errors. Usually, a failing action (e.g. x()) then posts an appropriate error event and sets a global error variable to
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true. Every following action (e.g. y()) first has to check the error variable
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before doing anything. After all actions have completed (by doing nothing!),
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the previously posted error event has to be processed what leads
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to the execution of the remedy action. Please note that it is not sufficient to
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simply queue the error event as other events could still be pending. Instead,
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the error event has absolute priority and has to be dealt with
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immediately. There are slightly less cumbersome approaches to FSM error handling
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but these usually necessitate a change of the statechart layout and thus
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obscure the normal behavior. No matter what approach is used, programmers are
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normally forced to write a lot of code that deals with errors and most of that
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code is <b>not</b> devoted to error handling but to error propagation.</p>
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<h3>Error handling support in Boost.Statechart</h3>
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<p>C++ exceptions may be propagated from any action to signal a failure.
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Depending on how the state machine is configured, such an exception is either
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immediately propagated to the state machine client or caught and converted into
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a special event that is dispatched immediately. For more information see the
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<a href="tutorial.html#Exception handling">Exception handling</a>
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chapter in the Tutorial.</p>
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<h3>Two stage exit</h3>
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<p>An exit action can be implemented by adding a
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destructor to a state. Due to the nature of destructors, there are two
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disadvantages to this approach:</p>
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<ul>
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<li>Since C++
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destructors should virtually never throw, one cannot simply propagate an
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exception from an exit action as one does when any of the other actions fails</li>
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<li>When a <code>state_machine<></code> object is destructed then all currently active states are
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inevitably also destructed. That is, state machine termination is tied to
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the destruction of the state machine object</li>
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</ul>
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<p>In my experience, neither of the above points is usually problem in practice
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since ...</p>
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<ul>
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<li>exit actions cannot often fail. If they can, such a failure is usually
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either<ul>
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<li>not
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of interest to the outside world, i.e. the failure can simply be
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ignored</li>
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<li>so severe, that the application needs to be terminated anyway. In such a
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situation stack unwind is almost never desirable and the failure is better
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signaled through other mechanisms (e.g. abort())</li>
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</ul>
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</li>
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<li>to clean up properly, often exit actions <b>must</b> be executed
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when a state machine object is destructed, even if it is destructed as a
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result of a stack unwind</li>
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</ul>
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<p>However, several people have put forward theoretical arguments and real-world
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scenarios, which show that the exit action to destructor mapping <b>can</b> be a
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problem and that workarounds are overly cumbersome. That's why
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<a href="tutorial.html#Two_stage_exit">two stage exit</a> is now supported.</p>
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<h2><a name="Asynchronous state machines">Asynchronous state machines</a></h2>
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<h3>Requirements</h3>
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<p>For asynchronous state machines different applications have rather varied
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requirements:</p>
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<ol>
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<li>In some applications each state machine needs to run in its own thread,
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other applications are single-threaded and run all machines in the same
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thread</li>
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<li>For some applications a FIFO scheduler is perfect, others need priority-
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or EDF-schedulers</li>
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<li>For some applications the boost::thread library is just fine, others
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might want to use another threading library, yet other applications run on
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OS-less platforms where ISRs are the only mode of (apparently) concurrent
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execution</li>
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</ol>
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<h3>Out of the box behavior</h3>
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<p>By default, <code>asynchronous_state_machine<></code> subtype objects are
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serviced by a <code>fifo_scheduler<></code> object. <code>fifo_scheduler<></code>
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does not lock or wait in single-threaded applications and uses boost::thread
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primitives to do so in multi-threaded programs. Moreover, a <code>
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fifo_scheduler<></code> object can service an arbitrary number of <code>
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asynchronous_state_machine<></code> subtype objects. Under the hood, <code>
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fifo_scheduler<></code> is just a thin wrapper around an object of its <code>
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FifoWorker</code> template parameter (which manages the queue and ensures
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thread safety) and a <code>processor_container<></code> (which manages the
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lifetime of the state machines).</p>
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<p>The UML standard mandates that an event not triggering a reaction in a
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state machine should be silently discarded. Since a <code>fifo_scheduler<></code>
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object is itself also a state machine, events destined to no longer existing
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<code>asynchronous_state_machine<></code> subtype objects are also silently
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discarded. This is enabled by the fact that <code>asynchronous_state_machine<></code>
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subtype objects cannot be constructed or destructed directly. Instead, this
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must be done through <code>fifo_scheduler<>::create_processor<>()</code> and
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<code>fifo_scheduler<>::destroy_processor()</code> (<code>processor</code>
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refers to the fact that <code>fifo_scheduler<></code> can only host <code>
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event_processor<></code> subtype objects; <code>asynchronous_state_machine<></code>
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is just one way to implement such a processor). Moreover, <code>
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create_processor<>()</code> only returns a <code>processor_handle</code>
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object. This must henceforth be used to initiate, queue events for, terminate
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and destroy the state machine through the scheduler.</p>
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<h3>Customization</h3>
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<p>If a user needs to customize the scheduler behavior she can do so by
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instantiating <code>fifo_scheduler<></code> with her own class modeling the
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<code>FifoWorker</code> concept. I considered a much more generic design where
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locking and waiting is implemented in a policy but I have so far failed to
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come up with a clean and simple interface for it. Especially the waiting is a
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bit difficult to model as some platforms have condition variables, others have
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events and yet others don't have any notion of waiting whatsoever (they
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instead loop until a new event arrives, presumably via an ISR). Given the
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relatively few lines of code required to implement a custom <code>FifoWorker</code>
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type and the fact that almost all applications will implement at most one such
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class, it does not seem to be worthwhile anyway. Applications requiring a less
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or more sophisticated event processor lifetime management can customize the
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behavior at a more coarse level, by using a custom <code>Scheduler</code>
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type. This is currently also true for applications requiring non-FIFO queuing
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schemes. However, Boost.Statechart will probably provide a <code>priority_scheduler</code>
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in the future so that custom schedulers need to be implemented only in rare
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cases.</p>
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<h2><a name="User actions: Member functions vs. function objects">User
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actions: Member functions vs. function objects</a></h2>
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<p>All user-supplied functions (<code>react</code> member functions, entry-,
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exit- and transition-actions) must be class members. The reasons for this are
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as follows: </p>
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<ul>
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<li>The concept of state-local storage mandates that state-entry and
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state-exit actions are implemented as members</li>
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<li><code>react</code> member functions and transition actions often access
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state-local data. So, it is most natural to implement these functions as
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members of the class the data of which the functions will operate on
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anyway</li>
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</ul>
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<h2><a name="Limitations">Limitations</a></h2>
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<h4>Junction points</h4>
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<p>UML junction points are not supported because arbitrarily complex guard
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expressions can easily be implemented with <code>custom_reaction<></code>s.</p>
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<h4>Dynamic choice points</h4>
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<p>Currently there is no direct support for this UML element because its
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behavior can often be implemented with <code>custom_reaction<></code>s. In
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rare cases this is not possible, namely when a choice point happens to be the
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initial state. Then, the behavior can easily be implemented as follows:</p>
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<pre>struct make_choice : sc::event< make_choice > {};
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// universal choice point base class template
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template< class MostDerived, class Context >
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struct choice_point : sc::state< MostDerived, Context,
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sc::custom_reaction< make_choice > >
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{
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typedef sc::state< MostDerived, Context,
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sc::custom_reaction< make_choice > > base_type;
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typedef typename base_type::my_context my_context;
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typedef choice_point my_base;
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choice_point( my_context ctx ) : base_type( ctx )
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{
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this->post_event( boost::intrusive_ptr< make_choice >(
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new make_choice() ) );
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}
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};
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// ...
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struct MyChoicePoint;
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struct Machine : sc::state_machine< Machine, MyChoicePoint > {};
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struct Dest1 : sc::simple_state< Dest1, Machine > {};
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struct Dest2 : sc::simple_state< Dest2, Machine > {};
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struct Dest3 : sc::simple_state< Dest3, Machine > {};
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struct MyChoicePoint : choice_point< MyChoicePoint, Machine >
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{
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MyChoicePoint( my_context ctx ) : my_base( ctx ) {}
|
||
|
||
sc::result react( const make_choice & )
|
||
{
|
||
if ( /* ... */ )
|
||
{
|
||
return transit< Dest1 >();
|
||
}
|
||
else if ( /* ... */ )
|
||
{
|
||
return transit< Dest2 >();
|
||
}
|
||
else
|
||
{
|
||
return transit< Dest3 >();
|
||
}
|
||
}
|
||
};</pre>
|
||
<p><code>choice_point<></code> is not currently part of Boost.Statechart, mainly
|
||
because I fear that beginners could use it in places where they would be
|
||
better off with <code>custom_reaction<></code>. If the demand is high enough I
|
||
will add it to the library.</p>
|
||
<h4>Deep history of orthogonal regions</h4>
|
||
<p>Deep history of states with orthogonal regions is currently not supported:</p>
|
||
<p><img border="0" src="DeepHistoryLimitation1.gif" width="331" height="346"></p>
|
||
<p>Attempts to implement this statechart will lead to a compile-time error
|
||
because B has orthogonal regions and its direct or indirect outer state
|
||
contains a deep history pseudo state. In other words, a state containing a
|
||
deep history pseudo state must not have any direct or indirect inner states
|
||
which themselves have orthogonal regions. This limitation stems from the fact
|
||
that full deep history support would be more complicated to implement and
|
||
would consume more resources than the currently implemented limited deep
|
||
history support. Moreover, full deep history behavior can easily be
|
||
implemented with shallow history:</p>
|
||
<p><img border="0" src="DeepHistoryLimitation2.gif" width="332" height="347"></p>
|
||
<p>Of course, this only works if C, D, E or any of their direct or indirect
|
||
inner states do not have orthogonal regions. If not so then this pattern has
|
||
to be applied recursively.</p>
|
||
<h4>Synchronization (join and fork) bars</h4>
|
||
<p><img border="0" src="JoinAndFork.gif" width="541" height="301"></p>
|
||
<p>Synchronization bars are not supported, that is, a transition always
|
||
originates at exactly one state and always ends at exactly one state. Join
|
||
bars are sometimes useful but their behavior can easily be emulated with
|
||
guards. The support of fork bars would make the implementation <b>much</b>
|
||
more complex and they are only needed rarely.</p>
|
||
<h4>Event dispatch to orthogonal regions</h4>
|
||
<p>The Boost.Statechart event dispatch algorithm is different to the one specified
|
||
in
|
||
<a href="http://www.wisdom.weizmann.ac.il/~dharel/SCANNED.PAPERS/Statecharts.pdf">
|
||
David Harel's original paper</a> and in the
|
||
<a href="http://www.omg.org/cgi-bin/doc?formal/03-03-01">UML standard</a>.
|
||
Both mandate that each event is dispatched to all orthogonal regions of a
|
||
state machine. Example:</p>
|
||
<p><img border="0" src="EventDispatch.gif" width="436" height="211"></p>
|
||
<p>Here the Harel/UML dispatch algorithm specifies that the machine must
|
||
transition from (B,D) to (C,E) when an EvX event is processed. Because of the
|
||
subtleties that Harel describes in chapter 7 of
|
||
<a href="http://www.wisdom.weizmann.ac.il/~dharel/SCANNED.PAPERS/Statecharts.pdf">
|
||
his paper</a>, an implementation of this algorithm is not only quite complex
|
||
but also much slower than the simplified version employed by Boost.Statechart, which
|
||
stops searching for <a href="definitions.html#Reaction">reactions</a> as soon
|
||
as it has found one suitable for the current event. That is, had the example
|
||
been implemented with this library, the machine would have transitioned
|
||
non-deterministically from (B,D) to either (C,D) or (B,E). This version was
|
||
chosen because, in my experience, in real-world machines different orthogonal
|
||
regions often do not specify transitions for the same events. For the rare
|
||
cases when they do, the UML behavior can easily be emulated as follows:</p>
|
||
<p><img border="0" src="SimpleEventDispatch.gif" width="466" height="226"></p>
|
||
<h4>Transitions across orthogonal regions</h4>
|
||
<p>
|
||
<img border="0" src="TransitionsAcrossOrthogonalRegions.gif" width="226" height="271"></p>
|
||
<p>Transitions across orthogonal regions are currently flagged with an error at compile time (the UML specifications explicitly allow them while Harel does not mention them at
|
||
all). I decided to not support them because I have erroneously tried to
|
||
implement such a transition several times but have never come across a
|
||
situation where it would make any sense. If you need to make such transitions,
|
||
please do let me know!</p>
|
||
<hr>
|
||
<p>Revised
|
||
<!--webbot bot="Timestamp" s-type="EDITED" s-format="%d %B, %Y" startspan -->12 August, 2005<!--webbot bot="Timestamp" endspan i-checksum="34601" --></p>
|
||
<p><i><EFBFBD> Copyright <a href="mailto:ahd6974-spamgroupstrap@yahoo.com">Andreas Huber D<>nni</a>
|
||
2003-2005. <font color="#FF0000"><b>The link refers to a
|
||
<a href="http://en.wikipedia.org/wiki/Honeypot">spam honeypot</a>. Please remove the words spam and trap
|
||
to obtain my real address.</b></font></i></p>
|
||
<p><i>Distributed under the Boost Software License, Version 1.0. (See
|
||
accompanying file <a href="../../../LICENSE_1_0.txt">LICENSE_1_0.txt</a> or
|
||
copy at <a href="http://www.boost.org/LICENSE_1_0.txt">
|
||
http://www.boost.org/LICENSE_1_0.txt</a>)</i></p>
|
||
|
||
</body>
|
||
|
||
</html>
|