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Subject: [Boost-commit] svn:boost r62918 - in trunk/libs/msm/doc: HTML PDF src
From: christophe.j.henry_at_[hidden]
Date: 2010-06-13 13:14:35


Author: chenry
Date: 2010-06-13 13:14:31 EDT (Sun, 13 Jun 2010)
New Revision: 62918
URL: http://svn.boost.org/trac/boost/changeset/62918

Log:
minor doc update
Added:
   trunk/libs/msm/doc/HTML/ch01.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch02.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch02s02.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch02s03.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch03.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch03s02.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch03s03.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch03s04.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch03s05.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch04.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch04s02.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch04s03.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch04s04.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch04s05.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch05.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch06.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch06s02.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch06s03.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch06s04.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch07.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch07s02.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch08.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch09.html (contents, props changed)
   trunk/libs/msm/doc/HTML/ch10.html (contents, props changed)
   trunk/libs/msm/doc/HTML/index.html (contents, props changed)
   trunk/libs/msm/doc/HTML/pr01.html (contents, props changed)
   trunk/libs/msm/doc/HTML/pt01.html (contents, props changed)
   trunk/libs/msm/doc/HTML/pt02.html (contents, props changed)
   trunk/libs/msm/doc/HTML/re01.html (contents, props changed)
   trunk/libs/msm/doc/HTML/re02.html (contents, props changed)
   trunk/libs/msm/doc/HTML/re03.html (contents, props changed)
Removed:
   trunk/libs/msm/doc/HTML/ar01s02.html
   trunk/libs/msm/doc/HTML/ar01s03.html
   trunk/libs/msm/doc/HTML/ar01s04.html
   trunk/libs/msm/doc/HTML/ar01s05.html
   trunk/libs/msm/doc/HTML/ar01s06.html
   trunk/libs/msm/doc/HTML/ar01s07.html
   trunk/libs/msm/doc/HTML/ar01s08.html
   trunk/libs/msm/doc/HTML/ar01s09.html
   trunk/libs/msm/doc/HTML/ch08s02.html
   trunk/libs/msm/doc/HTML/ch08s03.html
   trunk/libs/msm/doc/HTML/rn01.html
   trunk/libs/msm/doc/HTML/rn01re01.html
Binary files modified:
   trunk/libs/msm/doc/PDF/msm.pdf
Text files modified:
   trunk/libs/msm/doc/src/msm.xml | 34 ++++++++++++++++++++++++++++------
   1 files changed, 28 insertions(+), 6 deletions(-)

Deleted: trunk/libs/msm/doc/HTML/ar01s02.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ar01s02.html 2010-06-13 13:14:31 EDT (Sun, 13 Jun 2010)
+++ (empty file)
@@ -1,20 +0,0 @@
-<html><head>
- <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Founding idea</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="index.html" title="Meta State Machine (MSM)"><link rel="next" href="ar01s03.html" title="UML Short Guide"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Founding idea</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="index.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ar01s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Founding idea"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e99"></a>Founding idea</h2></div></div></div><p>Let's start with an example taken
 from the C++ Template Metaprogramming book:</p><p>
- <code class="code">class player : public state_machine&lt;player&gt;</code></p><p><code class="code">{ </code></p><p><code class="code">// The list of FSM states enum states { Empty, Open, Stopped, Playing, Paused ,
- initial_state = Empty }; </code></p><p><code class="code">// transition actions void start_playback(play const&amp;) { std::cout &lt;&lt;
- "player::start_playback\n"; } </code></p><p><code class="code">void open_drawer(open_close const&amp;) { std::cout &lt;&lt;
- "player::open_drawer\n"; } </code></p><p><code class="code">void close_drawer(open_close const&amp;) { std::cout &lt;&lt;
- "player::close_drawer\n"; } </code></p><p><code class="code">void store_cd_info(cd_detected const&amp;) { std::cout &lt;&lt;
- "player::store_cd_info\n"; } </code></p><p><code class="code">void stop_playback(stop const&amp;) { std::cout &lt;&lt;
- "player::stop_playback\n"; } </code></p><p><code class="code">void pause_playback(pause const&amp;) { std::cout &lt;&lt;
- "player::pause_playback\n"; } </code></p><p><code class="code">void resume_playback(play const&amp;) { std::cout &lt;&lt;
- "player::resume_playback\n"; } </code></p><p><code class="code">void stop_and_open(open_close const&amp;) { std::cout &lt;&lt;
- "player::stop_and_open\n"; } </code></p><p><code class="code">friend class state_machine&lt;player&gt;; </code></p><p><code class="code">typedef player p; // makes transition table cleaner </code></p><p><code class="code">// Transition table </code></p><p><code class="code">struct transition_table : mpl::vector11&lt; </code></p><p><code class="code">row &lt; Stopped , play , Playing , &amp;p::start_playback &gt;, </code></p><p><code class="code">row &lt; Stopped , open_close , Open , &amp;p::open_drawer &gt;, </code></p><p><code class="code">row &lt; Open , open_close , Empty , &amp;p::close_drawer &gt;, </code></p><p><code class="code">row &lt; Empty , open_close , Open , &amp;p::open_drawer &gt;, </code></p><p><code class="code">row &lt; Empty , cd_detected , Stopped , &amp;p::store_cd_info &gt;, </code></p><p><code class="code">row &lt; Playing , stop , Stopped , &amp;p::stop_playback &gt;, </code></p><p><code class="code">row &lt; Playing , pause , Paused , &amp;p::pause_playback &gt;, <
/code></p><p><code class="code">row &lt; Playing , open_close , Open , &amp;p::stop_and_open &gt;, </code></p><p><code class="code">row &lt; Paused , play , Playing , &amp;p::resume_playback &gt;, </code></p><p><code class="code">row &lt; Paused , stop , Stopped , &amp;p::stop_playback &gt;, </code></p><p><code class="code">row &lt; Paused , open_close , Open , &amp;p::stop_and_open &gt; </code></p><p><code class="code">&gt; {}; </code></p><p><code class="code">// Replaces the default no-transition response. </code></p><p><code class="code">template &lt;class Event&gt; int no_transition(int state, Event const&amp; e) {
- std::cout &lt;&lt; "no transition from state " &lt;&lt; state &lt;&lt; " on event "
- &lt;&lt; typeid(e).name() &lt;&lt; std::endl; return state; } };</code>
- </p><p><code class="code">void test() { player p; p.process_event(open_close());...}</code></p><p>This example is the foundation for the idea driving MSM: a descriptive and expressive
- language based on a transition table with as little syntactic noise as possible, all
- this while offering as many features from the UML 2.0 standard as possible. MSM also
- offers several expressive state machine definition syntaxes with different
- trade-offs.</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="index.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ar01s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Meta State Machine (MSM)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;UML Short Guide</td></tr></table></div></body></html>
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Deleted: trunk/libs/msm/doc/HTML/ar01s03.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ar01s03.html 2010-06-13 13:14:31 EDT (Sun, 13 Jun 2010)
+++ (empty file)
@@ -1,122 +0,0 @@
-<html><head>
- <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>UML Short Guide</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="ar01s02.html" title="Founding idea"><link rel="next" href="ar01s04.html" title="User's Guide"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">UML Short Guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ar01s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ar01s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="UML Short Guide"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e198"></a>UML Short Guide</h2></div></div></div><div class="sect2" title="What are st
ate machines?"><div class="titlepage"><div><div><h3 class="title"><a name="d0e201"></a>What are state machines?</h3></div></div></div><p>State machines are the description of the lifeline of a thing. They describe the
- different stages of the lifeline, the events influencing it, and what it does when a
- particular event is detected at a particular stage. They offer the complete
- specification of the dynamic behavior of the thing.</p></div><div class="sect2" title="Concepts"><div class="titlepage"><div><div><h3 class="title"><a name="d0e206"></a>Concepts</h3></div></div></div><div class="sect3" title="State machine, state, transition, event"><div class="titlepage"><div><div><h4 class="title"><a name="d0e209"></a>State machine, state, transition, event </h4></div></div></div><p>Thinking in terms of state machines is a bit surprising at first, so let us
- have a quick glance at the concepts.</p><p>A state machine is a concrete model describing the behavior of a system. It is
- composed of a finite number of states and transitions.</p><p>
- <span class="inlinemediaobject"><img src="../images/sm.gif"></span></p><p>A simple state has no sub states. It can have data, entry and exit behaviors
- and deferrable events. One can add entry and exit conditions to states (or state
- machines), which are executed whenever a state is entered or left, no matter
- how. A state can also have internal transitions which cause no entry or exit
- action to be called. A state can mark events as deferred. This means the event
- cannot be processed if this state is active, but it must be retained. Next time
- a state not deferring this event is active, the event will be processed, as if
- it had just been detected. </p><p><span class="inlinemediaobject"><img src="../images/state.gif"></span></p><p>A transition is the switching between active states, triggered by an event.
- Actions and guard conditions can be attached to the transition. The action is
- executes when the transition fires, the guard is a Boolean operation executed
- first and which can prevent the transition from firing if returning
- false.</p><p>
- <span class="inlinemediaobject"><img src="../images/transition.jpg"></span></p><p>An initial state marks the first active state of a state machine. It has no
- real existence and neither has the transition originating from it.</p><p>
- <span class="inlinemediaobject"><img src="../images/init_state.gif"></span></p></div><div class="sect3" title="Submachines, orthogonal regions, pseudostates"><div class="titlepage"><div><div><h4 class="title"><a name="d0e241"></a>Submachines, orthogonal regions, pseudostates </h4></div></div></div><p>A composite state is a state containing a region or decomposed in two or more
- regions. A composite state contains its own set of states and regions. </p><p>A submachine is a state machine inserted as a state in another state machine.
- The same state machine can be inserted more than once. </p><p>Orthogonal regions are parts of a composite state or submachine, each having
- its own set of mutually exclusive set of states and transitions. </p><p><span class="inlinemediaobject"><img src="../images/regions.gif"></span></p><p>UML also defines a number of pseudo states, which are considered important
- concepts to model, but not enough to make them first-class citizens. The
- terminate pseudo state terminates the execution of a state machine (MSM handles
- this slightly differently. The state machine is not destroyed but no further
- event processing occurs.). </p><p><span class="inlinemediaobject"><img src="../images/terminate.gif"></span></p><p>An exit point pseudo state exits a composite state or a submachine and forces
- termination of execution in all contained regions.</p><p><span class="inlinemediaobject"><img src="../images/exit.gif"></span></p><p>An entry point pseudo state allows a kind of controlled entry inside a
- composite. Precisely, it connects a transition outside the composite to a
- transition inside the composite. An important point is that this mechanism only
- allows a single region to be entered. In the above diagram, in region1, the
- initial state would become active. </p><p><span class="inlinemediaobject"><img src="../images/entry_point.gif"></span></p><p>There are also two more ways to enter a composite state (apart the obvious and
- more common case of a transition terminating on the composite as shown in the
- region case). An explicit entry means that an inside state is the target of a
- transition. Unlike with direct entry, no tentative encapsulation is made, and
- only one transition is executed. Needless to say, I would not recommend using
- this. </p><p><span class="inlinemediaobject"><img src="../images/explicit.gif"></span></p><p>The last entry possibility is using fork. A fork is an explicit entry into one
- or more regions. Other regions are again activated using their initial state. </p><p><span class="inlinemediaobject"><img src="../images/fork.gif"></span></p></div><div class="sect3" title="History"><div class="titlepage"><div><div><h4 class="title"><a name="d0e284"></a>
- <span class="command"><strong><a name="uml-history"></a></strong></span>History </h4></div></div></div><p>UML defines two sorts of history, shallow history and deep history. Shallow
- history is a pseudo state representing the most recent substate of a composite
- or submachine. A composite can have at most one shallow history. A transition
- with a history pseudo state as target is equivalent to a transition with the
- most recent substate as target. And very importantly, only one transition may
- originate from the history. Deep history is a shallow history recursively
- reactivating the substates of the most recent substate. It is represented like
- the shallow history with a star (H* inside a circle).</p><p>
- <span class="inlinemediaobject"><img src="../images/history.gif"></span></p><p>History is not a completely satisfying concept. First of all, there can be
- just one history pseudo state and only one transition may originate from it. So
- they do not mix well with orthogonal regions as only one region can be
- &#8220;remembered&#8221;. Deep history is even worse and looks like a last-minute addition.
- History has to be activated by a transition and only one transition originates
- from it, so how to model the transition originating from the deep history pseudo
- state and pointing to the most recent substate of the substate? As a bonus, it
- is also inflexible and does not accept new types of histories. Let's face it,
- history sounds great and is useful in theory, but the UML version is not quite
- making the cut. And therefore, MSM provides a different version of it. </p></div><div class="sect3" title="Completion events / anonymous transitions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e298"></a><span class="command"><strong><a name="uml-anonymous"></a></strong></span>Completion events / anonymous
- transitions</h4></div></div></div><p>Completion events, also called anonymous transitions, are defined as
- transitions having no defined event triggering them. This means that such
- transitions will immediately fire when a state being the source of an anonymous
- transition becomes active, provided that a guard allows it. They are useful in
- modeling algorithms as an activity diagram would normally do. In the real-time
- world, they have the advantage of being able to estimate how long a periodically
- executed action will last. For example, consider the following diagram. </p><p><span class="inlinemediaobject"><img src="../images/completion.gif"></span></p><p>The designer now knows at any time that he will need a maximum of 4
- transitions. Being able to estimate how long a transition takes, he can estimate
- how much of a time frame he will need to require (real-time applications are
- often executed at regular intervals). If he can also estimate the duration of
- actions, he can even use graph algorithms to better estimate his timing
- requirements. </p></div><div class="sect3" title="Internal transitions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e310"></a><span class="command"><strong><a name="UML-internal-transition"></a></strong></span> Internal transitions </h4></div></div></div><p>Internal transitions are transitions executing in the scope of the active
- state, being a simple state or a submachine. One can see them as a
- self-transition of this state, without an entry or exit action called.</p></div><div class="sect3" title="Conflicting transitions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e316"></a>
- <span class="command"><strong><a name="transition-conflict"></a></strong></span>Conflicting transitions </h4></div></div></div><p>If, for a given event, several transitions are enabled, they are said to be in
- conflict. There are two kinds of conflicts: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>For a given source state, several transitions are defined,
- triggered by the same event. Normally, the guard condition in each
- transition defines which one is fired.</p></li><li class="listitem"><p>The source state is a submachine or simple state and the conflict
- is between a transition internal to this state and a transition
- triggered by the same event and having as target another
- state.</p></li></ul></div><p>The first one is simple; one only needs to define two or more
- rows in the transition table, with the same source and trigger, with a different
- guard condition. Beware, however, that the UML standard wants these conditions
- to be not overlapping. If they do, the standard says nothing except that this is
- incorrect, so the implementer is free to implement it the way he sees fit. In
- the case of MSM, the transition appearing last in the transition table gets
- selected first, if it returns false (meaning disabled), the library tries with
- the previous one, and so on.</p><p>
- <span class="inlinemediaobject"><img src="../images/conflict1.gif"></span></p><p>In the second case, UML defines that the most inner transition gets selected
- first, which makes sense, otherwise no exit point pseudo state would be possible
- (the inner transition brings us to the exit point, from where the containing
- state machine can take over). </p><p><span class="inlinemediaobject"><img src="../images/conflict2.gif"></span></p><p>Msm handles all these cases itself, so the designer needs only concentrate on
- its state machine and the UML subtleties (not overlapping conditions), not on
- implementing this behavior himself. </p></div></div><div class="sect2" title="State machine glossary"><div class="titlepage"><div><div><h3 class="title"><a name="d0e344"></a>State machine glossary</h3></div></div></div><p>
- </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>state machine: the lifecycle of a thing. It is made of states,
- regions, transitions and processes incoming events.</p></li><li class="listitem"><p>state: a stage in the lifecycle of a state machine. A state (like a
- submachine) can have an entry and exit action.</p></li><li class="listitem"><p>event: an incident provoking (or not) a reaction of the state
- machine</p></li><li class="listitem"><p>transition: a specification of how a state machine reacts to an event.
- It specifies a source state, the event triggering the transition, the
- target state (which will become the newly active state if the transition
- is triggered), guard and actions.</p></li><li class="listitem"><p>action: an operation executed during the triggering of the
- transition.</p></li><li class="listitem"><p>guard: a boolean operation being able to prevent the triggering of a
- transition which would otherwise fire.</p></li><li class="listitem"><p>transition table: representation of a state machine. A state machine
- diagram is another but incomplete representation of the same
- model.</p></li><li class="listitem"><p>initial state: The state in which the state machine starts. Having
- several orthogonal regions means having as many initial states.</p></li><li class="listitem"><p>composite / submachine: A composite state is a state which is itself a
- state machine. A submachine is an instance of a composite state and can
- be found several times in a same state machine.</p></li><li class="listitem"><p>orthogonal regions: (logically) parallel flow of execution of a state
- machine. Every region of a state machine gets a chance to process an
- incoming event.</p></li><li class="listitem"><p>terminate pseudo-state: when this state becomes active, it terminates
- the execution of the whole state machine.</p></li><li class="listitem"><p>entry/exit pseudo state: defined for composites / submachines and are
- defined as a connection between a transition outside of the composite
- and a transition inside the composite. It is a way to enter or leave a
- submachine through a predefined point.</p></li><li class="listitem"><p>fork: a fork allows explicit entry into several orthogonal regions of
- a submachine.</p></li><li class="listitem"><p>history: a history is a way to remember the active state of a
- submachine so that the submachine can proceed in its last state next
- time it becomes active.</p></li><li class="listitem"><p>completion events (also called completion transitions): when a
- transition has no named event triggering it, it automatically fires when
- the source state is active, unless a guard forbids it.</p></li><li class="listitem"><p>transition conflict: a conflict is present if for a given source state
- and incoming event, several transitions are possible. UML specifies that
- guard conditions have to solve the conflict.</p></li><li class="listitem"><p>internal transitions: transition from a state to itself without having
- exit and entry actions being called.</p></li></ul></div><p>
- </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ar01s02.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ar01s04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Founding idea&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;User's Guide</td></tr></table></div></body></html>
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==============================================================================
--- trunk/libs/msm/doc/HTML/ar01s04.html 2010-06-13 13:14:31 EDT (Sun, 13 Jun 2010)
+++ (empty file)
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-<html><head>
- <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>User's Guide</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="ar01s03.html" title="UML Short Guide"><link rel="next" href="ar01s05.html" title="Performance / Compilers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">User's Guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ar01s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ar01s05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="User's Guide"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e402"></a>User's Guide</h2></div></div></div><div class="sect2" title="Design"><d
iv class="titlepage"><div><div><h3 class="title"><a name="d0e405"></a>Design</h3></div></div></div><p>Msm is divided between front&#8211;ends and back-ends. At the moment, there is just one
- back-end. On the front-end side, there is more to see. Msm offers several state
- machine description languages with many more possible. Now, everybody can build his
- own description language (in case one gets bored with the ones provided) without
- changes to the library. For who feels like being a language writer this document
- adds a description of the interface between front-end and back-end.TODO.</p><p>There are, at the moment, three main front-ends. The basic one is an adaptation of
- the example provided in the MPL book (TODO add link) with actions defined as
- pointers to state or state machine methods. The second one is based on functors. The
- third, eUML (embedded UML) is an experimental language based on Boost.Proto and
- Boost.Typeof and hiding most of the metaprogramming to increase readability. Both
- eUML and the functor front-end also offer a functional library (a bit like
- Boost.Phoenix) for use as action language (UML defining none).</p></div><div class="sect2" title="Basic front-end"><div class="titlepage"><div><div><h3 class="title"><a name="d0e412"></a>Basic front-end</h3></div></div></div><p>This is the historical front-end, inherited from the MPL book. It provides a
- transition table made of rows of different names and functionality. Actions and
- guards are defined as methods and referenced through a pointer in the transition.
- This front-end provides a simple interface making easy state machines easier to
- define, but more complex state machines a bit harder. It also is slightly slower
- than the functor and eUML front-ends (about 20%). Not that it does more, it simply
- seems that the compiler better optimizes the functor actions.</p><div class="sect3" title="A simple example"><div class="titlepage"><div><div><h4 class="title"><a name="d0e417"></a>A simple example</h4></div></div></div><p>Let us have a look at a state machine diagram of the founding example:</p><p><span class="inlinemediaobject"><img src="../images/SimpleTutorial.jpg"></span></p><p>We are now going to build it with MSM's basic front-end. An <a class="link" href="examples/SimpleTutorial.cpp" target="_top">example</a> is also
- provided.</p></div><div class="sect3" title="Transition table"><div class="titlepage"><div><div><h4 class="title"><a name="d0e431"></a>Transition table</h4></div></div></div><p>As previously stated, MSM is based on the transition table, so let us define
- one:</p><p>struct transition_table : mpl::vector&lt;</p><p>
- </p><table frame="void" id="d0e440"><tbody><tr>
- <td>//</td>
- <td>Start</td>
- <td>Event</td>
- <td>Next</td>
- <td>Action</td>
- <td>Guard</td>
- <td> </td>
- </tr><tr>
- <td>//</td>
- <td>+---------+</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>---------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td>Stopped ,</td>
- <td>play,</td>
- <td>Playing,</td>
- <td>&amp;player_::start_playback</td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td>Stopped ,</td>
- <td>open_close,</td>
- <td>Open,</td>
- <td>&amp;player_::open_drawer</td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>_row &lt;</td>
- <td>Stopped ,</td>
- <td>stop,</td>
- <td>Stopped</td>
- <td> </td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>//</td>
- <td>+---------</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>---------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td>Open ,</td>
- <td>open_close ,</td>
- <td>Empty ,</td>
- <td>&amp;player_::close_drawer</td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>//</td>
- <td>+---------+</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>---------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td>Empty ,</td>
- <td>open_close ,</td>
- <td>Open ,</td>
- <td>&amp;player_::open_drawer</td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>row &lt;</td>
- <td>Empty ,</td>
- <td>cd_detected ,</td>
- <td>Stopped ,</td>
- <td>&amp;player_::store_cd_info ,</td>
- <td>&amp;player_::good_disk_format</td>
- <td>&gt;,</td>
- </tr><tr>
- <td>row &lt;</td>
- <td>Empty ,</td>
- <td>cd_detected ,</td>
- <td>Playing ,</td>
- <td>&amp;player_::store_cd_info ,</td>
- <td>&amp;player_::auto_start</td>
- <td>&gt;,</td>
- </tr><tr>
- <td>//</td>
- <td>+---------+</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>---------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td>Playing ,</td>
- <td>stop ,</td>
- <td>Stopped ,</td>
- <td>&amp;player_::stop_playback</td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td>Playing ,</td>
- <td>pause ,</td>
- <td>Paused ,</td>
- <td>&amp;player_::pause_playback</td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td>Playing ,</td>
- <td>open_close ,</td>
- <td>Open ,</td>
- <td>&amp;player_::stop_and_open</td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>//</td>
- <td>+---------+</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>---------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td> Paused ,</td>
- <td>end_pause ,</td>
- <td>Playing ,</td>
- <td>&amp;player_::resume_playback</td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td> Paused ,</td>
- <td>stop ,</td>
- <td>Stopped ,</td>
- <td>&amp;player_::stop_playback</td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td> Paused ,</td>
- <td>open_close ,</td>
- <td>Open ,</td>
- <td>&amp;player_::stop_and_open</td>
- <td> </td>
- <td>&gt;</td>
- </tr><tr>
- <td>//</td>
- <td>+---------+</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>---------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>&gt; {};</td>
- <td> </td>
- <td> </td>
- <td> </td>
- <td> </td>
- <td> </td>
- <td> </td>
- </tr></tbody></table><p>
- </p><p>You will notice that this is almost exactly our founding example. The only
- change in the transition table is the different types of transitions (rows). The
- founding example forces one to define an action method and offers no guards. You
- have 4 basic row types:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">row</code> takes 5 arguments: start state, event, next
- state, action and guard.</p></li><li class="listitem"><p><code class="code">a_row</code> (&#8220;a&#8221; for action) allows defining only the
- action and omit the guard condition.</p></li><li class="listitem"><p><code class="code">g_row</code> (&#8220;g&#8221; for guard) allows omitting the action
- method and defining only the guard.</p></li><li class="listitem"><p><code class="code">_row</code> allows omitting action and guard methods.</p></li></ul></div><p>The signature for action methods is:</p><p><code class="code">void stop_playback(stop const&amp;)</code></p><p>Action methods return nothing and take the argument as const reference. Of
- course nothing forbids you from defining an action for several events:</p><p><code class="code">template &lt;class Event&gt; void stop_playback(Event
- const&amp;)</code></p><p>Guards have as only difference the return value, which is a boolean:</p><p><code class="code">bool good_disk_format(cd_detected const&amp; evt)</code></p><p>The transition table is actually a MPL vector (or list), which brings a
- limitation that the default maximum size of the table is 20. If you need more
- transitions, overriding this default behavior is necessary, for example add
- before any header:</p><p><code class="code">#define BOOST_MPL_CFG_NO_PREPROCESSED_HEADERS </code></p><p><code class="code">#define BOOST_MPL_LIMIT_VECTOR_SIZE 30 // or whatever you need
- </code></p><p><code class="code">#define BOOST_MPL_LIMIT_MAP_SIZE 30 // or whatever you need
- </code></p><p>The other limitation is that the MPL types are defined only up to 50 entries.
- For the moment, the only solution to achieve more is to add headers to the MPL
- (luckily, this is not very complicated).TODO add them</p></div><div class="sect3" title="Defining states with entry/exit actions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e977"></a>Defining states with entry/exit actions</h4></div></div></div><p>While states were enums in the MPL book, they now are structs, which allows
- them to hold data, provide entry, exit actions, different behaviors and be
- reusable (as they do not know anything about the containing state machine). To
- define a state, inherit from the correct state type:</p><p>struct Empty : public msm::front::state&lt;&gt; {};</p><p>They can optionally provide entry and exit behaviors:</p><p><code class="code">struct Empty : public msm::front::state&lt;&gt; {</code></p><p><code class="code">template &lt;class Event, class Fsm&gt; </code></p><p><code class="code">void on_entry(Event const&amp;, Fsm&amp; ) {std::cout &lt;&lt;
- "entering: Empty" &lt;&lt; std::endl;} </code></p><p><code class="code">template &lt;class Event, class Fsm&gt; </code></p><p><code class="code">void on_exit(Event const&amp;, Fsm&amp; ) {std::cout &lt;&lt; "leaving:
- Empty" &lt;&lt; std::endl;} </code></p><p><code class="code">};</code></p><p>There are more state types (terminate, interrupt, pseudo states, etc.)
- corresponding to the UML standard state types. These will be described in
- details in the next pages.</p></div><div class="sect3" title="Defining a simple state machine"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1006"></a>Defining a simple state machine</h4></div></div></div><p>Declaring a state machine is straightforward and is done with a high signal /
- noise ratio. In our player example, we declare the state machine as:</p><p><code class="code">struct player_ : public msm::front::state_machine_def&lt;player_&gt;{ /*
- see below */}</code></p><p>This declares a state machine using the basic front-end. We now declare inside
- the state machine structure the initial state:</p><p><code class="code">typedef Empty initial_state;</code></p><p>And that is about all of what is absolutely needed. In the example, the states
- are declared inside the state machine for readability but this is not a
- requirements, states can be declared wherever you see fit.</p><p>All what is left to us is to pick a back-end (which is quite simple as there
- is only one at the moment):</p><p><code class="code">typedef msm::back::state_machine&lt;player_&gt; player;</code></p><p>You now have a ready-to-use state machine with entry/exit actions, guards,
- transition actions, a message queue so that processing an event can generate
- another event. The state machine also adapted itself to your need and removed
- almost all features we didn't use in this simple example. Note that this is not
- per default the faster possible state machine. See the section "getting more
- speed" to know how to get the maximum speed. In a nutshell, MSM cannot know
- about your usage of some features so you will have to explicitly tell it.</p><p>TODO no_transition TODO start fct</p></div><div class="sect3" title="Defining a submachine"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1030"></a>Defining a submachine</h4></div></div></div><p>We now want to extend our last state machine by making the Playing state a
- state machine itself (a submachine).</p><p><span class="inlinemediaobject"><img src="../images/CompositeTutorial.jpg"></span></p><p>Again, an <a class="link" href="examples/CompositeTutorial.cpp" target="_top">example</a> is
- also provided.</p><p>A submachine really is a state machine itself, so we declare Playing as such,
- choosing a front-end and a back-end:</p><p><code class="code">struct Playing_ : public msm::Front::state_machine_def&lt;Playing_&gt;{...}
- </code></p><p><code class="code">typedef msm::back::state_machine&lt;Playing_&gt; Playing;</code></p><p>Like for any state machine, one also needs a transition table and an initial
- state:</p><p>struct transition_table : mpl::vector&lt;</p><table id="d0e1056"><tbody><tr>
- <td>//</td>
- <td>Start</td>
- <td>Event</td>
- <td>Next</td>
- <td>Action</td>
- <td>Guard</td>
- <td> </td>
- </tr><tr>
- <td>//</td>
- <td>+---------+</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>------------------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td>Song1 ,</td>
- <td>NextSong,</td>
- <td>Song2,</td>
- <td>&amp;Playing_::start_next_song </td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td>Song2 ,</td>
- <td>PreviousSong,</td>
- <td>Song1,</td>
- <td>&amp;Playing_::start_prev_song </td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td>Song2 ,</td>
- <td>NextSong,</td>
- <td>Song3,</td>
- <td>&amp;Playing_::start_next_song </td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>a_row &lt;</td>
- <td>Song3 ,</td>
- <td>PreviousSong ,</td>
- <td>Song2 ,</td>
- <td>&amp;Playing_::start_prev_song </td>
- <td> </td>
- <td>&gt;</td>
- </tr><tr>
- <td>//</td>
- <td>+---------+</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>------------------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>&gt; {};</td>
- <td> </td>
- <td> </td>
- <td> </td>
- <td> </td>
- <td> </td>
- <td> </td>
- </tr></tbody></table><p><code class="code">typedef Song1 initial_state; </code></p><p>This is about all you need to do. MSM will now automatically recognize Playing
- as a submachine and all events handled by Playing (NextSong and PreviousSong)
- will now be automatically forwarded to Playing whenever this state is active.
- All other state machine features described later are also available.</p></div><div class="sect3" title="Orthogonal regions, terminate state, event deferring"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1247"></a>Orthogonal regions, terminate state, event deferring</h4></div></div></div><p>It is a very common problem in many state machines to have to handle errors.
- It usually involves defining a transition from all the states to a special error
- state. Translation: not fun. It is also not practical to find from which state
- the error originated. The following diagram shows an example of what clearly
- becomes not very readable:</p><p><span class="inlinemediaobject"><img src="../images/error_no_regions.jpg"></span></p><p>This is neither very readable nor beautiful, clearly. And we do not even have
- any action on the transitions yet.</p><p>Luckily, UML provides a helpful concept, orthogonal regions. See them as
- lightweight state machines running at the same time in a same state machine and
- having the capability to influence one another. The effect is that you have
- several active states at any time. We can therefore keep our state machine from
- the previous example and just define a new region made of two states, AllOk and
- ErrorMode. AllOk is most of the time active. But the error_found error event
- makes the second region move to the new active state ErrorMode. This event does
- not interest the main region so it will simply be ignored.
- "<code class="code">no_transition</code>" will be called only if no region at all handles
- the event. </p><p>Adding an orthogonal region is easy, one only needs to declare more states in
- the <code class="code">initial_state</code> typedef. So, adding a new region with AllOk as
- the region's initial state is:</p><p><code class="code">typedef mpl::vector&lt;Empty,AllOk&gt; initial_state;</code></p><p><span class="inlinemediaobject"><img src="../images/Orthogonal-deferred.jpg"></span></p><p>Furthermore, when you detect an error, you usually do not want other events to
- be handled. To achieve this, we use another UML feature, terminate states. When
- any region moves to a terminate state, the state machine &#8220;terminates&#8221; (the state
- machine and all its states stay alive) and all further events are ignored. This
- is of course not mandatory, one can use orthogonal regions without terminate
- states. Also note that, as UML mandates, every region gets a chance of handling
- the event, in the order as declared by the <code class="code">initial_state</code> type. MSM
- also provides a small extension to UML, interrupt states. If you declare
- ErrorMode as interrupt state instead of terminate state, the state machine will
- not handle any event other than the one which ends the interrupt. So it's like a
- terminate state, with the difference that you are allowed to resume the state
- machine when a condition (like handling of the original error) is met. </p><p>Last but not least, this example also shows here the handling of event
- deferring. Let's say someone puts a disc and immediately presses play. The event
- cannot be handled, yet you'd want it to be handled at a later point and not
- force the user to press play again. The solution is to define it as deferred in
- the Empty and Open states and get it handled in the first state where the event
- is not to be deferred. It can then be handled or rejected. In this example, when
- Stopped becomes active, the event will be handled because only Empty and Open
- defer the event.</p><p>Notice how UML defines event deferring as a state property. To accomodate
- this, MSM lets you specify this in states by providing a
- <code class="code">deferred_events</code> type:</p><p><code class="code">struct Empty : public msm::front::state&lt;&gt; </code></p><p><code class="code">{ </code></p><p><code class="code">// if the play event is fired while in this state, defer it until a
- state </code></p><p><code class="code">// handles or rejects it</code></p><p><code class="code"> typedef mpl::vector&lt;play&gt; deferred_events;</code></p><p><code class="code">...};</code></p><p>Please have a look at the <a class="link" href="examples/Orthogonal-deferred.cpp" target="_top">complete example</a>.</p><p>While this is wanted by UML and is simple, it is not always practical because
- one could wish to defer only in certain conditions. One could also want to make
- this be part of a transition action with the added bonus of a guard. It would
- also be conform to the MSM philosophy to get as much as possible in the
- transition table, where you can have all the important state machine structure
- grouped together. This is also possible but not practical with this front-end so
- we will need to pick a different row from the functor front-end. For a complete
- description of the <code class="code">Row</code> type, please have a look at the <span class="command"><strong><a class="command" href="ar01s04.html#functor-front-end">functor front-end.</a></strong></span></p><p>First, as there is no state where MSM can detect the requirement of this
- feature, we need to require deferred events capability explicitly, by adding a
- type in the state machine definition:</p><p><code class="code">struct player_ : public
- msm::front::state_machine_def&lt;player_&gt;</code></p><p><code class="code">{ </code></p><p><code class="code">typedef int activate_deferred_events;</code></p><p><code class="code">...};</code></p><p>We can now defer an event in any transition of the transition table by using
- as action the predefined <code class="code">msm::front::Defer</code> functor, for
- example:</p><p><code class="code">Row &lt; Empty , play , none , Defer , none &gt;</code></p><p>This is an internal transition row(see <span class="command"><strong><a class="command" href="ar01s04.html#internal-transitions">internal transitions</a></strong></span>) but you
- can ignore this for the moment. It just means that we are not leaving the Empty
- state. What matters is that we use Defer as action. This is roughly equivalent
- to the previous syntax but has the advantage of giving you all the information
- in the transition table.</p><p>The second difference is that as we now have a transition defined, this
- transition can play in the resolution of <span class="command"><strong><a class="command" href="ar01s03.html#transition-conflict">transition conflicts</a></strong></span>. For
- example, we could model an "if (condition2) move to Playing else if (condition1)
- defer play event":</p><p>
- <code class="code">Row &lt; Empty , play , none , Defer , condition1 &gt;,</code></p><p><code class="code">g_row &lt; Empty , play , Playing , &amp;player_::condition2
- &gt;</code></p><p>Please have a look at <a class="link" href="examples/Orthogonal-deferred2.cpp" target="_top">this possible implementation</a>.</p></div><div class="sect3" title="History"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1361"></a>History</h4></div></div></div><p>UML defines two types of history, Shallow History and Deep History. What is it
- and when do you need it? In the previous examples, if the player was playing the
- second song and the user pressed pause, leaving Playing, at the next press on
- the play button, the Playing state would become active and the first song would
- play again. Soon would the first client complaints follow. They'd of course
- demand, that if the player was paused, then it should remember which song was
- playing. But it the player was stopped, then it should restart from the first
- song. Now, how can it be done? Of course, you could add a bit of programming
- logic and generate extra events to make the second song start if coming from
- Pause. Something like: </p><p><code class="code">if (Event == end_pause) { for (int i=0;i&lt; song number;++i) {
- player.process_event(NextSong()); } } </code></p><p>Not much to like in this example, isn't it? To solve this problem, you define
- what is called a shallow or a deep history. A shallow history reactivates the
- last active state of a submachine when this state machine becomes active again.
- The deep history does the same recursively, so if this last active state of the
- submachine was itself a submachine, its last active state would become active
- and this will continue until an active state is a normal state. For example, let
- us have a look at the following UML diagram: </p><p><span class="inlinemediaobject"><img src="../images/HistoryTutorial.jpg"></span></p><p>Notice that the main difference compared to previous diagrams is that the
- initial state is gone and replaced by a History symbol (the H inside a
- circle).</p><p>As explained in the <span class="command"><strong><a class="command" href="ar01s03.html#uml-history">small UML
- tutorial</a></strong></span>, History is a good concept with a not completely
- satisfying specification. MSM kept the concept but not the specification. Msm
- goes another way and makes this a policy so you can define your own history
- types. Furthermore, History is a backend policy. This allows you to reuse the
- same state machine frontend with different history policies.</p><p>Concretely, your frontend stays unchanged:</p><p><code class="code">struct Playing_ : public
- msm::front::state_machine_def&lt;Playing_&gt;</code></p><p>You then add the policy to the backend:</p><p><code class="code">typedef
- msm::back::state_machine&lt;Playing_,msm::back::ShallowHistory&lt;mpl::vector&lt;end_pause&gt;
- &gt; &gt; Playing;</code></p><p>This states that a shallow history must be activated if the Playing state
- machine gets activated by the end_pause event and only this one (or any other
- event added to the mpl::vector). If the state machine was in the Stopped state
- and the event play was generated, the history would not be activated and the
- normal initial state would become active. By default, history is disabled. For
- your convenience the library provides in addition to ShallowHistory a non-UML
- standard AlwaysHistory policy (likely to be your main choice) which always
- activates history, whatever event triggers the submachine activation. Deep
- history is not directly available. The reason is that it would conflict with
- policies which submachines could define. Of course, if for example, Song1 were a
- state machine itself, it could use the ShallowHistory policy itself thus
- creating Deep History. </p></div><div class="sect3" title="Anonymous transitions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1394"></a>Anonymous transitions</h4></div></div></div><p><span class="command"><strong><a name="anonymous-transitions"></a></strong></span>The following diagram shows an
- example making use of this feature:</p><p><span class="inlinemediaobject"><img src="../images/Anonymous.jpg"></span></p><p>Anonymous transitions are transitions without a named event. This means that
- the transition automatically fires when the predecessor state is entered (to be
- exact, after the entry action). Otherwise it is a normal transition with actions
- and guards. Why would you need something like that? A possible case would be if
- a part of your state machine implements some algorithm, where states are steps
- of the algorithm implementation. Then, using several anonymous transitions with
- different guard conditions, you are actually implementing some if/else
- statement. Another possible use would be a real-time system called at regular
- intervals and always doing the same thing, meaning implementing the same
- algorithm. The advantage is that once you know how long a transition takes to
- execute on the system, by calculating the longest path (the number of
- transitions from start to end), you can pretty much know how long your algorithm
- will take in the worst case, which in turns tells you how big of a time frame
- you are to request from a scheduler. </p><p>If you are using Executable UML (a good book describing it is "Executable UML,
- a foundation for Model-Driven Architecture"), you will notice that it is common
- for a state machine to generate an event to itself only to leave a state.
- Anonymous transitions free you from this constraint.</p><p>If you do not use this feature in a concrete state machine, MSM will
- deactivate it and you will not pay for it. If you use it, there is however a
- small performance penalty as MSM will try to fire a compound event (the other
- UML name for anonymous transitions) after every taken transition. This will
- therefore double the event processing cost, which is not as bad as it sounds as
- MSM&#8217;s execution speed is very high anyway.</p><p>To define such a transition, use &#8220;none&#8221; as event in the transition table, for
- example:</p><p><code class="code">row &lt; State3 , none , State4 , &amp;p::State3ToState4 ,
- &amp;p::always_true &gt;</code></p><p><a class="link" href="examples/AnonymousTutorial.cpp" target="_top">An implementation</a> of
- the state machine diagram is also provided.</p></div><div class="sect3" title="Internal transitions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1419"></a><span class="command"><strong><a name="internal-transitions"></a></strong></span>Internal transitions</h4></div></div></div><p>Internal transitions are transitions executing in the scope of the active
- state, being a simple state or a submachine. One can see them as a
- self-transition of this state, without an entry or exit action called. This is
- useful when all you want is to execute some code for a given event in a given
- state.</p><p>Internal transitions are specified as having a higher priority than normal
- transitions. While it makes sense for a submachine with exit points, it is
- surprising for a simple state. MSM lets you define the transition priority by
- setting the transition&#8217;s position inside the transition table (see <span class="command"><strong><a class="command" href="ar01s07.html#run-to-completion">internals</a></strong></span> ). The difference
- between "normal" and internal transitions is that internal transitions have no
- target state, therefore we need new row types. We had a_row, g_row, _row and
- row, we now add a_irow, g_irow, _irow and irow which are like normal transitions
- but define no target state. For, example an internal transition with a guard
- condition could be:</p><p><code class="code">g_irow &lt; Empty /*state*/ , cd_detected
- /*event*/,&amp;p::internal_guard /* guard */ &gt;</code></p><p>These new row types can be placed anywhere in the transition table so that you
- can still have your state machine structure grouped together. The only
- difference of behavior with the UML standard is the missing notion of priority.
- Please have a look at <a class="link" href="examples/SimpleTutorialInternal.cpp" target="_top">the
- example</a>.</p><p>It is also possible to do it the UML-conform way by declaring a transition
- table called <code class="code">internal transition_table</code> inside the state itself and
- using internal row types. For example:</p><p><code class="code">struct Empty : public msm::front::state&lt;&gt; {</code></p><p><code class="code">struct internal_transition_table : mpl::vector&lt;</code></p><p><code class="code">a_internal &lt; cd_detected , Empty, &amp;Empty::internal_action
- &gt;</code></p><p><code class="code">&gt; {};</code></p><p><code class="code">};</code></p><p>This declares an internal transition table called internal_transition_table
- and reacting on the event cd_detected by calling internal_action on Empty. Let
- us note a few points:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>internal tables are NOT called transition_table but
- internal_transition_table</p></li><li class="listitem"><p>they use different but similar row types: a_internal, g_internal,
- _internal and internal.</p></li><li class="listitem"><p>These types take as first template argument the triggering event
- and then the action and guard method. Note that the only real
- difference to classical rows is the extra argument before the
- function pointer. This is the type on which the function will be
- called.</p></li><li class="listitem"><p>This also allows you, if you wish, to define actions and guards in
- another state of the state machine or in the state machine
- itself.</p></li><li class="listitem"><p>submachines can have an internal transition table and a classical
- transition table.</p></li></ul></div><p>The <a class="link" href="examples/TestInternal.cpp" target="_top">following example</a>
- makes use of an a_internal. It also uses functor-based internal transitions
- which will be explained in <span class="command"><strong><a class="command" href="ar01s04.html#functor-internal-transitions">the functor front-end</a></strong></span>, please ignore them for the moment. Also
- note that the state-defined internal transitions, having following the UML
- standard the highest priority, are tried before those defined inside the state
- machine transition table.</p><p>Which method should you use? It depends on what you need:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>the first version (using irow) is simpler and likely to compile
- faster. It also lets you choose the priority of your internal
- transition.</p></li><li class="listitem"><p>the second version is more logical from a UML perspective and lets
- you make states more useful and reusable. It also allows you to call
- actions and guards on any state of the state machine</p></li></ul></div><p>
- <span class="command"><strong><a name="internal-transitions-note"></a></strong></span><span class="underline"><span class="bold"><strong>Note</strong></span></span>: There is an added
- possibility coming from this feature. The <code class="code">internal_transition_table</code>
- transitions being added directly inside the main state machine's transition
- table, it is possible, if it is more to your state, to distribute your state
- machine definition a bit like Boost.Statechart, leaving the state machine itself
- the only task of declaring the states it wants to use using the
- <code class="code">explicit_creation</code> type definition. While this is not the
- author's favorite way, it is still possible. A simplified example using only two
- states will make it clearer:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><a class="link" href="examples/distributed_table/DistributedTable.cpp" target="_top">state machine definition</a></p></li><li class="listitem"><p>Empty <a class="link" href="examples/distributed_table/Empty.hpp" target="_top">header</a> and <a class="link" href="examples/distributed_table/Empty.cpp" target="_top">cpp</a></p></li><li class="listitem"><p>Open <a class="link" href="examples/distributed_table/Open.hpp" target="_top">header</a> and <a class="link" href="examples/distributed_table/Open.cpp" target="_top">cpp</a></p></li><li class="listitem"><p><a class="link" href="examples/distributed_table/Events.hpp" target="_top">events
- definition</a></p></li></ul></div><p>There is an added bonus offered for submachines, which can have both the
- standard transition_table and an internal_transition_table (which has higher
- priority). This makes it easier if you decide to make a full submachine from a
- state. It is also slightly faster than the standard alternative, adding
- orthogonal regions, because event dispatching will, if accepted by the internal
- table, not continue to the subregions. This gives you a O(1) dispatch instead of
- O(number of regions). While the example is with eUML, the same is also possible
- with this front-end.</p></div><div class="sect3" title="more row types"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1532"></a>more row types</h4></div></div></div><p>It is also possible to write transitions using actions and guard conditions
- not just from the state machine but also from its contained states. In this
- case, one must specify not just a method pointer but also the object on which to
- call it. This transition row is called, not very originally, <code class="code">row2</code>.
- They come, like normal transitions in four flavors: <code class="code">a_row2, g_row2, _row2
- and row2</code>. For example, a transition calling an action from the state
- Empty could be:</p><p><code class="code">a_row2 &lt; Stopped , open_close , Open , Empty /*action source*/ ,
- &amp;Empty::open_drawer /*action*/&gt;</code></p><p>The same capabilities are also available for internal transitions so that we
- have: <code class="code">a_irow2, g_irow2, _irow2 and row2</code>. For transitions defined as
- part of the <code class="code">internal_transition_table</code>, you can use the <span class="command"><strong><a class="command" href="ar01s04.html#internal-transitions">a_internal, g_internal, _internal,
- internal</a></strong></span> row types.</p><p>These row types allow us to distribute the state machine code among states,
- making them reusable and more valuable. Using transition tables inside states
- also contributes to this possibility. An <a class="link" href="examples/SimpleTutorial2.cpp" target="_top">example</a> of these new tows
- is also provided.</p></div><div class="sect3" title="Explicit entry / entry and exit pseudo-state / fork"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1562"></a>Explicit entry / entry and exit pseudo-state / fork</h4></div></div></div><p>MSM (almost) fully supports these features described in the <span class="command"><strong><a class="command" href="ar01s03.html#uml-history">small UML tutorial</a></strong></span>. Almost because there
- are currently two limitations: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>it is only possible to explicitly enter a sub- state of the target
- but not a sub-sub state.</p></li><li class="listitem"><p>it is not possible to explicitly exit. Exit points must be
- used.</p></li></ul></div><p>Let us see a concrete example:</p><p><span class="inlinemediaobject"><img src="../images/entry%20tutorial.jpg"></span></p><p>We find in this diagram:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>A &#8220;normal&#8221; entering into SubFsm2 triggered by event1 and back to
- State1 using the same event. In each zone is the initial state
- activated, i.e. SubState1 and SubState1b.</p></li><li class="listitem"><p>An explicit entry into SubFsm2::SubState2 for zone &#8220;a&#8221; with event2
- as trigger, meaning that in region &#8220;b&#8221; the initial state,
- SubState1b, activated.</p></li><li class="listitem"><p>A fork into zones &#8220;a&#8221; and &#8220;b&#8221; to the explicit entries SubState2
- and SubState2b, triggered by event3. Both states become active so no
- zone is default activated (if we had a third zone, it would
- be).</p></li><li class="listitem"><p>A connection of two transitions through an entry pseudo state,
- SubFsm2::PseudoEntry1, triggered by event4 and triggering also the
- second transition on the same event (both transitions must be
- triggered by the same event). Zone &#8220;b&#8221; gets default-activated and
- SubState1b becomes active.</p></li><li class="listitem"><p>An exit from SubFsm2 using an exit pseudo-state, PseudoExit1,
- triggered by event5 and connecting two transitions using the same
- event. Again, the event is forwarded to the second transition and
- both regions are exited, as SubFsm2 becomes inactive. Note that if
- no transition is defined from PseudoExit1, an error (as defined in
- the UML standard) will be detected and no_transition called.</p></li></ul></div><p>The example is also <a class="link" href="examples/DirectEntryTutorial.cpp" target="_top">fully
- implemented</a>.</p><p>This sounds complicated but the syntax is simple.</p><div class="sect4" title="Explicit entry"><div class="titlepage"><div><div><h5 class="title"><a name="d0e1608"></a>Explicit entry</h5></div></div></div><p>First, to define that a state is an explicit entry, you have to make it a
- state and mark it as explicit, giving as template parameters the zone id
- (the zone id starts with 0 and corresponds to the first initial state of the
- initial_state type sequence).</p><p><code class="code">struct SubState2 : public msm::front::state&lt;&gt; , public
- msm::front::explicit_entry&lt;0&gt;</code></p><p>And define the submachine as:</p><p><code class="code">typedef msm::back::state_machine&lt;SubFsm2_&gt; SubFsm2;</code></p><p>You can then use it as target in a transition with State1 as
- source:</p><p><code class="code">_row &lt; State1, Event2, SubFsm2::direct&lt; SubFsm2_::SubState2&gt;
- &gt;</code></p><p>The syntax deserves some explanation. SubFsm2_ is a front end. SubState2
- is a nested state, therefore the SubFsm2_::SubState2 syntax. The containing
- machine (containing State1 and SubFsm2) refers to the backend instance
- (SubFsm2). SubFsm2::direct states that a direct entry is desired.</p><p><span class="underline">Note (also valid for forks)</span>: in
- order to make compile time more bearable for the more standard cases, and
- unlike initial states, explicit entry states which are also not found in the
- transition table of the entered submachine (a rare case) do NOT get
- automatically created. To explicitly create such states, you need to add in
- the state machine containing the explicit states a simple typedef giving a
- sequence of states to be explicitly created like:</p><p><code class="code">typedef mpl::vector&lt;SubState2,SubState2b&gt;
- explicit_creation;</code></p></div><div class="sect4" title="Fork"><div class="titlepage"><div><div><h5 class="title"><a name="d0e1635"></a>Fork</h5></div></div></div><p>Need a fork instead of an explicit entry? Then, as a fork is an explicit
- entry into states of different regions, we do not change the state
- definition compared to the explicit entry and specify as target a list of
- explicit entry states:</p><p><code class="code">_row &lt; State1, Event3, mpl::vector&lt;SubFsm2::direct&lt;
- SubFsm2_::SubState2&gt;, SubFsm2::direct &lt;SubFsm2_::SubState2b&gt;
- &gt;</code></p><p>With SubState2 defined as before and SubState2b defined as being in the
- second region (Caution: MSM does not check that the region is
- correct):</p><p><code class="code">struct SubState2b : public msm::front::state&lt;&gt; , public
- msm::front::explicit_entry&lt;1&gt;</code></p></div><div class="sect4" title="Entry pseudo states"><div class="titlepage"><div><div><h5 class="title"><a name="d0e1648"></a>Entry pseudo states</h5></div></div></div><p> To define an entry pseudo state, you need derive from the corresponding
- class and give the region id:</p><p><code class="code">struct PseudoEntry1 : public
- msm::front::entry_pseudo_state&lt;0&gt;</code></p><p>And add the corresponding transition in Fsm's transition table:</p><p><code class="code">_row &lt; State1, Event4,
- SubFsm2::entry_pt&lt;SubFsm2_::PseudoEntry1&gt; &gt;</code></p><p>And another in the SubFsm2_ submachine definition (remember that UML
- defines an entry point as a connection between two transitions), for example
- this time with an action method:</p><p><code class="code">_row &lt; PseudoEntry1, Event4, SubState3,
- &amp;SubFsm2_::entry_action &gt;</code></p></div><div class="sect4" title="Exit pseudo states"><div class="titlepage"><div><div><h5 class="title"><a name="d0e1666"></a> Exit pseudo states </h5></div></div></div><p>And finally, exit pseudo states are to be used almost the same way, but
- defined differently: it takes as template argument the event to be forwarded
- (no region id is necessary):</p><p><code class="code">struct PseudoExit1 : public
- exit_pseudo_state&lt;event6&gt;</code></p><p>And you need, as for entry pseudo states, two transitions, one in the
- submachine:</p><p><code class="code">_row &lt; SubState3, Event5, PseudoExit1 &gt;</code></p><p>And one in the containing state machine:</p><p><code class="code">_row &lt; SubFsm2::exit_pt&lt;SubFsm2_::PseudoExit1&gt;, Event6, State2
- &gt;</code></p><p><span class="underline">Important note 1:</span> UML defines
- transiting to an entry pseudo state and having either no second transition
- or one with a guard as an error but defines no error handling. MSM will
- tolerate this behavior; the entry pseudo state will simply be the newly
- active state.</p><p><span class="underline">Important note 2</span>: UML defines
- transiting to an exit pseudo state and having no second transition as an
- error, and also defines no error handling. Therefore, it was decided to
- implement exit pseudo state as terminate states and the containing composite
- not properly exited will stay terminated as it was technically
- &#8220;exited&#8221;.</p><p><span class="underline">Important note 3:</span> UML states that
- for the exit point, the same event must be used in both transitions. MSM
- relaxes this rule and only wants the event on the inside transition to be
- convertible to the one of the outside transition. In our case, event6 is
- convertible from event5. Notice that the forwarded event must be named in
- the exit point definition. For example, we could define event6 as simply
- as:</p><p><code class="code">struct event6 { event6(){} template &lt;class Event&gt; event6(Event
- const&amp;){} };//convertible from any event</code>
- </p></div></div><div class="sect3" title="Flags"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1700"></a>Flags</h4></div></div></div><p>This <a class="link" href="examples/Flags.cpp" target="_top">tutorial</a> is devoted to a
- concept not defined in UML: flags. It has been added into MSM after proving
- itself useful on many occasions. Please, do not be frightened as we are not
- talking about ugly shortcuts made of an improbable collusion of Booleans.</p><p>If you look into the Boost.Statechart documentation you'll find some code
- like:</p><p><code class="code">if ( ( state_downcast&lt; const NumLockOff * &gt;() != 0 ) &amp;&amp;
- </code></p><p><code class="code">( state_downcast&lt; const CapsLockOff * &gt;() != 0 ) &amp;&amp;
- </code></p><p><code class="code">( state_downcast&lt; const ScrollLockOff * &gt;() != 0 ) ) </code></p><p>While correct and found in many UML books, this can be error-prone and a
- potential time-bomb when your state machine grows and you add new states or
- orthogonal regions.</p><p>And most of all, it hides the real question, which would be &#8220;does my state
- machine's current state define a special property&#8221;? In this special case &#8220;are my
- keys in a lock state&#8221;? So let's apply the Fundamental Theorem of Software
- Engineering and move one level of abstraction higher.</p><p>In our player example, let's say we need to know if the player has a loaded
- CD. We could do the same:</p><p><code class="code">if ( ( state_downcast&lt; const Stopped * &gt;() != 0 ) &amp;&amp;
- </code></p><p><code class="code">( state_downcast&lt; const Open * &gt;() != 0 ) &amp;&amp; </code></p><p><code class="code">( state_downcast&lt; const Paused * &gt;() != 0 ) &amp;&amp;</code></p><p><code class="code">( state_downcast&lt; const Playing * &gt;() != 0 )</code></p><p><code class="code"> ) </code></p><p>Or flag these 4 states as CDLoaded-able. You add a flag_list type into each
- flagged state:</p><p><code class="code">typedef mpl::vector1&lt;CDLoaded&gt; flag_list;</code></p><p>You can even define a list of flags, for example in Playing:</p><p><code class="code">typedef mpl::vector2&lt;PlayingPaused,CDLoaded&gt; flag_list;</code></p><p>This means that Playing supports both properties. Now to check if your player
- has a loaded CD, check if your flag is active in the current state:</p><p><code class="code">player p; if (p.is_flag_active&lt;CDLoaded&gt;()) ... </code></p><p>And what if you have orthogonal regions? How to decide if a state machine is
- in a flagged state? By default, you keep the same code and the current states
- will be OR'ed, meaning if one of the active states has the flag, then
- is_flag_active returns true. Of course, in some cases, you might want that all
- of the active states are flagged for the state to be active. You can also AND
- the active states:</p><p><code class="code">if (p.is_flag_active&lt;CDLoaded,player::Flag_AND&gt;()) ...</code></p><p>The following diagram displays the flag situation in the tutorial.</p><p><span class="inlinemediaobject"><img src="../images/FlagsTutorial.jpg"></span></p></div><div class="sect3" title="Event Hierarchy"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1766"></a>Event Hierarchy</h4></div></div></div><p>There are cases where transitions with many related but different events are
- needed. An example is text parsing. Let's say you want to parse a string and use
- a state machine to handle you parsing state. You want to parse 4 digits and
- decide to use a state for every matched digit. Your state machine could look
- like:</p><p><span class="inlinemediaobject"><img src="../images/ParsingDigits.jpg"></span></p><p>But how to detect the digit event? We would like to avoid having to define 10
- transitions on char_0, char_1... between two states as it would force us to
- write 4 x 10 transitions and the compile-time would suffer. To solve this
- problem, MSM supports the triggering of a transition on a subclass event. For
- example, if we define digits as: </p><p><code class="code">struct digit {};</code></p><p><code class="code">struct char_0 : public digit {}; </code></p><p>And to the same for other digits, we can now fire char_0, char_1 events and
- this will cause a transition with "digit" as trigger to be taken.</p><p>An example with performance measurement, taken from the documentation of
- Boost.Xpressive illustrates this example (TODO). You might notice that the
- performance is actually very good (better).</p></div><div class="sect3" title="Containing state machine (deprecated)"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1787"></a> Containing state machine (deprecated)</h4></div></div></div><p>This feature is still supported in MSM for backward compatibility but made
- obsolete by the fact that every guard/action/entry action/exit action get the
- state machine passed as argument and might be removed at a later time.</p><p>All of the states defined in the state machine are created upon state machine
- construction. This has the huge advantage of a reduced syntactic noise. The cost
- is a small loss of control of the user on the state creation and access. But
- sometimes you needed a way for a state to get access to its containing state
- machine. Basically, a state needs to change its declaration to:</p><p><code class="code">struct Stopped : public msm::front::state&lt;sm_ptr&gt;</code></p><p>And to provide a set_sm_ptr function: <code class="code">void set_sm_ptr(player*
- pl)</code></p><p>to get a pointer to the containing state machine. The same applies to
- terminate_state / interrupt_state and entry_pseudo_state / exit_pseudo_state.
- </p></div></div><div class="sect2" title="Functor front-end"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1803"></a><span class="command"><strong><a name="functor-front-end"></a></strong></span>Functor front-end</h3></div></div></div><p>The functor front-end is the preferred front-end at the moment. It is more
- powerful than the standard front-end, slightly faster and has a more readable
- transition table. It also makes it easier to reuse parts of state machines. Like
- <span class="command"><strong><a class="command" href="ar01s04.html#eUML-front-end">eUML</a></strong></span>, il also comes with a good
- deal of predefined actions. Actually, eUML generates a functor front-end through
- Boost.Typeof and Boost.Proto so both offer the same functionality.</p><p>The rows which MSM offers come in different flavors. We saw the a_row, g_row,
- _row, row, not counting internal rows. This is already much to know, so why define
- new rows? These types have some disadvantages: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>They are more typing and information than we would wish. This means
- syntactic noise.</p></li><li class="listitem"><p>Function pointers are weird in C++.</p></li><li class="listitem"><p>The action/guard signature is limited and does not allow for more
- variations of parameters (source state, target state, current state
- machine, etc.)</p></li><li class="listitem"><p>It is not easy to reuse action code from a state machine to
- another.</p></li></ul></div><div class="sect3" title="Transition table"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1827"></a> Transition table </h4></div></div></div><p>We can change the definition of the simple tutorial's transition table
- to:</p><p>
- </p><table id="d0e1834"><tbody><tr>
- <td>//</td>
- <td>Start</td>
- <td>Event</td>
- <td>Next</td>
- <td>Action</td>
- <td>Guard</td>
- <td> </td>
- </tr><tr>
- <td>//</td>
- <td>+---------+</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>---------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>Row &lt;</td>
- <td>Stopped ,</td>
- <td>play,</td>
- <td>Playing,</td>
- <td>start_playback</td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>Row &lt;</td>
- <td>Stopped ,</td>
- <td>open_close,</td>
- <td>Open,</td>
- <td>open_drawer,</td>
- <td> none</td>
- <td>&gt;,</td>
- </tr><tr>
- <td>Row &lt;</td>
- <td>Stopped ,</td>
- <td>stop,</td>
- <td>Stopped,</td>
- <td> </td>
- <td> none</td>
- <td>&gt;,</td>
- </tr><tr>
- <td>//</td>
- <td>+---------</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>---------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>Row &lt;</td>
- <td>Open ,</td>
- <td>open_close ,</td>
- <td>Empty ,</td>
- <td>close_drawer,</td>
- <td> none</td>
- <td>&gt;,</td>
- </tr><tr>
- <td>//</td>
- <td>+---------+</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>---------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>Row &lt;</td>
- <td>Empty ,</td>
- <td>open_close ,</td>
- <td>Open ,</td>
- <td>open_drawer</td>
- <td> </td>
- <td>&gt;,</td>
- </tr><tr>
- <td>Row &lt;</td>
- <td>Empty ,</td>
- <td>cd_detected ,</td>
- <td>Stopped ,</td>
- <td>store_cd_info ,</td>
- <td>good_disk_format</td>
- <td>&gt;,</td>
- </tr><tr>
- <td>g_row &lt;</td>
- <td>Empty ,</td>
- <td>cd_detected ,</td>
- <td>Playing ,</td>
- <td>store_cd_info ,</td>
- <td>&amp;player_::auto_start</td>
- <td>&gt;,</td>
- </tr><tr>
- <td>//</td>
- <td>+---------+</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>---------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>Row &lt;</td>
- <td>Playing ,</td>
- <td>stop ,</td>
- <td>Stopped ,</td>
- <td>stop_playback,</td>
- <td> none</td>
- <td>&gt;,</td>
- </tr><tr>
- <td>Row &lt;</td>
- <td>Playing ,</td>
- <td>pause ,</td>
- <td>Paused ,</td>
- <td>pause_playback,</td>
- <td> none</td>
- <td>&gt;,</td>
- </tr><tr>
- <td>Row &lt;</td>
- <td>Playing ,</td>
- <td>open_close ,</td>
- <td>Open ,</td>
- <td>stop_and_open,</td>
- <td> none</td>
- <td>&gt;,</td>
- </tr><tr>
- <td>//</td>
- <td>+---------+</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>---------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>Row &lt;</td>
- <td> Paused ,</td>
- <td>end_pause ,</td>
- <td>Playing ,</td>
- <td>resume_playback,</td>
- <td> none</td>
- <td>&gt;,</td>
- </tr><tr>
- <td>Row &lt;</td>
- <td> Paused ,</td>
- <td>stop ,</td>
- <td>Stopped ,</td>
- <td>stop_playback,</td>
- <td> none</td>
- <td>&gt;,</td>
- </tr><tr>
- <td>Row &lt;</td>
- <td> Paused ,</td>
- <td>open_close ,</td>
- <td>Open ,</td>
- <td>stop_and_open,</td>
- <td> none</td>
- <td>&gt;</td>
- </tr><tr>
- <td>//</td>
- <td>+---------+</td>
- <td>-------------+</td>
- <td>---------+</td>
- <td>---------------------+</td>
- <td>----------------------+</td>
- <td> </td>
- </tr><tr>
- <td>&gt; {};</td>
- <td> </td>
- <td> </td>
- <td> </td>
- <td> </td>
- <td> </td>
- <td> </td>
- </tr></tbody></table><p>
- </p><p>Transitions are now of type "Row" with exactly 5 template arguments: source
- state, event, target state, action and guard. Wherever there is nothing (for
- example actions and guards), write "none". Actions and guards are no more
- methods but functors getting as arguments the detected event, the state machine,
- source and target state:</p><p><code class="code">struct store_cd_info { </code></p><p><code class="code">template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
- </code></p><p><code class="code">void operator()(Evt const&amp;, Fsm&amp; fsm, SourceState&amp;,
- TargetState&amp; ) </code></p><p><code class="code"> {</code></p><p><code class="code"> cout &lt;&lt; "player::store_cd_info" &lt;&lt; endl;
- fsm.process_event(play()); </code></p><p><code class="code"> } </code></p><p><code class="code">}; </code></p><p>The advantage to functors compared to functions are that they are generic and
- reusable. They also allow passing more parameters than just events. The guard
- functors are the same but have an operator() returning a bool.</p><p>It is also possible to mix rows from different front-ends. To show this, a
- g_row has been left in the transition table. <span class="underline">Note:</span> in case the action functor is used in the transition table
- of a state machine contained inside a top-level state machine, the &#8220;fsm&#8221;
- parameter refers to the lowest-level state machine (referencing this action),
- not the top-level one.</p><p>To illustrate the reusable point, MSM comes with a whole set of predefined
- functors. Please refer to eUML for the full list (TODO). For example, we are
- going to replace the first action by an action sequence and the guard by a more
- complex functor.</p><p>We decide we now want to execute 2 actions in the first transition (Stopped -&gt;
- Playing). We only need to change the action start_playback to (TODO)
- <code class="code">ActionSequence_&lt; mpl::vector&lt;some_action, start_playback&gt; &gt;
- </code> and now will execute some_action and start_playback every time the
- transition is taken. ActionSequence_ is a functor callinng each element of the
- mpl::vector in sequence.</p><p>We also want to replace good_disk_format by a condition of the type:
- &#8220;good_disk_format &amp;&amp; (some_condition || some_other_condition)&#8221;. We can
- achieve this using And_ and Or_ functors: <code class="code">And_&lt;good_disk_format,Or_&lt;
- some_condition , some_other_condition&gt;</code>. It even starts looking like
- functional programming. MSM ships with functors for operators, state machine
- usage, STL algorithms or container methods.</p></div><div class="sect3" title="Defining states with entry/exit actions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e2362"></a>Defining states with entry/exit actions</h4></div></div></div><p>You probably noticed that we just showed a different transition table and that
- we even mixed rows from different front-ends. This means that you can do this
- and leave the definitions for states unchanged. Most examples are doing this as
- it is the simplest solution. You still enjoy the simplicity of the first
- front-end with the extended power of the new transition types. This <a class="link" href="examples/SimpleWithFunctors.cpp" target="_top">tutorial</a>, adapted from
- the earlier example does just this.</p><p>Of course, it is also possible to define states where entry and exit actions
- are also provided as functors as these are generated by eUML and both front-ends
- are equivalent. For example, we can define a state as:</p><p><code class="code">struct Empty_Entry { </code></p><p><code class="code">template &lt;class Event,class Fsm,class State&gt; </code></p><p><code class="code">void operator()(Event const&amp;,Fsm&amp;,State&amp;) </code></p><p><code class="code"> {</code></p><p><code class="code"> ... </code></p><p><code class="code"> } </code></p><p><code class="code">}; // same for Empty_Exit</code></p><p><code class="code">struct Empty : public
- msm::front::euml::func_state&lt;Empty_Entry,Empty_Exit&gt;{};</code></p><p>This also means that you can, like in the transition table, write entry / exit
- actions made of more complicated action combinations. The previous example can
- therefore <a class="link" href="examples/SimpleWithFunctors2.cpp" target="_top">be
- rewritten</a>.</p><p>Usually, however, one will probably use the standard state definition as it
- provides the same capabilities as this front-end state definition, unless one
- needs some of the shipped predefined functors.</p></div><div class="sect3" title="Defining a simple state machine"><div class="titlepage"><div><div><h4 class="title"><a name="d0e2403"></a>Defining a simple state machine</h4></div></div></div><p>Like states, state machines can be defined using the previous front-end, as
- the previous example showed, or with the functor front-end, which allows you to
- define a state machine entry and exit functions as functors, as in <a class="link" href="examples/SimpleWithFunctors2.cpp" target="_top">this example</a>.</p></div><div class="sect3" title="Anonymous transitions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e2411"></a>Anonymous transitions</h4></div></div></div><p>Anonymous (compound) transitions are transition withour a named event, taken
- automatically. We saw how this front-end uses <code class="code">none</code> when no action
- or guard is required. We can also use <code class="code">none</code> instead of an event to
- mark an anonymous transition. For example, the following transition makes an
- immediate transition from State1 to State2:</p><p>Row &lt; State1 , none , State2 &gt;</p><p>The following transition does the same but calling an action in the
- process:</p><p>Row &lt; State1 , none , State2 , State1ToState2, none &gt;</p><p>The following diagram shows an example and its <a class="link" href="examples/AnonymousTutorialWithFunctors.cpp" target="_top">implementation</a>:</p><p><span class="inlinemediaobject"><img src="../images/Anonymous.jpg"></span></p></div><div class="sect3" title="Internal transitions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e2437"></a><span class="command"><strong><a name="functor-internal-transitions"></a></strong></span>Internal transitions</h4></div></div></div><p>The <a class="link" href="examples/SimpleTutorialInternalFunctors.cpp" target="_top">following
- example</a> uses internal transitions with the functor front-end. As for
- the simple standard front-end, both methods of defining internal transitions are supported:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>defining a <code class="code">Row</code> in the state machine's transition
- table with <code class="code">none</code> as target state defines an internal
- transition</p></li><li class="listitem"><p>defining an <code class="code">internal_transition_table</code> made of
- <code class="code">Internal</code> rows inside a state defines UML-conform
- internal transitions with higher priority</p></li><li class="listitem"><p>transitions defined inside <code class="code">internal_transition_table</code>
- require no source state either as the source state is known.</p></li></ul></div><p>Like for the <span class="command"><strong><a class="command" href="ar01s04.html#internal-transitions-note">standard front-end internal transitions</a></strong></span>, internal transition
- tables are added into the main state machine's table, thus allowing you to
- distribute the transition table definition and reuse states.</p><p>There is an added bonus offered for submachines, which can have both the
- standard transition_table and an internal_transition_table (which has higher
- priority). This makes it easier if you decide to make a full submachine from a
- state. It is also slightly faster than the standard alternative, adding
- orthogonal regions, because event dispatching will, if accepted by the internal
- table, not continue to the subregions. This gives you a O(1) dispatch instead of
- O(number of regions). While the example is with eUML, the same is also possible
- with this front-end.</p></div></div><div class="sect2" title="eUML (experimental)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2477"></a><span class="command"><strong><a name="eUML-front-end"></a></strong></span>eUML (experimental)</h3></div></div></div><p><span class="underline">Important note</span>: eUML requires a compiler
- supporting the C++0x decltype/typeof feature (from example VC &gt;= 9, g++ &gt;= 4.3. VC8
- is partially supported). More generally, eUML has experimental status because most
- compilers will start crashing when a state machine becomes too big. Only g++ 4.3
- (unfortunately not 4.4 which shows a serious regression) seems perfectly
- resilient.</p><p>The previous front-ends are simple to write but still force an amount of noise,
- mostly MPL types, so it would be nice to write code looking like C++ (with a C++
- action language) directly inside the transition table, like UML designers like to do
- on their state machine diagrams. This is what eUML is for.</p><p>eUML is a Boost.Proto-based compile-time domain specific embedded language. It
- provides grammars which allow the definition of actions/guards directly inside the
- transition table or entry/exit in the state definition. It is defined in the
- namespace msm::front::euml. There are grammars for actions, guards, flags,
- attributes, deferred events, initial states.</p><p>It also relies on Boost.Typeof as a wrapper around the new decltype C++0x feature
- to provide a compile-time evaluation of all the grammars. Unfortunately, all the
- underlying Boost libraries are not Typeof-enabled, so for the moment, you will need
- a compiler where Typeof is natively implemented (like VC8-9-10, g++ &gt;= 4.3).</p><p>Examples will be provided in the next paragraphs. You need to include eUML basic
- features: </p><p><code class="code">#include &lt;msm/front/euml/euml.hpp&gt;</code></p><p>To add STL support (at possible cost of longer compilation times), include: </p><p><code class="code">#include &lt;msm/front/euml/stl.hpp&gt;</code></p><div class="sect3" title="Transition table"><div class="titlepage"><div><div><h4 class="title"><a name="d0e2501"></a>Transition table</h4></div></div></div><p>A transition can be defined using eUML as: </p><p><code class="code">source + event [guard] / action == target</code> or as</p><p><code class="code">target == source + event [guard] / action</code></p><p>The first version looks like a drawn transition in a diagram, the second one
- seems natural to a C++ developper.</p><p>The simple transition table written with the <span class="command"><strong><a class="command" href="ar01s04.html#functor-front-end">previous front-end</a></strong></span> can now be
- written as:</p><p>
- </p><table frame="void" id="d0e2522"><tbody><tr>
- <td>typedef BOOST_TYPEOF(build_stt((</td>
- <td> </td>
- <td> </td>
- </tr><tr>
- <td>Stopped +</td>
- <td>play [DummyGuard] / (TestFct,start_playback)</td>
- <td>== Playing</td>
- </tr><tr>
- <td>Stopped +</td>
- <td>open_close/ open_drawer</td>
- <td>== Open</td>
- </tr><tr>
- <td>Stopped +</td>
- <td>stop</td>
- <td>== Stopped</td>
- </tr><tr>
- <td>Open +</td>
- <td>open_close / close_drawer</td>
- <td>== Empty</td>
- </tr><tr>
- <td>Empty +</td>
- <td>open_close / open_drawer </td>
- <td>== Open</td>
- </tr><tr>
- <td>Empty +</td>
- <td>cd_detected [good_disk_format] / store_cd_info </td>
- <td>== Stopped</td>
- </tr><tr>
- <td> ) ) ) transition_table;</td>
- <td> </td>
- <td> </td>
- </tr></tbody></table><p>
- </p><p>Or, using the alternative notation, it can be:</p><p>
- </p><table id="d0e2617"><tbody><tr>
- <td>typedef BOOST_TYPEOF(build_stt((</td>
- <td> </td>
- <td> </td>
- </tr><tr>
- <td>Playing == </td>
- <td>Stopped +</td>
- <td>play [DummyGuard] / (TestFct,start_playback)</td>
- </tr><tr>
- <td>Open ==</td>
- <td>Stopped +</td>
- <td>open_close/ open_drawer</td>
- </tr><tr>
- <td>Stopped ==</td>
- <td>Stopped +</td>
- <td>stop</td>
- </tr><tr>
- <td>Empty ==</td>
- <td>Open +</td>
- <td>open_close / close_drawer</td>
- </tr><tr>
- <td>Open ==</td>
- <td>Empty +</td>
- <td>open_close / open_drawer</td>
- </tr><tr>
- <td>Stopped ==</td>
- <td>Empty +</td>
- <td>cd_detected [good_disk_format] / store_cd_info </td>
- </tr><tr>
- <td> ) ) ) transition_table;</td>
- <td> </td>
- <td> </td>
- </tr></tbody></table><p>
- </p><p>The transition table now looks like a list of (readable) rules with little
- noise.</p><p>UML defines guards between &#8220;[ ]&#8221; and actions after a &#8220;/&#8221;, so this is already
- more readable for UML designers. UML also allows designers to define several
- actions sequentially (our previous ActionSequence) separated by a comma. The
- first transition does just this: two actions separated by a comma and enclosed
- inside parenthesis to respect C++ operator precedence.</p><p>If this seems to you like it will cost you run-time performance, don't worry,
- typeof (decltype) only evaluates the build_stt function and no run-time cost
- occurs. Actually, eUML is only a metaprogramming layer on top of "standard" MSM
- metaprogramming and this first layer generates the previously-presented <span class="command"><strong><a class="command" href="ar01s04.html#functor-front-end">functor front-end</a></strong></span>.</p><p>UML also allows designers to define more complicated guards, like
- [good_disk_format &amp;&amp; (some_condition || some_other_condition)]. This was
- possible with our previously defined functors, but using a complicated template
- syntax. This syntax is now possible exactly as written, which means without
- syntactic noise.</p></div><div class="sect3" title="Defining events, actions and states with entry/exit actions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e2719"></a>Defining events, actions and states with entry/exit actions</h4></div></div></div><p>Events must be proto-enabled. To achieve this, they must inherit from
- euml_event:</p><p><code class="code">struct play : euml_event&lt;play&gt;{};</code></p><p>Actions (returning void) and guards (returning a bool) are defined like
- previous functors, with the difference that they also must be
- proto-enabled:</p><p><code class="code">struct some_condition : euml_action&lt; some_condition &gt;</code></p><p><code class="code">{ </code></p><p><code class="code">template &lt;class Fsm,class Evt,class SourceState,class
- TargetState&gt;</code></p><p><code class="code">bool operator()(Evt const&amp; ,Fsm&amp; ,SourceState&amp;
- ,TargetState&amp; ) { return true; } </code></p><p><code class="code">}; </code></p><p>It is also possible to use the same action grammar as for the transition table
- for state entry and exit actions:</p><p><code class="code">typedef BOOST_TYPEOF(euml::build_state( (Empty_Entry,Dummy_Entry)/*2
- entry actions*/,Empty_Exit/*1 exit action*/ )) Empty;</code></p><p>This means that Empty is defined as a state with an entry action made of two
- sub-actions, Empty_Entry and Dummy_Entry (enclosed inside parenthesis), and an
- exit action, Empty_Exit.</p><p>There are several overloads of the <span class="command"><strong><a name="eUML-build-state"></a></strong></span>build_state function:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>build_state(): state without entry or exit action.</p></li><li class="listitem"><p>build_state(Expr1): state with entry but no exit action.</p></li><li class="listitem"><p>build_state(Expr1,Expr2): state with entry and exit action.</p></li><li class="listitem"><p>build_state(Expr1,Expr2,Attributes): state with entry and exit
- action, defining some attributes (read further on).</p></li><li class="listitem"><p>build_state(Expr1,Expr2,Attributes,Configure): state with entry
- and exit action, defining some attributes (read further on) and
- flags (standard MSM flags) or deferred events (standard MSM deferred
- events).</p></li><li class="listitem"><p>build_state(Expr1,Expr2,Attributes,Configure,Base): state with
- entry and exit action, defining some attributes (read further on),
- flags and deferred events (plain msm deferred events) and a
- non-default base state (as defined in standard MSM).</p></li></ul></div><p>A NoAction is also defined, which does, well, nothing except being a
- placeholder (needed for example as entry action if we have no entry but an
- exit). Expr1 and Expr2 are a sequence of actions, obeying the same action
- grammar as in the transition table (following the &#8220;/&#8221; symbol).</p><p>The state functors have a slightly different signature as there is no source
- and target state but only a current state (entry/exit actions are
- transition-independent), for example:</p><p><code class="code">struct Empty_Entry : euml_action&lt; Empty_Entry &gt;</code></p><p><code class="code">{ </code></p><p><code class="code">template &lt;class Evt,class Fsm,class State&gt;</code></p><p><code class="code">void operator()(Evt const&amp; ,Fsm&amp; ,State&amp; ) { ... }
- </code></p><p><code class="code">}; </code></p><p>Notice again the euml_action, to make the functor play nice with the grammar.
- </p></div><div class="sect3" title="Defining a simple state machine"><div class="titlepage"><div><div><h4 class="title"><a name="d0e2795"></a>Defining a simple state machine</h4></div></div></div><p>Like for a functor front-end, you can reuse the state machine definition
- method from the standard front-end. You can also use eUML to define a state
- machine "on the fly" (if, for example, you need to provide an on_entry/on_exit
- for this state machine as a functor). For this, there is also a function,
- <span class="command"><strong><a name="eUML-build-sm"></a></strong></span>build_sm, which has up to 8 arguments:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>build_sm(Stt, Init): simplest state machine where only the
- transition table and initial state(s) are defined.</p></li><li class="listitem"><p>build_sm(Stt, Init, Expr1): state machine where the transition
- table, initial state and entry action are defined.</p></li><li class="listitem"><p>build_sm(Stt, Init, Expr1, Expr2): state machine where the
- transition table, initial state, entry and exit actions are
- defined.</p></li><li class="listitem"><p>build_sm(Stt, Init, Expr1, Expr2, Attributes): state machine where
- the transition table, initial state, entry and exit actions are
- defined. Furthermore, some attributes are added (read further
- on).</p></li><li class="listitem"><p>build_sm(Stt, Init, Expr1, Expr2, Attributes, Configure): state
- machine where the transition table, initial state, entry and exit
- actions are defined. Furthermore, some attributes (read further on),
- flags, deferred events and configuration capabilities TODO link (no
- message queue / no exception catching) are added.</p></li><li class="listitem"><p>build_sm(Stt, Init, Expr1, Expr2, Attributes, Flags, Deferred ,
- Base): state machine where the transition table, initial state,
- entry and exit actions are defined. Furthermore, attributes (read
- further on), flags , deferred events and configuration capabilities
- (no message queue / no exception catching) are added and a
- non-default base state (see base state TODO) is defined.</p></li></ul></div><p>For example, a minimum state machine could be defined
- like:</p><p>
- </p><table id="d0e2824"><tbody><tr>
- <td>typedef BOOST_TYPEOF(build_stt((</td>
- <td> </td>
- <td> </td>
- </tr><tr>
- <td>... ) ) ) transition_table;</td>
- <td> </td>
- <td> </td>
- </tr></tbody></table><p>
- </p><p><code class="code">typedef BOOST_TYPEOF(build_sm( transition_table(),init_ &lt;&lt; Empty
- )) player_;</code></p><p><span class="underline">Note for VC9</span>: This defined build_sm
- syntax works most of the time. But once in a while, VC9 will display the problem
- shown in the next section (not enough heap space). For example, this simple
- performance test (TODO link), while really simple, will display the bug. To
- correct it, the following solution works: </p><p><code class="code">#ifndef BOOST_MSVC</code></p><p><code class="code">typedef BOOST_TYPEOF(build_sm( transition_table(),init_ &lt;&lt; Empty
- &lt;&lt; AllOk )) player_;</code></p><p><code class="code">#else</code></p><p><code class="code">struct player_ : public BOOST_TYPEOF(build_sm( transition_table(),init_
- &lt;&lt; Empty &lt;&lt; AllOk )) {};</code></p><p><code class="code">#endif</code></p><p>Please have a look at the player tutorial written using eUML's <a class="link" href="examples/SimpleTutorialEuml2.cpp" target="_top">first</a> and <a class="link" href="examples/SimpleTutorialEuml.cpp" target="_top">second</a> syntax. Please
- ignore for the moment the BOOST_MSM_EUML_DECLARE_ATTRIBUTE macros, we come back
- to it very soon.</p></div><div class="sect3" title="Defining a submachine"><div class="titlepage"><div><div><h4 class="title"><a name="d0e2879"></a>Defining a submachine</h4></div></div></div><p>Defining a submachine (see <a class="link" href="examples/CompositeTutorialEuml.cpp" target="_top">tutorial</a>) with other
- front-ends simply means using a state which is a state machine in the transition
- table of another state machine. This is the same with eUML. One only needs
- define a second state machine and reference it in the transition table of the
- containing state machine.</p><p><span class="underline">Note</span>: the previous #ifdef trick has to
- be used for submachine definition because the VC9 bug occurs more often when
- submachines are involved.</p></div><div class="sect3" title="Attributes / Function call"><div class="titlepage"><div><div><h4 class="title"><a name="d0e2891"></a> Attributes / Function call</h4></div></div></div><p>We now want to make our grammar more useful. Very often, one needs only very
- simple action methods, for example ++Counter or Counter &gt; 5 where Counter is
- usually defined as some attribute of the class containing the state machine.
- Furthermore, unlike many expensive tools which are on the market, states within
- MSM are also classes so they can have attributes, and we would also like to
- provide them with attributes. </p><p>If you look back at our examples using the <a class="link" href="examples/SimpleTutorialEuml2.cpp" target="_top">first</a> and <a class="link" href="examples/SimpleTutorialEuml.cpp" target="_top">second</a> syntaxes, you
- will find some unexplained BOOST_MSM_EUML_DECLARE_ATTRIBUTE macros. Let us go
- back to them. We have:</p><p><code class="code">BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)</code></p><p><code class="code">BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)</code></p><p>This declares two attributes: cd_name of type std::string and cd_type of type
- DiskTypeEnum. These attributes are not part of any event or state in particular,
- we just declared a name and a type. Now, we can add attributes to our
- cd_detected event:</p><p><code class="code">typedef BOOST_TYPEOF(build_attributes(attributes_ &lt;&lt; cd_name
- &lt;&lt; cd_type )) cd_detected_attributes;</code></p><p><code class="code">struct cd_detected : euml_event&lt;cd_detected&gt;,cd_detected_attributes
- {</code></p><p><code class="code">cd_detected(std::string name, DiskTypeEnum diskType) {</code></p><p><code class="code">get_attribute(cd_name)=name;get_attribute(cd_type)=diskType;}</code></p><p><code class="code">};</code></p><p>The two left shift of the first line add both attributes into the helper
- cd_detected_attributes structure. As cd_detected inherits from the helper, it
- now has these two attributes. The function get_attribute returns a reference to
- the required attributes so that we can easily write and set them.</p><p>Ok, great, we now have a two liner to add attributes to a class, which we
- could have done more easily, so what is the point? The point is that we can now
- do what was not possible, reference these attributes directly, at compile-time,
- in the transition table. For example, in the example, you will find this
- transition:</p><p><code class="code">Stopped == Empty + cd_detected [good_disk_format &amp;&amp;
- (event_(cd_type)==Int_&lt;DISK_CD&gt;())] </code></p><p>Read event_(cd_type) as event_-&gt;cd_type with event_ a type generic for events,
- whatever the concrete event is (in this particular case, it happens to be a
- cd_detected as the transition shows).</p><p>The main advantage of this feature is that you do not need to define a new
- functor and you do not need to look inside the functor to know what it does, you
- have all at hand.</p><p>MSM provides more generic objects for state machine types:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>event_ : used inside any action, the event triggering the
- transition</p></li><li class="listitem"><p>state_: used inside entry and exit actions, the entered / exited
- state</p></li><li class="listitem"><p>source_: used inside a transition action, the source state</p></li><li class="listitem"><p>target_: used inside a transition action, the target state</p></li><li class="listitem"><p>fsm_: used inside any action, the (lowest-level) state machine
- processing the transition</p></li><li class="listitem"><p>Int_&lt;int value&gt;: a functor representing an int</p></li><li class="listitem"><p>Char_&lt;value&gt;: a functor representing a char</p></li><li class="listitem"><p>Size_t_&lt;value&gt;: a functor representing a size_t</p></li><li class="listitem"><p>String_&lt;mpl::string&gt; (boost &gt;= 1.40): a functor representing a
- string.</p></li></ul></div><p>These helpers can be used in two different ways:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>helper(attribute_name) returns the attribute with name
- attribute_name</p></li><li class="listitem"><p>helper returns the state / event type itself.</p></li></ul></div><p>The second form is helpful if you want to use states with self-created
- functors. In the <a class="link" href="examples/SimpleTutorialEuml.cpp" target="_top">above
- tutorial</a>, we provide Empty with an activate_empty method. We would
- like to create a eUML functor and call it from inside the transition table. This
- is done using the MSM_EUML_METHOD / MSM_EUML_FUNCTION macros. The first creates
- a functor to a method, the second to a free function. In the tutorial, we
- write:</p><p><code class="code">MSM_EUML_METHOD(ActivateEmpty_ , activate_empty , activate_empty_ , void
- , void )</code></p><p>The first parameter is the functor name, for use either directly or with the
- functor front-end. The second is the name of the method which will be called.
- The third is the function name for use in the transition table, the fourth is
- the return type of the function if used in the context of a transition action,
- the fifth is the result type if used in the context of a state entry / exit
- action (usually fourth and fifth are the same). We now have a new eUML function
- calling a method of "something", and this "something" is one of the five
- previously explained helpers. We can now use this in a transition, for
- example:</p><p><code class="code">Empty == Open + open_close /
- (close_drawer,activate_empty_(target_))</code></p><p>The action is now defined as a sequence of two actions: close_drawer and
- activate_empty called on the target itself. The target being Empty (the state
- defined left), this really will call Empty.activate_empty(). This method could
- also have an (or several) argument(s), for example the event, we could then call
- activate_empty_(target_ , event_).</p><p>More examples can be found in the <a class="link" href="examples/CompilerStressTestEuml.cpp" target="_top">terrible compiler stress
- test</a>, the <a class="link" href="examples/SimpleTimer.cpp" target="_top">timer
- example</a> or in the <a class="link" href="examples/iPodSearchEuml.cpp" target="_top">iPodSearch with eUML</a> (for String_ and more).</p></div><div class="sect3" title="Orthogonal regions, flags, event deferring"><div class="titlepage"><div><div><h4 class="title"><a name="d0e3003"></a>Orthogonal regions, flags, event deferring</h4></div></div></div><p>To define orthogonal regions really means defining more initial states. To add
- more initial states, &#8220;shift left&#8221; some, for example, if we had another initial
- state named AllOk :</p><p><code class="code">typedef BOOST_TYPEOF(build_sm( transition_table(),init_ &lt;&lt; Empty
- &lt;&lt; AllOk )) player_;</code></p><p>You remember from the <span class="command"><strong><a class="command" href="ar01s04.html#eUML-build-state">build_state</a></strong></span> and <span class="command"><strong><a class="command" href="ar01s04.html#eUML-build-sm">build_sm</a></strong></span> signatures that just after attributes, we can define
- flags, like in the basic MSM frontend. To do this, we have another "shift-left"
- grammar, for example:</p><p><code class="code">typedef BOOST_TYPEOF(build_state(NoAction,NoAction, attributes_ &lt;&lt;
- no_attributes_, </code></p><p><code class="code">/* flags */ configure_&lt;&lt; PlayingPaused &lt;&lt; CDLoaded ))
- Paused; </code></p><p>We now defined that Paused will get two flags, PlayingPaused and CDLoaded,
- defined, for example as:</p><p><code class="code">struct CDLoaded : euml_flag&lt;CDLoaded&gt; {};</code></p><p>This corresponds to the following basic front-end definition of Paused:</p><p><code class="code">struct Paused : public msm::front::state&lt;&gt; </code></p><p><code class="code">{ typedef mpl::vector2&lt;PlayingPaused,CDLoaded&gt; flag_list; };
- </code></p><p>Under the hood, what you get really is a mpl::vector2.</p><p><span class="underline">Note</span>: As we use the version of
- build_state with 4 arguments, we need to tell eUML that we need no attributes.
- Similarly to a <code class="code">cout &lt;&lt; endl</code>, we need a <code class="code">attributes_
- &lt;&lt; no_attributes_</code> syntax.</p><p>You can use the flag with the is_flag_active method of a state machine. You
- can also use the provided helper function is_flag_ (returning a bool) for state
- and transition actions. For example, in the iPod implementation with eUML (TODO
- link), you find the following transition:</p><p><code class="code">ForwardPressed == NoForward + EastPressed
- [!is_flag_(NoFastFwd)]</code></p><p>The function also has an optional second parameter which is the state machine
- on which the function is called. by default, fsm_ is used (the current state
- machine) but you could provide a functor returning a reference to another state
- machine.</p><p>eUML also supports defining deferred events in the state (state machine)
- definition. To this aim, we can reuse the flag grammar. For example:</p><p><code class="code">typedef BOOST_TYPEOF(build_state(Empty_Entry,Empty_Exit, attributes_
- &lt;&lt; no_attributes_, </code></p><p><code class="code">/* flags */ configure_&lt;&lt; play )) Empty; </code></p><p>The configure_ left shift is also responsible for deferring events. Shit
- inside a flag and it will be seen as a flag, shift an event and it will be a
- deferred event. This replaces the basic front-end definition:</p><p><code class="code">typedef mpl::vector&lt;play&gt; deferred_events;</code></p><p>In <a class="link" href="examples/OrthogonalDeferredEuml.cpp" target="_top">this
- tutorial</a>, player is defining a second orthogonal region with AllOk as
- initial state. The <code class="code">Empty</code> and <code class="code">Open</code> states also defer
- the event <code class="code">play</code>. <code class="code">Open</code>, <code class="code">Stopped</code> and
- <code class="code">Pause</code> also support the flag <code class="code">CDLoaded</code> using the
- same left shift into <code class="code">configure_</code>.</p><p>In the functor front_end, we also had the possibility to defer an event inside
- a transition, which makes possible conditional deferring. This is also possible
- with eUML through the use of the defer_ order, as shown in <a class="link" href="examples/OrthogonalDeferredEuml.cpp" target="_top">this tutorial</a>. You
- will find the foillowing transition:</p><p><code class="code">Open + play / defer_</code></p><p>This is an <span class="command"><strong><a class="command" href="ar01s04.html#eUML-internal">internal transition</a></strong></span>.
- Ignore it for the moment. Interesting is, that when the event <code class="code">play</code>
- is fired and <code class="code">Open</code> is active, the event will be deferred. Now add a
- guard and you can conditionally defer the event, for example:</p><p><code class="code">Open + play [ some_condition ] / defer_</code></p><p>This is similar to what we did with the functor front-end. This means that we
- have the same limitations. Using defer_ instead of a state declaration, we need
- to tell MSM that we have deferred events in this state machine. We do this
- (again) using a configure_ declaration in the state machine definition in which
- we shift the deferred_events configuration flag using the build_sm
- function:</p><p><code class="code">typedef BOOST_TYPEOF(build_sm( transition_table(),init_ &lt;&lt; Empty
- &lt;&lt; AllOk,</code></p><p><code class="code">Entry_Action, Exit_Action, attributes_ &lt;&lt; no_attributes_,
- configure_&lt;&lt; deferred_events )) player_;</code></p><p>A <a class="link" href="examples/OrthogonalDeferredEuml2.cpp" target="_top">tutorial</a>
- illsutrates this possibility.</p></div><div class="sect3" title="Customizing a state machine / Getting more speed"><div class="titlepage"><div><div><h4 class="title"><a name="d0e3134"></a> Customizing a state machine / Getting more speed</h4></div></div></div><p>We just saw how to use configure_ to define deferred events or flags. We can
- also use it to configure our state machine like we did with other front-ends
- (TODO add in standard):</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>configure_ &lt;&lt; no_exception: disables exception
- handling</p></li><li class="listitem"><p>configure_ &lt;&lt; no_msg_queue deactivates the message
- queue</p></li></ul></div><p>Deactivating these features if not needed greatly improves the event
- dispatching speed of your state machine. Our <a class="link" href="examples/EumlSimple.cpp" target="_top">speed testing</a> example with eUML
- use this feature.</p></div><div class="sect3" title="Anonymous transitions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e3151"></a>Anonymous transitions</h4></div></div></div><p>Anonymous transitions (See <span class="command"><strong><a class="command" href="ar01s03.html#uml-anonymous">UML
- tutorial</a></strong></span>) are transitions without a named event which are
- therefore triggered immediately when the source state becomre active, provided a
- guard allows it. As there is no event, to define such a transition, simply omit
- the &#8220;+&#8221; part of the transition (the event), for example: </p><p><code class="code">State3 == State4 [always_true] / State3ToState4</code></p><p><code class="code">State4 [always_true] / State3ToState4 == State3</code></p><p>Please have a look at <a class="link" href="examples/AnonymousTutorialEuml.cpp" target="_top">this example</a>, which implements the <span class="command"><strong><a class="command" href="ar01s04.html#anonymous-transitions">previously defined</a></strong></span> state
- machine with eUML.</p></div><div class="sect3" title="Internal transitions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e3173"></a><span class="command"><strong><a name="eUML-internal"></a></strong></span>Internal transitions</h4></div></div></div><p>Like both other front-ends, eUML supports two ways of defining internal transitions:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>in the state machine's transition table. In this case, you need to
- specify a source state, event, actions and guards but no target
- state, which eUML will interpret as an internal transition, for
- example this defines a transition internal to Open, on the event
- open_close:</p><p><code class="code">Open + open_close [internal_guard1] /
- internal_action1</code></p><p><a class="link" href="examples/EumlInternal.cpp" target="_top">A full example</a>
- is also provided.</p></li><li class="listitem"><p>in a state's <code class="code">internal_transition_table</code>. For
- example:</p><p><code class="code">typedef BOOST_TYPEOF(build_state( Open_Entry(),Open_Exit()
- )) Open_def;</code></p><p><code class="code">struct Open : public Open_def {</code></p><p><code class="code">typedef BOOST_TYPEOF(build_internal_stt((</code></p><p><code class="code">open_close [internal_guard1] /
- internal_action1</code></p><p><code class="code">) ) ) internal_transition_table;</code></p><p><code class="code">};</code></p><p>Notice how we do not need to repeat that the transition originates
- from Open as we already are in the context of Open. </p><p>The <a class="link" href="examples/EumlInternalDistributed.cpp" target="_top">implementation</a> also shows the added bonus offered for
- submachines, which can have both the standard transition_table and
- an internal_transition_table (which has higher priority). This makes
- it easier if you decide to make a full submachine from a state. It
- is also slightly faster than the standard alternative, adding
- orthogonal regions, because event dispatching will, if accepted by
- the internal table, not continue to the subregions. This gives you a
- O(1) dispatch instead of O(number of regions).</p></li></ul></div></div><div class="sect3" title="Direct entry / entry and exit pseudo-state / fork"><div class="titlepage"><div><div><h4 class="title"><a name="d0e3221"></a>Direct entry / entry and exit pseudo-state / fork</h4></div></div></div><p>We saw the <span class="command"><strong><a class="command" href="ar01s04.html#eUML-build-state">build_state</a></strong></span>
- function, which creates a simple state. Likewise, eUML provides other
- state-building functions for other types of states:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>build_terminal_state takes the same arguments as build_state and
- defines, well, a terminate state.</p></li><li class="listitem"><p>build_interrupt_state takes the same arguments as build_state and
- defines an interrupt state.</p></li><li class="listitem"><p>build_exit_state takes the same arguments as build_state and
- defines an exit pseudo state.</p></li><li class="listitem"><p>build_entry_state takes the same arguments as build_state and
- defines an interrupt state. The region index to be entered is
- defined as an int template argument, so build_entry_state&lt;0&gt;
- defines an entry state into the first region of a submachine.</p></li><li class="listitem"><p>build_explicit_entry_state takes the same arguments as build_state
- and defines an explicit entry state. The region index to be entered
- is defined as an int template argument, so
- build_explicit_entry_state&lt;0&gt; defines an explicit entry state
- into the first region of a submachine.</p></li></ul></div><p>Using these states in the transition table is like in any other front end
- using fsm_name::exit_pt&lt;&gt;, fsm_name::direct&lt;&gt; and fsm_name::entry_pt&lt;&gt;.
- For example, a direct entry could be:</p><p><code class="code">SubFsm2::direct&lt;SubState2&gt; == State1 + event2</code></p><p>Forks being a list on direct entries, eUML supports a logical syntax (state1,
- state2, ...), for example:</p><p><code class="code">(SubFsm2::direct&lt;SubState2&gt;, SubFsm2::direct&lt;SubState2b&gt;,
- SubFsm2::direct&lt;SubState2c&gt;) == State1 + event3</code></p><p>The <a class="link" href="examples/DirectEntryEuml.cpp" target="_top">entry tutorial</a> is
- also available with eUML.</p></div><div class="sect3" title="Helper functions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e3260"></a>Helper functions</h4></div></div></div><p>We saw a few helpers but there are more, so let us have a more complete description:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>event_ : used inside any action, the event triggering the
- transition</p></li><li class="listitem"><p>state_: used inside entry and exit actions, the entered / exited
- state</p></li><li class="listitem"><p>source_: used inside a transition action, the source state</p></li><li class="listitem"><p>target_: used inside a transition action, the target state</p></li><li class="listitem"><p>fsm_: used inside any action, the (lowest-level) state machine
- processing the transition</p></li><li class="listitem"><p>The previous objects can also return an attribute, for example
- event_(cd_name)</p></li><li class="listitem"><p>Int_&lt;int value&gt;: a functor representing an int</p></li><li class="listitem"><p>Char_&lt;value&gt;: a functor representing a char</p></li><li class="listitem"><p>Size_t_&lt;value&gt;: a functor representing a size_t</p></li><li class="listitem"><p>True_ and False_ functors returning true and false
- respectively</p></li><li class="listitem"><p>String_&lt;mpl::string&gt; (boost &gt;= 1.40): a functor representing a
- string.</p></li><li class="listitem"><p>if_then_else_(guard, action, action) where action can be an action
- sequence</p></li><li class="listitem"><p>if_then_(guard, action) where action can be an action
- sequence</p></li><li class="listitem"><p>while_(guard, action) where action can be an action
- sequence</p></li><li class="listitem"><p>do_while_(guard, action) where action can be an action
- sequence</p></li><li class="listitem"><p>for_(action, guard, action, action) where action can be an action
- sequence</p></li><li class="listitem"><p>process_(some_event [, some state machine] [, some state machine]
- [, some state machine] [, some state machine]) will call
- process_event (some_event) on the current state machine or on the
- one(s) passed as 2nd , 3rd, 4th, 5th argument. This allow sending
- events to several external machines</p></li><li class="listitem"><p>process2_(some_event,Value [, some state machine] [, some state
- machine] [, some state machine]) will call process_event
- (some_event(Value)) on the current state machine or on the one(s)
- passed as 3rd, 4th, 5th argument</p></li><li class="listitem"><p>is_ flag_(some_flag[, some state machine]) will call
- is_flag_active on the current state machine or on the one passed as
- 2nd argument</p></li><li class="listitem"><p>Predicate_&lt;some predicate&gt;: Used in STL algorithms. Wraps
- unary/binary functions to make them eUML-compatible so that they can
- be used in STL algorithms</p></li></ul></div><p>This can make for quite some fun. For example, </p><p><code class="code">/( if_then_else_(--fsm_(m_SongIndex) &gt; Int_&lt;0&gt;(),/*if
- clause*/</code></p><p><code class="code">show_playing_song(), /*then clause*/</code></p><p><code class="code">(fsm_(m_SongIndex)=Int_&lt;1&gt;(),process_(EndPlay())) /*else clause*/ )
- )</code> means:</p><p>if (fsm.SongIndex &gt; 0, call show_playing_song else {fsm.SongIndex=1; process
- EndPlay on fsm;}</p><p>A few examples are using these features:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>the iPod example introduced at the BoostCon09 <a class="link" href="examples/iPodEuml.cpp" target="_top">has been rewritten</a>
- with eUML (weak compilers please move on...)</p></li><li class="listitem"><p>the iPodSearch example also introduced at the BoostCon09 <a class="link" href="examples/iPodSearchEuml.cpp" target="_top">has been
- rewritten</a> with eUML. In this example, you will also find
- some examples of STL functor usage.</p></li><li class="listitem"><p><a class="link" href="examples/SimpleTimer.cpp" target="_top">A simpler timer</a>
- example is a good starting point. </p></li></ul></div><p>There is unfortunately a small catch. Defining a functor using MSM_EUML_METHOD
- or MSM_EUML_FUNCTION will create a correct functor. Your own eUML functors
- written as described at the beginning of this section will also work well,
- <span class="underline">except</span> with the while_, if_then_,
- if_then_else_ functions which will require a bit of writing. TODO macro.</p></div><div class="sect3" title="Phoenix-like STL support"><div class="titlepage"><div><div><h4 class="title"><a name="d0e3365"></a>Phoenix-like STL support</h4></div></div></div><p>As we saw, eUML supports most C++ operators (except address-of). For example
- it is possible to write event_(some_attribute)++ or [source_(some_bool)
- &amp;&amp; fsm_(some_other_bool)]. But a programmer needs more than operators in
- his daily programming. The STL is clearly a must have. Therefore, eUML comes in
- with a lot of functors to simplify your day-to-day programming. For almost every
- algorithm or container method of the STL, a corresponding eUML function is
- defined. Like Boost.Phoenix, &#8220;.&#8221; And &#8220;-&gt;&#8221; of call on objects are replaced by a
- functional programming paradigm, for example:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>begin_(container), end_(container): returns iterators of a
- container.</p></li><li class="listitem"><p>empty_(container): returns container.empty()</p></li><li class="listitem"><p>clear_(container): container.clear()</p></li><li class="listitem"><p>transform_ : std::transform</p></li></ul></div><p>In a nutshell, almost every STL method or algorithm is matched by a
- corresponding functor, which can then be used in the transition table or state
- actions. The reference (TODO link) explains in detail the usage and the
- underlying functor (so that this possibility is not reserved to eUML but also to
- the functor-based front-end). The file structure of this Phoenix-like library
- matches the one of Boost.Phoenix. All STL algorithm functors are to be found
- in:</p><p><code class="code">#include &lt;msm/front/euml/algorithm.hpp&gt;</code></p><p>The algorithms are also divided into sub-headers, matching the phoenix
- structure for simplicity:</p><p><code class="code">#include &lt; msm/front/euml/iteration.hpp&gt; </code></p><p><code class="code">#include &lt; msm/front/euml/transformation.hpp&gt; </code></p><p><code class="code">#include &lt; msm/front/euml/querying.hpp&gt; </code></p><p>Container methods can be found in:</p><p><code class="code">#include &lt; msm/front/euml/container.hpp&gt;</code></p><p>Or one can simply include the whole STL support (you will also need to include
- euml.hpp):</p><p><code class="code">#include &lt; msm/front/euml/stl.hpp&gt;</code></p><p>A few examples (to be found in <a class="link" href="examples/iPodSearchEuml.cpp" target="_top">this tutorial</a>):</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">push_back_(fsm_(m_tgt_container),event_(m_song))</code>: the
- state machine has an attribute m_tgt_container of type
- std::vector&lt;OneSong&gt; and the event has an attribute m_song of
- type OneSong. The line therefore pushes m_song at the end of
- m_tgt_container</p></li><li class="listitem"><p><code class="code">if_then_( state_(m_src_it) != end_(fsm_(m_src_container)),
- process2_(OneSong(),*(state_(m_src_it)++)) )</code>: the current
- state has an attribute m_src_it (an iterator). If this iterator !=
- fsm.m_src_container.end(), process OneSong on fsm, copy-constructed
- from state.m_src_it which we post-increment</p></li></ul></div></div></div><div class="sect2" title="Back-end"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3425"></a>Back-end</h3></div></div></div><p>There is, at the moment, one back-end. This back-end contains the library engine
- and defines the performance and functionality tradeoffs. The currently available
- back-end implements most of the functionality defined by the UML 2.0 standard at
- very high runtime speed, in exchange for longer compile-time. The runtime speed is
- due to a constant-time double-dispatch and self-adapting capabilities allowing the
- framework to adapt itself to the features used by a given concrete state machine.
- All unneeded features either disable themselves or can be manually disabled. See
- section 5.1 for a complete description of the run-to-completion algorithm.</p><div class="sect3" title="MSM Backend features"><div class="titlepage"><div><div><h4 class="title"><a name="d0e3430"></a> MSM Backend features </h4></div></div></div><p>TODO</p><p></p><div class="sect4" title="Creation"><div class="titlepage"><div><div><h5 class="title"><a name="d0e3436"></a> Creation </h5></div></div></div><p> MSM being divided betwenn front and back-end, one needs to first define a
- front-end. Then, to create a real state machine, the back-end must be
- created: <code class="code">typedef msm::back::state_machine&lt;my_front_end&gt;
- my_fsm;</code>
- </p><p>We now have a fully functional state machine. The next sections will
- describe what can be done with it.</p></div><div class="sect4" title="Event dispatching"><div class="titlepage"><div><div><h5 class="title"><a name="d0e3446"></a>Event dispatching</h5></div></div></div><p>The main reason to exist for a state machine is to dispatch events. For
- MSM, events are objects of a given event type. The object itself can contain
- data, but the event type is what decides of the transition to be taken. For
- MSM, if some_event is a given type (a simple struct for example) and e1 and
- e2 concrete events, e1 and e2 are equivalent, from a transition perspective.
- Of course, e1 and e2 can have different values and you can use them inside
- actions. Events are dispatched as const reference, so actions cannot modify
- events for obvious side-effect reasons. To dispatch an event of type
- some_event, you can simply write: </p><p><code class="code">my_fsm fsm; fsm.process_event(some_event());</code></p><p><code class="code">some_event e1; fsm.process_event(e1)</code></p><p>Creating an event on the fly will be optimized by the compiler so the
- performance will not degrade.</p></div><div class="sect4" title="Active state(s)"><div class="titlepage"><div><div><h5 class="title"><a name="d0e3459"></a>Active state(s)</h5></div></div></div><p>The backend also offers a way to know which state is active, though you
- will normally only need this for debugging purposes. If what you need simply
- is doing something with the active state, <span class="command"><strong><a class="command" href="ar01s03.html#UML-internal-transition">internal transitions</a></strong></span> or
- <span class="command"><strong><a class="command" href="ar01s04.html#backend-visitor">visitors</a></strong></span> are a better
- alternative. If you need to know what state is active, const int*
- current_state() will return an array of state ids. Please refer to the
- <span class="command"><strong><a class="command" href="ar01s07.html#internals-state-id">internals section</a></strong></span> to
- know how state ids are generated.</p></div><div class="sect4" title="Base state type"><div class="titlepage"><div><div><h5 class="title"><a name="d0e3473"></a> Base state type </h5></div></div></div><p>Sometimes, one needs to customize states to avoid repetition and provide a
- common functionality, for example in the form of a virtual method. You might
- also want to make your states polymorphic so that you can call typeid on
- them for logging or debugging. It is also useful if you need a visitor, like
- the next section will show. You will notice that all front-ends offer the
- possibility of adding a base type. Not that all states and state machines
- must have the same base state, so this could reduce reuse. For example,
- using the basic front end, you need to:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Add the non-default base state in your msm::front::state&lt;&gt;
- definition, as first template argument (except for
- interrupt_states for which it is the second argument, the first
- one being the event ending the interrupt), for example,
- my_base_state being your new base state for all states in a
- given state machine: <code class="code">struct Empty : public
- msm::front::state&lt;my_base_state&gt;</code> Now,
- my_base_state is your new base state. If it has a virtual
- function, your states become polymorphic. MSM also provides a
- default polymorphic base type for your convenience,
- <code class="code">msm::front::polymorphic_state</code>
- </p></li><li class="listitem"><p>Add the user-defined base state in the state machine frontend
- definition, as a second template argument, for example:
- <code class="code">struct player_ : public
- msm::front::state_machine&lt;player_,my_base_state&gt;
- </code></p></li></ul></div><p>You can also ask for a state with a given id (which you might have gotten
- from current_state()) using <code class="code">const base_state* get_state_by_id(int id)
- const</code> where base_state is the one you just defined. You can now
- do something ploymorphically. For example using the visitor.</p></div><div class="sect4" title="Visitor"><div class="titlepage"><div><div><h5 class="title"><a name="d0e3498"></a><span class="command"><strong><a name="backend-visitor"></a></strong></span>Visitor</h5></div></div></div><p>In some cases, having a pointer-to-base of the currently active states is
- not enough. You might want to call non-virtually a method of the currently
- active states. It will not be said that MSM forces the virtual keyword down
- your throat!</p><p>To achieve this goal, MSM provides its own variation of a visitor pattern
- using the previously described user-defined state technique. If you add to
- your user-defined base state an <code class="code">accept_sig</code> typedef giving the
- return value (unused for the moment) and signature and provide an accept
- method with this signature, calling visit_current_states will cause accept
- to be called on the currently active states. Typically, you will also want
- to provide an empty default accept in your base state in order in order not
- to force all your states to implement accept. For example your base state
- could be:</p><p><code class="code">struct my_visitable_state{</code></p><p><code class="code">// signature of the accept function</code></p><p><code class="code">typedef args&lt;void&gt; accept_sig;</code></p><p><code class="code">// we also want polymorphic states</code></p><p><code class="code">virtual ~my_visitable_state() {}</code></p><p><code class="code">// default implementation for states who do not need to be
- visited</code></p><p><code class="code">void accept() const {}</code></p><p><code class="code">};</code></p><p>This makes your states polymorphic and visitable. In this case, accept is
- made const and takes no argument. It could also be:</p><p><code class="code">struct SomeVisitor {&#8230;};</code></p><p><code class="code">struct my_visitable_state{</code></p><p><code class="code">// signature of the accept function</code></p><p><code class="code">typedef args&lt;void,SomeVisitor&amp;&gt; accept_sig;</code></p><p><code class="code">// we also want polymorphic states</code></p><p><code class="code">virtual ~my_visitable_state() {}</code></p><p><code class="code">// default implementation for states who do not need to be
- visited</code></p><p><code class="code">void accept(SomeVisitor&amp;) const {}</code></p><p><code class="code">};</code></p><p>And now, accept will take one argument (it could also be non-const). By
- default, accept takes up to 2 arguments. To get more, add a #define
- BOOST_MSM_VISITOR_ARG_SIZE to another value before including
- state_machine.hpp. For example:</p><p><code class="code">#define BOOST_MSM_VISITOR_ARG_SIZE 3</code></p><p><code class="code">#include &lt;boost/msm/back/state_machine.hpp&gt;</code></p><p>Note that accept will be called on ALL active states <span class="underline">and also automatically on sub-states of a
- submachine</span>.</p><p><span class="underline">Important warning</span>: The method
- visit_current_states takes its parameter by value, so if the signature of
- the accept function is to contain a parameter passed by reference, pass this
- parameter with a boost:ref/cref to avoid undesired copies or slicing. So,
- for example, in the above case, call:</p><p><code class="code">SomeVisitor vis; sm.visit_current_states(boost::ref(vis));
- </code></p><p>This <a class="link" href="examples/SM-2Arg.cpp" target="_top">example</a> uses a
- visiting function with 2 arguments.</p></div><div class="sect4" title="Flags"><div class="titlepage"><div><div><h5 class="title"><a name="d0e3587"></a>Flags</h5></div></div></div><p>Flags is a MSM-only concept, supported by all front-ends, which base
- themselves on the functions: </p><p><code class="code">template &lt;class Flag&gt; bool is_flag_active()</code> and</p><p><code class="code">template &lt;class Flag,class BinaryOp&gt; bool is_flag_active()</code>
- </p><p>These functions return true if the currently active state(s) support the
- Flag property. The first variant ORs the result if there are several
- orthogonal regions, the second one expects OR or AND, for example:</p><p><code class="code">my_fsm.is_flag_active&lt;MyFlag&gt;()</code></p><p><code class="code">my_fsm.is_flag_active&lt;MyFlag,my_fsm_type::Flag_OR&gt;()</code></p><p>Please refer to the front-ends sections for more information.</p></div><div class="sect4" title="Getting a state"><div class="titlepage"><div><div><h5 class="title"><a name="d0e3610"></a>Getting a state</h5></div></div></div><p>It is sometimes necessary to have the client code get access to the
- states' data. After all, the states are created once for good and hang
- around as long as the state machine does so why not use it? You simply just
- need sometimes to get information about any state, even inactive ones. An
- example is if you want to write a coverage tool and know how many times a
- state was visited. To get a state, use the get_state method giving the state
- name, for example: </p><p><code class="code">player::Stopped* tempstate =
- p.get_state&lt;player::Stopped*&gt;();</code> or </p><p><code class="code">player::Stopped&amp; tempstate2 =
- p.get_state&lt;player::Stopped&amp;&gt;();</code> depending on your
- personal taste. </p></div><div class="sect4" title="State machine constructor with arguments"><div class="titlepage"><div><div><h5 class="title"><a name="d0e3623"></a> State machine constructor with arguments </h5></div></div></div><p>You might want to define a state machine with a non-default constructor.
- For example, you might want to write: </p><p><code class="code">struct player_ : public msm::front::state_machine_def&lt;player_&gt; {
- player_(int some_value){&#8230;} } </code></p><p>This is possible, using the back-end as forwarding object: </p><p><code class="code">typedef msm::back::state_machine&lt;player_ &gt; player; player
- p(3);</code> The back-end will call the corresponding front-end
- constructor upon creation.</p><p>You can pass arguments up to the value of the
- BOOST_MSM_CONSTRUCTOR_ARG_SIZE macro (currently 5) arguments. Change this
- value before including any header if you need to change it. </p></div></div></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ar01s03.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ar01s05.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">UML Short Guide&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp; Performance / Compilers</td></tr></table></div></body></html>
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-<html><head>
- <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Performance / Compilers</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="ar01s04.html" title="User's Guide"><link rel="next" href="ar01s06.html" title="Questions &amp; Answers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> Performance / Compilers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ar01s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ar01s06.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Performance / Compilers"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3639"></a> Performance / Compilers</h2></div></di
v></div><p>Tests were made on different PCs running Windows XP and Vista and compiled with VC9
- SP1 or Ubuntu and compiled with g++ 4.2 and 4.3. For these tests, the same player state
- machine was written using Boost.Statechart, as a <a class="link" href="examples/SC Simple.cpp" target="_top">state machine with only simple states</a> and
- as a <a class="link" href="examples/SC Composite.cpp" target="_top">state machine with a composite
- state</a>. The same simple and composite state machines are implemented with MSM
- with a standard frontend <a class="link" href="examples/MsmSimple.cpp" target="_top">(simple)</a><a class="link" href="examples/MsmComposite.cpp" target="_top">(composite)</a>, the simple one also with
- <a class="link" href="examples/MsmSimpleFunctors.cpp" target="_top">functors</a> and with <a class="link" href="examples/EumlSimple.cpp" target="_top">eUML</a>. As these simple machines need no
- terminate/interrupt states, no message queue and have no-throw guarantee on their
- actions, the MSM state machines are defined with minimum functionality.</p><div class="sect2" title="Speed"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3661"></a>Speed</h3></div></div></div><p>VC9:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>The simple test completes 36 times faster with Msm than with
- Boost.Statechart</p></li><li class="listitem"><p>The composite test completes 18 times faster with MSM</p></li><li class="listitem"><p>The fastest version is with eUML/functors. It completes 58 times
- faster than Boost.Statechart. A transition costs 4.5ns on a
- Q6600.</p></li></ul></div><p>gcc 4.2.3:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>The simple test completes 54 times faster with Msm (with
- functors)</p></li><li class="listitem"><p>The composite test completes 25 times faster with Msm</p></li></ul></div></div><div class="sect2" title="Executable size"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3685"></a>Executable size</h3></div></div></div><p>There are some worries that MSM generates huge code. Is it true? The 2 compilers I
- tested disagree with this claim. On VC9, the test state machines used in the
- performance section produce executables of 14kB (for simple and eUML) and 21kB (for
- the composite). This includes the test code and iostreams. By comparison, an empty
- executable with iostreams generated by VC9 has a size of 7kB. Boost.Statechart
- generates executables of 43kB and 54kB. As a bonus, eUML comes for &#8220;free&#8221; in terms
- of executable size. You even get a speed gain. With g++ 4.3, it strongly depends on
- the compiler options (much more than VC). A good size state machine with &#8211;O3 can
- generate an executable of 600kB, and with eUML you can get to 1.5MB. Trying with &#8211;Os
- &#8211;s I come down to 18kB and 30kB for the test state machines, while eUML will go down
- to 1MB (which is still big), so in this case eUML does not come for free.</p></div><div class="sect2" title="Supported compilers"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3690"></a>Supported compilers</h3></div></div></div><p> MSM was successfully tested with: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>VC8 (please read further), VC9SP1, VC10 Beta 1 and 2</p></li><li class="listitem"><p>g++ 4.1 and higher</p></li><li class="listitem"><p>Green Hills Software MULTI for ARM v5.0.5 patch 4416 (Simple and
- Composite tutorials)</p></li></ul></div><p> eUML will only work with: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>VC8 (partly). You cannot, however use any overloaded function (like
- splice) and compile times and RAM consumption explode</p></li><li class="listitem"><p>VC9SP1, VC10 Beta1-2</p></li><li class="listitem"><p>g++ 4.3 and higher (previous versions lack native typeof
- support)</p></li></ul></div><p>VC8 and to some lesser extent VC9 suffer from a bug. Enabling the option "Enable
- Minimal Rebuild" (/Gm) will cause much higher compile-time (up to three times with
- VC8!). This option being activated per default in Debug mode, this can be a big
- problem.</p></div><div class="sect2" title="Limitations"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3719"></a> Limitations </h3></div></div></div><p>
- </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Compilation times of state machines with &gt; 80 transitions that are
- going to make you storm the CFO's office and make sure you get a shiny
- octocore with 8GB RAM by next week, unless he's interested in paying you
- watch the compiler agonize for hours... (Make sure you ask for dual 24"
- as well, it doesn't hurt).</p></li><li class="listitem"><p>eUML allows very long constructs but will also quickly increase your
- compile time on some compilers (VC9, VC10 Beta1) with buggy decltype
- support (I suspect some at least quadratic algorithms there). Even g++
- 4.4 shows some regression compared to 4.3 and will crash if the
- constructs become too big.</p></li><li class="listitem"><p>Need to overwrite the mpl::vector/list default-size-limit of 20 and
- fusion default vector size of 10 if more than 10 states found in a state
- machine</p></li></ul></div><p>
- </p></div><div class="sect2" title="Compilers corner"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3735"></a> Compilers corner </h3></div></div></div><p>Compilers are sometimes full of surprises and such strange errors happened in the
- course of the development that I wanted to list the most fun for readers&#8217;
- entertainment.</p><p><span class="underline">VC8</span>: </p><p><code class="code">template &lt;class StateType&gt; </code></p><p><code class="code">typename ::boost::enable_if&lt; </code></p><p><code class="code">typename ::boost::mpl::and_&lt;</code></p><p><code class="code">typename ::boost::mpl::not_&lt;typename
- has_exit_pseudo_states&lt;StateType&gt;::type&gt;::type, </code></p><p><code class="code">typename ::boost::mpl::not_&lt;typename
- is_pseudo_exit&lt;StateType&gt;::type&gt;::type &gt;::type,BaseState*&gt;::type
- </code></p><p>I get the following error:</p><p>error C2770: invalid explicit template argument(s) for '`global
- namespace'::boost::enable_if&lt;is_pseudo_exit&lt;StateType&gt;::type,BaseState*&gt;::type
- boost::msm::state_machine&lt;Derived,HistoryPolicy,BaseState&gt;::add_state&lt;ContainingSM&gt;::new_state_helper(boost::msm::dummy&lt;__formal&gt;)
- const' </p><p>If I now remove the first &#8220;::&#8221; in ::boost::mpl , the compiler shuts up. So in this
- case, it is not possible to follow Boost&#8217;s guidelines.</p><p><span class="underline">VC9</span>:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>This one is my all times&#8217; favorite. Do you know why the exit pseudo
- states are referenced in the transition table with a
- &#8220;submachine::exit_pt&#8221; ? Because &#8220;exit&#8221; will crash the compiler. &#8220;Exit&#8221;
- is not possible either because it will crash the compiler on one
- machine, but not on another (the compiler was installed from the same
- disk).</p></li><li class="listitem"><p>Sometimes, removing a policy crashes the compiler, so some versions
- are defining a dummy policy called WorkaroundVC9.</p></li><li class="listitem"><p>Typeof: While g++ and VC9 compile &#8220;standard&#8221; state machines in
- comparable times, Typeof (while in both ways natively supported) seems
- to behave in a quadratic complexity with VC9 and VC10.</p></li><li class="listitem"><p>eUML: in case of a compiler crash, changing the order of state
- definitions (first states without entry or exit) sometimes solves the
- problem.</p></li></ul></div><p><span class="underline">g++ 4.x</span>: Boring compiler, almost all is
- working almost as expected. Being not a language lawyer I am unsure about the
- following &#8220;Typeof problem&#8221;. VC9 and g++ disagree on the question if you can derive
- from the BOOST_TYPEOF generated type without first defining a typedef. I will be
- thankful for an answer on this. I only found two ways to break the compiler:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Add more eUML constructs until something explodes (especially with
- g++-4.4) </p></li><li class="listitem"><p>The build_terminate function uses 2 mpl::push_back instead of
- mpl::insert_range because g++ would not accept insert_range.</p></li></ul></div><p>You can test your compiler&#8217;s decltype implementation with the <a class="link" href="examples/CompilerStressTestEuml.cpp" target="_top">following stress test</a>
- and reactivate the commented-out code until the compiler crashes.</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ar01s04.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ar01s06.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">User's Guide&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Questions &amp; Answers</td></tr></table></div></body></html>
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-<html><head>
- <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Questions &amp; Answers</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="ar01s05.html" title="Performance / Compilers"><link rel="next" href="ar01s07.html" title="Internals"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Questions &amp; Answers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ar01s05.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ar01s07.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Questions &amp; Answers"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3798"></a>Questions &amp; Answers</h2></div></div></d
iv><p><span class="underline">Question</span>: on_entry gets as argument, the sent
- event. What event do I get when the state becomes default-activated (because it is an
- initial state)?</p><p>
- <span class="underline">Answer</span>: To allow you to know that the state was
- default-activated, MSM generates a boost::msm::InitEvent default event. </p><p><span class="underline">Question</span>: Why do I see no call to no_transition
- in my composite state? </p><p><span class="underline">Answer</span>: Because of the priority rule defined by
- UML. It says that in case of transition conflict, the most inner state has a higher
- priority. So after asking the inner state, the containing composite has to be also asked
- to handle the transition and could find a possible transition.</p><p><span class="underline">Question</span>: Why do I get a compile error saying
- the compiler cannot convert to a function ...Fsm::*(some_event)? </p><p><span class="underline">Answer</span>: You probably defined a transition
- triggered by the event some_event, but used a guard/action method taking another event. </p><p><span class="underline">Question</span>: Why do I get a compile error saying
- something like &#8220;too few&#8221; or &#8220;too many&#8221; template arguments? </p><p><span class="underline">Answer</span>: You probably defined a transition in
- form of a a_row or g_row where you wanted just a _row or the other way around. With Row,
- it could mean that you forgot a "none". </p><p><span class="underline">Question</span>: Why do I get a very long compile error
- when I define more than 20 rows in the transition table? </p><p><span class="underline">Answer</span>: MSM uses Boost.MPL under the hood and
- this is the default maximum size. Please define the following 3 macros before including
- any MSM headers: </p><p><code class="code">#define BOOST_MPL_CFG_NO_PREPROCESSED_HEADERS </code></p><p><code class="code">#define BOOST_MPL_LIMIT_VECTOR_SIZE 30 // or whatever you need </code></p><p><code class="code">#define BOOST_MPL_LIMIT_MAP_SIZE 30 // or whatever you need </code></p><p><span class="underline">Question</span>: Why do I get this error: &#8221;error C2977:
- 'boost::mpl::vector' : too many template arguments&#8221;? </p><p><span class="underline">Answer</span>: The first possibility is that you
- defined a transition table as, say, vector17 and have 18 entries. The second is that you
- have 17 entries and have a composite state. Under the hood, MSM adds a row for every
- event in the composite transition table. The third one is that you used a mpl::vector
- without the number of entries but are close to the MPL default of 50 and have a
- composite, thus pushing you above 50. Then you need mpl/vector60/70&#8230;.hpp and a
- mpl/map60/70&#8230;.hpp </p><p><span class="underline">Question</span>: Why do I get a very long compile error
- when I define more than 10 states in a state machine? </p><p><span class="underline">Answer</span>: Msm uses Boost.Fusion under the hood and
- this is the default maximum size. Please define the following macro before including any
- MSM headers: </p><p><code class="code">#define FUSION_MAX_VECTOR_SIZE 20 // or whatever you need </code></p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ar01s05.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ar01s07.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> Performance / Compilers&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Internals</td></tr></table></div></body></html>
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- <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Internals</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="ar01s06.html" title="Questions &amp; Answers"><link rel="next" href="ar01s08.html" title="Acknowledgements"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Internals</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ar01s06.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ar01s08.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Internals"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3870"></a>Internals</h2></div></div></div><p>This chapter describes the internal machine
ry of the back-end, which can be useful for
- UML experts but can be safely ignored for most users. For implementers, the interface
- between front- and back- end is also described in detail.</p><div class="sect2" title="Backend: Run To Completion"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3875"></a><span class="command"><strong><a name="run-to-completion"></a></strong></span>Backend: Run To Completion</h3></div></div></div><p>The back-end implements the following run-to completion algorithm:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Check if one region of the concrete state machine is in a terminate or
- interrupt state. If yes, event processing is disabled while the
- condition perdures (forever for a terminate pseudo-state, while active
- for an interrupt pseudo-state).</p></li><li class="listitem"><p>If the message queue feature is enabled and if the state machine is
- already processing an event, push the currently processed event into the
- queue and end processing. Otherwise, notice that the state machine is
- now processing an event and continue.</p></li><li class="listitem"><p>If the state machine detected that no deferred event is used, skip
- this step. Otherwise, mark the first deferred event from the deferred
- queue as active.</p></li><li class="listitem"><p>Now start the core of event dispatching. If exception handling is
- activated, this will happen inside a try/catch block and the front-end
- <code class="code">exception_caught</code> is called if an exception occurs.
- </p></li><li class="listitem"><p>The event is now dispatched in turn to every region, in the order
- defined by the initial state front-end definition. This will, for every
- region, call the corresponding front-end transition definition (the
- "row" or "Row" of the transition table).</p></li><li class="listitem"><p>Without transition conflict, if for a given region a transition is
- possible, the guard condition is checked. If it returns
- <code class="code">true</code>, the transition processing continues and the
- current state's exit action is called, followed by the transition action
- and the new active state's entry action.</p></li><li class="listitem"><p>With transition conflicts (several possible transitions, disambiguated
- by mutually exclusive guard conditions), the guard conditions are tried
- in reverse order of their transition definition in the transition table.
- The first one returning <code class="code">true</code> selects its transition. Note
- that this is not defined by the UML standard, which simply specifies
- that if the guard conditions are not mutually exclusive, the state
- machine is ill-formed and the behaviour undefined. Relying on this
- implementation-specific behaviour will make it harder for the developer
- to support another state machine framework.</p></li><li class="listitem"><p>If at least one region processes the event, this event is seen as
- having been accepted. If not, the library calls
- <code class="code">no_transition</code> on the state machine for every contained
- region.</p></li><li class="listitem"><p>If the currently active state is a submachine, the behaviour is
- slightly different. The UML standard specifies that internal transitions
- have to be tried first, so the event is first dispatched to the
- submachine. Only if the submachine does not accept the event are other
- (non internal) transitions tried.</p></li><li class="listitem"><p>This back-end supports simple states' and submachines' internal
- transitions. These are provided in the state's
- <code class="code">internal_transition_table</code> type. Transitions defined in
- this table are added at the end of the main state machine's transition
- table, but with a lesser priority than the submachine's transitions
- (defined in <code class="code">transition_table</code>). This means, for simple
- states, that these transitions have higher priority than non-internal
- transitions, conform to the UML standard which gives higher priority to
- deeper-level transitions. For submachines, this is a non-standard
- addition which can help make event processing faster by giving a chance
- to bypass subregion processing. With standard UML, one would need to add
- a subregion only to process these internal transitions, which would be
- slower.</p></li><li class="listitem"><p>After the dispatching itself, the deferred event marked in step 3 (if
- any) now gets a chance of processing.</p></li><li class="listitem"><p>Then, events queued in the message queue also get a dispatching
- chance</p></li><li class="listitem"><p>Finally, compound events (transitions without a named event), if to be
- found in the transition table, also get their dispatching chance.</p></li></ul></div><p>This algorithm illustrates how the back-end configures itself at compile-time as
- much as possible. Every feature not found in a given state machine definition is
- deactivated and has therefore no runtime cost. Compound events, deferred events,
- terminate states, dispatching to several regions, internal transitions are all
- deactivated if not used. Only for exception handling and message queue is user
- configuration necessary.</p></div><div class="sect2" title="Frontend / Backend interface"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3941"></a>Frontend / Backend interface</h3></div></div></div><p>The design of MSM tries to make front-ends and back-ends (later) to be as
- interchangeable as possible. Of course, Of course, no back-end will ever implement
- every feature defined by any possible front-end and inversely, but the goal is to
- make it as easy as possible to extend the current state of the library.</p><p>To achieve this, MSM divides the functionality between both sides: the front-end
- is a sort of user interface and is descriptive, the back-end implements the state
- machine engine.</p><p>MSM being based on a transition table, a concrete state machine (or a given
- front-end) must provide a transition_table. This transition table must be made of
- rows. And each row must tell what kind of transition it is and implement the calls
- to the actions and guards. A state machine must also define its regions (marked by
- initial states) And that is about the only constraints for front-ends. How the rows
- are described is implementer's choice. </p><p>Every row must provide:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>A <code class="code">Source</code> typedef indicating, well, the type of the source
- state.</p></li><li class="listitem"><p>A <code class="code">Target</code> typedef indicating, well, the type of the target
- state.</p></li><li class="listitem"><p>A <code class="code">Evt</code> typedef indicating the type of the event triggering the
- transition.</p></li><li class="listitem"><p>A <code class="code">row_type_tag</code> typedef indicating the type of the
- transition.</p></li><li class="listitem"><p>Rows having a type requiring transition actions must provide a static
- function <code class="code">action_call</code> with the following signature: <code class="code">
- template &lt;class Fsm,class SourceState,class TargetState,class
- AllStates&gt; </code></p><p><code class="code">static void action_call (Fsm&amp; fsm, Event const&amp; evt,
- SourceState&amp;, TargetState&amp;, AllStates&amp;) </code></p><p>The function gets as parameters the (back-end) state machine, the event,
- source and target states and a container (in the current back-end, a
- fusion::set) of all the states defined in the state machine. For example, as
- the back-end has the front-end as basic class, <code class="code">action_call</code> is
- simply defined as <code class="code">(fsm.*action)(evt)</code>.</p></li><li class="listitem"><p>Rows having a type requiring a guard must provide a static function
- <code class="code">guard_call</code> with the following signature:<code class="code"> </code></p><p><code class="code">template &lt;class Fsm,class SourceState,class TargetState,class
- AllStates&gt;</code></p><p><code class="code">static bool guard_call (Fsm&amp;, Event const&amp;,
- SourceState&amp;, TargetState&amp;, AllStates&amp;)</code></p></li><li class="listitem"><p>The possible transition (row) types are:</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>a_row_tag: a transition with actions and no guard</p></li><li class="listitem"><p>g_row_type: a transition with a guard and no actions</p></li><li class="listitem"><p>_row_tag: a transition without actions or guard</p></li><li class="listitem"><p>row_tag: a transition with guard and actions</p></li><li class="listitem"><p>a_irow_tag: an internal transition (defined inside the
- <code class="code">transition_table</code>) with actions</p></li><li class="listitem"><p>g_irow_tag: an internal transition (defined inside the
- <code class="code">transition_table</code>) with guard</p></li><li class="listitem"><p>irow_tag: an internal transition (defined inside the
- <code class="code">transition_table</code>) with actions and
- guards</p></li><li class="listitem"><p>_irow_tag: an internal transition (defined inside the
- <code class="code">transition_table</code>) without action or guard. Due
- to higher priority for internal transitions, this is quivalent
- to a "ignore event"</p></li><li class="listitem"><p>sm_a_i_row_tag: an internal transition (defined inside the
- <code class="code">internal_transition_table</code>) with actions</p></li><li class="listitem"><p>sm_g_i_row_tag: an internal transition (defined inside the
- <code class="code">internal_transition_table</code>) with guard</p></li><li class="listitem"><p>sm_i_row_tag: an internal transition (defined inside the
- <code class="code">internal_transition_table</code>) with actions and
- guards</p></li><li class="listitem"><p>sm__i_row_tag: an internal transition (defined inside the
- <code class="code">internal_transition_table</code>) without action or
- guard. Due to higher priority for internal transitions, this is
- quivalent to a "ignore event"</p></li></ul></div></li></ul></div><p>Furthermore, a front-end must provide the definition of states and state machines.
- State machine definitions must provide (the implementer is free to provide it or let
- it be done by every concrete state machine. Different MSM front-ends took one or the
- other approach):</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">initial_state</code>: This typedef can be a single state or a
- mpl container and provides the initial states defining one or several
- orthogonal regions.</p></li><li class="listitem"><p><code class="code">transition_table</code>: This typedef is a MPL sequence of
- rows.</p></li><li class="listitem"><p><code class="code">configuration</code>: this typedef is a MPL sequence of known
- types triggering special behavior in the back-end, for example if a
- concrete fsm requires a message queue or exception catching.</p></li></ul></div><p>States and state machines must both provide a (possibly empty) definition of:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">flag_list</code>: the flags being active when this state or
- state machine become the current state of the fsm.</p></li><li class="listitem"><p><code class="code">deferred_events</code>: events being automatically deferred when
- the state is the current state of the fsm.</p></li><li class="listitem"><p><code class="code">internal_transition_table</code>: the internal transitions of
- this state.</p></li><li class="listitem"><p><code class="code">on_entry</code> and <code class="code">on_exit</code> methods.</p></li></ul></div></div><div class="sect2" title="Generated state ids"><div class="titlepage"><div><div><h3 class="title"><a name="d0e4118"></a><span class="command"><strong><a name="internals-state-id"></a></strong></span> Generated state ids </h3></div></div></div><p>Normally, one does not need to know the ids generated for all the states of a
- state machine, unless for debugging purposes, like the pstate function does in the
- tutorials in order to display the name of the current state. This section will show
- how to automatically display typeid-generated names, but these are not very readable
- on all platforms, so it can help to know how the ids are generated. The ids are
- generated using the transition table, from the &#8220;Start&#8221; column up to down, then from
- the &#8220;Next&#8221; column, up to down, as shown in the next image: </p><p><span class="inlinemediaobject"><img src="../images/AnnexA.jpg"></span></p><p>Stopped will get id 0, Open id 1, ErrorMode id 6 and SleepMode (seen only in the
- &#8220;Next&#8221; column) id 7. If you have some implicitly created states, like
- transition-less initial states or states created using the explicit_creation
- typedef, these will be added as a source at the end of the transition table. If you
- have submachine states, a row will be added for them at the end of the table, after
- the automatically or explicitly created states, which can change their id. The next
- help you will need for debugging would be to call the current_state method of the
- state_machine class, then the display_type helper to generate a readable name from
- the id. If you do not want to go through the transition table to fill an array of
- names, the library provides another helper, fill_state_names, which, given an array
- of sufficient size (please see next section to know how many states are defined in
- the state machine), will fill it with typeid-generated names. </p></div><div class="sect2" title="Metaprogramming tools"><div class="titlepage"><div><div><h3 class="title"><a name="d0e4130"></a>Metaprogramming tools</h3></div></div></div><p>We can find for the transition table more uses than what we have seen so far.
- Let's suppose you need to write a coverage tool. A state machine would be perfect
- for such a job, if only it could provide some information about its structure. It is
- especially relevant if you are working with Executable UML, which bases most of its
- dynamic behaviour on state machines.As a matter of fact, thanks to the transition
- table and Boost.MPL, it does.</p><p>What is needed for a coverage tool? You need to know how many states are defined
- in the state machine, and how many events can be fired. This way you can log the
- fired events and the states visited in the life of a concrete machine and be able to
- perform some coverage analysis, like &#8220;fired 65% of all possible events and visited
- 80% of the states defined in the state machine&#8221;. To achieve this, MSM provides a few
- useful tools:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>generate_state_set&lt;transition table&gt;: returns a mpl::set of all the
- states defined in the table.</p></li><li class="listitem"><p>generate_event_set&lt;transition table&gt;: returns a mpl::set of all the
- events defined in the table.</p></li><li class="listitem"><p>using mpl::size&lt;&gt;::value you can get the number of elements in the
- set.</p></li><li class="listitem"><p>display_type defines an operator() sending typeid(Type).name() to
- cout.</p></li><li class="listitem"><p>fill_state_names fills an array of char const* with names of all
- states (found by typeid)</p></li><li class="listitem"><p>using mpl::for_each on the result of generate_state_set and
- generate_event_set passing display_type as argument will display all the
- states of the state machine.</p></li><li class="listitem"><p>let's suppose you need to recursively find the states and events
- defined in the composite states and thus also having a transition table.
- Calling recursive_get_transition_table&lt;Composite&gt; will return you the
- transition table of the composite state, recursively adding the
- transition tables of all sub-state machines and sub-sub...-sub-state
- machines. Then call generate_state_set or generate_event_set on the
- result to get the full list of states and events. </p></li></ul></div><p> An <a class="link" href="examples/BoostCon09Full.cpp" target="_top">example</a> shows the tools
- in action. </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ar01s06.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ar01s08.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Questions &amp; Answers&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Acknowledgements</td></tr></table></div></body></html>
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- <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Acknowledgements</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="ar01s07.html" title="Internals"><link rel="next" href="ar01s09.html" title="Reference"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Acknowledgements</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ar01s07.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ar01s09.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Acknowledgements"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e4164"></a>Acknowledgements</h2></div></div></div><p>I am in debt to the following people
 who helped MSM along the way.</p><div class="sect2" title="MSM v2"><div class="titlepage"><div><div><h3 class="title"><a name="d0e4169"></a>MSM v2</h3></div></div></div><p>
- </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Thanks to Dave Abrahams for managing the review</p></li><li class="listitem"><p>Thanks to Eric Niebler for his patience correcting my grammar
- errors</p></li><li class="listitem"><p>Special thanks to Joel de Guzman who gave me very good ideas at the
- BoostCon09. These ideas were the starting point of the redesign. Any
- time again, Joel &#9786;</p></li><li class="listitem"><p>Thanks to Richard O&#8217;Hara for making Green Hills bring a patch in less
- than 1 week, thus adding one more compiler to the supported list.</p></li><li class="listitem"><p>Big thanks to those who took the time to write a review: Franz Alt,
- David Bergman, Michael Caisse, Barend Gehrels, Darryl Greene, Juraj
- Ivancic, Erik Nelson, Kenny Riddile.</p></li><li class="listitem"><p>Thanks to Matt Calabrese and Juraj Ivancic for reporting bugs.</p></li></ul></div><p>
- </p></div><div class="sect2" title="MSM v1"><div class="titlepage"><div><div><h3 class="title"><a name="d0e4194"></a> MSM v1</h3></div></div></div><p>
- </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>The original version of this framework is based on the brilliant work
- of David Abrahams and Aleksey Gurtovoy who laid down the base and the
- principles of the framework in their excellent book, &#8220;C++ template
- Metaprogramming&#8221;. The implementation also makes heavy use of the
- boost::mpl.</p></li><li class="listitem"><p>Thanks to Jeff Flinn for his idea of the user-defined base state and
- his review which allowed MSM to be presented at the BoostCon09.</p></li><li class="listitem"><p>Thanks to my Msm v1beta testers, Christoph Woskowski and Franz Alt for
- using the framework with little documentation and to my private
- reviewer, Edouard Alligand</p></li></ul></div><p>
- </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ar01s07.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ar01s09.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Internals&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Reference</td></tr></table></div></body></html>
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- <title>Reference</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="ar01s08.html" title="Acknowledgements"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Reference</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ar01s08.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;</td></tr></table><hr></div><div class="sect1" title="Reference"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e4210"></a>Reference</h2></div></div></div><p> todo </p><div class="sect2" title="Back-end"><div class="titlepage"><div><div><h3 class="title"><a name="d0e4215"></a> Back-end </h3></div></div></div><p>to
do</p><div class="sect3" title="File: <boost/msm/back/state_machine.hpp&gt;"><div class="titlepage"><div><div><h4 class="title"><a name="d0e4220"></a>File: &lt;boost/msm/back/state_machine.hpp&gt;</h4></div></div></div><pre class="synopsis">
- <code class="filename">boost/msm/back/state_machine.hpp</code>
- <code class="classname">fff</code>
- <code class="methodname">void start</code>
- <code class="methodname">template &lt;class Event&gt; HandledEnum process_event</code>
- <code class="methodname">const int* current_state const</code>
- </pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Derived,class HistoryPolicy=NoHistory,class
- CompilePolicy=favor_runtime_speed&gt; state_machine</span></span>&nbsp;{<br><code class="methodsynopsis">&nbsp;&nbsp;<span class="methodname">void start</span>(<span class="methodparam"></span>);</code><br><code class="methodsynopsis">&nbsp;&nbsp;<span class="methodname">template &lt;class Event&gt; HandledEnum process_event</span>(<span class="methodparam">Event const&amp;</span>);</code><br><code class="methodsynopsis">&nbsp;&nbsp;<span class="methodname">const int* current_state const</span>(<span class="methodparam"></span>);</code><br><code class="methodsynopsis">&nbsp;&nbsp;<span class="methodname">const BaseState* get_state_by_id const</span>(<span class="methodparam">int id</span>);</code><br><code class="methodsynopsis">&nbsp;&nbsp;<span class="methodname">bool is_contained const</span>(<span class="methodparam"></span>);</code><br><code class="methodsynopsis">&nbsp;&nbsp;<span class="methodname">template &lt;class State&gt; State* get_state</span>(<span class="methodpar
am"></span>);</code><br><code class="methodsynopsis">&nbsp;&nbsp;<span class="methodname">template &lt;class State&gt; State&amp; get_state</span>(<span class="methodparam"></span>);</code><br><code class="methodsynopsis">&nbsp;&nbsp;<span class="methodname">template &lt;class Flag,class BinaryOp&gt; bool
- is_flag_active</span>(<span class="methodparam"></span>);</code><br><code class="methodsynopsis">&nbsp;&nbsp;<span class="methodname">template &lt;class Flag&gt; bool is_flag_active</span>(<span class="methodparam"></span>);</code><br><code class="methodsynopsis">&nbsp;&nbsp;<span class="methodname">void visit_current_states</span>(<span class="methodparam"></span>);</code><br><code class="methodsynopsis">&nbsp;&nbsp;<span class="methodname">void visit_current_states</span>(<span class="methodparam">any-type param1, any-type param2,...</span>);</code><br><code class="methodsynopsis">&nbsp;&nbsp;<span class="methodname">template &lt;class Event&gt; void defer_event</span>(<span class="methodparam">Event const&amp;</span>);</code><br>}</pre></div></div><div class="sect2" title="eUML functions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e4309"></a>eUML functions</h3></div></div></div><p>The following table lists the supported operators: </p><p>
- </p><div class="table"><a name="d0e4316"></a><p class="title"><b>Table&nbsp;1.&nbsp;Operators and state machine helpers</b></p><div class="table-contents"><table summary="Operators and state machine helpers" border="1"><colgroup><col><col><col></colgroup><thead><tr><th>eUML function / operator</th><th>Description</th><th>Functor</th></tr></thead><tbody><tr><td>&amp;&amp;</td><td>Calls lazily Action1&amp;&amp; Action2</td><td>And_</td></tr><tr><td>||</td><td>Calls lazily Action1|| Action2</td><td>Or_</td></tr><tr><td>!</td><td>Calls lazily !Action1</td><td>Not_</td></tr><tr><td>!=</td><td>Calls lazily Action1 != Action2</td><td>NotEqualTo_</td></tr><tr><td>==</td><td>Calls lazily Action1 == Action2</td><td>EqualTo_</td></tr><tr><td>&gt;</td><td>Calls lazily Action1 &gt; Action2</td><td>Greater_</td></tr><tr><td>&gt;=</td><td>Calls lazily Action1 &gt;= Action2</td><td>Greater_Equal_</td></tr><tr><td>&lt;</td><td>Calls lazily Action1 &lt; Action2</td><td>Less_</td></tr><tr><td>&lt;=</td><td>Cal
ls lazily Action1 &lt;= Action2</td><td>Less_Equal_</td></tr><tr><td>&amp;</td><td>Calls lazily Action1 &amp; Action2</td><td>Bitwise_And_</td></tr><tr><td>|</td><td>Calls lazily Action1 | Action2</td><td>Bitwise_Or_</td></tr><tr><td>^</td><td>Calls lazily Action1 ^ Action2</td><td>Bitwise_Xor_</td></tr><tr><td>--</td><td>Calls lazily --Action1 / Action1--</td><td>Pre_Dec_ / Post_Dec_</td></tr><tr><td>++</td><td>Calls lazily ++Action1 / Action1++</td><td>Pre_Inc_ / Post_Inc_</td></tr><tr><td>/</td><td>Calls lazily Action1 / Action2</td><td>Divides_</td></tr><tr><td>/=</td><td>Calls lazily Action1 /= Action2</td><td>Divides_Assign_</td></tr><tr><td>*</td><td>Calls lazily Action1 * Action2</td><td>Multiplies_</td></tr><tr><td>*=</td><td>Calls lazily Action1 *= Action2</td><td>Multiplies_Assign_</td></tr><tr><td>+ (binary)</td><td>Calls lazily Action1 + Action2</td><td>Plus_</td></tr><tr><td>+ (unary)</td><td>Calls lazily +Action1</td><td>Unary_Plus_</td></tr><tr><td>+=</td><td>Calls lazily Action1 += Action2</
td><td>Plus_Assign_</td></tr><tr><td>- (binary)</td><td>Calls lazily Action1 - Action2</td><td>Minus_</td></tr><tr><td>- (unary)</td><td>Calls lazily -Action1</td><td>Unary_Minus_</td></tr><tr><td>-=</td><td>Calls lazily Action1 -= Action2</td><td>Minus_Assign_</td></tr><tr><td>%</td><td>Calls lazily Action1 % Action2</td><td>Modulus_</td></tr><tr><td>%=</td><td>Calls lazily Action1 %= Action2</td><td>Modulus_Assign_</td></tr><tr><td>&gt;&gt;</td><td>Calls lazily Action1 &gt;&gt; Action2</td><td>ShiftRight_</td></tr><tr><td>&gt;&gt;=</td><td>Calls lazily Action1 &gt;&gt;= Action2</td><td>ShiftRight_Assign_</td></tr><tr><td>&lt;&lt;</td><td>Calls lazily Action1 &lt;&lt; Action2</td><td>ShiftLeft_</td></tr><tr><td>&lt;&lt;=</td><td>Calls lazily Action1 &lt;&lt;= Action2</td><td>ShiftLeft_Assign_</td></tr><tr><td>[] (works on vector, map, arrays)</td><td>Calls lazily Action1 [Action2]</td><td>Subscript_</td></tr><tr><td>if_then_else_(Condition,Action1,Action2)</td><td>Returns either the result of calling Action
1 or the result of
- calling Action2</td><td>If_Else_</td></tr><tr><td>if_then_(Condition,Action)</td><td>Returns the result of calling Action if Condition</td><td>If_Then_</td></tr><tr><td>while_(Condition, Body)</td><td>While Condition(), calls Body(). Returns nothing</td><td>While_Do_</td></tr><tr><td>do_while_(Condition, Body)</td><td>Calls Body() while Condition(). Returns nothing</td><td>Do_While_</td></tr><tr><td>for_(Begin,Stop,EndLoop,Body)</td><td>Calls for(Begin;Stop;EndLoop){Body;}</td><td>For_Loop_</td></tr><tr><td>process_(Event [,fsm1] [,fsm2] [,fsm3] [,fsm4])</td><td>Processes Event on the current state machine (if no fsm
- specified) or on up to 4 state machines returned by an
- appropriate functor.</td><td>Process_</td></tr><tr><td>process2_(Event, Data [,fsm1] [,fsm2] [,fsm3])</td><td>Processes Event on the current state machine (if no fsm
- specified) or on up to 2 state machines returned by an
- appropriate functor. The event is copy-constructed from what
- Data() returns.</td><td>Process2_</td></tr><tr><td>is_flag_(Flag [,fsm])</td><td>Calls is_flag_active() on the current state machine or the
- one returned by calling fsm.</td><td>Get_Flag_</td></tr><tr><td>event_ [(attribute name)]</td><td>Returns the current event (as const reference)</td><td>GetEvent_</td></tr><tr><td>source_ [(attribute name)]</td><td>Returns the source state of the currently triggered
- transition (as reference). If an attribute name is provided,
- returns the attribute by reference.</td><td>GetSource_</td></tr><tr><td>target_ [(attribute name)]</td><td>Returns the target state of the currently triggered
- transition (as reference). If an attribute name is provided,
- returns the attribute by reference.</td><td>GetTarget_</td></tr><tr><td>state_ [(attribute name)]</td><td>Returns the source state of the currently active state (as
- reference). Valid inside a state entry/exit action. If an
- attribute name is provided, returns the attribute by
- reference.</td><td>GetState_</td></tr><tr><td>fsm_ [(attribute name)]</td><td>Returns the current state machine (as reference). Valid
- inside a state entry/exit action or a transition. If an
- attribute name is provided, returns the attribute by
- reference.</td><td>GetFsm_</td></tr><tr><td>substate_(state_name [,fsm])</td><td>Returns (as reference) the state state_name referenced in the
- current state machine or the one given as argument.</td><td>SubState_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>TODO macro for functor def</p><p>To use these functions, you need to include: </p><p><code class="code">#include &lt;msm/front/euml/euml.hpp&gt;</code></p></div><div class="sect2" title="Functional programming"><div class="titlepage"><div><div><h3 class="title"><a name="d0e4655"></a> Functional programming </h3></div></div></div><p>To use these functions, you need to include: </p><p><code class="code">#include &lt;msm/front/euml/stl.hpp&gt;</code></p><p>or the specified header in the following tables.</p><p>The following table lists the supported STL algorithms: </p><p>
- </p><div class="table"><a name="d0e4669"></a><p class="title"><b>Table&nbsp;2.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in querying.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>find_(first, last, value)</td><td>Find_</td></tr><tr><td>find_if_(first, last, value)</td><td>FindIf_</td></tr><tr><td>lower_bound_(first, last, value [,op&#7491;])</td><td>LowerBound_</td></tr><tr><td>upper_bound_(first, last, value [,op&#7491;])</td><td>UpperBound_</td></tr><tr><td>equal_range_(first, last, value [,op&#7491;])</td><td>EqualRange_</td></tr><tr><td>binary_search_(first, last, value [,op&#7491;])</td><td>BinarySearch_</td></tr><tr><td>min_element_(first, last[,op&#7491;])</td><td>MinElement_</td></tr><tr><td>max_element_(first, last[,op&#7491;])</td><td>MaxElement_</td></tr><tr><td>adjacent_find_(first, last[,op&#7491;])</td><td>AdjacentFind_</td></tr><tr><td>find_end_( first1, l
ast1, first2, last2 [,op &#7491;])</td><td>FindEnd_</td></tr><tr><td>find_first_of_( first1, last1, first2, last2 [,op &#7491;])</td><td>FindFirstOf_</td></tr><tr><td>equal_( first1, last1, first2 [,op &#7491;])</td><td>Equal_</td></tr><tr><td>search_( first1, last1, first2, last2 [,op &#7491;])</td><td>Search_</td></tr><tr><td>includes_( first1, last1, first2, last2 [,op &#7491;])</td><td>Includes_</td></tr><tr><td>lexicographical_compare_ ( first1, last1, first2, last2 [,op
- &#7491;]) </td><td>LexicographicalCompare_</td></tr><tr><td>count_(first, last, value [,size])</td><td>Count_</td></tr><tr><td>count_if_(first, last, op &#7491; [,size])</td><td>CountIf_</td></tr><tr><td>distance_(first, last)</td><td>Distance_</td></tr><tr><td>mismatch _( first1, last1, first2 [,op &#7491;])</td><td>Mismatch_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>
- </p><div class="table"><a name="d0e4780"></a><p class="title"><b>Table&nbsp;3.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in transformation.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>copy_(first, last, result)</td><td>Copy_</td></tr><tr><td>copy_backward_(first, last, result)</td><td>CopyBackward_</td></tr><tr><td>reverse_(first, last)</td><td>Reverse_</td></tr><tr><td>reverse_copy_(first, last , result)</td><td>ReverseCopy_</td></tr><tr><td>remove_(first, last, value)</td><td>Remove_</td></tr><tr><td>remove_if_(first, last , op&#7491;)</td><td>RemoveIf_</td></tr><tr><td>remove_copy_(first, last , output, value)</td><td>RemoveCopy_</td></tr><tr><td>remove_copy_if_(first, last, output, op&#7491;)</td><td>RemoveCopyIf_</td></tr><tr><td>fill_(first, last, value)</td><td>Fill_</td></tr><tr><td>fill_n_(first, size, value)&#7495;</td><td>FillN_</td></tr><tr><td>generate_(fir
st, last, generator&#7491;)</td><td>Generate_</td></tr><tr><td>generate_(first, size, generator&#7491;)&#7495;</td><td>GenerateN_</td></tr><tr><td>unique_(first, last [,op&#7491;])</td><td>Unique_</td></tr><tr><td>unique_copy_(first, last, output [,op&#7491;])</td><td>UniqueCopy_</td></tr><tr><td>random_shuffle_(first, last [,op&#7491;])</td><td>RandomShuffle_</td></tr><tr><td>rotate_copy_(first, middle, last, output)</td><td>RotateCopy_</td></tr><tr><td>partition_ (first, last [,op&#7491;])</td><td>Partition_</td></tr><tr><td>stable_partition_ (first, last [,op&#7491;])</td><td>StablePartition_</td></tr><tr><td>stable_sort_(first, last [,op&#7491;])</td><td>StableSort_</td></tr><tr><td>sort_(first, last [,op&#7491;])</td><td>Sort_</td></tr><tr><td>partial_sort_(first, middle, last [,op&#7491;])</td><td>PartialSort_</td></tr><tr><td>partial_sort_copy_ (first, last, res_first, res_last [,op&#7491;]) </td><td>PartialSortCopy_</td></tr><tr><td>nth_element_(first, nth, last [,op&#7491;])</td><td>NthElement_</td>
</tr><tr><td>merge_( first1, last1, first2, last2, output [,op &#7491;])</td><td>Merge_</td></tr><tr><td>inplace_merge_(first, middle, last [,op&#7491;])</td><td>InplaceMerge_</td></tr><tr><td>set_union_(first1, last1, first2, last2, output [,op
- &#7491;])</td><td>SetUnion_</td></tr><tr><td>push_heap_(first, last [,op &#7491;])</td><td>PushHeap_</td></tr><tr><td>pop_heap_(first, last [,op &#7491;])</td><td>PopHeap_</td></tr><tr><td>make_heap_(first, last [,op &#7491;])</td><td>MakeHeap_</td></tr><tr><td>sort_heap_(first, last [,op &#7491;])</td><td>SortHeap_</td></tr><tr><td>next_permutation_(first, last [,op &#7491;])</td><td>NextPermutation_</td></tr><tr><td>prev_permutation_(first, last [,op &#7491;])</td><td>PrevPermutation_</td></tr><tr><td>inner_product_(first1, last1, first2, init [,op1&#7491;] [,op2&#7491;]) </td><td>InnerProduct_</td></tr><tr><td>partial_sum_(first, last, output [,op&#7491;])</td><td>PartialSum_</td></tr><tr><td>adjacent_difference_(first, last, output [,op&#7491;])</td><td>AdjacentDifference_</td></tr><tr><td>replace_(first, last, old_value, new_value)</td><td>Replace_</td></tr><tr><td>replace_if_(first, last, op&#7491;, new_value)</td><td>ReplaceIf_</td></tr><tr><td>replace_copy_(first,
 last, result, old_value,
- new_value)</td><td>ReplaceCopy_</td></tr><tr><td>replace_copy_if_(first, last, result, op&#7491;, new_value)</td><td>ReplaceCopyIf_</td></tr><tr><td>rotate_(first, middle, last)&#7495;</td><td>Rotate_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>
- </p><div class="table"><a name="d0e4996"></a><p class="title"><b>Table&nbsp;4.&nbsp;STL container methods</b></p><div class="table-contents"><table summary="STL container methods" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL container methods(common) in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>container::reference front_(container)</td><td>Front_</td></tr><tr><td>container::reference back_(container)</td><td>Back_</td></tr><tr><td>container::iterator begin_(container)</td><td>Begin_</td></tr><tr><td>container::iterator end_(container)</td><td>End_</td></tr><tr><td>container::reverse_iterator rbegin_(container)</td><td>RBegin_</td></tr><tr><td>container::reverse_iterator rend_(container)</td><td>REnd_</td></tr><tr><td>void push_back_(container, value)</td><td>Push_Back_</td></tr><tr><td>void pop_back_(container, value)</td><td>Pop_Back_</td></tr><tr><td>void push_front_(container, value)</td><td>Push_Front_</td></tr><tr><td>void pop_front_(container, value
)</td><td>Pop_Front_</td></tr><tr><td>void clear_(container)</td><td>Clear_</td></tr><tr><td>size_type capacity_(container)</td><td>Capacity_</td></tr><tr><td>size_type size_(container)</td><td>Size_</td></tr><tr><td>size_type max_size_(container)</td><td>Max_Size_</td></tr><tr><td>void reserve_(container, value)</td><td>Reserve _</td></tr><tr><td>void resize_(container, value)</td><td>Resize _</td></tr><tr><td>iterator insert_(container, pos, value)</td><td>Insert_</td></tr><tr><td>void insert_( container , pos, first, last)</td><td>Insert_</td></tr><tr><td>void insert_( container , pos, number, value)</td><td>Insert_</td></tr><tr><td>void swap_( container , other_container)</td><td>Swap_</td></tr><tr><td>void erase_( container , pos)</td><td>Erase_</td></tr><tr><td>void erase_( container , first, last) </td><td>Erase_</td></tr><tr><td>bool empty_( container)</td><td>Empty_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>
- </p><div class="table"><a name="d0e5127"></a><p class="title"><b>Table&nbsp;5.&nbsp;STL list methods</b></p><div class="table-contents"><table summary="STL list methods" border="1"><colgroup><col><col></colgroup><thead><tr><th>std::list methods in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>void list_remove_(container, value)</td><td>ListRemove_</td></tr><tr><td>void list_remove_if_(container, op&#7491;)</td><td>ListRemove_If_</td></tr><tr><td>void list_merge_(container, other_list)</td><td>ListMerge_</td></tr><tr><td>void list_merge_(container, other_list, op&#7491;)</td><td>ListMerge_</td></tr><tr><td>void splice_(container, iterator, other_list)</td><td>Splice_</td></tr><tr><td>void splice_(container, iterator, other_list,
- iterator)</td><td>Splice_</td></tr><tr><td>void splice_(container, iterator, other_list, first,
- last)</td><td>Splice_</td></tr><tr><td>void list_reverse_(container)</td><td>ListReverse_</td></tr><tr><td>void list_unique_(container)</td><td>ListUnique_</td></tr><tr><td>void list_unique_(container, op&#7491;)</td><td>ListUnique_</td></tr><tr><td>void list_sort_(container)</td><td>ListSort_</td></tr><tr><td>void list_sort_(container, op&#7491;)</td><td>ListSort_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>
- </p><div class="table"><a name="d0e5203"></a><p class="title"><b>Table&nbsp;6.&nbsp;STL associative container methods </b></p><div class="table-contents"><table summary="STL associative container methods " border="1"><colgroup><col><col></colgroup><thead><tr><th>Associative container methods in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>iterator insert_(container, pos, value)</td><td>Insert_</td></tr><tr><td>void insert_( container , first, last)</td><td>Insert_</td></tr><tr><td>pair&lt;iterator, bool&gt; insert_( container , value)</td><td>Insert_</td></tr><tr><td>void associative_erase_( container , pos)</td><td>Associative_Erase_</td></tr><tr><td>void associative_erase_( container , first, last)</td><td>Associative_Erase_</td></tr><tr><td>size_type associative_erase_( container , key)</td><td>Associative_Erase_</td></tr><tr><td>iterator associative_find_( container , key)</td><td>Associative_Find_</td></tr><tr><td>size_type associative_count_( container , key)</td><td>A
ssociativeCount_</td></tr><tr><td>iterator associative_lower_bound_( container , key)</td><td>Associative_Lower_Bound_</td></tr><tr><td>iterator associative_upper_bound_( container , key)</td><td>Associative_Upper_Bound_</td></tr><tr><td>pair&lt;iterator, iterator&gt; associative_equal_range_(
- container , key)</td><td>Associative_Equal_Range_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>
- </p><div class="table"><a name="d0e5274"></a><p class="title"><b>Table&nbsp;7.&nbsp;STL pair</b></p><div class="table-contents"><table summary="STL pair" border="1"><colgroup><col><col></colgroup><thead><tr><th>std::pair in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>first_type first_(pair&lt;T1, T2&gt;)</td><td>First_</td></tr><tr><td>second_type second_(pair&lt;T1, T2&gt;)</td><td>Second_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>
- </p><div class="table"><a name="d0e5300"></a><p class="title"><b>Table&nbsp;8.&nbsp;STL string</b></p><div class="table-contents"><table summary="STL string" border="1"><colgroup><col><col><col></colgroup><thead><tr><th>STL string method</th><th>std::string method in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>substr (size_type pos, size_type size)</td><td>string substr_(container, pos, length)</td><td>Substr_</td></tr><tr><td>int compare(string)</td><td>int string_compare_(container, another_string)</td><td>StringCompare_</td></tr><tr><td>int compare(char*)</td><td>int string_compare_(container, another_string)</td><td>StringCompare_</td></tr><tr><td>int compare(size_type pos, size_type size, string)</td><td>int string_compare_(container, pos, size,
- another_string)</td><td>StringCompare_</td></tr><tr><td>int compare (size_type pos, size_type size, string, size_type
- length)</td><td>int string_compare_(container, pos, size, another_string,
- length)</td><td>StringCompare_</td></tr><tr><td>string&amp; append(const string&amp;)</td><td>string&amp; append_(container, another_string)</td><td>Append_</td></tr><tr><td>string&amp; append (charT*)</td><td>string&amp; append_(container, another_string)</td><td>Append_</td></tr><tr><td>string&amp; append (string , size_type pos, size_type
- size)</td><td>string&amp; append_(container, other_string, pos,
- size)</td><td>Append_</td></tr><tr><td>string&amp; append (charT*, size_type size)</td><td>string&amp; append_(container, another_string,
- length)</td><td>Append_</td></tr><tr><td>string&amp; append (size_type size, charT)</td><td>string&amp; append_(container, size, char)</td><td>Append_</td></tr><tr><td>string&amp; append (iterator begin, iterator end)</td><td>string&amp; append_(container, begin, end)</td><td>Append_</td></tr><tr><td>string&amp; insert (size_type pos, charT*)</td><td>string&amp; string_insert_(container, pos,
- other_string)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert(size_type pos, charT*,size_type n)</td><td>string&amp; string_insert_(container, pos, other_string,
- n)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert(size_type pos,size_type n, charT
- c)</td><td>string&amp; string_insert_(container, pos, n, c)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert (size_type pos, const string&amp;)</td><td>string&amp; string_insert_(container, pos,
- other_string)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert (size_type pos, const string&amp;,
- size_type pos1, size_type n)</td><td>string&amp; string_insert_(container, pos, other_string,
- pos1, n)</td><td>StringInsert_</td></tr><tr><td>string&amp; erase(size_type pos=0, size_type n=npos)</td><td>string&amp; string_erase_(container, pos, n)</td><td>StringErase_</td></tr><tr><td>string&amp; assign(const string&amp;)</td><td>string&amp; string_assign_(container, another_string)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(const charT*)</td><td>string&amp; string_assign_(container, another_string)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(const string&amp;, size_type pos,
- size_type n)</td><td>string&amp; string_assign_(container, another_string, pos,
- n)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(const charT*, size_type n)</td><td>string&amp; string_assign_(container, another_string,
- n)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(size_type n, charT c)</td><td>string&amp; string_assign_(container, n, c)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(iterator first, iterator last)</td><td>string&amp; string_assign_(container, first, last)</td><td>StringAssign_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, const
- string&amp;)</td><td>string&amp; string_replace_(container, pos, n,
- another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, const charT*,
- size_type n1)</td><td>string&amp; string_replace_(container, pos, n,
- another_string, n1)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, const
- charT*)</td><td>string&amp; string_replace_(container, pos, n,
- another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, size_type n1,
- charT c)</td><td>string&amp; string_replace_(container, pos, n, n1, c)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, const
- string&amp;)</td><td>string&amp; string_replace_(container, first, last,
- another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, const
- charT*, size_type n)</td><td>string&amp; string_replace_(container, first, last,
- another_string, n)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, const
- charT*)</td><td>string&amp; string_replace_(container, first, last,
- another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, size_type
- n, charT c)</td><td>string&amp; string_replace_(container, first, last, n,
- c)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, iterator
- f, iterator l)</td><td>string&amp; string_replace_(container, first, last, f,
- l)</td><td>StringReplace_</td></tr><tr><td>const charT* c_str()</td><td>const charT* c_str_(container)</td><td>CStr_</td></tr><tr><td>const charT* data()</td><td>const charT* string_data_(container)</td><td>StringData_</td></tr><tr><td>size_type copy(charT* buf, size_type n, size_type pos =
- 0)</td><td>size_type string_copy_(container, buf, n, pos); size_type
- string_copy_(container, buf, n) </td><td>StringCopy_</td></tr><tr><td>size_type find(charT* s, size_type pos, size_type n)</td><td>size_type string_find_(container, s, pos, n)</td><td>StringFind_</td></tr><tr><td>size_type find(charT* s, size_type pos=0)</td><td>size_type string_find_(container, s, pos); size_type
- string_find_(container, s) </td><td>StringFind_</td></tr><tr><td>size_type find(const string&amp; s, size_type pos=0)</td><td>size_type string_find_(container, s, pos) size_type
- string_find_(container, s) </td><td>StringFind_</td></tr><tr><td>size_type find(charT c, size_type pos=0)</td><td>size_type string_find_(container, c, pos) size_type
- string_find_(container, c) </td><td>StringFind_</td></tr><tr><td>size_type rfind(charT* s, size_type pos, size_type n)</td><td>size_type string_rfind_(container, s, pos, n)</td><td>StringRFind_</td></tr><tr><td>size_type rfind(charT* s, size_type pos=npos)</td><td>size_type string_rfind_(container, s, pos); size_type
- string_rfind_(container, s) </td><td>StringRFind_</td></tr><tr><td>size_type rfind(const string&amp; s, size_type
- pos=npos)</td><td>size_type string_rfind_(container, s, pos); size_type
- string_rfind_(container, s) </td><td>StringRFind_</td></tr><tr><td>size_type rfind(charT c, size_type pos=npos)</td><td>size_type string_rfind_(container, c, pos) size_type
- string_rfind_(container, c) </td><td>StringRFind_</td></tr><tr><td>size_type find_first_of(charT* s, size_type pos, size_type
- n)</td><td>size_type find_first_of_(container, s, pos, n)</td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_of (charT* s, size_type pos=0)</td><td>size_type find_first_of_(container, s, pos); size_type
- find_first_of_(container, s) </td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_of (const string&amp; s, size_type
- pos=0)</td><td>size_type find_first_of_(container, s, pos); size_type
- find_first_of_(container, s) </td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_of (charT c, size_type pos=0)</td><td>size_type find_first_of_(container, c, pos) size_type
- find_first_of_(container, c) </td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_not_of(charT* s, size_type pos,
- size_type n)</td><td>size_type find_first_not_of_(container, s, pos, n)</td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_first_not_of (charT* s, size_type
- pos=0)</td><td>size_type find_first_not_of_(container, s, pos); size_type
- find_first_not_of_(container, s) </td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_first_not_of (const string&amp; s, size_type
- pos=0)</td><td>size_type find_first_not_of_(container, s, pos); size_type
- find_first_not_of_(container, s) </td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_first_not_of (charT c, size_type
- pos=0)</td><td>size_type find_first_not_of_(container, c, pos); size_type
- find_first_not_of_(container, c) </td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_last_of(charT* s, size_type pos, size_type
- n)</td><td>size_type find_last_of_(container, s, pos, n)</td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_of (charT* s, size_type pos=npos)</td><td>size_type find_last_of_(container, s, pos); size_type
- find_last_of_(container, s) </td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_of (const string&amp; s, size_type
- pos=npos)</td><td>size_type find_last_of_(container, s, pos); size_type
- find_last_of_(container, s) </td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_of (charT c, size_type pos=npos)</td><td>size_type find_last_of_(container, c, pos); size_type
- find_last_of_(container, c) </td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_not_of(charT* s, size_type pos, size_type
- n)</td><td>size_type find_last_not_of_(container, s, pos, n)</td><td>StringFindLastNotOf_</td></tr><tr><td>size_type find_last_not_of (charT* s, size_type
- pos=npos)</td><td>size_type find_last_not_of_(container, s, pos); size_type
- find_last_of_(container, s) </td><td>StringFindLastNotOf_</td></tr><tr><td>size_type find_last_not_of (const string&amp; s, size_type
- pos=npos)</td><td>size_type find_last_not_of_(container, s, pos); size_type
- find_last_not_of_(container, s) </td><td>StringFindLastNotOf_</td></tr><tr><td>size_type find_last_not_of (charT c, size_type
- pos=npos)</td><td>size_type find_last_not_of_(container, c, pos); size_type
- find_last_not_of_(container, c) </td><td>StringFindLastNotOf_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p><span class="underline">Notes</span>: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>&#7491;: algorithms requiring a predicate need to make them eUML compatible
- by wrapping them inside a Predicate_ functor. For example,
- std::less&lt;int&gt; =&gt; Predicate_&lt;std::less&lt;int&gt; &gt;()</p></li><li class="listitem"><p>&#7495;: If using the SGI STL implementation, these functors use the SGI
- return value</p></li></ul></div><p>
- </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ar01s08.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;</td></tr><tr><td width="40%" align="left" valign="top">Acknowledgements&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;</td></tr></table></div></body></html>
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;1.&nbsp;Founding idea</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="next" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;1.&nbsp;Founding idea</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pt01.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;1.&nbsp;Fo
unding idea"><div class="titlepage"><div><div><h2 class="title"><a name="d0e99"></a>Chapter&nbsp;1.&nbsp;Founding idea</h2></div></div></div><p>Let's start with an example taken from the C++ Template Metaprogramming
+ book:</p><p>
+ <code class="code">class player : public state_machine&lt;player&gt;</code></p><p><code class="code">{ </code></p><p><code class="code">// The list of FSM states enum states { Empty, Open, Stopped, Playing,
+ Paused , initial_state = Empty }; </code></p><p><code class="code">// transition actions void start_playback(play const&amp;) { std::cout
+ &lt;&lt; "player::start_playback\n"; } </code></p><p><code class="code">void open_drawer(open_close const&amp;) { std::cout &lt;&lt;
+ "player::open_drawer\n"; } </code></p><p><code class="code">void close_drawer(open_close const&amp;) { std::cout &lt;&lt;
+ "player::close_drawer\n"; } </code></p><p><code class="code">void store_cd_info(cd_detected const&amp;) { std::cout &lt;&lt;
+ "player::store_cd_info\n"; } </code></p><p><code class="code">void stop_playback(stop const&amp;) { std::cout &lt;&lt;
+ "player::stop_playback\n"; } </code></p><p><code class="code">void pause_playback(pause const&amp;) { std::cout &lt;&lt;
+ "player::pause_playback\n"; } </code></p><p><code class="code">void resume_playback(play const&amp;) { std::cout &lt;&lt;
+ "player::resume_playback\n"; } </code></p><p><code class="code">void stop_and_open(open_close const&amp;) { std::cout &lt;&lt;
+ "player::stop_and_open\n"; } </code></p><p><code class="code">friend class state_machine&lt;player&gt;; </code></p><p><code class="code">typedef player p; // makes transition table cleaner </code></p><p><code class="code">// Transition table </code></p><p><code class="code">struct transition_table : mpl::vector11&lt; </code></p><p><code class="code">row &lt; Stopped , play , Playing , &amp;p::start_playback &gt;, </code></p><p><code class="code">row &lt; Stopped , open_close , Open , &amp;p::open_drawer &gt;, </code></p><p><code class="code">row &lt; Open , open_close , Empty , &amp;p::close_drawer &gt;, </code></p><p><code class="code">row &lt; Empty , open_close , Open , &amp;p::open_drawer &gt;, </code></p><p><code class="code">row &lt; Empty , cd_detected , Stopped , &amp;p::store_cd_info &gt;,
+ </code></p><p><code class="code">row &lt; Playing , stop , Stopped , &amp;p::stop_playback &gt;, </code></p><p><code class="code">row &lt; Playing , pause , Paused , &amp;p::pause_playback &gt;, </code></p><p><code class="code">row &lt; Playing , open_close , Open , &amp;p::stop_and_open &gt;,
+ </code></p><p><code class="code">row &lt; Paused , play , Playing , &amp;p::resume_playback &gt;, </code></p><p><code class="code">row &lt; Paused , stop , Stopped , &amp;p::stop_playback &gt;, </code></p><p><code class="code">row &lt; Paused , open_close , Open , &amp;p::stop_and_open &gt; </code></p><p><code class="code">&gt; {}; </code></p><p><code class="code">// Replaces the default no-transition response. </code></p><p><code class="code">template &lt;class Event&gt; int no_transition(int state, Event const&amp; e) {
+ std::cout &lt;&lt; "no transition from state " &lt;&lt; state &lt;&lt; " on
+ event " &lt;&lt; typeid(e).name() &lt;&lt; std::endl; return state; } };</code>
+ </p><p><code class="code">void test() { player p; p.process_event(open_close());...}</code></p><p>This example is the foundation for the idea driving MSM: a descriptive and
+ expressive language based on a transition table with as little syntactic noise as
+ possible, all this while offering as many features from the UML 2.0 standard as
+ possible. MSM also offers several expressive state machine definition syntaxes with
+ different trade-offs.</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="pt01.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Part&nbsp;I.&nbsp;User' guide&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;2.&nbsp;UML Short Guide</td></tr></table></div></body></html>
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;2.&nbsp;UML Short Guide</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch01.html" title="Chapter&nbsp;1.&nbsp;Founding idea"><link rel="next" href="ch02s02.html" title="Concepts"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;2.&nbsp;UML Short Guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch01.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;2.&nbsp;UML Short Guide
"><div class="titlepage"><div><div><h2 class="title"><a name="d0e198"></a>Chapter&nbsp;2.&nbsp;UML Short Guide</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1">What are state machines?</span></dt><dt><span class="sect1">Concepts</span></dt><dd><dl><dt><span class="sect2">State machine, state, transition, event </span></dt><dt><span class="sect2">Submachines, orthogonal regions, pseudostates </span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e284">
+ History </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e298">Completion transitions / anonymous
+ transitions</a></span></dt><dt><span class="sect2"> Internal transitions </span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e316">
+ Conflicting transitions </a></span></dt></dl></dd><dt><span class="sect1">State machine glossary</span></dt></dl></div><div class="sect1" title="What are state machines?"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e201"></a>What are state machines?</h2></div></div></div><p>State machines are the description of a thing's lifeline. They describe the
+ different stages of the lifeline, the events influencing it, and what it does
+ when a particular event is detected at a particular stage. They offer the
+ complete specification of the dynamic behavior of the thing.</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch01.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch02s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;1.&nbsp;Founding idea&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Concepts</td></tr></table></div></body></html>
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Concepts</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="prev" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="next" href="ch02s03.html" title="State machine glossary"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Concepts</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;2.&nbsp;UML Short Guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Concepts"><div class="titlepage"><div><div><h2 class="title" sty
le="clear: both"><a name="d0e206"></a>Concepts</h2></div></div></div><p>Thinking in terms of state machines is a bit surprising at first, so let us
+ have a quick glance at the concepts.</p><div class="sect2" title="State machine, state, transition, event"><div class="titlepage"><div><div><h3 class="title"><a name="d0e211"></a>State machine, state, transition, event </h3></div></div></div><p>A state machine is a concrete model describing the behavior of a system.
+ It is composed of a finite number of states and transitions.</p><p>
+ <span class="inlinemediaobject"><img src="../images/sm.gif"></span></p><p>A simple state has no sub states. It can have data, entry and exit
+ behaviors and deferred events. One can provide entry and exit behaviors
+ (also called actions) to states (or state machines), which are executed
+ whenever a state is entered or left, no matter how. A state can also have
+ internal transitions which cause no entry or exit behavior to be called. A
+ state can mark events as deferred. This means the event cannot be processed
+ if this state is active, but it must be retained. Next time a state not
+ deferring this event is active, the event will be processed, as if it had
+ just been fired. </p><p><span class="inlinemediaobject"><img src="../images/state.gif"></span></p><p>A transition is the switching between active states, triggered by an
+ event. Actions and guard conditions can be attached to the transition. The
+ action executes when the transition fires, the guard is a Boolean operation
+ executed first and which can prevent the transition from firing by returning
+ false.</p><p>
+ <span class="inlinemediaobject"><img src="../images/transition.jpg"></span></p><p>An initial state marks the first active state of a state machine. It has
+ no real existence and neither has the transition originating from it.</p><p>
+ <span class="inlinemediaobject"><img src="../images/init_state.gif"></span></p></div><div class="sect2" title="Submachines, orthogonal regions, pseudostates"><div class="titlepage"><div><div><h3 class="title"><a name="d0e241"></a>Submachines, orthogonal regions, pseudostates </h3></div></div></div><p>A composite state is a state containing a region or decomposed in two or
+ more regions. A composite state contains its own set of states and regions. </p><p>A submachine is a state machine inserted as a state in another state
+ machine. The same submachine can be inserted more than once. </p><p>Orthogonal regions are parts of a composite state or submachine, each
+ having its own set of mutually exclusive set of states and transitions. </p><p><span class="inlinemediaobject"><img src="../images/regions.gif" width="60%"></span></p><p>UML also defines a number of pseudo states, which are considered important
+ concepts to model, but not enough to make them first-class citizens. The
+ terminate pseudo state terminates the execution of a state machine (MSM
+ handles this slightly differently. The state machine is not destroyed but no
+ further event processing occurs.). </p><p><span class="inlinemediaobject"><img src="../images/terminate.gif"></span></p><p>An exit point pseudo state exits a composite state or a submachine and
+ forces termination of execution in all contained regions.</p><p><span class="inlinemediaobject"><img src="../images/exit.gif" width="60%"></span></p><p>An entry point pseudo state allows a kind of controlled entry inside a
+ composite. Precisely, it connects a transition outside the composite to a
+ transition inside the composite. An important point is that this mechanism
+ only allows a single region to be entered. In the above diagram, in region1,
+ the initial state would become active. </p><p><span class="inlinemediaobject"><img src="../images/entry_point.gif"></span></p><p>There are also two more ways to enter a submachine (apart the obvious and
+ more common case of a transition terminating on the submachine as shown in
+ the region case). An explicit entry means that an inside state is the target
+ of a transition. Unlike with direct entry, no tentative encapsulation is
+ made, and only one transition is executed. An explicit exit is a transition
+ from an inner state to a state outside the submachine (not supported by
+ MSM). I would not recommend using explicit entry or exit. </p><p><span class="inlinemediaobject"><img src="../images/explicit.gif"></span></p><p>The last entry possibility is using fork. A fork is an explicit entry into
+ one or more regions. Other regions are again activated using their initial
+ state. </p><p><span class="inlinemediaobject"><img src="../images/fork.gif" width="70%"></span></p></div><div class="sect2" title="History"><div class="titlepage"><div><div><h3 class="title"><a name="d0e284"></a>
+ <span class="command"><strong><a name="uml-history"></a></strong></span>History </h3></div></div></div><p>UML defines two kinds of history, shallow history and deep history.
+ Shallow history is a pseudo state representing the most recent substate of a
+ submachine. A submachine can have at most one shallow history. A transition
+ with a history pseudo state as target is equivalent to a transition with the
+ most recent substate as target. And very importantly, only one transition
+ may originate from the history. Deep history is a shallow history
+ recursively reactivating the substates of the most recent substate. It is
+ represented like the shallow history with a star (H* inside a
+ circle).</p><p>
+ <span class="inlinemediaobject"><img src="../images/history.gif" width="60%"></span></p><p>History is not a completely satisfying concept. First of all, there can be
+ just one history pseudo state and only one transition may originate from it.
+ So they do not mix well with orthogonal regions as only one region can be
+ &#8220;remembered&#8221;. Deep history is even worse and looks like a last-minute
+ addition. History has to be activated by a transition and only one
+ transition originates from it, so how to model the transition originating
+ from the deep history pseudo state and pointing to the most recent substate
+ of the substate? As a bonus, it is also inflexible and does not accept new
+ types of histories. Let's face it, history sounds great and is useful in
+ theory, but the UML version is not quite making the cut. And therefore, MSM
+ provides a different version of this useful concept. </p></div><div class="sect2" title="Completion transitions / anonymous transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e298"></a><span class="command"><strong><a name="uml-anonymous"></a></strong></span>Completion transitions / anonymous
+ transitions</h3></div></div></div><p>Completion events (or transitions), also called anonymous transitions, are
+ defined as transitions having no defined event triggering them. This means
+ that such transitions will immediately fire when a state being the source of
+ an anonymous transition becomes active, provided that a guard allows it.
+ They are useful in modeling algorithms as an activity diagram would normally
+ do. In the real-time world, they have the advantage of making it easier to
+ estimate how long a periodically executed action will last. For example,
+ consider the following diagram. </p><p><span class="inlinemediaobject"><img src="../images/completion.gif"></span></p><p>The designer now knows at any time that he will need a maximum of 4
+ transitions. Being able to estimate how long a transition takes, he can
+ estimate how much of a time frame he will need to require (real-time tasks
+ are often executed at regular intervals). If he can also estimate the
+ duration of actions, he can even use graph algorithms to better estimate his
+ timing requirements. </p></div><div class="sect2" title="Internal transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e310"></a><span class="command"><strong><a name="UML-internal-transition"></a></strong></span> Internal transitions </h3></div></div></div><p>Internal transitions are transitions executing in the scope of the active
+ state, being a simple state or a submachine. One can see them as a
+ self-transition of this state, without an entry or exit action
+ called.</p></div><div class="sect2" title="Conflicting transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e316"></a>
+ <span class="command"><strong><a name="transition-conflict"></a></strong></span>Conflicting transitions </h3></div></div></div><p>If, for a given event, several transitions are enabled, they are said to
+ be in conflict. There are two kinds of conflicts: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>For a given source state, several transitions are defined,
+ triggered by the same event. Normally, the guard condition in
+ each transition defines which one is fired.</p></li><li class="listitem"><p>The source state is a submachine or simple state and the
+ conflict is between a transition internal to this state and a
+ transition triggered by the same event and having as target
+ another state.</p></li></ul></div><p>The first one is simple; one only needs to define two or more
+ rows in the transition table, with the same source and trigger, with a
+ different guard condition. Beware, however, that the UML standard wants
+ these conditions to be not overlapping. If they do, the standard says
+ nothing except that this is incorrect, so the implementer is free to
+ implement it the way he sees fit. In the case of MSM, the transition
+ appearing last in the transition table gets selected first, if it returns
+ false (meaning disabled), the library tries with the previous one, and so
+ on.</p><p>
+ <span class="inlinemediaobject"><img src="../images/conflict1.gif"></span></p><p>In the second case, UML defines that the most inner transition gets
+ selected first, which makes sense, otherwise no exit point pseudo state
+ would be possible (the inner transition brings us to the exit point, from
+ where the containing state machine can take over). </p><p><span class="inlinemediaobject"><img src="../images/conflict2.gif" width="60%"></span></p><p>MSM handles both cases itself, so the designer needs only concentrate on
+ its state machine and the UML subtleties (not overlapping conditions), not
+ on implementing this behavior himself. </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch02s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;2.&nbsp;UML Short Guide&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;State machine glossary</td></tr></table></div></body></html>
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>State machine glossary</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="prev" href="ch02s02.html" title="Concepts"><link rel="next" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">State machine glossary</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;2.&nbsp;UML Short Guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="State machine glossary"><div class="titlepage"><div><div>
<h2 class="title" style="clear: both"><a name="d0e344"></a>State machine glossary</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>state machine: the life cycle of a thing. It is made of states,
+ regions, transitions and processes incoming events.</p></li><li class="listitem"><p>state: a stage in the life cycle of a state machine. A state (like
+ a submachine) can have an entry and exit behaviors.</p></li><li class="listitem"><p>event: an incident provoking (or not) a reaction of the state
+ machine</p></li><li class="listitem"><p>transition: a specification of how a state machine reacts to an
+ event. It specifies a source state, the event triggering the
+ transition, the target state (which will become the newly active
+ state if the transition is triggered), guard and actions.</p></li><li class="listitem"><p>action: an operation executed during the triggering of the
+ transition.</p></li><li class="listitem"><p>guard: a boolean operation being able to prevent the triggering of
+ a transition which would otherwise fire.</p></li><li class="listitem"><p>transition table: representation of a state machine. A state
+ machine diagram is a graphical, but incomplete representation of the
+ same model. A transition table, on the other hand, is a complete
+ representation.</p></li><li class="listitem"><p>initial state: The state in which the state machine starts. Having
+ several orthogonal regions means having as many initial
+ states.</p></li><li class="listitem"><p>submachine: A submachine is a state machine inserted as a state in
+ another state machine and can be found several times in a same state
+ machine.</p></li><li class="listitem"><p>orthogonal regions: (logical) parallel flow of execution of a
+ state machine. Every region of a state machine gets a chance to
+ process an incoming event.</p></li><li class="listitem"><p>terminate pseudo-state: when this state becomes active, it
+ terminates the execution of the whole state machine. MSM does not
+ destroy the state machine as required by the UML standard, however,
+ which lets you keep all the state machine's data.</p></li><li class="listitem"><p>entry/exit pseudo state: defined for submachines and are defined
+ as a connection between a transition outside of the submachine and a
+ transition inside the submachine. It is a way to enter or leave a
+ submachine through a predefined point.</p></li><li class="listitem"><p>fork: a fork allows explicit entry into several orthogonal regions
+ of a submachine.</p></li><li class="listitem"><p>history: a history is a way to remember the active state of a
+ submachine so that the submachine can proceed in its last active
+ state next time it becomes active.</p></li><li class="listitem"><p>completion events (also called completion/anonymous transitions):
+ when a transition has no named event triggering it, it automatically
+ fires when the source state is active, unless a guard forbids
+ it.</p></li><li class="listitem"><p>transition conflict: a conflict is present if for a given source
+ state and incoming event, several transitions are possible. UML
+ specifies that guard conditions have to solve the conflict.</p></li><li class="listitem"><p>internal transitions: transition from a state to itself without
+ having exit and entry actions being called.</p></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch02s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Concepts&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;3.&nbsp;Tutorial</td></tr></table></div></body></html>
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@@ -0,0 +1,18 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;3.&nbsp;Tutorial</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch02s03.html" title="State machine glossary"><link rel="next" href="ch03s02.html" title="Basic front-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;3.&nbsp;Tutorial"><div class="titlep
age"><div><div><h2 class="title"><a name="d0e402"></a>Chapter&nbsp;3.&nbsp;Tutorial</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1">Design</span></dt><dt><span class="sect1">Basic front-end</span></dt><dd><dl><dt><span class="sect2">A simple example</span></dt><dt><span class="sect2">Transition table</span></dt><dt><span class="sect2">Defining states with entry/exit actions</span></dt><dt><span class="sect2">Defining a simple state machine</span></dt><dt><span class="sect2">Defining a submachine</span></dt><dt><span class="sect2">Orthogonal regions, terminate state, event deferring</span></dt><dt><span class="sect2">History</span></dt><dt><span class="sect2"><a href
="ch03s02.html#d0e1396">Completion (anonymous) transitions</a></span></dt><dt><span class="sect2">Internal transitions</span></dt><dt><span class="sect2">more row types</span></dt><dt><span class="sect2">Explicit entry / entry and exit pseudo-state / fork</span></dt><dt><span class="sect2">Flags</span></dt><dt><span class="sect2">Event Hierarchy</span></dt><dt><span class="sect2">Customizing a state machine / Getting more speed</span></dt><dt><span class="sect2">Choosing the initial event</span></dt><dt><span class="sect2"> Containing state machine (deprecated)</span></dt></dl></dd><dt><span class="sect1">Functor front-end</span></dt><dd><dl><dt><span class="sect2"><a href="ch03s03.html#d0e1901"> Transition
 table </a></span></dt><dt><span class="sect2">Defining states with entry/exit actions</span></dt><dt><span class="sect2">Defining a simple state machine</span></dt><dt><span class="sect2">Anonymous transitions</span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e2473">Internal
+ transitions</a></span></dt></dl></dd><dt><span class="sect1">eUML (experimental)</span></dt><dd><dl><dt><span class="sect2">Transition table</span></dt><dt><span class="sect2">Defining events, actions and states with entry/exit actions</span></dt><dt><span class="sect2">Defining a simple state machine</span></dt><dt><span class="sect2">Defining a submachine</span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2969">
+ Attributes / Function call</a></span></dt><dt><span class="sect2">Orthogonal regions, flags, event deferring</span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e3181">
+ Customizing a state machine / Getting
+ more speed</a></span></dt><dt><span class="sect2">Completion / Anonymous transitions</span></dt><dt><span class="sect2">Internal transitions</span></dt><dt><span class="sect2">Other state types</span></dt><dt><span class="sect2">Helper functions</span></dt><dt><span class="sect2">Phoenix-like STL support</span></dt></dl></dd><dt><span class="sect1">Back-end</span></dt><dd><dl><dt><span class="sect2">Creation </span></dt><dt><span class="sect2">Starting a state machine</span></dt><dt><span class="sect2">Event dispatching</span></dt><dt><span class="sect2">Active state(s)</span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e3528">Base state ty
pe </a></span></dt><dt><span class="sect2">Visitor</span></dt><dt><span class="sect2">Flags</span></dt><dt><span class="sect2">Getting a state</span></dt><dt><span class="sect2"> State machine constructor with arguments </span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e3642">Trading run-time speed for
+ better compile-time / multi-TU compilation</a></span></dt></dl></dd></dl></div><div class="sect1" title="Design"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e405"></a>Design</h2></div></div></div><p>MSM is divided between front&#8211;ends and back-ends. At the moment, there is just
+ one back-end. On the front-end side, you will find three of them which are as
+ many state machine description languages, with many more possible. For potential
+ language writers, this document contains a <a class="link" href="ch06s02.html#internals-front-back-interface">description of the interface
+ between front-end and back-end</a>.</p><p>The first front-end is an adaptation of the example provided in the <a class="link" href="http://boostpro.com/mplbook" target="_top">MPL book</a> with actions
+ defined as pointers to state or state machine methods. The second one is based
+ on functors. The third, eUML (embedded UML) is an experimental language based on
+ Boost.Proto and Boost.Typeof and hiding most of the metaprogramming to increase
+ readability. Both eUML and the functor front-end also offer a functional library
+ (a bit like Boost.Phoenix) for use as action language (UML defining
+ none).</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch02s03.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch03s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">State machine glossary&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Basic front-end</td></tr></table></div></body></html>
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@@ -0,0 +1,761 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Basic front-end</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="next" href="ch03s03.html" title="Functor front-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Basic front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Basic front-end"><div class="titlepage"><div><div><h2 class="title" style="c
lear: both"><a name="d0e418"></a><span class="command"><strong><a name="basic-front-end"></a></strong></span>Basic front-end</h2></div></div></div><p>This is the historical front-end, inherited from the MPL book. It provides a
+ transition table made of rows of different names and functionality. Actions and
+ guards are defined as methods and referenced through a pointer in the
+ transition. This front-end provides a simple interface making easy state
+ machines easy to define, but more complex state machines a bit harder.</p><div class="sect2" title="A simple example"><div class="titlepage"><div><div><h3 class="title"><a name="d0e424"></a>A simple example</h3></div></div></div><p>Let us have a look at a state machine diagram of the founding
+ example:</p><p><span class="inlinemediaobject"><img src="../images/SimpleTutorial.jpg" width="60%"></span></p><p>We are now going to build it with MSM's basic front-end. An <a class="link" href="examples/SimpleTutorial.cpp" target="_top">implementation</a> is also
+ provided.</p></div><div class="sect2" title="Transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e438"></a>Transition table</h3></div></div></div><p>As previously stated, MSM is based on the transition table, so let us
+ define one:</p><p>struct transition_table : mpl::vector&lt;</p><p>
+ </p><table frame="void" id="d0e447"><tbody><tr>
+ <td>//</td>
+ <td>Start</td>
+ <td>Event</td>
+ <td>Next</td>
+ <td>Action</td>
+ <td>Guard</td>
+ <td> </td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------+</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>---------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td>Stopped ,</td>
+ <td>play,</td>
+ <td>Playing,</td>
+ <td>&amp;player_::start_playback</td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td>Stopped ,</td>
+ <td>open_close,</td>
+ <td>Open,</td>
+ <td>&amp;player_::open_drawer</td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>_row &lt;</td>
+ <td>Stopped ,</td>
+ <td>stop,</td>
+ <td>Stopped</td>
+ <td> </td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>---------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td>Open ,</td>
+ <td>open_close ,</td>
+ <td>Empty ,</td>
+ <td>&amp;player_::close_drawer</td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------+</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>---------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td>Empty ,</td>
+ <td>open_close ,</td>
+ <td>Open ,</td>
+ <td>&amp;player_::open_drawer</td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>row &lt;</td>
+ <td>Empty ,</td>
+ <td>cd_detected ,</td>
+ <td>Stopped ,</td>
+ <td>&amp;player_::store_cd_info ,</td>
+ <td>&amp;player_::good_disk_format</td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>row &lt;</td>
+ <td>Empty ,</td>
+ <td>cd_detected ,</td>
+ <td>Playing ,</td>
+ <td>&amp;player_::store_cd_info ,</td>
+ <td>&amp;player_::auto_start</td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------+</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>---------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td>Playing ,</td>
+ <td>stop ,</td>
+ <td>Stopped ,</td>
+ <td>&amp;player_::stop_playback</td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td>Playing ,</td>
+ <td>pause ,</td>
+ <td>Paused ,</td>
+ <td>&amp;player_::pause_playback</td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td>Playing ,</td>
+ <td>open_close ,</td>
+ <td>Open ,</td>
+ <td>&amp;player_::stop_and_open</td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------+</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>---------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td> Paused ,</td>
+ <td>end_pause ,</td>
+ <td>Playing ,</td>
+ <td>&amp;player_::resume_playback</td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td> Paused ,</td>
+ <td>stop ,</td>
+ <td>Stopped ,</td>
+ <td>&amp;player_::stop_playback</td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td> Paused ,</td>
+ <td>open_close ,</td>
+ <td>Open ,</td>
+ <td>&amp;player_::stop_and_open</td>
+ <td> </td>
+ <td>&gt;</td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------+</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>---------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>&gt; {};</td>
+ <td> </td>
+ <td> </td>
+ <td> </td>
+ <td> </td>
+ <td> </td>
+ <td> </td>
+ </tr></tbody></table><p>
+ </p><p>You will notice that this is almost exactly our founding example. The only
+ change in the transition table is the different types of transitions (rows).
+ The founding example forces one to define an action method and offers no
+ guards. You have 4 basic row types:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">row</code> takes 5 arguments: start state, event, target
+ state, action and guard.</p></li><li class="listitem"><p><code class="code">a_row</code> (&#8220;a&#8221; for action) allows defining only the
+ action and omit the guard condition.</p></li><li class="listitem"><p><code class="code">g_row</code> (&#8220;g&#8221; for guard) allows omitting the action
+ behavior and defining only the guard.</p></li><li class="listitem"><p><code class="code">_row</code> allows omitting action and guard.</p></li></ul></div><p>The signature for an action methods is void method_name (event
+ const&amp;), for example:</p><pre class="programlisting">void stop_playback(stop const&amp;)</pre><p>Action methods return nothing and take the argument as const reference. Of
+ course nothing forbids you from using the same action for several
+ events:</p><pre class="programlisting">template &lt;class Event&gt; void stop_playback(Eventconst&amp;)</pre><p>Guards have as only difference the return value, which is a
+ boolean:</p><pre class="programlisting">bool good_disk_format(cd_detected const&amp; evt)</pre><p>The transition table is actually a MPL vector (or list), which brings the
+ limitation that the default maximum size of the table is 20. If you need
+ more transitions, overriding this default behavior is necessary, so you need
+ to add before any header:</p><pre class="programlisting">#define BOOST_MPL_CFG_NO_PREPROCESSED_HEADERS
+#define BOOST_MPL_LIMIT_VECTOR_SIZE 30 //or whatever you need
+#define BOOST_MPL_LIMIT_MAP_SIZE 30 //or whatever you need </pre><p>The other limitation is that the MPL types are defined only up to 50
+ entries. For the moment, the only solution to achieve more is to add headers
+ to the MPL (luckily, this is not very complicated).</p></div><div class="sect2" title="Defining states with entry/exit actions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e974"></a>Defining states with entry/exit actions</h3></div></div></div><p>While states were enums in the MPL book, they now are classes, which
+ allows them to hold data, provide entry, exit behaviors and be reusable (as
+ they do not know anything about the containing state machine). To define a
+ state, inherit from the desired state type. You will mainly use simple
+ states:</p><p>struct Empty : public msm::front::state&lt;&gt; {};</p><p>They can optionally provide entry and exit behaviors:</p><pre class="programlisting">
+struct Empty : public msm::front::state&lt;&gt;
+{
+ template &lt;class Event, class Fsm&gt;
+ void on_entry(Event const&amp;, Fsm&amp; )
+ {std::cout &lt;&lt;"entering: Empty" &lt;&lt; std::endl;}
+ template &lt;class Event, class Fsm&gt;
+ void on_exit(Event const&amp;, Fsm&amp; )
+ {std::cout &lt;&lt;"leaving: Empty" &lt;&lt; std::endl;}
+};
+ </pre><p>Notice how the entry and exit behaviors are templatized on the event and
+ state machine. Being generic facilitates reuse. There are more state types
+ (terminate, interrupt, pseudo states, etc.) corresponding to the UML
+ standard state types. These will be described in details in the next
+ sections.</p></div><div class="sect2" title="Defining a simple state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e987"></a>Defining a simple state machine</h3></div></div></div><p>Declaring a state machine is straightforward and is done with a high
+ signal / noise ratio. In our player example, we declare the state machine
+ as:</p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt;{
+ /* see below */}</pre><p>This declares a state machine using the basic front-end. We now declare
+ inside the state machine structure the initial state:</p><p>
+ </p><pre class="programlisting">typedef Empty initial_state;</pre><p>
+ </p><p>And that is about all of what is absolutely needed. In the example, the
+ states are declared inside the state machine for readability but this is not
+ a requirements, states can be declared wherever you like.</p><p>All what is left to do is to pick a back-end (which is quite simple as
+ there is only one at the moment):</p><p>
+ </p><pre class="programlisting">typedef msm::back::state_machine&lt;player_&gt; player;</pre><p>
+ </p><p>You now have a ready-to-use state machine with entry/exit actions, guards,
+ transition actions, a message queue so that processing an event can generate
+ another event. The state machine also adapted itself to your need and
+ removed almost all features we didn't use in this simple example. Note that
+ this is not per default the fastest possible state machine. See the section
+ "getting more speed" to know how to get the maximum speed. In a nutshell,
+ MSM cannot know about your usage of some features so you will have to
+ explicitly tell it.</p><p>State objects are built automatically with the state machine. They will
+ exist until state machine destruction. MSM is using Boost.Fusion behind the
+ hood. This unfortunately means that if you define more than 10 states, you
+ will need to extend the default:</p><p>
+ </p><pre class="programlisting">#define FUSION_MAX_VECTOR_SIZE 20 // or whatever you need
+ </pre><p>
+ </p><p>When an unexpected event is fired, the <code class="code">no_transition(event, state
+ machine, state id)</code> method of the state machine is called . By
+ default, this method simply asserts when called. It is possible to overwrite
+ the <code class="code">no_transition</code> method to define a different handling:</p><p>
+ </p><pre class="programlisting">template &lt;class Fsm,class Event&gt;
+void no_transition(Event const&amp; e, Fsm&amp; ,int state){...}</pre><p>
+ </p><p><span class="underline">Note</span>: you might have noticed that
+ the tutorial calls <code class="code">start()</code> on the state machine just after
+ creation. The start method will initiate the state machine, meaning it will
+ activate the initial state, which means in turn that the initial state's
+ entry behavior will be called. The reason why we need this will be explained
+ in the <a class="link" href="ch03s05.html#backend-start">back-end part</a>. After a call
+ to start, the state machine is ready to process events.</p></div><div class="sect2" title="Defining a submachine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1042"></a>Defining a submachine</h3></div></div></div><p>We now want to extend our last state machine by making the Playing state a
+ state machine itself (a submachine).</p><p><span class="inlinemediaobject"><img src="../images/CompositeTutorial.jpg" width="60%"></span></p><p>Again, an <a class="link" href="examples/CompositeTutorial.cpp" target="_top">example</a>
+ is also provided.</p><p>A submachine really is a state machine itself, so we declare Playing as
+ such, choosing a front-end and a back-end:</p><p>
+ </p><pre class="programlisting">struct Playing_ : public msm::front::state_machine_def&lt;Playing_&gt;{...}
+typedef msm::back::state_machine&lt;Playing_&gt; Playing;</pre><p>
+ </p><p>Like for any state machine, one also needs a transition table and an
+ initial state:</p><p> struct transition_table : mpl::vector&lt;</p><table id="d0e1067"><tbody><tr>
+ <td>//</td>
+ <td>Start</td>
+ <td>Event</td>
+ <td>Next</td>
+ <td>Action</td>
+ <td>Guard</td>
+ <td> </td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------+</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>------------------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td>Song1 ,</td>
+ <td>NextSong,</td>
+ <td>Song2,</td>
+ <td>&amp;Playing_::start_next_song </td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td>Song2 ,</td>
+ <td>PreviousSong,</td>
+ <td>Song1,</td>
+ <td>&amp;Playing_::start_prev_song </td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td>Song2 ,</td>
+ <td>NextSong,</td>
+ <td>Song3,</td>
+ <td>&amp;Playing_::start_next_song </td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>a_row &lt;</td>
+ <td>Song3 ,</td>
+ <td>PreviousSong ,</td>
+ <td>Song2 ,</td>
+ <td>&amp;Playing_::start_prev_song </td>
+ <td> </td>
+ <td>&gt;</td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------+</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>------------------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>&gt; {};</td>
+ <td> </td>
+ <td> </td>
+ <td> </td>
+ <td> </td>
+ <td> </td>
+ <td> </td>
+ </tr></tbody></table><p>
+ </p><pre class="programlisting">typedef Song1 initial_state; </pre><p>
+ </p><p>This is about all you need to do. MSM will now automatically recognize
+ Playing as a submachine and all events handled by Playing (NextSong and
+ PreviousSong) will now be automatically forwarded to Playing whenever this
+ state is active. All other state machine features described later are also
+ available. You can even decide to use a state machine sometimes as
+ submachine or sometimes as an independent state machine.</p></div><div class="sect2" title="Orthogonal regions, terminate state, event deferring"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1260"></a>Orthogonal regions, terminate state, event deferring</h3></div></div></div><p>It is a very common problem in many state machines to have to handle
+ errors. It usually involves defining a transition from all the states to a
+ special error state. Translation: not fun. It is also not practical to find
+ from which state the error originated. The following diagram shows an
+ example of what clearly becomes not very readable:</p><p><span class="inlinemediaobject"><img src="../images/error_no_regions.jpg" width="60%"></span></p><p>This is neither very readable nor beautiful. And we do not even have any
+ action on the transitions yet to make it even less readable.</p><p>Luckily, UML provides a helpful concept, orthogonal regions. See them as
+ lightweight state machines running at the same time inside a common state
+ machine and having the capability to influence one another. The effect is
+ that you have several active states at any time. We can therefore keep our
+ state machine from the previous example and just define a new region made of
+ two states, AllOk and ErrorMode. AllOk is most of the time active. But the
+ error_found error event makes the second region move to the new active state
+ ErrorMode. This event does not interest the main region so it will simply be
+ ignored. "<code class="code">no_transition</code>" will be called only if no region at
+ all handles the event. Also, as UML mandates, every region gets a chance of
+ handling the event, in the order as declared by the
+ <code class="code">initial_state</code> type.</p><p>Adding an orthogonal region is easy, one only needs to declare more states
+ in the <code class="code">initial_state</code> typedef. So, adding a new region with
+ AllOk as the region's initial state is:</p><p>
+ </p><pre class="programlisting">typedef mpl::vector&lt;Empty,AllOk&gt; initial_state;</pre><p>
+ </p><p><span class="inlinemediaobject"><img src="../images/Orthogonal-deferred.jpg" width="60%"></span></p><p>Furthermore, when you detect an error, you usually do not want events to
+ be further processed. To achieve this, we use another UML feature, terminate
+ states. When any region moves to a terminate state, the state machine
+ &#8220;terminates&#8221; (the state machine and all its states stay alive) and all
+ events are ignored. This is of course not mandatory, one can use orthogonal
+ regions without terminate states. MSM also provides a small extension to
+ UML, interrupt states. If you declare ErrorMode as interrupt state instead
+ of terminate state, the state machine will not handle any event other than
+ the one which ends the interrupt. So it's like a terminate state, with the
+ difference that you are allowed to resume the state machine when a condition
+ (like handling of the original error) is met. </p><p><span class="command"><strong><a name="basic-defer"></a></strong></span>Last but not least, this example also shows
+ here the handling of event deferring. Let's say someone puts a disc and
+ immediately presses play. The event cannot be handled, yet you'd want it to
+ be handled at a later point and not force the user to press play again. The
+ solution is to define it as deferred in the Empty and Open states and get it
+ handled in the first state where the event is not to be deferred. It can
+ then be handled or rejected. In this example, when Stopped becomes active,
+ the event will be handled because only Empty and Open defer the
+ event.</p><p>UML defines event deferring as a state property. To accommodate this, MSM
+ lets you specify this in states by providing a <code class="code">deferred_events</code>
+ type:</p><pre class="programlisting">struct Empty : public msm::front::state&lt;&gt;
+{
+ // if the play event is fired while in this state, defer it until a state
+ // handles or rejects it
+ typedef mpl::vector&lt;play&gt; deferred_events;
+...
+}; </pre><p>Please have a look at the <a class="link" href="examples/Orthogonal-deferred.cpp" target="_top">complete
+ example</a>.</p><p>While this is wanted by UML and is simple, it is not always practical
+ because one could wish to defer only in certain conditions. One could also
+ want to make this be part of a transition action with the added bonus of a
+ guard for more sophisticated behaviors. It would also be conform to the MSM
+ philosophy to get as much as possible in the transition table, where you
+ have the whole state machine structure. This is also possible but not
+ practical with this front-end so we will need to pick a different row from
+ the functor front-end. For a complete description of the <code class="code">Row</code>
+ type, please have a look at the <span class="command"><strong><a class="command" href="ch03s03.html#functor-front-end">functor front-end.</a></strong></span></p><p>First, as there is no state where MSM can automatically find out the usage
+ of this feature, we need to require deferred events capability explicitly,
+ by adding a type in the state machine definition:</p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt;
+{
+ typedef int activate_deferred_events;
+...
+}; </pre><p>We can now defer an event in any transition of the transition table by
+ using as action the predefined <code class="code">msm::front::Defer</code> functor, for
+ example:</p><p>
+ </p><pre class="programlisting">Row &lt; Empty , play , none , Defer , none &gt;</pre><p>
+ </p><p>This is an internal transition row(see <span class="command"><strong><a class="command" href="ch03s02.html#internal-transitions">internal transitions</a></strong></span>) but
+ you can ignore this for the moment. It just means that we are not leaving
+ the Empty state. What matters is that we use Defer as action. This is
+ roughly equivalent to the previous syntax but has the advantage of giving
+ you all the information in the transition table with the added power of
+ transition behavior.</p><p>The second difference is that as we now have a transition defined, this
+ transition can play in the resolution of <span class="command"><strong><a class="command" href="ch02s02.html#transition-conflict">transition conflicts</a></strong></span>. For
+ example, we could model an "if (condition2) move to Playing else if
+ (condition1) defer play event":</p><p>
+ </p><pre class="programlisting">Row &lt; Empty , play , none , Defer , condition1 &gt;,
+g_row &lt; Empty , play , Playing , &amp;player_::condition2 &gt;</pre><p>
+ </p><p>Please have a look at <a class="link" href="examples/Orthogonal-deferred2.cpp" target="_top">this possible implementation</a>.</p></div><div class="sect2" title="History"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1351"></a>History</h3></div></div></div><p>UML defines two types of history, Shallow History and Deep History. In the
+ previous examples, if the player was playing the second song and the user
+ pressed pause, leaving Playing, at the next press on the play button, the
+ Playing state would become active and the first song would play again. Soon
+ would the first client complaints follow. They'd of course demand, that if
+ the player was paused, then it should remember which song was playing. But
+ it the player was stopped, then it should restart from the first song. How
+ can it be done? Of course, you could add a bit of programming logic and
+ generate extra events to make the second song start if coming from Pause.
+ Something like: </p><p>
+ </p><pre class="programlisting">if (Event == end_pause)
+{
+ for (int i=0;i&lt; song number;++i) {player.process_event(NextSong()); }
+} </pre><p>
+ </p><p>Not much to like in this example, isn't it? To solve this problem, you
+ define what is called a shallow or a deep history. A shallow history
+ reactivates the last active substate of a submachine when this submachine
+ becomes active again. The deep history does the same recursively, so if this
+ last active substate of the submachine was itself a submachine, its last
+ active substate would become active and this will continue recursively until
+ an active state is a normal state. For example, let us have a look at the
+ following UML diagram: </p><p><span class="inlinemediaobject"><img src="../images/HistoryTutorial.jpg" width="60%"></span></p><p>Notice that the main difference compared to previous diagrams is that the
+ initial state is gone and replaced by a History symbol (the H inside a
+ circle).</p><p>As explained in the <span class="command"><strong><a class="command" href="ch02s02.html#uml-history">small UML
+ tutorial</a></strong></span>, History is a good concept with a not completely
+ satisfying specification. MSM kept the concept but not the specification and
+ goes another way by making this a policy and you can add your own history
+ types (the <a class="link" href="re02.html#history-interface">reference</a> explains
+ what needs to be done). Furthermore, History is a backend policy. This
+ allows you to reuse the same state machine definition with different history
+ policies in different contexts.</p><p>Concretely, your frontend stays unchanged:</p><p>
+ </p><pre class="programlisting">struct Playing_ : public msm::front::state_machine_def&lt;Playing_&gt;</pre><p>
+ </p><p>You then add the policy to the backend as second parameter:</p><p>
+ </p><pre class="programlisting">typedef msm::back::state_machine&lt;Playing_,
+ msm::back::ShallowHistory&lt;mpl::vector&lt;end_pause&gt; &gt; &gt; Playing;</pre><p>
+ </p><p>This states that a shallow history must be activated if the Playing state
+ machine gets activated by the end_pause event and only this one (or any
+ other event added to the mpl::vector). If the state machine was in the
+ Stopped state and the event play was generated, the history would not be
+ activated and the normal initial state would become active. By default,
+ history is disabled. For your convenience the library provides in addition
+ to ShallowHistory a non-UML standard AlwaysHistory policy (likely to be your
+ main choice) which always activates history, whatever event triggers the
+ submachine activation. Deep history is not available as a policy (but could
+ be added). The reason is that it would conflict with policies which
+ submachines could define. Of course, if for example, Song1 were a state
+ machine itself, it could use the ShallowHistory policy itself thus creating
+ Deep History for itself. An <a class="link" href="examples/History.cpp" target="_top">example</a> is also provided.</p></div><div class="sect2" title="Completion (anonymous) transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1396"></a>Completion (anonymous) transitions</h3></div></div></div><p><span class="command"><strong><a name="anonymous-transitions"></a></strong></span>The following diagram shows an
+ example making use of this feature:</p><p><span class="inlinemediaobject"><img src="../images/Anonymous.jpg" width="60%"></span></p><p>Anonymous transitions are transitions without a named event. This means
+ that the transition automatically fires when the predecessor state is
+ entered (to be exact, after the entry action). Otherwise it is a normal
+ transition with actions and guards. Why would you need something like that?
+ A possible case would be if a part of your state machine implements some
+ algorithm, where states are steps of the algorithm implementation. Then,
+ using several anonymous transitions with different guard conditions, you are
+ actually implementing some if/else statement. Another possible use would be
+ a real-time system called at regular intervals and always doing the same
+ thing, meaning implementing the same algorithm. The advantage is that once
+ you know how long a transition takes to execute on the system, by
+ calculating the longest path (the number of transitions from start to end),
+ you can pretty much know how long your algorithm will take in the worst
+ case, which in turns tells you how much of a time frame you are to request
+ from a scheduler. </p><p>If you are using Executable UML (a good book describing it is "Executable
+ UML, a foundation for Model-Driven Architecture"), you will notice that it
+ is common for a state machine to generate an event to itself only to force
+ leaving a state. Anonymous transitions free you from this constraint.</p><p>If you do not use this feature in a concrete state machine, MSM will
+ deactivate it and you will not pay for it. If you use it, there is however a
+ small performance penalty as MSM will try to fire a compound event (the
+ other UML name for anonymous transitions) after every taken transition. This
+ will therefore double the event processing cost, which is not as bad as it
+ sounds as MSM&#8217;s execution speed is very high anyway.</p><p>To define such a transition, use &#8220;none&#8221; as event in the transition table,
+ for example:</p><p>
+ </p><pre class="programlisting">row &lt; State3 , none , State4 , &amp;p::State3ToState4 , &amp;p::always_true &gt;</pre><p>
+ </p><p><a class="link" href="examples/AnonymousTutorial.cpp" target="_top">An implementation</a>
+ of the state machine diagram is also provided.</p></div><div class="sect2" title="Internal transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1423"></a><span class="command"><strong><a name="internal-transitions"></a></strong></span>Internal transitions</h3></div></div></div><p>Internal transitions are transitions executing in the scope of the active
+ state, a simple state or a submachine. One can see them as a self-transition
+ of this state, without an entry or exit action called. This is useful when
+ all you want is to execute some code for a given event in a given
+ state.</p><p>Internal transitions are specified as having a higher priority than normal
+ transitions. While it makes sense for a submachine with exit points, it is
+ surprising for a simple state. MSM lets you define the transition priority
+ by setting the transition&#8217;s position inside the transition table (see
+ <span class="command"><strong><a class="command" href="ch06.html#run-to-completion">internals</a></strong></span> ). The
+ difference between "normal" and internal transitions is that internal
+ transitions have no target state, therefore we need new row types. We had
+ a_row, g_row, _row and row, we now add a_irow, g_irow, _irow and irow which
+ are like normal transitions but define no target state. For, example an
+ internal transition with a guard condition could be:</p><p>
+ </p><pre class="programlisting">g_irow &lt; Empty /*state*/,cd_detected/*event*/,&amp;p::internal_guard/* guard */&gt;</pre><p>
+ </p><p>These new row types can be placed anywhere in the transition table so that
+ you can still have your state machine structure grouped together. The only
+ difference of behavior with the UML standard is the missing notion of higher
+ priority for internal transitions. Please have a look at <a class="link" href="examples/SimpleTutorialInternal.cpp" target="_top">the
+ example</a>.</p><p>It is also possible to do it the UML-conform way by declaring a transition
+ table called <code class="code">internal transition_table</code> inside the state itself
+ and using internal row types. For example:</p><pre class="programlisting">struct Empty : public msm::front::state&lt;&gt;
+{
+ struct internal_transition_table : mpl::vector&lt;
+ a_internal &lt; cd_detected , Empty, &amp;Empty::internal_action &gt;
+ &gt; {};
+};</pre><p>This declares an internal transition table called
+ internal_transition_table and reacting on the event cd_detected by calling
+ internal_action on Empty. Let us note a few points:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>internal tables are NOT called transition_table but
+ internal_transition_table</p></li><li class="listitem"><p>they use different but similar row types: a_internal,
+ g_internal, _internal and internal.</p></li><li class="listitem"><p>These types take as first template argument the triggering
+ event and then the action and guard method. Note that the only
+ real difference to classical rows is the extra argument before
+ the function pointer. This is the type on which the function
+ will be called.</p></li><li class="listitem"><p>This also allows you, if you wish, to use actions and guards
+ from another state of the state machine or in the state machine
+ itself.</p></li><li class="listitem"><p>submachines can have an internal transition table and a
+ classical transition table.</p></li></ul></div><p>The <a class="link" href="examples/TestInternal.cpp" target="_top">following example</a>
+ makes use of an a_internal. It also uses functor-based internal transitions
+ which will be explained in <span class="command"><strong><a class="command" href="ch03s03.html#functor-internal-transitions">the functor
+ front-end</a></strong></span>, please ignore them for the moment. Also note that
+ the state-defined internal transitions, having the highest priority (as
+ mandated by the UML standard), are tried before those defined inside the
+ state machine transition table.</p><p>Which method should you use? It depends on what you need:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>the first version (using irow) is simpler and likely to
+ compile faster. It also lets you choose the priority of your
+ internal transition.</p></li><li class="listitem"><p>the second version is more logical from a UML perspective and
+ lets you make states more useful and reusable. It also allows
+ you to call actions and guards on any state of the state
+ machine.</p></li></ul></div><p>
+ <span class="command"><strong><a name="internal-transitions-note"></a></strong></span><span class="underline"><span class="bold"><strong>Note</strong></span></span>: There is an added
+ possibility coming from this feature. The
+ <code class="code">internal_transition_table</code> transitions being added directly
+ inside the main state machine's transition table, it is possible, if it is
+ more to your state, to distribute your state machine definition a bit like
+ Boost.Statechart, leaving to the state machine itself the only task of
+ declaring the states it wants to use using the
+ <code class="code">explicit_creation</code> type definition. While this is not the
+ author's favorite way, it is still possible. A simplified example using only
+ two states will show this possibility:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><a class="link" href="examples/distributed_table/DistributedTable.cpp" target="_top">state machine definition</a></p></li><li class="listitem"><p>Empty <a class="link" href="examples/distributed_table/Empty.hpp" target="_top">header</a> and <a class="link" href="examples/distributed_table/Empty.cpp" target="_top">cpp</a></p></li><li class="listitem"><p>Open <a class="link" href="examples/distributed_table/Open.hpp" target="_top">header</a> and <a class="link" href="examples/distributed_table/Open.cpp" target="_top">cpp</a></p></li><li class="listitem"><p><a class="link" href="examples/distributed_table/Events.hpp" target="_top">events definition</a></p></li></ul></div><p>There is an added bonus offered for submachines, which can have both the
+ standard transition_table and an internal_transition_table (which has a
+ higher priority). This makes it easier if you decide to make a full
+ submachine from a state. It is also slightly faster than the standard
+ alternative, adding orthogonal regions, because event dispatching will, if
+ accepted by the internal table, not continue to the subregions. This gives
+ you a O(1) dispatch instead of O(number of regions). While the example is
+ with eUML, the same is also possible with any front-end.</p></div><div class="sect2" title="more row types"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1525"></a><span class="command"><strong><a name="basic-row2"></a></strong></span>more row types</h3></div></div></div><p>It is also possible to write transitions using actions and guards not just
+ from the state machine but also from its contained states. In this case, one
+ must specify not just a method pointer but also the object on which to call
+ it. This transition row is called, not very originally, <code class="code">row2</code>.
+ They come, like normal transitions in four flavors: <code class="code">a_row2, g_row2,
+ _row2 and row2</code>. For example, a transition calling an action from
+ the state Empty could be:</p><p>
+ </p><pre class="programlisting">a_row2&lt;Stopped,open_close,Open,Empty
+ /*action source*/,&amp;Empty::open_drawer/*action*/&gt;</pre><p>
+ </p><p>The same capabilities are also available for internal transitions so that
+ we have: <code class="code">a_irow2, g_irow2, _irow2 and row2</code>. For transitions
+ defined as part of the <code class="code">internal_transition_table</code>, you can use
+ the <span class="command"><strong><a class="command" href="ch03s02.html#internal-transitions">a_internal, g_internal,
+ _internal, internal</a></strong></span> row types from the previous
+ sections.</p><p>These row types allow us to distribute the state machine code among
+ states, making them reusable and more useful. Using transition tables inside
+ states also contributes to this possibility. An <a class="link" href="examples/SimpleTutorial2.cpp" target="_top">example</a> of these new
+ rows is also provided.</p></div><div class="sect2" title="Explicit entry / entry and exit pseudo-state / fork"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1558"></a>Explicit entry / entry and exit pseudo-state / fork</h3></div></div></div><p>MSM (almost) fully supports these features, described in the <span class="command"><strong><a class="command" href="ch02s02.html#uml-history">small UML tutorial</a></strong></span>. Almost because
+ there are currently two limitations: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>it is only possible to explicitly enter a sub- state of the
+ target but not a sub-sub state.</p></li><li class="listitem"><p>it is not possible to explicitly exit. Exit points must be
+ used.</p></li></ul></div><p>Let us see a concrete example:</p><p><span class="inlinemediaobject"><img src="../images/entry%20tutorial.jpg" width="60%"></span></p><p>We find in this diagram:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>A &#8220;normal&#8221; activation of SubFsm2, triggered by event1. In each
+ region, the initial state is activated, i.e. SubState1 and
+ SubState1b.</p></li><li class="listitem"><p>An explicit entry into SubFsm2::SubState2 for region &#8220;1&#8221; with
+ event2 as trigger, meaning that in region &#8220;2&#8221; the initial state,
+ SubState1b, activated.</p></li><li class="listitem"><p>A fork into regions &#8220;1&#8221; and &#8220;2&#8221; to the explicit entries
+ SubState2 and SubState2b, triggered by event3. Both states
+ become active so no region is default activated (if we had a
+ third one, it would be).</p></li><li class="listitem"><p>A connection of two transitions through an entry pseudo state,
+ SubFsm2::PseudoEntry1, triggered by event4 and triggering also
+ the second transition on the same event (both transitions must
+ be triggered by the same event). Region &#8220;2&#8221; is default-activated
+ and SubState1b becomes active.</p></li><li class="listitem"><p>An exit from SubFsm2 using an exit pseudo-state, PseudoExit1,
+ triggered by event5 and connecting two transitions using the
+ same event. Again, the event is forwarded to the second
+ transition and both regions are exited, as SubFsm2 becomes
+ inactive. Note that if no transition is defined from
+ PseudoExit1, an error (as defined in the UML standard) will be
+ detected and no_transition called.</p></li></ul></div><p>The example is also <a class="link" href="examples/DirectEntryTutorial.cpp" target="_top">fully implemented</a>.</p><p>This sounds complicated but the syntax is simple.</p><div class="sect3" title="Explicit entry"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1604"></a>Explicit entry</h4></div></div></div><p>First, to define that a state is an explicit entry, you have to make
+ it a state and mark it as explicit, giving as template parameters the
+ region id (the region id starts with 0 and corresponds to the first
+ initial state of the initial_state type sequence).</p><p>
+ </p><pre class="programlisting">struct SubFsm2_ : public msm::front::state_machine_def&lt;SubFsm2_&gt;
+{
+ struct SubState2 : public msm::front::state&lt;&gt; ,
+ public msm::front::explicit_entry&lt;0&gt;
+ {...};
+...
+};</pre><p>
+ </p><p>And define the submachine as:</p><p>
+ </p><pre class="programlisting">typedef msm::back::state_machine&lt;SubFsm2_&gt; SubFsm2;</pre><p>
+ </p><p>You can then use it as target in a transition with State1 as
+ source:</p><p>
+ </p><pre class="programlisting">_row &lt; State1, Event2, SubFsm2::direct&lt; SubFsm2_::SubState2&gt; &gt; //SubFsm2_::SubState2: complete name of SubState2 (defined within SubFsm2_)</pre><p>
+ </p><p>The syntax deserves some explanation. SubFsm2_ is a front end.
+ SubState2 is a nested state, therefore the SubFsm2_::SubState2 syntax.
+ The containing machine (containing State1 and SubFsm2) refers to the
+ backend instance (SubFsm2). SubFsm2::direct states that an explicit
+ entry is desired.</p><p><span class="underline">Note (also valid for forks)</span>: in
+ order to make compile time more bearable for the more standard cases,
+ and unlike initial states, explicit entry states which are also not
+ found in the transition table of the entered submachine (a rare case) do
+ NOT get automatically created. To explicitly create such states, you
+ need to add in the state machine containing the explicit states a simple
+ typedef giving a sequence of states to be explicitly created
+ like:</p><p>
+ </p><pre class="programlisting">typedef mpl::vector&lt;SubState2,SubState2b&gt; explicit_creation;</pre><p>
+ </p><p><span class="underline">Note (also valid for forks)</span>: At
+ the moment, it is not possible to use a submachine as the target of an
+ explicit entry. Please use entry pseudo states for an almost identical
+ effect.</p></div><div class="sect3" title="Fork"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1643"></a>Fork</h4></div></div></div><p>Need a fork instead of an explicit entry? As a fork is an explicit
+ entry into states of different regions, we do not change the state
+ definition compared to the explicit entry and specify as target a list
+ of explicit entry states:</p><p>
+ </p><pre class="programlisting">_row &lt; State1, Event3,
+ mpl::vector&lt;SubFsm2::direct&lt;SubFsm2_::SubState2&gt;,
+ SubFsm2::direct &lt;SubFsm2_::SubState2b&gt;
+ &gt;</pre><p>
+ </p><p>With SubState2 defined as before and SubState2b defined as being in
+ the second region (Caution: MSM does not check that the region is
+ correct):</p><p>
+ </p><pre class="programlisting">struct SubState2b : public msm::front::state&lt;&gt; ,
+ public msm::front::explicit_entry&lt;1&gt;</pre><p>
+ </p></div><div class="sect3" title="Entry pseudo states"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1660"></a>Entry pseudo states</h4></div></div></div><p> To define an entry pseudo state, you need derive from the
+ corresponding class and give the region id:</p><p>
+ </p><pre class="programlisting">struct PseudoEntry1 : public msm::front::entry_pseudo_state&lt;0&gt;</pre><p>
+ </p><p>And add the corresponding transition in the top-level state machine's
+ transition table:</p><p>
+ </p><pre class="programlisting">_row &lt; State1, Event4, SubFsm2::entry_pt&lt;SubFsm2_::PseudoEntry1&gt; &gt;</pre><p>
+ </p><p>And another in the SubFsm2_ submachine definition (remember that UML
+ defines an entry point as a connection between two transitions), for
+ example this time with an action method:</p><p>
+ </p><pre class="programlisting">_row &lt; PseudoEntry1, Event4, SubState3,&amp;SubFsm2_::entry_action &gt;</pre><p>
+ </p></div><div class="sect3" title="Exit pseudo states"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1684"></a> Exit pseudo states </h4></div></div></div><p>And finally, exit pseudo states are to be used almost the same way,
+ but defined differently: it takes as template argument the event to be
+ forwarded (no region id is necessary):</p><p>
+ </p><pre class="programlisting">struct PseudoExit1 : public exit_pseudo_state&lt;event6&gt;</pre><p>
+ </p><p>And you need, like for entry pseudo states, two transitions, one in
+ the submachine:</p><p>
+ </p><pre class="programlisting">_row &lt; SubState3, Event5, PseudoExit1 &gt;</pre><p>
+ </p><p>And one in the containing state machine:</p><p>
+ </p><pre class="programlisting">_row &lt; SubFsm2::exit_pt&lt;SubFsm2_::PseudoExit1&gt;, Event6,State2 &gt;</pre><p>
+ </p><p><span class="underline">Important note 1:</span> UML defines
+ transiting to an entry pseudo state and having either no second
+ transition or one with a guard as an error but defines no error
+ handling. MSM will tolerate this behavior; the entry pseudo state will
+ simply be the newly active state.</p><p><span class="underline">Important note 2</span>: UML defines
+ transiting to an exit pseudo state and having no second transition as an
+ error, and also defines no error handling. Therefore, it was decided to
+ implement exit pseudo state as terminate states and the containing
+ composite not properly exited will stay terminated as it was technically
+ &#8220;exited&#8221;.</p><p><span class="underline">Important note 3:</span> UML states
+ that for the exit point, the same event must be used in both
+ transitions. MSM relaxes this rule and only wants the event on the
+ inside transition to be convertible to the one of the outside
+ transition. In our case, event6 is convertible from event5. Notice that
+ the forwarded event must be named in the exit point definition. For
+ example, we could define event6 as simply as:</p><p>
+ </p><pre class="programlisting">struct event6
+{
+ event6(){}
+ template &lt;class Event&gt;
+ event6(Event const&amp;){}
+}; //convertible from any event</pre><p>
+ </p></div></div><div class="sect2" title="Flags"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1725"></a>Flags</h3></div></div></div><p>This <a class="link" href="examples/Flags.cpp" target="_top">tutorial</a> is devoted to a
+ concept not defined in UML: flags. It has been added into MSM after proving
+ itself useful on many occasions. Please, do not be frightened as we are not
+ talking about ugly shortcuts made of an improbable collusion of
+ Booleans.</p><p>If you look into the Boost.Statechart documentation you'll find this
+ code:</p><pre class="programlisting">if ( ( state_downcast&lt; const NumLockOff * &gt;() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const CapsLockOff * &gt;() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const ScrollLockOff * &gt;() != 0 ) )
+ </pre><p>While correct and found in many UML books, this can be error-prone and a
+ potential time-bomb when your state machine grows and you add new states or
+ orthogonal regions.</p><p>And most of all, it hides the real question, which would be &#8220;does my state
+ machine's current state define a special property&#8221;? In this special case
+ &#8220;are my keys in a lock state&#8221;? So let's apply the Fundamental Theorem of
+ Software Engineering and move one level of abstraction higher.</p><p>In our player example, let's say we need to know if the player has a
+ loaded CD. We could do the same:</p><pre class="programlisting">if ( ( state_downcast&lt; const Stopped * &gt;() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const Open * &gt;() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const Paused * &gt;() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const Playing * &gt;() != 0 )) </pre><p>Or flag these 4 states as CDLoaded-able. You add a flag_list type into
+ each flagged state:</p><p>
+ </p><pre class="programlisting">typedef mpl::vector1&lt;CDLoaded&gt; flag_list;</pre><p>
+ </p><p>You can even define a list of flags, for example in Playing:</p><p>
+ </p><pre class="programlisting">typedef mpl::vector2&lt;PlayingPaused,CDLoaded&gt; flag_list;</pre><p>
+ </p><p>This means that Playing supports both properties. To check if your player
+ has a loaded CD, check if your flag is active in the current state:</p><p>
+ </p><pre class="programlisting">player p; if (p.is_flag_active&lt;CDLoaded&gt;()) ... </pre><p>
+ </p><p>And what if you have orthogonal regions? How to decide if a state machine
+ is in a flagged state? By default, you keep the same code and the current
+ states will be OR'ed, meaning if one of the active states has the flag, then
+ is_flag_active returns true. Of course, in some cases, you might want that
+ all of the active states are flagged for the state to be active. You can
+ also AND the active states:</p><p>
+ </p><pre class="programlisting">if (p.is_flag_active&lt;CDLoaded,player::Flag_AND&gt;()) ...</pre><p>
+ </p><p>The following diagram displays the flag situation in the tutorial.</p><p><span class="inlinemediaobject"><img src="../images/FlagsTutorial.jpg" width="60%"></span></p></div><div class="sect2" title="Event Hierarchy"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1779"></a><span class="command"><strong><a name="event-hierarchy"></a></strong></span>Event Hierarchy</h3></div></div></div><p>There are cases where one needs transitions based on categories of events.
+ An example is text parsing. Let's say you want to parse a string and use a
+ state machine to manage your parsing state. You want to parse 4 digits and
+ decide to use a state for every matched digit. Your state machine could look
+ like:</p><p><span class="inlinemediaobject"><img src="../images/ParsingDigits.jpg" width="30%"></span></p><p>But how to detect the digit event? We would like to avoid defining 10
+ transitions on char_0, char_1... between two states as it would force us to
+ write 4 x 10 transitions and the compile-time would suffer. To solve this
+ problem, MSM supports the triggering of a transition on a subclass event.
+ For example, if we define digits as: </p><pre class="programlisting">struct digit {};
+struct char_0 : public digit {}; </pre><p>And to the same for other digits, we can now fire char_0, char_1 events
+ and this will cause a transition with "digit" as trigger to be taken.</p><p>An <a class="link" href="examples/ParsingDigits.cpp" target="_top">example</a> with
+ performance measurement, taken from the documentation of Boost.Xpressive
+ illustrates this example. You might notice that the performance is actually
+ very good (in this case even better).</p></div><div class="sect2" title="Customizing a state machine / Getting more speed"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1800"></a>Customizing a state machine / Getting more speed</h3></div></div></div><p>MSM is offering many UML features at a high-speed, but sometimes, you just
+ need more speed and are ready to give up some features in exchange. A
+ process_event is handling several tasks: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>checking for terminate/interrupt states</p></li><li class="listitem"><p>handling the message queue (for entry/exit/transition actions
+ generating themselves events)</p></li><li class="listitem"><p>handling deferred events</p></li><li class="listitem"><p>catching exceptions (or not)</p></li><li class="listitem"><p>handling the state switching and action calls</p></li></ul></div><p>Of these tasks, only the last one is absolutely necessary to
+ a state machine (its core job), the other ones are nice-to-haves which cost
+ CPU time. In many cases, it is not so important, but in embedded systems,
+ this can lead to ad-hoc state machine implementations. MSM detects by itself
+ if a concrete state machine makes use of terminate/interrupt states and
+ deferred events and deactivates them if not used. For the other two, if you
+ do not need them, you need to help by indicating it in your implementation.
+ This is done with two simple typedefs:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">no_exception_thrown</code> indicates that behaviors will
+ never throw and MSM does not need to catch anything</p></li><li class="listitem"><p><code class="code">no_message_queue</code> indicates that no action will
+ itself generate a new event and MSM can save us the message
+ queue.</p></li></ul></div><p>The third configuration possibility, explained <a class="link" href="ch03s02.html#basic-defer">here</a>, is to manually activate deferred
+ events, using <code class="code">activate_deferred_events</code>. For example, the
+ following state machine sets all three configuration types:</p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt;
+{
+ // no need for exception handling or message queue
+ typedef int no_exception_thrown;
+ typedef int no_message_queue;
+ // also manually enable deferred events
+ typedef int activate_deferred_events
+ ...// rest of implementation
+ };</pre><p><span class="underline">Important note</span>: As exit pseudo
+ states are using the message queue to forward events out of a submachine,
+ the <code class="code">no_message_queue</code> option cannot be used with state machines
+ containing an exit pseudo state.</p></div><div class="sect2" title="Choosing the initial event"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1849"></a>Choosing the initial event</h3></div></div></div><p>A state machine is started using the <code class="code">start</code> method. This
+ causes the initial state's entry behavior to be executed. Like every entry
+ behavior, it becomes as parameter the event causing the state to be entered.
+ But when the machine starts, there was no event triggered. In this case, MSM
+ sends <code class="code">msm::back::state_machine&lt;...&gt;::InitEvent</code>, which might
+ not be the default you'd want. For this special case, MSM provides a
+ configuration mechanism in the form of a typedef. If the state machine's
+ front-end definition provides an initial_event typedef set to another event,
+ this event will be used. For example:</p><pre class="programlisting">struct my_initial_event{};
+struct player_ : public msm::front::state_machine_def&lt;player_&gt;{
+...
+typedef my_initial_event initial_event;
+};</pre></div><div class="sect2" title="Containing state machine (deprecated)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1862"></a> Containing state machine (deprecated)</h3></div></div></div><p>This feature is still supported in MSM for backward compatibility but made
+ obsolete by the fact that every guard/action/entry action/exit action get
+ the state machine passed as argument and might be removed at a later
+ time.</p><p>All of the states defined in the state machine are created upon state
+ machine construction. This has the huge advantage of a reduced syntactic
+ noise. The cost is a small loss of control for the user on the state
+ creation and access. But sometimes you needed a way for a state to get
+ access to its containing state machine. Basically, a state needs to change
+ its declaration to:</p><pre class="programlisting">struct Stopped : public msm::front::state&lt;sm_ptr&gt;</pre><p>And to provide a set_sm_ptr function: <code class="code">void set_sm_ptr(player*
+ pl)</code></p><p>to get a pointer to the containing state machine. The same applies to
+ terminate_state / interrupt_state and entry_pseudo_state /
+ exit_pseudo_state. </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch03.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch03.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch03s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;3.&nbsp;Tutorial&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Functor front-end</td></tr></table></div></body></html>
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@@ -0,0 +1,269 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Functor front-end</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03s02.html" title="Basic front-end"><link rel="next" href="ch03s04.html" title="eUML (experimental)"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Functor front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Functor front-end"><div class="titlepage"><div><div><h2 class="title" style="c
lear: both"><a name="d0e1877"></a><span class="command"><strong><a name="functor-front-end"></a></strong></span>Functor front-end</h2></div></div></div><p>The functor front-end is the preferred front-end at the moment. It is more
+ powerful than the standard front-end and has a more readable transition table.
+ It also makes it easier to reuse parts of state machines. Like <span class="command"><strong><a class="command" href="ch03s04.html#eUML-front-end">eUML</a></strong></span>, it also comes with a good deal
+ of predefined actions. Actually, eUML generates a functor front-end through
+ Boost.Typeof and Boost.Proto so both offer the same functionality.</p><p>The rows which MSM offered in the previous front-end come in different
+ flavors. We saw the a_row, g_row, _row, row, not counting internal rows. This is
+ already much to know, so why define new rows? These types have some
+ disadvantages: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>They are more typing and information than we would wish. This
+ means syntactic noise and more to learn.</p></li><li class="listitem"><p>Function pointers are weird in C++.</p></li><li class="listitem"><p>The action/guard signature is limited and does not allow for more
+ variations of parameters (source state, target state, current state
+ machine, etc.)</p></li><li class="listitem"><p>It is not easy to reuse action code from a state machine to
+ another.</p></li></ul></div><div class="sect2" title="Transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1901"></a> Transition table </h3></div></div></div><p>We can change the definition of the simple tutorial's transition table
+ to:</p><p>
+ </p><table id="d0e1908"><tbody><tr>
+ <td>//</td>
+ <td>Start</td>
+ <td>Event</td>
+ <td>Next</td>
+ <td>Action</td>
+ <td>Guard</td>
+ <td> </td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------+</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>---------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>Row &lt;</td>
+ <td>Stopped ,</td>
+ <td>play,</td>
+ <td>Playing,</td>
+ <td>start_playback</td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>Row &lt;</td>
+ <td>Stopped ,</td>
+ <td>open_close,</td>
+ <td>Open,</td>
+ <td>open_drawer,</td>
+ <td> none</td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>Row &lt;</td>
+ <td>Stopped ,</td>
+ <td>stop,</td>
+ <td>Stopped,</td>
+ <td> </td>
+ <td> none</td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>---------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>Row &lt;</td>
+ <td>Open ,</td>
+ <td>open_close ,</td>
+ <td>Empty ,</td>
+ <td>close_drawer,</td>
+ <td> none</td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------+</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>---------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>Row &lt;</td>
+ <td>Empty ,</td>
+ <td>open_close ,</td>
+ <td>Open ,</td>
+ <td>open_drawer</td>
+ <td> </td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>Row &lt;</td>
+ <td>Empty ,</td>
+ <td>cd_detected ,</td>
+ <td>Stopped ,</td>
+ <td>store_cd_info ,</td>
+ <td>good_disk_format</td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>g_row &lt;</td>
+ <td>Empty ,</td>
+ <td>cd_detected ,</td>
+ <td>Playing ,</td>
+ <td>store_cd_info ,</td>
+ <td>&amp;player_::auto_start</td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------+</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>---------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>Row &lt;</td>
+ <td>Playing ,</td>
+ <td>stop ,</td>
+ <td>Stopped ,</td>
+ <td>stop_playback,</td>
+ <td> none</td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>Row &lt;</td>
+ <td>Playing ,</td>
+ <td>pause ,</td>
+ <td>Paused ,</td>
+ <td>pause_playback,</td>
+ <td> none</td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>Row &lt;</td>
+ <td>Playing ,</td>
+ <td>open_close ,</td>
+ <td>Open ,</td>
+ <td>stop_and_open,</td>
+ <td> none</td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------+</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>---------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>Row &lt;</td>
+ <td> Paused ,</td>
+ <td>end_pause ,</td>
+ <td>Playing ,</td>
+ <td>resume_playback,</td>
+ <td> none</td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>Row &lt;</td>
+ <td> Paused ,</td>
+ <td>stop ,</td>
+ <td>Stopped ,</td>
+ <td>stop_playback,</td>
+ <td> none</td>
+ <td>&gt;,</td>
+ </tr><tr>
+ <td>Row &lt;</td>
+ <td> Paused ,</td>
+ <td>open_close ,</td>
+ <td>Open ,</td>
+ <td>stop_and_open,</td>
+ <td> none</td>
+ <td>&gt;</td>
+ </tr><tr>
+ <td>//</td>
+ <td>+---------+</td>
+ <td>-------------+</td>
+ <td>---------+</td>
+ <td>---------------------+</td>
+ <td>----------------------+</td>
+ <td> </td>
+ </tr><tr>
+ <td>&gt; {};</td>
+ <td> </td>
+ <td> </td>
+ <td> </td>
+ <td> </td>
+ <td> </td>
+ <td> </td>
+ </tr></tbody></table><p>
+ </p><p>Transitions are now of type "Row" with exactly 5 template arguments:
+ source state, event, target state, action and guard. Wherever there is
+ nothing (for example actions and guards), write "none". Actions and guards
+ are no more methods but functors getting as arguments the detected event,
+ the state machine, source and target state:</p><pre class="programlisting">struct store_cd_info
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
+ void operator()(Evt const&amp;, Fsm&amp; fsm, SourceState&amp;,TargetState&amp; )
+ {
+ cout &lt;&lt; "player::store_cd_info" &lt;&lt; endl;
+ fsm.process_event(play());
+ }
+}; </pre><p>The advantage of functors compared to functions are that functors are
+ generic and reusable. They also allow passing more parameters than just
+ events. The guard functors are the same but have an operator() returning a
+ bool.</p><p>It is also possible to mix rows from different front-ends. To show this, a
+ g_row has been left in the transition table. <span class="underline">Note:</span> in case the action functor is used in the transition
+ table of a state machine contained inside a top-level state machine, the
+ &#8220;fsm&#8221; parameter refers to the lowest-level state machine (referencing this
+ action), not the top-level one.</p><p>To illustrate the reusable point, MSM comes with a whole set of predefined
+ functors. Please refer to eUML for the <a class="link" href="pt02.html#Reference-begin">full list</a>. For example, we are now going to replace the first
+ action by an action sequence and the guard by a more complex functor.</p><p>We decide we now want to execute two actions in the first transition
+ (Stopped -&gt; Playing). We only need to change the action start_playback to
+ </p><pre class="programlisting">ActionSequence_&lt; mpl::vector&lt;some_action, start_playback&gt; &gt;</pre><p>and
+ now will execute some_action and start_playback every time the transition is
+ taken. ActionSequence_ is a functor calling each action of the mpl::vector
+ in sequence.</p><p>We also want to replace good_disk_format by a condition of the type:
+ &#8220;good_disk_format &amp;&amp; (some_condition || some_other_condition)&#8221;. We
+ can achieve this using And_ and Or_ functors:
+ </p><pre class="programlisting">And_&lt;good_disk_format,Or_&lt; some_condition , some_other_condition&gt; &gt;</pre><p>It
+ even starts looking like functional programming. MSM ships with functors for
+ operators, state machine usage, STL algorithms or container methods.</p></div><div class="sect2" title="Defining states with entry/exit actions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2420"></a>Defining states with entry/exit actions</h3></div></div></div><p>You probably noticed that we just showed a different transition table and
+ that we even mixed rows from different front-ends. This means that you can
+ do this and leave the definitions for states unchanged. Most examples are
+ doing this as it is the simplest solution. You still enjoy the simplicity of
+ the first front-end with the extended power of the new transition types.
+ This <a class="link" href="examples/SimpleWithFunctors.cpp" target="_top">tutorial</a>,
+ adapted from the earlier example does just this.</p><p>Of course, it is also possible to define states where entry and exit
+ actions are also provided as functors as these are generated by eUML and
+ both front-ends are equivalent. For example, we can define a state
+ as:</p><pre class="programlisting">struct Empty_Entry
+{
+ template &lt;class Event,class Fsm,class State&gt;
+ void operator()(Event const&amp;,Fsm&amp;,State&amp;)
+ {
+ ...
+ }
+}; // same for Empty_Exit
+struct Empty : public msm::front::euml::func_state&lt;Empty_Entry,Empty_Exit&gt;{};</pre><p>This also means that you can, like in the transition table, write entry /
+ exit actions made of more complicated action combinations. The previous
+ example can therefore <a class="link" href="examples/SimpleWithFunctors2.cpp" target="_top">be
+ rewritten</a>.</p><p>Usually, however, one will probably use the standard state definition as
+ it provides the same capabilities as this front-end state definition, unless
+ one needs some of the shipped predefined functors or is a fan of functional
+ programming.</p></div><div class="sect2" title="Defining a simple state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2439"></a>Defining a simple state machine</h3></div></div></div><p>Like states, state machines can be defined using the previous front-end,
+ as the previous example showed, or with the functor front-end, which allows
+ you to define a state machine entry and exit functions as functors, as in
+ <a class="link" href="examples/SimpleWithFunctors2.cpp" target="_top">this
+ example</a>.</p></div><div class="sect2" title="Anonymous transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2447"></a>Anonymous transitions</h3></div></div></div><p>Anonymous (completion) transitions are transitions without a named event.
+ We saw how this front-end uses <code class="code">none</code> when no action or guard is
+ required. We can also use <code class="code">none</code> instead of an event to mark an
+ anonymous transition. For example, the following transition makes an
+ immediate transition from State1 to State2:</p><pre class="programlisting">Row &lt; State1 , none , State2 &gt;</pre><p>The following transition does the same but calling an action in the
+ process:</p><pre class="programlisting">Row &lt; State1 , none , State2 , State1ToState2, none &gt;</pre><p>The following diagram shows an example and its <a class="link" href="examples/AnonymousTutorialWithFunctors.cpp" target="_top">implementation</a>:</p><p><span class="inlinemediaobject"><img src="../images/Anonymous.jpg" width="70%"></span></p></div><div class="sect2" title="Internal transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2473"></a><span class="command"><strong><a name="functor-internal-transitions"></a></strong></span>Internal
+ transitions</h3></div></div></div><p>The <a class="link" href="examples/SimpleTutorialInternalFunctors.cpp" target="_top">following example</a> uses internal transitions with the functor
+ front-end. As for the simple standard front-end, both methods of defining
+ internal transitions are supported:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>providing a <code class="code">Row</code> in the state machine's transition
+ table with <code class="code">none</code> as target state defines an internal
+ transition.</p></li><li class="listitem"><p>providing an <code class="code">internal_transition_table</code> made of
+ <code class="code">Internal</code> rows inside a state or submachine
+ defines UML-conform internal transitions with higher
+ priority.</p></li><li class="listitem"><p>transitions defined inside
+ <code class="code">internal_transition_table</code> require no source or
+ target state as the source state is known (<code class="code">Internal</code>
+ really are <code class="code">Row</code> without a source or target state)
+ .</p></li></ul></div><p>Like for the <span class="command"><strong><a class="command" href="ch03s02.html#internal-transitions-note">standard front-end internal transitions</a></strong></span>, internal transition
+ tables are added into the main state machine's table, thus allowing you to
+ distribute the transition table definition and reuse states.</p><p>There is an added bonus offered for submachines, which can have both the
+ standard transition_table and an internal_transition_table (which has higher
+ priority). This makes it easier if you decide to make a full submachine from
+ a state later. It is also slightly faster than the standard alternative,
+ adding orthogonal regions, because event dispatching will, if accepted by
+ the internal table, not continue to the subregions. This gives you a O(1)
+ dispatch instead of O(number of regions). While the example is with eUML,
+ the same is also possible with this front-end.</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch03s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch03.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch03s04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Basic front-end&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;eUML (experimental)</td></tr></table></div></body></html>
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>eUML (experimental)</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03s03.html" title="Functor front-end"><link rel="next" href="ch03s05.html" title="Back-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">eUML (experimental)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="eUML (experimental)"><div class="titlepage"><div><div><h2 class="title" style="clea
r: both"><a name="d0e2519"></a><span class="command"><strong><a name="eUML-front-end"></a></strong></span>eUML (experimental)</h2></div></div></div><p><span class="underline">Important note</span>: eUML requires a compiler
+ supporting the C++0x decltype/typeof feature (for example VC &gt;= 9, g++ &gt;= 4.3.
+ VC8 supports eUML but will crash with middle-size state machines). More
+ generally, eUML has experimental status because most compilers will start
+ crashing when a state machine becomes too big. Only g++ 4.3 (unfortunately not
+ 4.4 which shows a serious regression) seems perfectly resilient.</p><p>The previous front-ends are simple to write but still force an amount of
+ noise, mostly MPL types, so it would be nice to write code looking like C++
+ (with a C++ action language) directly inside the transition table, like UML
+ designers like to do on their state machine diagrams. If it were functional
+ programming, it would be even better. This is what eUML is for.</p><p>eUML is a Boost.Proto and Boost.Typeof-based compile-time domain specific
+ embedded language. It provides grammars which allow the definition of
+ actions/guards directly inside the transition table or entry/exit in the state
+ definition. There are grammars for actions, guards, flags, attributes, deferred
+ events, initial states.</p><p>It also relies on Boost.Typeof as a wrapper around the new decltype C++0x
+ feature to provide a compile-time evaluation of all the grammars. Unfortunately,
+ all the underlying Boost libraries are not Typeof-enabled, so for the moment,
+ you will need a compiler where Typeof is natively implemented (like VC8-9-10,
+ g++ &gt;= 4.3).</p><p>Examples will be provided in the next paragraphs. You need to include eUML
+ basic features: </p><p>
+ </p><pre class="programlisting">#include &lt;msm/front/euml/euml.hpp&gt;</pre><p>
+ </p><p>To add STL support (at possible cost of longer compilation times), include: </p><p>
+ </p><pre class="programlisting">#include &lt;msm/front/euml/stl.hpp&gt;</pre><p>
+ </p><p>eUML is defined in the namespace <code class="code">msm::front::euml</code>.</p><div class="sect2" title="Transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2552"></a>Transition table</h3></div></div></div><p>A transition can be defined using eUML as: </p><p>
+ </p><pre class="programlisting">source + event [guard] / action == target</pre><p>
+ </p><p>or as</p><p>
+ </p><pre class="programlisting">target == source + event [guard] / action</pre><p>
+ </p><p>The first version looks like a drawn transition in a diagram, the second
+ one seems natural to a C++ developer.</p><p>The simple transition table written with the <span class="command"><strong><a class="command" href="ch03s03.html#functor-front-end">previous front-end</a></strong></span> can now be
+ written as:</p><p>
+ </p><table frame="void" id="d0e2578"><tbody><tr>
+ <td>BOOST_MSM_EUML_TRANSITION_TABLE(( </td>
+ <td> </td>
+ </tr><tr>
+ <td>Stopped +</td>
+ <td>play [DummyGuard] / (TestFct,start_playback)</td>
+ <td>== Playing</td>
+ </tr><tr>
+ <td>Stopped +</td>
+ <td>open_close/ open_drawer</td>
+ <td>== Open</td>
+ </tr><tr>
+ <td>Stopped +</td>
+ <td>stop</td>
+ <td>== Stopped</td>
+ </tr><tr>
+ <td>Open +</td>
+ <td>open_close / close_drawer</td>
+ <td>== Empty</td>
+ </tr><tr>
+ <td>Empty +</td>
+ <td>open_close / open_drawer </td>
+ <td>== Open</td>
+ </tr><tr>
+ <td>Empty +</td>
+ <td>cd_detected [good_disk_format] / store_cd_info </td>
+ <td>== Stopped</td>
+ </tr><tr>
+ <td>),transition_table)</td>
+ <td> </td>
+ <td> </td>
+ </tr></tbody></table><p>
+ </p><p>Or, using the alternative notation, it can be:</p><p>
+ </p><table id="d0e2670"><tbody><tr>
+ <td>BOOST_MSM_EUML_TRANSITION_TABLE((</td>
+ <td> </td>
+ <td> </td>
+ </tr><tr>
+ <td>Playing == </td>
+ <td>Stopped +</td>
+ <td>play [DummyGuard] / (TestFct,start_playback)</td>
+ </tr><tr>
+ <td>Open ==</td>
+ <td>Stopped +</td>
+ <td>open_close/ open_drawer</td>
+ </tr><tr>
+ <td>Stopped ==</td>
+ <td>Stopped +</td>
+ <td>stop</td>
+ </tr><tr>
+ <td>Empty ==</td>
+ <td>Open +</td>
+ <td>open_close / close_drawer</td>
+ </tr><tr>
+ <td>Open ==</td>
+ <td>Empty +</td>
+ <td>open_close / open_drawer</td>
+ </tr><tr>
+ <td>Stopped ==</td>
+ <td>Empty +</td>
+ <td>cd_detected [good_disk_format] / store_cd_info </td>
+ </tr><tr>
+ <td>),transition_table)</td>
+ <td> </td>
+ <td> </td>
+ </tr></tbody></table><p>
+ </p><p>The transition table now looks like a list of (readable) rules with little
+ noise.</p><p>UML defines guards between &#8220;[ ]&#8221; and actions after a &#8220;/&#8221;, so the chosen
+ syntax is already more readable for UML designers. UML also allows designers
+ to define several actions sequentially (our previous ActionSequence_)
+ separated by a comma. The first transition does just this: two actions
+ separated by a comma and enclosed inside parenthesis to respect C++ operator
+ precedence.</p><p>If this seems to you like it will cost you run-time performance, don't
+ worry, eUML is based on typeof (decltype) which only evaluates the
+ parameters to BOOST_MSM_EUML_TRANSITION_TABLE and no run-time cost occurs.
+ Actually, eUML is only a metaprogramming layer on top of "standard" MSM
+ metaprogramming and this first layer generates the previously-introduced
+ <span class="command"><strong><a class="command" href="ch03s03.html#functor-front-end">functor
+ front-end</a></strong></span>.</p><p>UML also allows designers to define more complicated guards, like
+ [good_disk_format &amp;&amp; (some_condition || some_other_condition)]. This
+ was possible with our previously defined functors, but using a complicated
+ template syntax. This syntax is now possible exactly as written, which means
+ without any syntactic noise at all.</p></div><div class="sect2" title="Defining events, actions and states with entry/exit actions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2772"></a>Defining events, actions and states with entry/exit actions</h3></div></div></div><div class="sect3" title="Events"><div class="titlepage"><div><div><h4 class="title"><a name="d0e2775"></a>Events</h4></div></div></div><p>Events must be proto-enabled. To achieve this, they must inherit from
+ a proto terminal (euml_event&lt;event-name&gt;). eUML also provides a macro
+ to make this easier:</p><p>
+ </p><pre class="programlisting">BOOST_MSM_EUML_EVENT(play)</pre><p>
+ </p><p>This declares an event type and an instance of this type called
+ <code class="code">play</code>, which is now ready to use in state or transition
+ behaviors.</p><p>There is a second macro, BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES, which
+ takes as second parameter the attributes an event will contain, using
+ the <span class="command"><strong><a class="command" href="ch03s04.html#eUML-attributes">attribute
+ syntax</a></strong></span>.</p><p><span class="underline">Note</span>: as we now have events
+ defined as instances instead of just types, can we still process an
+ event by creating one on the fly, like:
+ <code class="code">fsm.process_event(play());</code> or do we have to write:
+ <code class="code">fsm.process_event(play);</code></p><p>The answer is you can do both. The second one is easier but unlike
+ other front-ends, the second uses a defined operator(), which creates an
+ event on the fly.</p></div><div class="sect3" title="Actions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e2806"></a>Actions</h4></div></div></div><p>Actions (returning void) and guards (returning a bool) are defined
+ like previous functors, with the difference that they also must be
+ proto-enabled. This can be done by inheriting from euml_action&lt;
+ functor-name &gt;. eUML also provides a macro:</p><pre class="programlisting">BOOST_MSM_EUML_ACTION(some_condition)
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
+ bool operator()(Evt const&amp; ,Fsm&amp; ,SourceState&amp;,TargetState&amp; )
+ { return true; }
+}; </pre><p>Like for events, this macro declares a functor type and an instance
+ for use in transition or state behaviors.</p><p>It is possible to use the same action grammar from the transition
+ table to define state entry and exit behaviors. So
+ <code class="code">(action1,action2)</code> is a valid entry or exit behavior
+ executing both actions in turn.</p><p>The state functors have a slightly different signature as there is no
+ source and target state but only a current state (entry/exit actions are
+ transition-independent), for example:</p><pre class="programlisting">BOOST_MSM_EUML_ACTION(Empty_Entry)
+{
+ template &lt;class Evt,class Fsm,class State&gt;
+ void operator()(Evt const&amp; ,Fsm&amp; ,State&amp; ) { ... }
+}; </pre></div><div class="sect3" title="States"><div class="titlepage"><div><div><h4 class="title"><a name="d0e2824"></a>States</h4></div></div></div><p>There is also a macro for states. This macro has 2 arguments, first
+ the expression defining the state, then the state (instance)
+ name:</p><pre class="programlisting">BOOST_MSM_EUML_STATE((),Paused)</pre><p>This defines a simple state without entry or exit action. You can
+ provide in the expression parameter the state behaviors (entry and exit)
+ using the action grammar, like in the transition table:</p><pre class="programlisting">BOOST_MSM_EUML_STATE(((Empty_Entry,Dummy_Entry)/*2 entryactions*/,
+ Empty_Exit/*1 exit action*/ ),
+ Empty)</pre><p>This means that Empty is defined as a state with an entry action made
+ of two sub-actions, Empty_Entry and Dummy_Entry (enclosed inside
+ parenthesis), and an exit action, Empty_Exit.</p><p>There are several possibilitites for the <span class="command"><strong><a name="eUML-build-state"></a></strong></span> expression syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(): state without entry or exit action.</p></li><li class="listitem"><p>(Expr1): state with entry but no exit action.</p></li><li class="listitem"><p>(Expr1,Expr2): state with entry and exit action.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes): state with entry and exit
+ action, defining some attributes (read further on).</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure): state with entry and
+ exit action, defining some attributes (read further on) and
+ flags (standard MSM flags) or deferred events (standard MSM
+ deferred events).</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure,Base): state with entry
+ and exit action, defining some attributes (read further on),
+ flags and deferred events (plain msm deferred events) and a
+ non-default base state (as defined in standard MSM).</p></li></ul></div><p>no_action is also defined, which does, well, nothing except being a
+ placeholder (needed for example as entry action if we have no entry but
+ an exit). Expr1 and Expr2 are a sequence of actions, obeying the same
+ action grammar as in the transition table (following the &#8220;/&#8221;
+ symbol).</p><p>The BOOST_MSM_EUML_STATE macro will allow you to define most common
+ states, but sometimes you will need more, for example provide in your
+ states some special behavior. In this case, you will have to do the
+ macro's job by hand, which is not very complicated. The state will need
+ to inherit from <code class="code">msm::front::state&lt;&gt;</code>, like any state, and
+ from <code class="code">euml_state&lt;state-name&gt;</code> to be proto-enabled. You
+ will then need to declare an instance for use in the transition table.
+ For example:</p><pre class="programlisting">struct Empty_impl : public msm::front::state&lt;&gt; , public euml_state&lt;Empty_impl&gt;
+{
+ void activate_empty() {std::cout &lt;&lt; "switching to Empty " &lt;&lt; std::endl;}
+ template &lt;class Event,class Fsm&gt;
+ void on_entry(Event const&amp; evt,Fsm&amp;fsm){...}
+ template &lt;class Event,class Fsm&gt;
+ void on_exit(Event const&amp; evt,Fsm&amp;fsm){...}
+};
+//instance for use in the transition table
+Empty_impl const Empty;</pre><p>Notice also that we defined a method named activate_empty. We would
+ like to call it inside a behavior. This can be done using the
+ BOOST_MSM_EUML_METHOD macro. </p><pre class="programlisting">BOOST_MSM_EUML_METHOD(ActivateEmpty_,activate_empty,activate_empty_,void,void)</pre><p>The first parameter is the name of the underlying functor, which you
+ could use with the functor front-end, the second is the state method
+ name, the third is the eUML-generated function, the fourth and fifth the
+ return value when used inside a transition or a state behavior. You can
+ now use this inside a transition:</p><pre class="programlisting">Empty == Open + open_close / (close_drawer,activate_empty_(target_))</pre></div></div><div class="sect2" title="Defining a simple state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2880"></a>Defining a simple state machine</h3></div></div></div><p>You can reuse the state machine definition method from the standard
+ front-end and simply replace the transition table by this new one. You can
+ also use eUML to define a state machine "on the fly" (if, for example, you
+ need to provide an on_entry/on_exit for this state machine as a functor).
+ For this, there is also a macro, <span class="command"><strong><a name="eUML-build-sm"></a></strong></span>BOOST_MSM_EUML_DECLARE_STATE_MACHINE, which has 2 arguments, an expression
+ describing the state machine and the state machine name. The expression has
+ up to 8 arguments:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(Stt, Init): simplest state machine where only the transition
+ table and initial state(s) are defined.</p></li><li class="listitem"><p>(Stt, Init, Expr1): state machine where the transition table,
+ initial state and entry action are defined.</p></li><li class="listitem"><p>(Stt, Init, Expr1, Expr2): state machine where the transition
+ table, initial state, entry and exit actions are defined.</p></li><li class="listitem"><p>(Stt, Init, Expr1, Expr2, Attributes): state machine where the
+ transition table, initial state, entry and exit actions are
+ defined. Furthermore, some attributes are added (read further
+ on).</p></li><li class="listitem"><p>(Stt, Init, Expr1, Expr2, Attributes, Configure): state
+ machine where the transition table, initial state, entry and
+ exit actions are defined. Furthermore, some attributes (read
+ further on), flags, deferred events and <a class="link" href="ch03s04.html#eUML-Configuration">configuration
+ capabilities</a> (no message queue / no exception
+ catching) are added.</p></li><li class="listitem"><p>(Stt, Init, Expr1, Expr2, Attributes, Flags, Deferred , Base):
+ state machine where the transition table, initial state, entry
+ and exit actions are defined. Furthermore, attributes (read
+ further on), flags , deferred events and configuration
+ capabilities (no message queue / no exception catching) are
+ added and a non-default base state (see the <a class="link" href="ch03s05.html#backend-base-state">back-end
+ description</a>) is defined.</p></li></ul></div><p>For example, a minimum state machine could be defined
+ as:</p><p>
+ </p><table id="d0e2915"><tbody><tr>
+ <td>BOOST_MSM_EUML_TRANSITION_TABLE((</td>
+ <td> </td>
+ <td> </td>
+ </tr><tr>
+ <td>),transition_table)</td>
+ <td> </td>
+ <td> </td>
+ </tr></tbody></table><p>
+ </p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE_MACHINE((transition_table,init_ &lt;&lt; Empty ),
+ player_)</pre><p>Please have a look at the player tutorial written using eUML's <a class="link" href="examples/SimpleTutorialEuml2.cpp" target="_top">first</a> and <a class="link" href="examples/SimpleTutorialEuml.cpp" target="_top">second</a> syntax. The
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE macro, to which we will get back shortly,
+ declares attributes given to an eUML type (state or event) using the
+ <span class="command"><strong><a class="command" href="ch03s04.html#eUML-attributes">attribute
+ syntax</a></strong></span>.</p></div><div class="sect2" title="Defining a submachine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2953"></a>Defining a submachine</h3></div></div></div><p>Defining a submachine (see <a class="link" href="examples/CompositeTutorialEuml.cpp" target="_top">tutorial</a>) with
+ other front-ends simply means using a state which is a state machine in the
+ transition table of another state machine. This is the same with eUML. One
+ only needs define a second state machine and reference it in the transition
+ table of the containing state machine.</p><p>Unlike the state or event definition macros,
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE defines a type, not an instance because
+ a type is what the back-end requires. This means that you will need to
+ declare yourself an instance to reference your submachine into another state
+ machine, for example:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE_MACHINE(...,Playing_)
+typedef msm::back::state_machine&lt;Playing_&gt; Playing_type;
+Playing_type const Playing;</pre><p>We can now use this instance inside the transition table of the containing
+ state machine:</p><pre class="programlisting">Paused == Playing + pause / pause_playback</pre></div><div class="sect2" title="Attributes / Function call"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2969"></a>
+ <span class="command"><strong><a name="eUML-attributes"></a></strong></span>Attributes / Function call</h3></div></div></div><p>We now want to make our grammar more useful. Very often, one needs only
+ very simple action methods, for example ++Counter or Counter &gt; 5 where
+ Counter is usually defined as some attribute of the class containing the
+ state machine. It seems like a waste to write a functor for such a simple
+ action. Furthermore, states within MSM are also classes so they can have
+ attributes, and we would also like to provide them with attributes. </p><p>If you look back at our examples using the <a class="link" href="examples/SimpleTutorialEuml2.cpp" target="_top">first</a> and <a class="link" href="examples/SimpleTutorialEuml.cpp" target="_top">second</a> syntaxes, you
+ will find a BOOST_MSM_EUML_DECLARE_ATTRIBUTE and a BOOST_MSM_EUML_ATTRIBUTES
+ macro. The first one declares possible attributes:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)</pre><p>This declares two attributes: cd_name of type std::string and cd_type of
+ type DiskTypeEnum. These attributes are not part of any event or state in
+ particular, we just declared a name and a type. Now, we can add attributes
+ to our cd_detected event using the second one:</p><pre class="programlisting">BOOST_MSM_EUML_ATTRIBUTES((attributes_ &lt;&lt; cd_name &lt;&lt; cd_type ),
+ cd_detected_attributes)</pre><p>This declares an attribute list which is not linked to anything in
+ particular yet. It can be attached to a state or an event. For example, if
+ we want the event cd_detected to have these defined attributes we
+ write:</p><pre class="programlisting">BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)</pre><p>For states, we use the BOOST_MSM_EUML_STATE macro, which has an expression
+ form where one can provide attributes. For example:</p><pre class="programlisting">BOOST_MSM_EUML_STATE((no_action /*entry*/,no_action/*exit*/,
+ attributes_ &lt;&lt; cd_detected_attributes),
+ some_state)</pre><p>OK, great, we now have a way to add attributes to a class, which we could
+ have done more easily, so what is the point? The point is that we can now
+ reference these attributes directly, at compile-time, in the transition
+ table. For example, in the example, you will find this transition:</p><pre class="programlisting">Stopped==Empty+cd_detected[good_disk_format&amp;&amp;(event_(cd_type)==Int_&lt;DISK_CD&gt;())] </pre><p>Read event_(cd_type) as event_-&gt;cd_type with event_ a type generic for
+ events, whatever the concrete event is (in this particular case, it happens
+ to be a cd_detected as the transition shows).</p><p>The main advantage of this feature is that you do not need to define a new
+ functor and you do not need to look inside the functor to know what it does,
+ you have all at hand.</p><p>MSM provides more generic objects for state machine types:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>event_ : used inside any action, the event triggering the
+ transition</p></li><li class="listitem"><p>state_: used inside entry and exit actions, the entered /
+ exited state</p></li><li class="listitem"><p>source_: used inside a transition action, the source
+ state</p></li><li class="listitem"><p>target_: used inside a transition action, the target
+ state</p></li><li class="listitem"><p>fsm_: used inside any action, the (lowest-level) state machine
+ processing the transition</p></li><li class="listitem"><p>Int_&lt;int value&gt;: a functor representing an int</p></li><li class="listitem"><p>Char_&lt;value&gt;: a functor representing a char</p></li><li class="listitem"><p>Size_t_&lt;value&gt;: a functor representing a size_t</p></li><li class="listitem"><p>String_&lt;mpl::string&gt; (boost &gt;= 1.40): a functor
+ representing a string.</p></li></ul></div><p>These helpers can be used in two different ways:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>helper(attribute_name) returns the attribute with name
+ attribute_name</p></li><li class="listitem"><p>helper returns the state / event type itself.</p></li></ul></div><p>The second form is helpful if you want to provide your states with their
+ own methods, which you also want to use inside the transition table. In the
+ <a class="link" href="examples/SimpleTutorialEuml.cpp" target="_top">above
+ tutorial</a>, we provide Empty with an activate_empty method. We would
+ like to create a eUML functor and call it from inside the transition table.
+ This is done using the MSM_EUML_METHOD / MSM_EUML_FUNCTION macros. The first
+ creates a functor to a method, the second to a free function. In the
+ tutorial, we write:</p><pre class="programlisting">MSM_EUML_METHOD(ActivateEmpty_,activate_empty,activate_empty_,void,void)</pre><p>The first parameter is the functor name, for use with the functor
+ front-end. The second is the name of the method to call. The third is the
+ function name for use with eUML, the fourth is the return type of the
+ function if used in the context of a transition action, the fifth is the
+ result type if used in the context of a state entry / exit action (usually
+ fourth and fifth are the same). We now have a new eUML function calling a
+ method of "something", and this "something" is one of the five previously
+ shown generic helpers. We can now use this in a transition, for
+ example:</p><pre class="programlisting">Empty == Open + open_close / (close_drawer,activate_empty_(target_))</pre><p>The action is now defined as a sequence of two actions: close_drawer and
+ activate_empty, which is called on the target itself. The target being Empty
+ (the state defined left), this really will call Empty::activate_empty().
+ This method could also have an (or several) argument(s), for example the
+ event, we could then call activate_empty_(target_ , event_).</p><p>More examples can be found in the <a class="link" href="examples/CompilerStressTestEuml.cpp" target="_top">terrible compiler
+ stress test</a>, the <a class="link" href="examples/SimpleTimer.cpp" target="_top">timer example</a> or in the <a class="link" href="examples/iPodSearchEuml.cpp" target="_top">iPodSearch with eUML</a>
+ (for String_ and more).</p></div><div class="sect2" title="Orthogonal regions, flags, event deferring"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3069"></a>Orthogonal regions, flags, event deferring</h3></div></div></div><p>Defining orthogonal regions really means providing more initial states. To
+ add more initial states, &#8220;shift left&#8221; some, for example, if we had another
+ initial state named AllOk :</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE_MACHINE((transition_table,
+ init_ &lt;&lt; Empty &lt;&lt; AllOk ),
+ player_)</pre><p>You remember from the <span class="command"><strong><a class="command" href="ch03s04.html#eUML-build-state">BOOST_MSM_EUML_STATE </a></strong></span> and <span class="command"><strong><a class="command" href="ch03s04.html#eUML-build-sm">BOOST_MSM_EUML_DECLARE_STATE_MACHINE</a></strong></span> signatures that just
+ after attributes, we can define flags, like in the basic MSM front-end. To
+ do this, we have another "shift-left" grammar, for example:</p><pre class="programlisting">BOOST_MSM_EUML_STATE((no_action,no_action, attributes_ &lt;&lt;no_attributes_,
+ /* flags */ configure_&lt;&lt; PlayingPaused &lt;&lt; CDLoaded),
+ Paused)</pre><p>We now defined that Paused will get two flags, PlayingPaused and CDLoaded,
+ defined, with another macro:</p><pre class="programlisting">BOOST_MSM_EUML_FLAG(CDLoaded)</pre><p>This corresponds to the following basic front-end definition of
+ Paused:</p><pre class="programlisting">struct Paused : public msm::front::state&lt;&gt;
+{
+ typedef mpl::vector2&lt;PlayingPaused,CDLoaded&gt; flag_list;
+};</pre><p>Under the hood, what you get really is a mpl::vector2.</p><p><span class="underline">Note</span>: As we use the version of
+ BOOST_MSM_EUML_STATE's expression with 4 arguments, we need to tell eUML
+ that we need no attributes. Similarly to a <code class="code">cout &lt;&lt; endl</code>,
+ we need a <code class="code">attributes_ &lt;&lt; no_attributes_</code> syntax.</p><p>You can use the flag with the is_flag_active method of a state machine.
+ You can also use the provided helper function is_flag_ (returning a bool)
+ for state and transition behaviors. For example, in the <a class="link" href="examples/iPodEuml.cpp" target="_top">iPod implementation with eUML</a>,
+ you find the following transition:</p><pre class="programlisting">ForwardPressed == NoForward + EastPressed[!is_flag_(NoFastFwd)]</pre><p>The function also has an optional second parameter which is the state
+ machine on which the function is called. By default, fsm_ is used (the
+ current state machine) but you could provide a functor returning a reference
+ to another state machine.</p><p>eUML also supports defining deferred events in the state (state machine)
+ definition. To this aim, we can reuse the flag grammar. For example:</p><pre class="programlisting">BOOST_MSM_EUML_STATE((Empty_Entry,Empty_Exit, attributes_ &lt;&lt; no_attributes_,
+ /* deferred */ configure_&lt;&lt; play ),Empty) </pre><p>The configure_ left shift is also responsible for deferring events. Shift
+ inside configure_ a flag and the state will get a flag, shift an event and
+ it will get a deferred event. This replaces the basic front-end
+ definition:</p><pre class="programlisting">typedef mpl::vector&lt;play&gt; deferred_events;</pre><p>In <a class="link" href="examples/OrthogonalDeferredEuml.cpp" target="_top">this
+ tutorial</a>, player is defining a second orthogonal region with
+ AllOk as initial state. The <code class="code">Empty</code> and <code class="code">Open</code> states
+ also defer the event <code class="code">play</code>. <code class="code">Open</code>,
+ <code class="code">Stopped</code> and <code class="code">Pause</code> also support the flag
+ <code class="code">CDLoaded</code> using the same left shift into
+ <code class="code">configure_</code>.</p><p>In the functor front-end, we also had the possibility to defer an event
+ inside a transition, which makes possible conditional deferring. This is
+ also possible with eUML through the use of the defer_ order, as shown in
+ <a class="link" href="examples/OrthogonalDeferredEuml.cpp" target="_top">this
+ tutorial</a>. You will find the following transition:</p><pre class="programlisting">Open + play / defer_</pre><p>This is an <span class="command"><strong><a class="command" href="ch03s04.html#eUML-internal">internal
+ transition</a></strong></span>. Ignore it for the moment. Interesting is, that
+ when the event <code class="code">play</code> is fired and <code class="code">Open</code> is active,
+ the event will be deferred. Now add a guard and you can conditionally defer
+ the event, for example:</p><pre class="programlisting">Open + play [ some_condition ] / defer_</pre><p>This is similar to what we did with the functor front-end. This means that
+ we have the same constraints. Using defer_ instead of a state declaration,
+ we need to tell MSM that we have deferred events in this state machine. We
+ do this (again) using a configure_ declaration in the state machine
+ definition in which we shift the deferred_events configuration flag:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE_MACHINE((transition_table,
+ init_ &lt;&lt; Empty &lt;&lt; AllOk,
+ Entry_Action,
+ Exit_Action,
+ attributes_ &lt;&lt; no_attributes_,
+ configure_&lt;&lt; deferred_events ),
+ player_)</pre><p>A <a class="link" href="examples/OrthogonalDeferredEuml2.cpp" target="_top">tutorial</a>
+ illustrates this possibility.</p></div><div class="sect2" title="Customizing a state machine / Getting more speed"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3181"></a>
+ <span class="command"><strong><a name="eUML-Configuration"></a></strong></span>Customizing a state machine / Getting
+ more speed</h3></div></div></div><p>We just saw how to use configure_ to define deferred events or flags. We
+ can also use it to configure our state machine like we did with the other front-ends:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">configure_ &lt;&lt; no_exception</code>: disables
+ exception handling</p></li><li class="listitem"><p><code class="code">configure_ &lt;&lt; no_msg_queue</code> deactivates the
+ message queue</p></li><li class="listitem"><p><code class="code">configure_ &lt;&lt; deferred_events</code> manually
+ enables event deferring</p></li></ul></div><p>Deactivating the first two features and not activating the third if not
+ needed greatly improves the event dispatching speed of your state machine.
+ Our <a class="link" href="examples/EumlSimple.cpp" target="_top">speed testing</a> example
+ with eUML does this for the best performance.</p><p><span class="underline">Important note</span>: As exit pseudo
+ states are using the message queue to forward events out of a submachine,
+ the <code class="code">no_message_queue</code> option cannot be used with state machines
+ containing an exit pseudo state.</p></div><div class="sect2" title="Completion / Anonymous transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3216"></a>Completion / Anonymous transitions</h3></div></div></div><p>Anonymous transitions (See <span class="command"><strong><a class="command" href="ch02s02.html#uml-anonymous">UML
+ tutorial</a></strong></span>) are transitions without a named event, which are
+ therefore triggered immediately when the source state becomes active,
+ provided a guard allows it. As there is no event, to define such a
+ transition, simply omit the &#8220;+&#8221; part of the transition (the event), for
+ example: </p><pre class="programlisting">State3 == State4 [always_true] / State3ToState4
+State4 [always_true] / State3ToState4 == State3</pre><p>Please have a look at <a class="link" href="examples/AnonymousTutorialEuml.cpp" target="_top">this example</a>,
+ which implements the <span class="command"><strong><a class="command" href="ch03s02.html#anonymous-transitions">previously
+ defined</a></strong></span> state machine with eUML.</p></div><div class="sect2" title="Internal transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3234"></a><span class="command"><strong><a name="eUML-internal"></a></strong></span>Internal transitions</h3></div></div></div><p>Like both other front-ends, eUML supports two ways of defining internal transitions:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>in the state machine's transition table. In this case, you
+ need to specify a source state, event, actions and guards but no
+ target state, which eUML will interpret as an internal
+ transition, for example this defines a transition internal to
+ Open, on the event open_close:</p><pre class="programlisting">Open + open_close [internal_guard1] / internal_action1</pre><p><a class="link" href="examples/EumlInternal.cpp" target="_top">A full
+ example</a> is also provided.</p></li><li class="listitem"><p>in a state's <code class="code">internal_transition_table</code>. For
+ example:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE((Open_Entry,Open_Exit),Open_def)
+struct Open_impl : public Open_def
+{
+ BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE((
+ open_close [internal_guard1] / internal_action1
+ ))
+};</pre><p>Notice how we do not need to repeat that the transition
+ originates from Open as we already are in Open's context. </p><p>The <a class="link" href="examples/EumlInternalDistributed.cpp" target="_top">implementation</a> also shows the added bonus offered
+ for submachines, which can have both the standard
+ transition_table and an internal_transition_table (which has
+ higher priority). This makes it easier if you decide to make a
+ full submachine from a state. It is also slightly faster than
+ the standard alternative, adding orthogonal regions, because
+ event dispatching will, if accepted by the internal table, not
+ continue to the subregions. This gives you a O(1) dispatch
+ instead of O(number of regions).</p></li></ul></div></div><div class="sect2" title="Other state types"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3265"></a>Other state types</h3></div></div></div><p>We saw the <span class="command"><strong><a class="command" href="ch03s04.html#eUML-build-state">build_state</a></strong></span>
+ function, which creates a simple state. Likewise, eUML provides other
+ state-building macros for other types of states:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>BOOST_MSM_EUML_TERMINATE_STATE takes the same arguments as
+ BOOST_MSM_EUML_STATE and defines, well, a terminate
+ state.</p></li><li class="listitem"><p>BOOST_MSM_EUML_INTERRUPT_STATE takes the same arguments as
+ BOOST_MSM_EUML_STATE and defines an interrupt state. However,
+ the expression argument must contain as first element the event
+ ending the interruption, for example:
+ <code class="code">BOOST_MSM_EUML_INTERRUPT_STATE(( end_error /*end
+ interrupt event*/,ErrorMode_Entry,ErrorMode_Exit
+ ),ErrorMode)</code></p></li><li class="listitem"><p>BOOST_MSM_EUML_EXIT_STATE takes the same arguments as
+ BOOST_MSM_EUML_STATE and defines an exit pseudo state. However,
+ the expression argument must contain as first element the event
+ propagated from the exit point:
+ <code class="code">BOOST_MSM_EUML_EXIT_STATE(( event6 /*propagated
+ event*/,PseudoExit1_Entry,PseudoExit1_Exit
+ ),PseudoExit1)</code></p></li><li class="listitem"><p>BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE defines an entry pseudo
+ state. It takes 3 parameters: the region index to be entered is
+ defined as an int argument, followed by the configuration
+ expression like BOOST_MSM_EUML_STATE and the state name, so that
+ <code class="code">BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(0 /*region
+ index*/,( SubState2_Entry,SubState2_Exit ),SubState2)</code>
+ defines an entry state into the first region of a
+ submachine.</p></li><li class="listitem"><p>BOOST_MSM_EUML_ENTRY_STATE defines an entry pseudo state. It
+ takes 3 parameters: the region index to be entered is defined as
+ an int argument, followed by the configuration expression like
+ BOOST_MSM_EUML_STATE and the state name, so that
+ <code class="code">BOOST_MSM_EUML_ENTRY_STATE(0,(
+ PseudoEntry1_Entry,PseudoEntry1_Exit ),PseudoEntry1)</code>
+ defines a pseudo entry state into the first region of a
+ submachine.</p></li></ul></div><p>To use these states in the transition table, eUML offers the functions
+ <code class="code">explicit_</code>, <code class="code">exit_pt_</code> and
+ <code class="code">entry_pt_</code>. For example, a direct entry into the substate
+ SubState2 from SubFsm2 could be:</p><pre class="programlisting">explicit_(SubFsm2,SubState2) == State1 + event2</pre><p>Forks being a list on direct entries, eUML supports a logical syntax
+ (state1, state2, ...), for example:</p><pre class="programlisting">(explicit_(SubFsm2,SubState2),
+ explicit_(SubFsm2,SubState2b),
+ explicit_(SubFsm2,SubState2c)) == State1 + event3 </pre><p>An entry point is entered using the same syntax as explicit entries:
+ </p><pre class="programlisting">entry_pt_(SubFsm2,PseudoEntry1) == State1 + event4</pre><p>For exit points, it is again the same syntax except that exit points are
+ used as source of the transition:
+ </p><pre class="programlisting">State2 == exit_pt_(SubFsm2,PseudoExit1) + event6 </pre><p>The <a class="link" href="examples/DirectEntryEuml.cpp" target="_top">entry tutorial</a>
+ is also available with eUML.</p></div><div class="sect2" title="Helper functions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3329"></a>Helper functions</h3></div></div></div><p>We saw a few helpers but there are more, so let us have a more complete description:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>event_ : used inside any action, the event triggering the
+ transition</p></li><li class="listitem"><p>state_: used inside entry and exit actions, the entered /
+ exited state</p></li><li class="listitem"><p>source_: used inside a transition action, the source
+ state</p></li><li class="listitem"><p>target_: used inside a transition action, the target
+ state</p></li><li class="listitem"><p>fsm_: used inside any action, the (deepest-level) state
+ machine processing the transition</p></li><li class="listitem"><p>These objects can also be used as a function and return an
+ attribute, for example event_(cd_name)</p></li><li class="listitem"><p>Int_&lt;int value&gt;: a functor representing an int</p></li><li class="listitem"><p>Char_&lt;value&gt;: a functor representing a char</p></li><li class="listitem"><p>Size_t_&lt;value&gt;: a functor representing a size_t</p></li><li class="listitem"><p>True_ and False_ functors returning true and false
+ respectively</p></li><li class="listitem"><p>String_&lt;mpl::string&gt; (boost &gt;= 1.40): a functor
+ representing a string.</p></li><li class="listitem"><p>if_then_else_(guard, action, action) where action can be an
+ action sequence</p></li><li class="listitem"><p>if_then_(guard, action) where action can be an action
+ sequence</p></li><li class="listitem"><p>while_(guard, action) where action can be an action
+ sequence</p></li><li class="listitem"><p>do_while_(guard, action) where action can be an action
+ sequence</p></li><li class="listitem"><p>for_(action, guard, action, action) where action can be an
+ action sequence</p></li><li class="listitem"><p>process_(some_event [, some state machine] [, some state
+ machine] [, some state machine] [, some state machine]) will
+ call process_event (some_event) on the current state machine or
+ on the one(s) passed as 2nd , 3rd, 4th, 5th argument. This allow
+ sending events to several external machines</p></li><li class="listitem"><p>process2_(some_event,Value [, some state machine] [, some
+ state machine] [, some state machine]) will call process_event
+ (some_event(Value)) on the current state machine or on the
+ one(s) passed as 3rd, 4th, 5th argument</p></li><li class="listitem"><p>is_ flag_(some_flag[, some state machine]) will call
+ is_flag_active on the current state machine or on the one passed
+ as 2nd argument</p></li><li class="listitem"><p>Predicate_&lt;some predicate&gt;: Used in STL algorithms. Wraps
+ unary/binary functions to make them eUML-compatible so that they
+ can be used in STL algorithms</p></li></ul></div><p>This can be quite fun. For example, </p><pre class="programlisting">/( if_then_else_(--fsm_(m_SongIndex) &gt; Int_&lt;0&gt;(),/*if clause*/
+ show_playing_song, /*then clause*/
+ (fsm_(m_SongIndex)=Int_&lt;1&gt;(),process_(EndPlay))/*else clause*/
+ )
+ )</pre><p>means: if (fsm.SongIndex &gt; 0, call show_playing_song else
+ {fsm.SongIndex=1; process EndPlay on fsm;}</p><p>A few examples are using these features:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>the iPod example introduced at the BoostCon09 <a class="link" href="examples/iPodEuml.cpp" target="_top">has been rewritten</a>
+ with eUML (weak compilers please move on...)</p></li><li class="listitem"><p>the iPodSearch example also introduced at the BoostCon09 <a class="link" href="examples/iPodSearchEuml.cpp" target="_top">has been
+ rewritten</a> with eUML. In this example, you will also
+ find some examples of STL functor usage.</p></li><li class="listitem"><p><a class="link" href="examples/SimpleTimer.cpp" target="_top">A simpler
+ timer</a> example is a good starting point. </p></li></ul></div><p>There is unfortunately a small catch. Defining a functor using
+ MSM_EUML_METHOD or MSM_EUML_FUNCTION will create a correct functor. Your own
+ eUML functors written as described at the beginning of this section will
+ also work well, <span class="underline">except</span>, for the
+ moment, with the while_, if_then_, if_then_else_ functions.</p></div><div class="sect2" title="Phoenix-like STL support"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3426"></a>Phoenix-like STL support</h3></div></div></div><p>eUML supports most C++ operators (except address-of). For example it is
+ possible to write event_(some_attribute)++ or [source_(some_bool) &amp;&amp;
+ fsm_(some_other_bool)]. But a programmer needs more than operators in his
+ daily programming. The STL is clearly a must have. Therefore, eUML comes in
+ with a lot of functors to further reduce the need for your own functors for
+ the transition table. For almost every algorithm or container method of the
+ STL, a corresponding eUML function is defined. Like Boost.Phoenix, &#8220;.&#8221; And
+ &#8220;-&gt;&#8221; of call on objects are replaced by a functional programming paradigm,
+ for example:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>begin_(container), end_(container): return iterators of a
+ container.</p></li><li class="listitem"><p>empty_(container): returns container.empty()</p></li><li class="listitem"><p>clear_(container): container.clear()</p></li><li class="listitem"><p>transform_ : std::transform</p></li></ul></div><p>In a nutshell, almost every STL method or algorithm is matched by a
+ corresponding functor, which can then be used in the transition table or
+ state actions. The <a class="link" href="pt02.html#Reference-begin">reference</a>
+ lists all eUML functions and the underlying functor (so that this
+ possibility is not reserved to eUML but also to the functor-based
+ front-end). The file structure of this Phoenix-like library matches the one
+ of Boost.Phoenix. All functors for STL algorithms are to be found in:</p><pre class="programlisting">#include &lt;msm/front/euml/algorithm.hpp&gt;</pre><p>The algorithms are also divided into sub-headers, matching the phoenix
+ structure for simplicity:</p><pre class="programlisting">#include &lt; msm/front/euml/iteration.hpp&gt;
+#include &lt; msm/front/euml/transformation.hpp&gt;
+#include &lt; msm/front/euml/querying.hpp&gt; </pre><p>Container methods can be found in:</p><pre class="programlisting">#include &lt; msm/front/euml/container.hpp&gt;</pre><p>Or one can simply include the whole STL support (you will also need to
+ include euml.hpp):</p><pre class="programlisting">#include &lt; msm/front/euml/stl.hpp&gt;</pre><p>A few examples (to be found in <a class="link" href="examples/iPodSearchEuml.cpp" target="_top">this tutorial</a>):</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">push_back_(fsm_(m_tgt_container),event_(m_song))</code>:
+ the state machine has an attribute m_tgt_container of type
+ std::vector&lt;OneSong&gt; and the event has an attribute m_song of
+ type OneSong. The line therefore pushes m_song at the end of
+ m_tgt_container</p></li><li class="listitem"><p><code class="code">if_then_( state_(m_src_it) !=
+ end_(fsm_(m_src_container)),
+ process2_(OneSong(),*(state_(m_src_it)++)) )</code>: the
+ current state has an attribute m_src_it (an iterator). If this
+ iterator != fsm.m_src_container.end(), process OneSong on fsm,
+ copy-constructed from state.m_src_it which we
+ post-increment</p></li></ul></div></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch03s03.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch03.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch03s05.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Functor front-end&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Back-end</td></tr></table></div></body></html>
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Back-end</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03s04.html" title="eUML (experimental)"><link rel="next" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Back-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Back-end"><div class="titlepage"><div><div><h2 class="title" style="clea
r: both"><a name="d0e3479"></a>Back-end</h2></div></div></div><p>There is, at the moment, one back-end. This back-end contains the library
+ engine and defines the performance and functionality trade-offs. The currently
+ available back-end implements most of the functionality defined by the UML 2.0
+ standard at very high runtime speed, in exchange for longer compile-time. The
+ runtime speed is due to a constant-time double-dispatch and self-adapting
+ capabilities allowing the framework to adapt itself to the features used by a
+ given concrete state machine. All unneeded features either disable themselves or
+ can be manually disabled. See section 5.1 for a complete description of the
+ run-to-completion algorithm.</p><div class="sect2" title="Creation"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3484"></a>Creation </h3></div></div></div><p>MSM being divided between front and back-end, one needs to first define a
+ front-end. Then, to create a real state machine, the back-end must be
+ declared:
+ </p><pre class="programlisting">typedef msm::back::state_machine&lt;my_front_end&gt; my_fsm;</pre><p>We now have a fully functional state machine type. The next sections will
+ describe what can be done with it.</p></div><div class="sect2" title="Starting a state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3493"></a><span class="command"><strong><a name="backend-start"></a></strong></span>Starting a state machine</h3></div></div></div><p>The <code class="code">start</code> method starts the state machine, meaning it will
+ activate the initial state, which means in turn that the initial state's
+ entry behavior will be called. We need the start method because you do not
+ always want the entry behavior of the initial state to be called immediately
+ but only when your state machine is ready to process events. A good example
+ of this is when you use a state machine to write an algorithm and each loop
+ back to the initial state is an algorithm call. Each call to start will make
+ the algorithm run once. The <a class="link" href="examples/iPodSearch.cpp" target="_top">iPodSearch</a> example uses this possibility.</p></div><div class="sect2" title="Event dispatching"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3505"></a>Event dispatching</h3></div></div></div><p>The main reason to exist for a state machine is to dispatch events. For
+ MSM, events are objects of a given event type. The object itself can contain
+ data, but the event type is what decides of the transition to be taken. For
+ MSM, if some_event is a given type (a simple struct for example) and e1 and
+ e2 concrete instances of some_event, e1 and e2 are equivalent, from a
+ transition perspective. Of course, e1 and e2 can have different values and
+ you can use them inside actions. Events are dispatched as const reference,
+ so actions cannot modify events for obvious side-effect reasons. To dispatch
+ an event of type some_event, you can simply create one on the fly or
+ instantiate if before processing: </p><pre class="programlisting">my_fsm fsm; fsm.process_event(some_event());
+some_event e1; fsm.process_event(e1)</pre><p>Creating an event on the fly will be optimized by the compiler so the
+ performance will not degrade.</p></div><div class="sect2" title="Active state(s)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3514"></a>Active state(s)</h3></div></div></div><p>The backend also offers a way to know which state is active, though you
+ will normally only need this for debugging purposes. If what you need simply
+ is doing something with the active state, <span class="command"><strong><a class="command" href="ch02s02.html#UML-internal-transition">internal transitions</a></strong></span> or
+ <span class="command"><strong><a class="command" href="ch03s05.html#backend-visitor">visitors</a></strong></span> are a better
+ alternative. If you need to know what state is active, const int*
+ current_state() will return an array of state ids. Please refer to the
+ <span class="command"><strong><a class="command" href="ch06s03.html#internals-state-id">internals section</a></strong></span> to
+ know how state ids are generated.</p></div><div class="sect2" title="Base state type"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3528"></a><span class="command"><strong><a name="backend-base-state"></a></strong></span>Base state type </h3></div></div></div><p>Sometimes, one needs to customize states to avoid repetition and provide a
+ common functionality, for example in the form of a virtual method. You might
+ also want to make your states polymorphic so that you can call typeid on
+ them for logging or debugging. It is also useful if you need a visitor, like
+ the next section will show. You will notice that all front-ends offer the
+ possibility of adding a base type. Note that all states and state machines
+ must have the same base state, so this could reduce reuse. For example,
+ using the basic front end, you need to:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Add the non-default base state in your msm::front::state&lt;&gt;
+ definition, as first template argument (except for
+ interrupt_states for which it is the second argument, the first
+ one being the event ending the interrupt), for example,
+ my_base_state being your new base state for all states in a
+ given state machine:
+ </p><pre class="programlisting">struct Empty : public msm::front::state&lt;my_base_state&gt;</pre><p>
+ Now, my_base_state is your new base state. If it has a virtual
+ function, your states become polymorphic. MSM also provides a
+ default polymorphic base type,
+ <code class="code">msm::front::polymorphic_state</code>
+ </p></li><li class="listitem"><p>Add the user-defined base state in the state machine frontend
+ definition, as a second template argument, for example:
+ </p><pre class="programlisting">struct player_ : public msm::front::state_machine&lt;player_,my_base_state&gt; </pre></li></ul></div><p>You can also ask for a state with a given id (which you might have gotten
+ from current_state()) using <code class="code">const base_state* get_state_by_id(int id)
+ const</code> where base_state is the one you just defined. You can now
+ do something polymorphically.</p></div><div class="sect2" title="Visitor"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3554"></a><span class="command"><strong><a name="backend-visitor"></a></strong></span>Visitor</h3></div></div></div><p>In some cases, having a pointer-to-base of the currently active states is
+ not enough. You might want to call non-virtually a method of the currently
+ active states. It will not be said that MSM forces the virtual keyword down
+ your throat!</p><p>To achieve this goal, MSM provides its own variation of a visitor pattern
+ using the previously described user-defined state technique. If you add to
+ your user-defined base state an <code class="code">accept_sig</code> typedef giving the
+ return value (unused for the moment) and parameters and provide an accept
+ method with this signature, calling visit_current_states will cause accept
+ to be called on the currently active states. Typically, you will also want
+ to provide an empty default accept in your base state in order in order not
+ to force all your states to implement accept. For example your base state
+ could be:</p><pre class="programlisting">struct my_visitable_state
+{
+ // signature of the accept function
+ typedef args&lt;void&gt; accept_sig;
+ // we also want polymorphic states
+ virtual ~my_visitable_state() {}
+ // default implementation for states who do not need to be visited
+ void accept() const {}
+};</pre><p>This makes your states polymorphic and visitable. In this case, accept is
+ made const and takes no argument. It could also be:</p><pre class="programlisting">struct SomeVisitor {&#8230;};
+struct my_visitable_state
+{
+ // signature of the accept function
+ typedef args&lt;void,SomeVisitor&amp;&gt; accept_sig;
+ // we also want polymorphic states
+ virtual ~my_visitable_state() {}
+ // default implementation for states who do not need to be visited
+ void accept(SomeVisitor&amp;) const {}
+};</pre><p>And now, <code class="code">accept</code> will take one argument (it could also be
+ non-const). By default, <code class="code">accept</code> takes up to 2 arguments. To get
+ more, set #define BOOST_MSM_VISITOR_ARG_SIZE to another value before
+ including state_machine.hpp. For example:</p><pre class="programlisting">#define BOOST_MSM_VISITOR_ARG_SIZE 3
+#include &lt;boost/msm/back/state_machine.hpp&gt;</pre><p>Note that accept will be called on ALL active states <span class="underline">and also automatically on sub-states of a
+ submachine</span>.</p><p><span class="underline">Important warning</span>: The method
+ visit_current_states takes its parameter by value, so if the signature of
+ the accept function is to contain a parameter passed by reference, pass this
+ parameter with a boost:ref/cref to avoid undesired copies or slicing. So,
+ for example, in the above case, call:</p><pre class="programlisting">SomeVisitor vis; sm.visit_current_states(boost::ref(vis));</pre><p>This <a class="link" href="examples/SM-2Arg.cpp" target="_top">example</a> uses a
+ visiting function with 2 arguments.</p></div><div class="sect2" title="Flags"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3597"></a>Flags</h3></div></div></div><p>Flags is a MSM-only concept, supported by all front-ends, which base
+ themselves on the functions: </p><pre class="programlisting">template &lt;class Flag&gt; bool is_flag_active()
+template &lt;class Flag,class BinaryOp&gt; bool is_flag_active()</pre><p>These functions return true if the currently active state(s) support the
+ Flag property. The first variant ORs the result if there are several
+ orthogonal regions, the second one expects OR or AND, for example:</p><pre class="programlisting">my_fsm.is_flag_active&lt;MyFlag&gt;()
+my_fsm.is_flag_active&lt;MyFlag,my_fsm_type::Flag_OR&gt;()</pre><p>Please refer to the front-ends sections for usage examples.</p></div><div class="sect2" title="Getting a state"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3610"></a>Getting a state</h3></div></div></div><p>It is sometimes necessary to have the client code get access to the
+ states' data. After all, the states are created once for good and hang
+ around as long as the state machine does so why not use it? You simply just
+ need sometimes to get information about any state, even inactive ones. An
+ example is if you want to write a coverage tool and know how many times a
+ state was visited. To get a state, use the get_state method giving the state
+ name, for example: </p><pre class="programlisting">player::Stopped* tempstate = p.get_state&lt;player::Stopped*&gt;();</pre><p> or </p><pre class="programlisting">player::Stopped&amp; tempstate2 = p.get_state&lt;player::Stopped&amp;&gt;();</pre><p>depending on your personal taste. </p></div><div class="sect2" title="State machine constructor with arguments"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3623"></a> State machine constructor with arguments </h3></div></div></div><p>You might want to define a state machine with a non-default constructor.
+ For example, you might want to write: </p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt;
+{
+ player_(int some_value){&#8230;}
+}; </pre><p>This is possible, using the back-end as forwarding object: </p><pre class="programlisting">typedef msm::back::state_machine&lt;player_ &gt; player; player p(3);</pre><p>The back-end will call the corresponding front-end constructor upon
+ creation.</p><p>You can pass arguments up to the value of the
+ BOOST_MSM_CONSTRUCTOR_ARG_SIZE macro (currently 5) arguments. Change this
+ value before including any header if you need to overwrite the default. </p><p>You can also pass arguments by reference (or const-reference) using
+ boost::ref (or boost::cref):</p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt;
+{
+ player_(SomeType&amp; t, int some_value){&#8230;}
+};
+
+typedef msm::back::state_machine&lt;player_ &gt; player;
+SomeType data;
+player p(boost::ref(data),3);
+ </pre></div><div class="sect2" title="Trading run-time speed for better compile-time / multi-TU compilation"><div class="titlepage"><div><div><h3 class="title"><a name="d0e3642"></a><span class="command"><strong><a name="backend-tradeof-rt-ct"></a></strong></span>Trading run-time speed for
+ better compile-time / multi-TU compilation</h3></div></div></div><p>MSM is optimized for run-time speed at the cost of longer compile-time.
+ This can become a problem with older compilers and big state machines,
+ especially if you don't really care about run-time speed that much and would
+ be satisfied by a performance roughly the same as most state machine
+ libraries. MSM offers a back-end policy to help there. But before you try
+ it, if you are using a VC compiler, deactivate the /Gm compiler option
+ (default for debug builds). This option can cause builds to be 3 times
+ longer... If the compile-time still is a problem, read further. MSM offers a
+ policy which will speed up compiling in two main cases:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>many transition conflicts</p></li><li class="listitem"><p>submachines</p></li></ul></div><p>The back-end <code class="code">msm::back::state_machine</code> has a third template
+ argument (first is the front-end, second is the history policy) defaulting
+ to <code class="code">favor_runtime_speed</code>. To switch to
+ <code class="code">favor_compile_time</code>, which is declared in
+ <code class="code">&lt;msm/back/favor_compile_time.hpp&gt;</code>, you need to:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>switch the policy to <code class="code">favor_compile_time</code> for the
+ main state machine (and possibly submachines)</p></li><li class="listitem"><p>move the submachine declarations into their own header which
+ includes
+ <code class="code">&lt;msm/back/favor_compile_time.hpp&gt;</code></p></li><li class="listitem"><p>add for each submachine a cpp file including your header and
+ calling a macro, which generates helper code, for
+ example:</p><pre class="programlisting">#include "mysubmachine.hpp"
+BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(mysubmachine)</pre></li><li class="listitem"><p>configure your compiler for multi-core compilation</p></li></ul></div><p>You will now compile your state machine on as many cores as you have
+ submachines, which will greatly speed up the compilation if you factor your
+ state machine into smaller submachines.</p><p>Independently, transition conflicts resolution will also be much
+ faster.</p><p>This policy uses boost.any behind the hood, which means that we will lose
+ one feature which MSM offers with the default policy, <a class="link" href="ch03s02.html#event-hierarchy">event hierarchy</a>. The following
+ example takes our iPod example and speeds up compile-time by using this
+ technique. We have:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><a class="link" href="examples/iPod_distributed/iPod.cpp" target="_top">our main
+ state machine and main function</a></p></li><li class="listitem"><p><a class="link" href="examples/iPod_distributed/PlayingMode.hpp" target="_top">PlayingMode moved to a separate header</a></p></li><li class="listitem"><p><a class="link" href="examples/iPod_distributed/PlayingMode.cpp" target="_top">a
+ cpp for PlayingMode</a></p></li><li class="listitem"><p><a class="link" href="examples/iPod_distributed/MenuMode.hpp" target="_top">MenuMode moved to a separate header</a></p></li><li class="listitem"><p><a class="link" href="examples/iPod_distributed/MenuMode.cpp" target="_top">a
+ cpp for MenuMode</a></p></li><li class="listitem"><p><a class="link" href="examples/iPod_distributed/Events.hpp" target="_top">events
+ move to a separate header as all machines use
+ it</a></p></li></ul></div><p>
+ </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch03s04.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch03.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">eUML (experimental)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;4.&nbsp; Performance / Compilers</td></tr></table></div></body></html>
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;4.&nbsp; Performance / Compilers</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch03s05.html" title="Back-end"><link rel="next" href="ch04s02.html" title="Executable size"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;4.&nbsp; Performan
ce / Compilers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3724"></a>Chapter&nbsp;4.&nbsp; Performance / Compilers</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1">Speed</span></dt><dt><span class="sect1">Executable size</span></dt><dt><span class="sect1">Supported compilers</span></dt><dt><span class="sect1"> Limitations </span></dt><dt><span class="sect1"> Compilers corner </span></dt></dl></div><p>Tests were made on different PCs running Windows XP and Vista and compiled with
+ VC9 SP1 or Ubuntu and compiled with g++ 4.2 and 4.3. For these tests, the same
+ player state machine was written using Boost.Statechart, as a <a class="link" href="examples/SC Simple.cpp" target="_top">state machine with only simple states</a>
+ and as a <a class="link" href="examples/SC Composite.cpp" target="_top">state machine with a composite
+ state</a>. The same simple and composite state machines are implemented with
+ MSM with a standard frontend <a class="link" href="examples/MsmSimple.cpp" target="_top">(simple)</a><a class="link" href="examples/MsmComposite.cpp" target="_top">(composite)</a>,
+ the simple one also with <a class="link" href="examples/MsmSimpleFunctors.cpp" target="_top">functors</a> and with <a class="link" href="examples/EumlSimple.cpp" target="_top">eUML</a>. As these simple machines need no terminate/interrupt states, no
+ message queue and have no-throw guarantee on their actions, the MSM state machines
+ are defined with minimum functionality. Test machine is a Q6600 2.4GHz, Vista
+ 64.</p><div class="sect1" title="Speed"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3746"></a>Speed</h2></div></div></div><p>VC9:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>The simple test completes 90 times faster with MSM than with
+ Boost.Statechart</p></li><li class="listitem"><p>The composite test completes 25 times faster with MSM</p></li></ul></div><p>gcc 4.2.3 (Ubuntu 8.04 in VMWare, same PC):</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>The simple test completes 46 times faster with MSM</p></li><li class="listitem"><p>The composite test completes 19 times faster with Msm</p></li></ul></div></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch03s05.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch04s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Back-end&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Executable size</td></tr></table></div>
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@@ -0,0 +1,14 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Executable size</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="next" href="ch04s03.html" title="Supported compilers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Executable size</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Executable size"><div clas
s="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3767"></a>Executable size</h2></div></div></div><p>There are some worries that MSM generates huge code. Is it true? The 2
+ compilers I tested disagree with this claim. On VC9, the test state machines
+ used in the performance section produce executables of 14kB (for simple and
+ eUML) and 21kB (for the composite). This includes the test code and iostreams.
+ By comparison, an empty executable with iostreams generated by VC9 has a size of
+ 7kB. Boost.Statechart generates executables of 43kB and 54kB. As a bonus, eUML
+ comes for &#8220;free&#8221; in terms of executable size. You even get a speed gain. With
+ g++ 4.3, it strongly depends on the compiler options (much more than VC). A good
+ size state machine with &#8211;O3 can generate an executable of 600kB, and with eUML
+ you can get to 1.5MB. Trying with &#8211;Os &#8211;s I come down to 18kB and 30kB for the
+ test state machines, while eUML will go down to 1MB (which is still big), so in
+ this case eUML does not come for free.</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch04.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch04.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch04s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;4.&nbsp; Performance / Compilers&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Supported compilers</td></tr></table></div></body></html>
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@@ -0,0 +1,9 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Supported compilers</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04s02.html" title="Executable size"><link rel="next" href="ch04s04.html" title="Limitations"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Supported compilers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Supported compilers"><div class="titlepage"><div><
div><h2 class="title" style="clear: both"><a name="d0e3772"></a>Supported compilers</h2></div></div></div><p> MSM was successfully tested with: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>VC8 (please read further), VC9SP1, VC10 Beta 1 and 2</p></li><li class="listitem"><p>g++ 4.1 and higher</p></li><li class="listitem"><p>Green Hills Software MULTI for ARM v5.0.5 patch 4416 (Simple and
+ Composite tutorials)</p></li></ul></div><p> eUML will only work with: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>VC8 (partly). You cannot, however use any overloaded function
+ (like splice) and compile times and RAM consumption explode</p></li><li class="listitem"><p>VC9SP1, VC10 Beta1-2</p></li><li class="listitem"><p>g++ 4.3 and higher (previous versions lack native typeof
+ support)</p></li></ul></div><p>VC8 and to some lesser extent VC9 suffer from a bug. Enabling the option
+ "Enable Minimal Rebuild" (/Gm) will cause much higher compile-time (up to three
+ times with VC8!). This option being activated per default in Debug mode, this
+ can be a big problem.</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch04s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch04.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch04s04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Executable size&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp; Limitations </td></tr></table></div></body></html>
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@@ -0,0 +1,15 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Limitations</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04s03.html" title="Supported compilers"><link rel="next" href="ch04s05.html" title="Compilers corner"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> Limitations </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Limitations"><div class="titlepage"><div><div><h2 class
="title" style="clear: both"><a name="d0e3801"></a> Limitations </h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Compilation times of state machines with &gt; 80 transitions that are
+ going to make you storm the CFO's office and make sure you get a
+ shiny octocore with 12GB RAM by next week, unless he's interested in
+ paying you watch the compiler agonize for hours... (Make sure you
+ ask for dual 24" as well, it doesn't hurt).</p></li><li class="listitem"><p>eUML allows very long constructs but will also quickly increase
+ your compile time on some compilers (VC9, VC10 Beta1) with buggy
+ decltype support (I suspect some at least quadratic algorithms
+ there). Even g++ 4.4 shows some regression compared to 4.3 and will
+ crash if the constructs become too big.</p></li><li class="listitem"><p>Need to overwrite the mpl::vector/list default-size-limit of 20
+ and fusion default vector size of 10 if more than 10 states found in
+ a state machine</p></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch04s03.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch04.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch04s05.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Supported compilers&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp; Compilers corner </td></tr></table></div></body></html>
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--- (empty file)
+++ trunk/libs/msm/doc/HTML/ch04s05.html 2010-06-13 13:14:31 EDT (Sun, 13 Jun 2010)
@@ -0,0 +1,35 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Compilers corner</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04s04.html" title="Limitations"><link rel="next" href="ch05.html" title="Chapter&nbsp;5.&nbsp;Questions &amp; Answers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> Compilers corner </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Compilers corner"><div class="t
itlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3817"></a> Compilers corner </h2></div></div></div><p>Compilers are sometimes full of surprises and such strange errors happened in
+ the course of the development that I wanted to list the most fun for readers&#8217;
+ entertainment.</p><p><span class="underline">VC8</span>: </p><pre class="programlisting">template &lt;class StateType&gt;
+typename ::boost::enable_if&lt;
+ typename ::boost::mpl::and_&lt;
+ typename ::boost::mpl::not_&lt;
+ typename has_exit_pseudo_states&lt;StateType&gt;::type
+ &gt;::type,
+ typename ::boost::mpl::not_&lt;
+ typename is_pseudo_exit&lt;StateType&gt;::type
+ &gt;::type
+ &gt;::type,
+ BaseState*&gt;::type </pre><p>I get the following error:</p><p>error C2770: invalid explicit template argument(s) for '`global
+ namespace'::boost::enable_if&lt;...&gt;::...' </p><p>If I now remove the first &#8220;::&#8221; in ::boost::mpl , the compiler shuts up. So in
+ this case, it is not possible to follow Boost&#8217;s guidelines.</p><p><span class="underline">VC9</span>:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>This one is my all times&#8217; favorite. Do you know why the exit
+ pseudo states are referenced in the transition table with a
+ &#8220;submachine::exit_pt&#8221; ? Because &#8220;exit&#8221; will crash the compiler.
+ &#8220;Exit&#8221; is not possible either because it will crash the compiler on
+ one machine, but not on another (the compiler was installed from the
+ same disk).</p></li><li class="listitem"><p>Sometimes, removing a policy crashes the compiler, so some
+ versions are defining a dummy policy called WorkaroundVC9.</p></li><li class="listitem"><p>Typeof: While g++ and VC9 compile &#8220;standard&#8221; state machines in
+ comparable times, Typeof (while in both ways natively supported)
+ seems to behave in a quadratic complexity with VC9 and VC10.</p></li><li class="listitem"><p>eUML: in case of a compiler crash, changing the order of state
+ definitions (first states without entry or exit) sometimes solves
+ the problem.</p></li></ul></div><p><span class="underline">g++ 4.x</span>: Boring compiler, almost all is
+ working almost as expected. Being not a language lawyer I am unsure about the
+ following &#8220;Typeof problem&#8221;. VC9 and g++ disagree on the question if you can
+ derive from the BOOST_TYPEOF generated type without first defining a typedef. I
+ will be thankful for an answer on this. I only found two ways to break the compiler:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Add more eUML constructs until something explodes (especially with
+ g++-4.4) </p></li><li class="listitem"><p>The build_terminate function uses 2 mpl::push_back instead of
+ mpl::insert_range because g++ would not accept insert_range.</p></li></ul></div><p>You can test your compiler&#8217;s decltype implementation with the <a class="link" href="examples/CompilerStressTestEuml.cpp" target="_top">following stress
+ test</a> and reactivate the commented-out code until the compiler
+ crashes.</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch04s04.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch04.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch05.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> Limitations &nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;5.&nbsp;Questions &amp; Answers</td></tr></table></div></body></html>
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+++ trunk/libs/msm/doc/HTML/ch05.html 2010-06-13 13:14:31 EDT (Sun, 13 Jun 2010)
@@ -0,0 +1,32 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;5.&nbsp;Questions &amp; Answers</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch04s05.html" title="Compilers corner"><link rel="next" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;5.&nbsp;Questions &amp; Answers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;5.&
nbsp;Questions &amp; Answers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3867"></a>Chapter&nbsp;5.&nbsp;Questions &amp; Answers</h2></div></div></div><p><span class="underline">Question</span>: on_entry gets as argument, the
+ sent event. What event do I get when the state becomes default-activated (because it
+ is an initial state)?</p><p>
+ <span class="underline">Answer</span>: To allow you to know that the state
+ was default-activated, MSM generates a boost::msm::InitEvent default event. </p><p><span class="underline">Question</span>: Why do I see no call to
+ no_transition in my submachine? </p><p><span class="underline">Answer</span>: Because of the priority rule defined
+ by UML. It says that in case of transition conflict, the most inner state has a
+ higher priority. So after asking the inner state, the containing composite has to be
+ also asked to handle the transition and could find a possible transition.</p><p><span class="underline">Question</span>: Why do I get a compile error
+ saying the compiler cannot convert to a function ...Fsm::*(some_event)? </p><p><span class="underline">Answer</span>: You probably defined a transition
+ triggered by the event some_event, but used a guard/action method taking another
+ event. </p><p><span class="underline">Question</span>: Why do I get a compile error
+ saying something like &#8220;too few&#8221; or &#8220;too many&#8221; template arguments? </p><p><span class="underline">Answer</span>: You probably defined a transition in
+ form of a a_row or g_row where you wanted just a _row or the other way around. With
+ Row, it could mean that you forgot a "none". </p><p><span class="underline">Question</span>: Why do I get a very long compile
+ error when I define more than 20 rows in the transition table? </p><p><span class="underline">Answer</span>: MSM uses Boost.MPL under the hood
+ and this is the default maximum size. Please define the following 3 macros before
+ including any MSM headers: </p><pre class="programlisting">#define BOOST_MPL_CFG_NO_PREPROCESSED_HEADERS
+#define BOOST_MPL_LIMIT_VECTOR_SIZE 30 // or whatever you need
+#define BOOST_MPL_LIMIT_MAP_SIZE 30 // or whatever you need </pre><p><span class="underline">Question</span>: Why do I get this error: &#8221;error
+ C2977: 'boost::mpl::vector' : too many template arguments&#8221;? </p><p><span class="underline">Answer</span>: The first possibility is that you
+ defined a transition table as, say, vector17 and have 18 entries. The second is that
+ you have 17 entries and have a composite state. Under the hood, MSM adds a row for
+ every event in the composite transition table. The third one is that you used a
+ mpl::vector without the number of entries but are close to the MPL default of 50 and
+ have a composite, thus pushing you above 50. Then you need mpl/vector60/70&#8230;.hpp and
+ a mpl/map60/70&#8230;.hpp </p><p><span class="underline">Question</span>: Why do I get a very long compile
+ error when I define more than 10 states in a state machine? </p><p><span class="underline">Answer</span>: MSM uses Boost.Fusion under the hood
+ and this is the default maximum size. Please define the following macro before
+ including any MSM headers: </p><pre class="programlisting">#define FUSION_MAX_VECTOR_SIZE 20 // or whatever you need </pre></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch04s05.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch06.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> Compilers corner &nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;6.&nbsp;Internals</td></tr></table></div></body></html>
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@@ -0,0 +1,61 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;6.&nbsp;Internals</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch05.html" title="Chapter&nbsp;5.&nbsp;Questions &amp; Answers"><link rel="next" href="ch06s02.html" title="Frontend / Backend interface"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;6.&nbsp;Internals</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;6.&nb
sp;Internals"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3931"></a>Chapter&nbsp;6.&nbsp;Internals</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1">Backend: Run To Completion</span></dt><dt><span class="sect1"><a href="ch06s02.html">Frontend / Backend
+ interface</a></span></dt><dt><span class="sect1"> Generated state ids </span></dt><dt><span class="sect1">Metaprogramming tools</span></dt></dl></div><p>This chapter describes the internal machinery of the back-end, which can be useful
+ for UML experts but can be safely ignored for most users. For implementers, the
+ interface between front- and back- end is also described in detail.</p><div class="sect1" title="Backend: Run To Completion"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3936"></a><span class="command"><strong><a name="run-to-completion"></a></strong></span>Backend: Run To Completion</h2></div></div></div><p>The back-end implements the following run-to completion algorithm:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Check if one region of the concrete state machine is in a
+ terminate or interrupt state. If yes, event processing is disabled
+ while the condition lasts (forever for a terminate pseudo-state,
+ while active for an interrupt pseudo-state).</p></li><li class="listitem"><p>If the message queue feature is enabled and if the state machine
+ is already processing an event, push the currently processed event
+ into the queue and end processing. Otherwise, remember that the
+ state machine is now processing an event and continue.</p></li><li class="listitem"><p>If the state machine detected that no deferred event is used, skip
+ this step. Otherwise, mark the first deferred event from the
+ deferred queue as active.</p></li><li class="listitem"><p>Now start the core of event dispatching. If exception handling is
+ activated, this will happen inside a try/catch block and the
+ front-end <code class="code">exception_caught</code> is called if an exception
+ occurs. </p></li><li class="listitem"><p>The event is now dispatched in turn to every region, in the order
+ defined by the initial state front-end definition. This will, for
+ every region, call the corresponding front-end transition definition
+ (the "row" or "Row" of the transition table).</p></li><li class="listitem"><p>Without transition conflict, if for a given region a transition is
+ possible, the guard condition is checked. If it returns
+ <code class="code">true</code>, the transition processing continues and the
+ current state's exit action is called, followed by the transition
+ action behavior and the new active state's entry behavior.</p></li><li class="listitem"><p>With transition conflicts (several possible transitions,
+ disambiguated by mutually exclusive guard conditions), the guard
+ conditions are tried in reverse order of their transition definition
+ in the transition table. The first one returning <code class="code">true</code>
+ selects its transition. Note that this is not defined by the UML
+ standard, which simply specifies that if the guard conditions are
+ not mutually exclusive, the state machine is ill-formed and the
+ behaviour undefined. Relying on this implementation-specific
+ behaviour will make it harder for the developer to support another
+ state machine framework.</p></li><li class="listitem"><p>If at least one region processes the event, this event is seen as
+ having been accepted. If not, the library calls
+ <code class="code">no_transition</code> on the state machine for every
+ contained region.</p></li><li class="listitem"><p>If the currently active state is a submachine, the behaviour is
+ slightly different. The UML standard specifies that internal
+ transitions have to be tried first, so the event is first dispatched
+ to the submachine. Only if the submachine does not accept the event
+ are other (non internal) transitions tried.</p></li><li class="listitem"><p>This back-end supports simple states' and submachines' internal
+ transitions. These are provided in the state's
+ <code class="code">internal_transition_table</code> type. Transitions defined
+ in this table are added at the end of the main state machine's
+ transition table, but with a lesser priority than the submachine's
+ transitions (defined in <code class="code">transition_table</code>). This means,
+ for simple states, that these transitions have higher priority than
+ non-internal transitions, conform to the UML standard which gives
+ higher priority to deeper-level transitions. For submachines, this
+ is a non-standard addition which can help make event processing
+ faster by giving a chance to bypass subregion processing. With
+ standard UML, one would need to add a subregion only to process
+ these internal transitions, which would be slower.</p></li><li class="listitem"><p>After the dispatching itself, the deferred event marked in step 3
+ (if any) now gets a chance of processing.</p></li><li class="listitem"><p>Then, events queued in the message queue also get a dispatching
+ chance</p></li><li class="listitem"><p>Finally, completion / anonymous transitions, if to be found in the
+ transition table, also get their dispatching chance.</p></li></ul></div><p>This algorithm illustrates how the back-end configures itself at compile-time
+ as much as possible. Every feature not found in a given state machine definition
+ is deactivated and has therefore no runtime cost. Completion events, deferred
+ events, terminate states, dispatching to several regions, internal transitions
+ are all deactivated if not used. User configuration is only for exception
+ handling and message queue necessary.</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch05.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch06s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;5.&nbsp;Questions &amp; Answers&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Frontend / Backend
+ interface</td></tr></table></div></body></html>
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@@ -0,0 +1,60 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Frontend / Backend interface</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="prev" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="next" href="ch06s03.html" title="Generated state ids"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Frontend / Backend
+ interface</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;6.&nbsp;Internals</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Frontend / Backend interface"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e4002"></a><span class="command"><strong><a name="internals-front-back-interface"></a></strong></span>Frontend / Backend
+ interface</h2></div></div></div><p>The design of MSM tries to make front-ends and back-ends (later) to be as
+ interchangeable as possible. Of course, no back-end will ever implement every
+ feature defined by any possible front-end and inversely, but the goal is to make
+ it as easy as possible to extend the current state of the library.</p><p>To achieve this, MSM divides the functionality between both sides: the
+ front-end is a sort of user interface and is descriptive, the back-end
+ implements the state machine engine.</p><p>MSM being based on a transition table, a concrete state machine (or a given
+ front-end) must provide a transition_table. This transition table must be made
+ of rows. And each row must tell what kind of transition it is and implement the
+ calls to the actions and guards. A state machine must also define its regions
+ (marked by initial states) And that is about the only constraints for
+ front-ends. How the rows are described is implementer's choice. </p><p>Every row must provide:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>A <code class="code">Source</code> typedef indicating, well, the type of the source
+ state.</p></li><li class="listitem"><p>A <code class="code">Target</code> typedef indicating, well, the type of the target
+ state.</p></li><li class="listitem"><p>A <code class="code">Evt</code> typedef indicating the type of the event triggering
+ the transition.</p></li><li class="listitem"><p>A <code class="code">row_type_tag</code> typedef indicating the type of the
+ transition.</p></li><li class="listitem"><p>Rows having a type requiring transition actions must provide a static
+ function <code class="code">action_call</code> with the following signature: <code class="code">
+ template &lt;class Fsm,class SourceState,class TargetState,class
+ AllStates&gt; </code></p><p><code class="code">static void action_call (Fsm&amp; fsm, Event const&amp; evt,
+ SourceState&amp;, TargetState&amp;, AllStates&amp;) </code></p><p>The function gets as parameters the (back-end) state machine, the
+ event, source and target states and a container (in the current
+ back-end, a fusion::set) of all the states defined in the state machine.
+ For example, as the back-end has the front-end as basic class,
+ <code class="code">action_call</code> is simply defined as
+ <code class="code">(fsm.*action)(evt)</code>.</p></li><li class="listitem"><p>Rows having a type requiring a guard must provide a static function
+ <code class="code">guard_call</code> with the following signature:<code class="code"> </code></p><p><code class="code">template &lt;class Fsm,class SourceState,class TargetState,class
+ AllStates&gt;</code></p><p><code class="code">static bool guard_call (Fsm&amp;, Event const&amp;,
+ SourceState&amp;, TargetState&amp;, AllStates&amp;)</code></p></li><li class="listitem"><p>The possible transition (row) types are:</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>a_row_tag: a transition with actions and no guard</p></li><li class="listitem"><p>g_row_type: a transition with a guard and no
+ actions</p></li><li class="listitem"><p>_row_tag: a transition without actions or guard</p></li><li class="listitem"><p>row_tag: a transition with guard and actions</p></li><li class="listitem"><p>a_irow_tag: an internal transition (defined inside the
+ <code class="code">transition_table</code>) with actions</p></li><li class="listitem"><p>g_irow_tag: an internal transition (defined inside the
+ <code class="code">transition_table</code>) with guard</p></li><li class="listitem"><p>irow_tag: an internal transition (defined inside the
+ <code class="code">transition_table</code>) with actions and
+ guards</p></li><li class="listitem"><p>_irow_tag: an internal transition (defined inside the
+ <code class="code">transition_table</code>) without action or guard.
+ Due to higher priority for internal transitions, this is
+ equivalent to a "ignore event"</p></li><li class="listitem"><p>sm_a_i_row_tag: an internal transition (defined inside the
+ <code class="code">internal_transition_table</code>) with
+ actions</p></li><li class="listitem"><p>sm_g_i_row_tag: an internal transition (defined inside the
+ <code class="code">internal_transition_table</code>) with
+ guard</p></li><li class="listitem"><p>sm_i_row_tag: an internal transition (defined inside the
+ <code class="code">internal_transition_table</code>) with actions and
+ guards</p></li><li class="listitem"><p>sm__i_row_tag: an internal transition (defined inside the
+ <code class="code">internal_transition_table</code>) without action
+ or guard. Due to higher priority for internal transitions,
+ this is quivalent to a "ignore event"</p></li></ul></div></li></ul></div><p>Furthermore, a front-end must provide the definition of states and state
+ machines. State machine definitions must provide (the implementer is free to
+ provide it or let it be done by every concrete state machine. Different MSM
+ front-ends took one or the other approach):</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">initial_state</code>: This typedef can be a single state or
+ a mpl container and provides the initial states defining one or
+ several orthogonal regions.</p></li><li class="listitem"><p><code class="code">transition_table</code>: This typedef is a MPL sequence of
+ transition rows.</p></li><li class="listitem"><p><code class="code">configuration</code>: this typedef is a MPL sequence of
+ known types triggering special behavior in the back-end, for example
+ if a concrete fsm requires a message queue or exception
+ catching.</p></li></ul></div><p>States and state machines must both provide a (possibly empty) definition of:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">flag_list</code>: the flags being active when this state or
+ state machine become the current state of the fsm.</p></li><li class="listitem"><p><code class="code">deferred_events</code>: events being automatically deferred
+ when the state is the current state of the fsm.</p></li><li class="listitem"><p><code class="code">internal_transition_table</code>: the internal transitions
+ of this state.</p></li><li class="listitem"><p><code class="code">on_entry</code> and <code class="code">on_exit</code> methods.</p></li></ul></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch06.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch06.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch06s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;6.&nbsp;Internals&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp; Generated state ids </td></tr></table></div></body></html>
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--- (empty file)
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@@ -0,0 +1,23 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Generated state ids</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="prev" href="ch06s02.html" title="Frontend / Backend interface"><link rel="next" href="ch06s04.html" title="Metaprogramming tools"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> Generated state ids </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;6.&nbsp;Internals</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Generated state ids"><div class="titlepage"><div><div><
h2 class="title" style="clear: both"><a name="d0e4180"></a><span class="command"><strong><a name="internals-state-id"></a></strong></span> Generated state ids </h2></div></div></div><p>Normally, one does not need to know the ids are generated for all the states
+ of a state machine, unless for debugging purposes, like the pstate function does
+ in the tutorials in order to display the name of the current state. This section
+ will show how to automatically display typeid-generated names, but these are not
+ very readable on all platforms, so it can help to know how the ids are
+ generated. The ids are generated using the transition table, from the &#8220;Start&#8221;
+ column up to down, then from the &#8220;Next&#8221; column, up to down, as shown in the next
+ image: </p><p><span class="inlinemediaobject"><img src="../images/AnnexA.jpg" width="90%"></span></p><p>Stopped will get id 0, Open id 1, ErrorMode id 6 and SleepMode (seen only in
+ the &#8220;Next&#8221; column) id 7. If you have some implicitly created states, like
+ transition-less initial states or states created using the explicit_creation
+ typedef, these will be added as a source at the end of the transition table. If
+ you have submachine states, a row will be added for them at the end of the
+ table, after the automatically or explicitly created states, which can change
+ their id. The next help you will need for debugging would be to call the
+ current_state method of the state_machine class, then the display_type helper to
+ generate a readable name from the id. If you do not want to go through the
+ transition table to fill an array of names, the library provides another helper,
+ fill_state_names, which, given an array of sufficient size (please see next
+ section to know how many states are defined in the state machine), will fill it
+ with typeid-generated names. </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch06s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch06.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch06s04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Frontend / Backend
+ interface&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Metaprogramming tools</td></tr></table></div></body></html>
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--- (empty file)
+++ trunk/libs/msm/doc/HTML/ch06s04.html 2010-06-13 13:14:31 EDT (Sun, 13 Jun 2010)
@@ -0,0 +1,26 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Metaprogramming tools</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="prev" href="ch06s03.html" title="Generated state ids"><link rel="next" href="ch07.html" title="Chapter&nbsp;7.&nbsp;Acknowledgements"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Metaprogramming tools</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;6.&nbsp;Internals</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch07.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Metaprogramming tools"><div class="titlepage"><div><
div><h2 class="title" style="clear: both"><a name="d0e4192"></a>Metaprogramming tools</h2></div></div></div><p>We can find for the transition table more uses than what we have seen so far.
+ Let's suppose you need to write a coverage tool. A state machine would be
+ perfect for such a job, if only it could provide some information about its
+ structure. Thanks to the transition table and Boost.MPL, it does.</p><p>What is needed for a coverage tool? You need to know how many states are
+ defined in the state machine, and how many events can be fired. This way you can
+ log the fired events and the states visited in the life of a concrete machine
+ and be able to perform some coverage analysis, like &#8220;fired 65% of all possible
+ events and visited 80% of the states defined in the state machine&#8221;. To achieve
+ this, MSM provides a few useful tools:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>generate_state_set&lt;transition table&gt;: returns a mpl::set of all
+ the states defined in the table.</p></li><li class="listitem"><p>generate_event_set&lt;transition table&gt;: returns a mpl::set of all
+ the events defined in the table.</p></li><li class="listitem"><p>using mpl::size&lt;&gt;::value you can get the number of elements in
+ the set.</p></li><li class="listitem"><p>display_type defines an operator() sending typeid(Type).name() to
+ cout.</p></li><li class="listitem"><p>fill_state_names fills an array of char const* with names of all
+ states (found by typeid)</p></li><li class="listitem"><p>using mpl::for_each on the result of generate_state_set and
+ generate_event_set passing display_type as argument will display all
+ the states of the state machine.</p></li><li class="listitem"><p>let's suppose you need to recursively find the states and events
+ defined in the composite states and thus also having a transition
+ table. Calling recursive_get_transition_table&lt;Composite&gt; will
+ return you the transition table of the composite state, recursively
+ adding the transition tables of all sub-state machines and
+ sub-sub...-sub-state machines. Then call generate_state_set or
+ generate_event_set on the result to get the full list of states and
+ events. </p></li></ul></div><p> An <a class="link" href="examples/BoostCon09Full.cpp" target="_top">example</a> shows the
+ tools in action. </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch06s03.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch06.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch07.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> Generated state ids &nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;7.&nbsp;Acknowledgements</td></tr></table></div></body></html>
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@@ -0,0 +1,13 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;7.&nbsp;Acknowledgements</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch06s04.html" title="Metaprogramming tools"><link rel="next" href="ch07s02.html" title="MSM v1"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;7.&nbsp;Acknowledgements</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch07s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;7.&nbsp;Acknowledgements"><div
 class="titlepage"><div><div><h2 class="title"><a name="d0e4226"></a>Chapter&nbsp;7.&nbsp;Acknowledgements</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1">MSM v2</span></dt><dt><span class="sect1"> MSM v1</span></dt></dl></div><p>I am in debt to the following people who helped MSM along the way.</p><div class="sect1" title="MSM v2"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e4231"></a>MSM v2</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Thanks to Dave Abrahams for managing the review</p></li><li class="listitem"><p>Thanks to Eric Niebler for his patience correcting my grammar
+ errors</p></li><li class="listitem"><p>Special thanks to Joel de Guzman who gave me very good ideas at
+ the BoostCon09. These ideas were the starting point of the redesign.
+ Any time again, Joel &#9786;</p></li><li class="listitem"><p>Thanks to Richard O&#8217;Hara for making Green Hills bring a patch in
+ less than 1 week, thus adding one more compiler to the supported
+ list.</p></li><li class="listitem"><p>Big thanks to those who took the time to write a review: Franz
+ Alt, David Bergman, Michael Caisse, Barend Gehrels, Darryl Greene,
+ Juraj Ivancic, Erik Nelson, Kenny Riddile.</p></li><li class="listitem"><p>Thanks to Matt Calabrese, Juraj Ivancic, Adam Merz and Joseph Wu
+ for reporting bugs.</p></li></ul></div><p>
+ </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch06s04.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch07s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Metaprogramming tools&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp; MSM v1</td></tr></table></div></body></html>
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--- (empty file)
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@@ -0,0 +1,13 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>MSM v1</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="ch07.html" title="Chapter&nbsp;7.&nbsp;Acknowledgements"><link rel="prev" href="ch07.html" title="Chapter&nbsp;7.&nbsp;Acknowledgements"><link rel="next" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> MSM v1</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch07.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;7.&nbsp;Acknowledgements</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08.html">Next</a></td></tr></table><hr></div><div class="sect1" title="MSM v1"><div class="titlepage"><div><div><h2 class="titl
e" style="clear: both"><a name="d0e4256"></a> MSM v1</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>The original version of this framework is based on the brilliant
+ work of David Abrahams and Aleksey Gurtovoy who laid down the base
+ and the principles of the framework in their excellent book, &#8220;C++
+ template Metaprogramming&#8221;. The implementation also makes heavy use
+ of the boost::mpl.</p></li><li class="listitem"><p>Thanks to Jeff Flinn for his idea of the user-defined base state
+ and his review which allowed MSM to be presented at the
+ BoostCon09.</p></li><li class="listitem"><p>Thanks to my MSM v1 beta testers, Christoph Woskowski and Franz
+ Alt for using the framework with little documentation and to my
+ private reviewer, Edouard Alligand</p></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch07.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch07.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;7.&nbsp;Acknowledgements&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;8.&nbsp;Version history</td></tr></table></div></body></html>
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;8.&nbsp;Version history</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch07s02.html" title="MSM v1"><link rel="next" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;8.&nbsp;Version history</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch07s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="pt02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;8.&nbsp;Version history"><div c
lass="titlepage"><div><div><h2 class="title"><a name="d0e4272"></a>Chapter&nbsp;8.&nbsp;Version history</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1">From V2.0 to V2.10</span></dt></dl></div><div class="sect1" title="From V2.0 to V2.10"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e4275"></a>From V2.0 to V2.10</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>New documentation</p></li><li class="listitem"><p>Internal transitions. Either as part of the transition table or
+ using a state's internal transition table</p></li><li class="listitem"><p>increased dispatch and copy speed</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s02.html#basic-row2">new row types</a></strong></span> for the
+ basic front-end</p></li><li class="listitem"><p>new eUML syntax, better attribute support, macros to ease
+ developer's life. Even VC8 seems to like it better.</p></li><li class="listitem"><p>New policy for reduced compile-time at the cost of dispatch
+ speed</p></li><li class="listitem"><p>Support for base events</p></li><li class="listitem"><p>possibility to choose the initial event</p></li></ul></div><p>
+ </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch07s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="pt02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> MSM v1&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Part&nbsp;II.&nbsp;Reference</td></tr></table></div></body></html>
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-<html><head>
- <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>eUML functions</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Reference"><link rel="prev" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Reference"><link rel="next" href="ch08s03.html" title="Functional programming"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">eUML functions</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="eUML functions"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e4306"></a>eUML functions</h2></div></
div></div><p>The following table lists the supported operators: </p><p>
- </p><div class="table"><a name="d0e4313"></a><p class="title"><b>Table&nbsp;8.1.&nbsp;Operators and state machine helpers</b></p><div class="table-contents"><table summary="Operators and state machine helpers" border="1"><colgroup><col><col><col></colgroup><thead><tr><th>eUML function / operator</th><th>Description</th><th>Functor</th></tr></thead><tbody><tr><td>&amp;&amp;</td><td>Calls lazily Action1&amp;&amp; Action2</td><td>And_</td></tr><tr><td>||</td><td>Calls lazily Action1|| Action2</td><td>Or_</td></tr><tr><td>!</td><td>Calls lazily !Action1</td><td>Not_</td></tr><tr><td>!=</td><td>Calls lazily Action1 != Action2</td><td>NotEqualTo_</td></tr><tr><td>==</td><td>Calls lazily Action1 == Action2</td><td>EqualTo_</td></tr><tr><td>&gt;</td><td>Calls lazily Action1 &gt; Action2</td><td>Greater_</td></tr><tr><td>&gt;=</td><td>Calls lazily Action1 &gt;= Action2</td><td>Greater_Equal_</td></tr><tr><td>&lt;</td><td>Calls lazily Action1 &lt; Action2</td><td>Less_</td></tr><tr><td>&lt;=</td><td>C
alls lazily Action1 &lt;= Action2</td><td>Less_Equal_</td></tr><tr><td>&amp;</td><td>Calls lazily Action1 &amp; Action2</td><td>Bitwise_And_</td></tr><tr><td>|</td><td>Calls lazily Action1 | Action2</td><td>Bitwise_Or_</td></tr><tr><td>^</td><td>Calls lazily Action1 ^ Action2</td><td>Bitwise_Xor_</td></tr><tr><td>--</td><td>Calls lazily --Action1 / Action1--</td><td>Pre_Dec_ / Post_Dec_</td></tr><tr><td>++</td><td>Calls lazily ++Action1 / Action1++</td><td>Pre_Inc_ / Post_Inc_</td></tr><tr><td>/</td><td>Calls lazily Action1 / Action2</td><td>Divides_</td></tr><tr><td>/=</td><td>Calls lazily Action1 /= Action2</td><td>Divides_Assign_</td></tr><tr><td>*</td><td>Calls lazily Action1 * Action2</td><td>Multiplies_</td></tr><tr><td>*=</td><td>Calls lazily Action1 *= Action2</td><td>Multiplies_Assign_</td></tr><tr><td>+ (binary)</td><td>Calls lazily Action1 + Action2</td><td>Plus_</td></tr><tr><td>+ (unary)</td><td>Calls lazily +Action1</td><td>Unary_Plus_</td></tr><tr><td>+=</td><td>Calls lazily Action1 += Action2
</td><td>Plus_Assign_</td></tr><tr><td>- (binary)</td><td>Calls lazily Action1 - Action2</td><td>Minus_</td></tr><tr><td>- (unary)</td><td>Calls lazily -Action1</td><td>Unary_Minus_</td></tr><tr><td>-=</td><td>Calls lazily Action1 -= Action2</td><td>Minus_Assign_</td></tr><tr><td>%</td><td>Calls lazily Action1 % Action2</td><td>Modulus_</td></tr><tr><td>%=</td><td>Calls lazily Action1 %= Action2</td><td>Modulus_Assign_</td></tr><tr><td>&gt;&gt;</td><td>Calls lazily Action1 &gt;&gt; Action2</td><td>ShiftRight_</td></tr><tr><td>&gt;&gt;=</td><td>Calls lazily Action1 &gt;&gt;= Action2</td><td>ShiftRight_Assign_</td></tr><tr><td>&lt;&lt;</td><td>Calls lazily Action1 &lt;&lt; Action2</td><td>ShiftLeft_</td></tr><tr><td>&lt;&lt;=</td><td>Calls lazily Action1 &lt;&lt;= Action2</td><td>ShiftLeft_Assign_</td></tr><tr><td>[] (works on vector, map, arrays)</td><td>Calls lazily Action1 [Action2]</td><td>Subscript_</td></tr><tr><td>if_then_else_(Condition,Action1,Action2)</td><td>Returns either the result of calling Acti
on1 or the result of
- calling Action2</td><td>If_Else_</td></tr><tr><td>if_then_(Condition,Action)</td><td>Returns the result of calling Action if Condition</td><td>If_Then_</td></tr><tr><td>while_(Condition, Body)</td><td>While Condition(), calls Body(). Returns nothing</td><td>While_Do_</td></tr><tr><td>do_while_(Condition, Body)</td><td>Calls Body() while Condition(). Returns nothing</td><td>Do_While_</td></tr><tr><td>for_(Begin,Stop,EndLoop,Body)</td><td>Calls for(Begin;Stop;EndLoop){Body;}</td><td>For_Loop_</td></tr><tr><td>process_(Event [,fsm1] [,fsm2] [,fsm3] [,fsm4])</td><td>Processes Event on the current state machine (if no fsm
- specified) or on up to 4 state machines returned by an
- appropriate functor.</td><td>Process_</td></tr><tr><td>process2_(Event, Data [,fsm1] [,fsm2] [,fsm3])</td><td>Processes Event on the current state machine (if no fsm
- specified) or on up to 2 state machines returned by an
- appropriate functor. The event is copy-constructed from what
- Data() returns.</td><td>Process2_</td></tr><tr><td>is_flag_(Flag [,fsm])</td><td>Calls is_flag_active() on the current state machine or the
- one returned by calling fsm.</td><td>Get_Flag_</td></tr><tr><td>event_ [(attribute name)]</td><td>Returns the current event (as const reference)</td><td>GetEvent_</td></tr><tr><td>source_ [(attribute name)]</td><td>Returns the source state of the currently triggered
- transition (as reference). If an attribute name is provided,
- returns the attribute by reference.</td><td>GetSource_</td></tr><tr><td>target_ [(attribute name)]</td><td>Returns the target state of the currently triggered
- transition (as reference). If an attribute name is provided,
- returns the attribute by reference.</td><td>GetTarget_</td></tr><tr><td>state_ [(attribute name)]</td><td>Returns the source state of the currently active state (as
- reference). Valid inside a state entry/exit action. If an
- attribute name is provided, returns the attribute by
- reference.</td><td>GetState_</td></tr><tr><td>fsm_ [(attribute name)]</td><td>Returns the current state machine (as reference). Valid
- inside a state entry/exit action or a transition. If an
- attribute name is provided, returns the attribute by
- reference.</td><td>GetFsm_</td></tr><tr><td>substate_(state_name [,fsm])</td><td>Returns (as reference) the state state_name referenced in the
- current state machine or the one given as argument.</td><td>SubState_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>TODO macro for functor def</p><p>To use these functions, you need to include: </p><p><code class="code">#include &lt;msm/front/euml/euml.hpp&gt;</code></p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;8.&nbsp;Reference&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp; Functional programming </td></tr></table></div></body></html>
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-<html><head>
- <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Functional programming</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Reference"><link rel="prev" href="ch08s02.html" title="eUML functions"><link rel="next" href="rn01.html" title="Reference"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center"> Functional programming </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="rn01.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Functional programming"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e4652"></a> Functional programming </h2><
/div></div></div><p>To use these functions, you need to include: </p><p><code class="code">#include &lt;msm/front/euml/stl.hpp&gt;</code></p><p>or the specified header in the following tables.</p><p>The following table lists the supported STL algorithms: </p><p>
- </p><div class="table"><a name="d0e4666"></a><p class="title"><b>Table&nbsp;8.2.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in querying.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>find_(first, last, value)</td><td>Find_</td></tr><tr><td>find_if_(first, last, value)</td><td>FindIf_</td></tr><tr><td>lower_bound_(first, last, value [,op&#7491;])</td><td>LowerBound_</td></tr><tr><td>upper_bound_(first, last, value [,op&#7491;])</td><td>UpperBound_</td></tr><tr><td>equal_range_(first, last, value [,op&#7491;])</td><td>EqualRange_</td></tr><tr><td>binary_search_(first, last, value [,op&#7491;])</td><td>BinarySearch_</td></tr><tr><td>min_element_(first, last[,op&#7491;])</td><td>MinElement_</td></tr><tr><td>max_element_(first, last[,op&#7491;])</td><td>MaxElement_</td></tr><tr><td>adjacent_find_(first, last[,op&#7491;])</td><td>AdjacentFind_</td></tr><tr><td>find_end_( first1,
 last1, first2, last2 [,op &#7491;])</td><td>FindEnd_</td></tr><tr><td>find_first_of_( first1, last1, first2, last2 [,op &#7491;])</td><td>FindFirstOf_</td></tr><tr><td>equal_( first1, last1, first2 [,op &#7491;])</td><td>Equal_</td></tr><tr><td>search_( first1, last1, first2, last2 [,op &#7491;])</td><td>Search_</td></tr><tr><td>includes_( first1, last1, first2, last2 [,op &#7491;])</td><td>Includes_</td></tr><tr><td>lexicographical_compare_ ( first1, last1, first2, last2 [,op
- &#7491;]) </td><td>LexicographicalCompare_</td></tr><tr><td>count_(first, last, value [,size])</td><td>Count_</td></tr><tr><td>count_if_(first, last, op &#7491; [,size])</td><td>CountIf_</td></tr><tr><td>distance_(first, last)</td><td>Distance_</td></tr><tr><td>mismatch _( first1, last1, first2 [,op &#7491;])</td><td>Mismatch_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>
- </p><div class="table"><a name="d0e4777"></a><p class="title"><b>Table&nbsp;8.3.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in transformation.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>copy_(first, last, result)</td><td>Copy_</td></tr><tr><td>copy_backward_(first, last, result)</td><td>CopyBackward_</td></tr><tr><td>reverse_(first, last)</td><td>Reverse_</td></tr><tr><td>reverse_copy_(first, last , result)</td><td>ReverseCopy_</td></tr><tr><td>remove_(first, last, value)</td><td>Remove_</td></tr><tr><td>remove_if_(first, last , op&#7491;)</td><td>RemoveIf_</td></tr><tr><td>remove_copy_(first, last , output, value)</td><td>RemoveCopy_</td></tr><tr><td>remove_copy_if_(first, last, output, op&#7491;)</td><td>RemoveCopyIf_</td></tr><tr><td>fill_(first, last, value)</td><td>Fill_</td></tr><tr><td>fill_n_(first, size, value)&#7495;</td><td>FillN_</td></tr><tr><td>generate_(f
irst, last, generator&#7491;)</td><td>Generate_</td></tr><tr><td>generate_(first, size, generator&#7491;)&#7495;</td><td>GenerateN_</td></tr><tr><td>unique_(first, last [,op&#7491;])</td><td>Unique_</td></tr><tr><td>unique_copy_(first, last, output [,op&#7491;])</td><td>UniqueCopy_</td></tr><tr><td>random_shuffle_(first, last [,op&#7491;])</td><td>RandomShuffle_</td></tr><tr><td>rotate_copy_(first, middle, last, output)</td><td>RotateCopy_</td></tr><tr><td>partition_ (first, last [,op&#7491;])</td><td>Partition_</td></tr><tr><td>stable_partition_ (first, last [,op&#7491;])</td><td>StablePartition_</td></tr><tr><td>stable_sort_(first, last [,op&#7491;])</td><td>StableSort_</td></tr><tr><td>sort_(first, last [,op&#7491;])</td><td>Sort_</td></tr><tr><td>partial_sort_(first, middle, last [,op&#7491;])</td><td>PartialSort_</td></tr><tr><td>partial_sort_copy_ (first, last, res_first, res_last [,op&#7491;]) </td><td>PartialSortCopy_</td></tr><tr><td>nth_element_(first, nth, last [,op&#7491;])</td><td>NthElement_</t
d></tr><tr><td>merge_( first1, last1, first2, last2, output [,op &#7491;])</td><td>Merge_</td></tr><tr><td>inplace_merge_(first, middle, last [,op&#7491;])</td><td>InplaceMerge_</td></tr><tr><td>set_union_(first1, last1, first2, last2, output [,op
- &#7491;])</td><td>SetUnion_</td></tr><tr><td>push_heap_(first, last [,op &#7491;])</td><td>PushHeap_</td></tr><tr><td>pop_heap_(first, last [,op &#7491;])</td><td>PopHeap_</td></tr><tr><td>make_heap_(first, last [,op &#7491;])</td><td>MakeHeap_</td></tr><tr><td>sort_heap_(first, last [,op &#7491;])</td><td>SortHeap_</td></tr><tr><td>next_permutation_(first, last [,op &#7491;])</td><td>NextPermutation_</td></tr><tr><td>prev_permutation_(first, last [,op &#7491;])</td><td>PrevPermutation_</td></tr><tr><td>inner_product_(first1, last1, first2, init [,op1&#7491;] [,op2&#7491;]) </td><td>InnerProduct_</td></tr><tr><td>partial_sum_(first, last, output [,op&#7491;])</td><td>PartialSum_</td></tr><tr><td>adjacent_difference_(first, last, output [,op&#7491;])</td><td>AdjacentDifference_</td></tr><tr><td>replace_(first, last, old_value, new_value)</td><td>Replace_</td></tr><tr><td>replace_if_(first, last, op&#7491;, new_value)</td><td>ReplaceIf_</td></tr><tr><td>replace_copy_(first,
 last, result, old_value,
- new_value)</td><td>ReplaceCopy_</td></tr><tr><td>replace_copy_if_(first, last, result, op&#7491;, new_value)</td><td>ReplaceCopyIf_</td></tr><tr><td>rotate_(first, middle, last)&#7495;</td><td>Rotate_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>
- </p><div class="table"><a name="d0e4993"></a><p class="title"><b>Table&nbsp;8.4.&nbsp;STL container methods</b></p><div class="table-contents"><table summary="STL container methods" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL container methods(common) in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>container::reference front_(container)</td><td>Front_</td></tr><tr><td>container::reference back_(container)</td><td>Back_</td></tr><tr><td>container::iterator begin_(container)</td><td>Begin_</td></tr><tr><td>container::iterator end_(container)</td><td>End_</td></tr><tr><td>container::reverse_iterator rbegin_(container)</td><td>RBegin_</td></tr><tr><td>container::reverse_iterator rend_(container)</td><td>REnd_</td></tr><tr><td>void push_back_(container, value)</td><td>Push_Back_</td></tr><tr><td>void pop_back_(container, value)</td><td>Pop_Back_</td></tr><tr><td>void push_front_(container, value)</td><td>Push_Front_</td></tr><tr><td>void pop_front_(container, val
ue)</td><td>Pop_Front_</td></tr><tr><td>void clear_(container)</td><td>Clear_</td></tr><tr><td>size_type capacity_(container)</td><td>Capacity_</td></tr><tr><td>size_type size_(container)</td><td>Size_</td></tr><tr><td>size_type max_size_(container)</td><td>Max_Size_</td></tr><tr><td>void reserve_(container, value)</td><td>Reserve _</td></tr><tr><td>void resize_(container, value)</td><td>Resize _</td></tr><tr><td>iterator insert_(container, pos, value)</td><td>Insert_</td></tr><tr><td>void insert_( container , pos, first, last)</td><td>Insert_</td></tr><tr><td>void insert_( container , pos, number, value)</td><td>Insert_</td></tr><tr><td>void swap_( container , other_container)</td><td>Swap_</td></tr><tr><td>void erase_( container , pos)</td><td>Erase_</td></tr><tr><td>void erase_( container , first, last) </td><td>Erase_</td></tr><tr><td>bool empty_( container)</td><td>Empty_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>
- </p><div class="table"><a name="d0e5124"></a><p class="title"><b>Table&nbsp;8.5.&nbsp;STL list methods</b></p><div class="table-contents"><table summary="STL list methods" border="1"><colgroup><col><col></colgroup><thead><tr><th>std::list methods in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>void list_remove_(container, value)</td><td>ListRemove_</td></tr><tr><td>void list_remove_if_(container, op&#7491;)</td><td>ListRemove_If_</td></tr><tr><td>void list_merge_(container, other_list)</td><td>ListMerge_</td></tr><tr><td>void list_merge_(container, other_list, op&#7491;)</td><td>ListMerge_</td></tr><tr><td>void splice_(container, iterator, other_list)</td><td>Splice_</td></tr><tr><td>void splice_(container, iterator, other_list,
- iterator)</td><td>Splice_</td></tr><tr><td>void splice_(container, iterator, other_list, first,
- last)</td><td>Splice_</td></tr><tr><td>void list_reverse_(container)</td><td>ListReverse_</td></tr><tr><td>void list_unique_(container)</td><td>ListUnique_</td></tr><tr><td>void list_unique_(container, op&#7491;)</td><td>ListUnique_</td></tr><tr><td>void list_sort_(container)</td><td>ListSort_</td></tr><tr><td>void list_sort_(container, op&#7491;)</td><td>ListSort_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>
- </p><div class="table"><a name="d0e5200"></a><p class="title"><b>Table&nbsp;8.6.&nbsp;STL associative container methods </b></p><div class="table-contents"><table summary="STL associative container methods " border="1"><colgroup><col><col></colgroup><thead><tr><th>Associative container methods in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>iterator insert_(container, pos, value)</td><td>Insert_</td></tr><tr><td>void insert_( container , first, last)</td><td>Insert_</td></tr><tr><td>pair&lt;iterator, bool&gt; insert_( container , value)</td><td>Insert_</td></tr><tr><td>void associative_erase_( container , pos)</td><td>Associative_Erase_</td></tr><tr><td>void associative_erase_( container , first, last)</td><td>Associative_Erase_</td></tr><tr><td>size_type associative_erase_( container , key)</td><td>Associative_Erase_</td></tr><tr><td>iterator associative_find_( container , key)</td><td>Associative_Find_</td></tr><tr><td>size_type associative_count_( container , key)</td><td
>AssociativeCount_</td></tr><tr><td>iterator associative_lower_bound_( container , key)</td><td>Associative_Lower_Bound_</td></tr><tr><td>iterator associative_upper_bound_( container , key)</td><td>Associative_Upper_Bound_</td></tr><tr><td>pair&lt;iterator, iterator&gt; associative_equal_range_(
- container , key)</td><td>Associative_Equal_Range_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>
- </p><div class="table"><a name="d0e5271"></a><p class="title"><b>Table&nbsp;8.7.&nbsp;STL pair</b></p><div class="table-contents"><table summary="STL pair" border="1"><colgroup><col><col></colgroup><thead><tr><th>std::pair in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>first_type first_(pair&lt;T1, T2&gt;)</td><td>First_</td></tr><tr><td>second_type second_(pair&lt;T1, T2&gt;)</td><td>Second_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p>
- </p><div class="table"><a name="d0e5297"></a><p class="title"><b>Table&nbsp;8.8.&nbsp;STL string</b></p><div class="table-contents"><table summary="STL string" border="1"><colgroup><col><col><col></colgroup><thead><tr><th>STL string method</th><th>std::string method in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>substr (size_type pos, size_type size)</td><td>string substr_(container, pos, length)</td><td>Substr_</td></tr><tr><td>int compare(string)</td><td>int string_compare_(container, another_string)</td><td>StringCompare_</td></tr><tr><td>int compare(char*)</td><td>int string_compare_(container, another_string)</td><td>StringCompare_</td></tr><tr><td>int compare(size_type pos, size_type size, string)</td><td>int string_compare_(container, pos, size,
- another_string)</td><td>StringCompare_</td></tr><tr><td>int compare (size_type pos, size_type size, string, size_type
- length)</td><td>int string_compare_(container, pos, size, another_string,
- length)</td><td>StringCompare_</td></tr><tr><td>string&amp; append(const string&amp;)</td><td>string&amp; append_(container, another_string)</td><td>Append_</td></tr><tr><td>string&amp; append (charT*)</td><td>string&amp; append_(container, another_string)</td><td>Append_</td></tr><tr><td>string&amp; append (string , size_type pos, size_type
- size)</td><td>string&amp; append_(container, other_string, pos,
- size)</td><td>Append_</td></tr><tr><td>string&amp; append (charT*, size_type size)</td><td>string&amp; append_(container, another_string,
- length)</td><td>Append_</td></tr><tr><td>string&amp; append (size_type size, charT)</td><td>string&amp; append_(container, size, char)</td><td>Append_</td></tr><tr><td>string&amp; append (iterator begin, iterator end)</td><td>string&amp; append_(container, begin, end)</td><td>Append_</td></tr><tr><td>string&amp; insert (size_type pos, charT*)</td><td>string&amp; string_insert_(container, pos,
- other_string)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert(size_type pos, charT*,size_type n)</td><td>string&amp; string_insert_(container, pos, other_string,
- n)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert(size_type pos,size_type n, charT
- c)</td><td>string&amp; string_insert_(container, pos, n, c)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert (size_type pos, const string&amp;)</td><td>string&amp; string_insert_(container, pos,
- other_string)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert (size_type pos, const string&amp;,
- size_type pos1, size_type n)</td><td>string&amp; string_insert_(container, pos, other_string,
- pos1, n)</td><td>StringInsert_</td></tr><tr><td>string&amp; erase(size_type pos=0, size_type n=npos)</td><td>string&amp; string_erase_(container, pos, n)</td><td>StringErase_</td></tr><tr><td>string&amp; assign(const string&amp;)</td><td>string&amp; string_assign_(container, another_string)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(const charT*)</td><td>string&amp; string_assign_(container, another_string)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(const string&amp;, size_type pos,
- size_type n)</td><td>string&amp; string_assign_(container, another_string, pos,
- n)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(const charT*, size_type n)</td><td>string&amp; string_assign_(container, another_string,
- n)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(size_type n, charT c)</td><td>string&amp; string_assign_(container, n, c)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(iterator first, iterator last)</td><td>string&amp; string_assign_(container, first, last)</td><td>StringAssign_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, const
- string&amp;)</td><td>string&amp; string_replace_(container, pos, n,
- another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, const charT*,
- size_type n1)</td><td>string&amp; string_replace_(container, pos, n,
- another_string, n1)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, const
- charT*)</td><td>string&amp; string_replace_(container, pos, n,
- another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, size_type n1,
- charT c)</td><td>string&amp; string_replace_(container, pos, n, n1, c)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, const
- string&amp;)</td><td>string&amp; string_replace_(container, first, last,
- another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, const
- charT*, size_type n)</td><td>string&amp; string_replace_(container, first, last,
- another_string, n)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, const
- charT*)</td><td>string&amp; string_replace_(container, first, last,
- another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, size_type
- n, charT c)</td><td>string&amp; string_replace_(container, first, last, n,
- c)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, iterator
- f, iterator l)</td><td>string&amp; string_replace_(container, first, last, f,
- l)</td><td>StringReplace_</td></tr><tr><td>const charT* c_str()</td><td>const charT* c_str_(container)</td><td>CStr_</td></tr><tr><td>const charT* data()</td><td>const charT* string_data_(container)</td><td>StringData_</td></tr><tr><td>size_type copy(charT* buf, size_type n, size_type pos =
- 0)</td><td>size_type string_copy_(container, buf, n, pos); size_type
- string_copy_(container, buf, n) </td><td>StringCopy_</td></tr><tr><td>size_type find(charT* s, size_type pos, size_type n)</td><td>size_type string_find_(container, s, pos, n)</td><td>StringFind_</td></tr><tr><td>size_type find(charT* s, size_type pos=0)</td><td>size_type string_find_(container, s, pos); size_type
- string_find_(container, s) </td><td>StringFind_</td></tr><tr><td>size_type find(const string&amp; s, size_type pos=0)</td><td>size_type string_find_(container, s, pos) size_type
- string_find_(container, s) </td><td>StringFind_</td></tr><tr><td>size_type find(charT c, size_type pos=0)</td><td>size_type string_find_(container, c, pos) size_type
- string_find_(container, c) </td><td>StringFind_</td></tr><tr><td>size_type rfind(charT* s, size_type pos, size_type n)</td><td>size_type string_rfind_(container, s, pos, n)</td><td>StringRFind_</td></tr><tr><td>size_type rfind(charT* s, size_type pos=npos)</td><td>size_type string_rfind_(container, s, pos); size_type
- string_rfind_(container, s) </td><td>StringRFind_</td></tr><tr><td>size_type rfind(const string&amp; s, size_type
- pos=npos)</td><td>size_type string_rfind_(container, s, pos); size_type
- string_rfind_(container, s) </td><td>StringRFind_</td></tr><tr><td>size_type rfind(charT c, size_type pos=npos)</td><td>size_type string_rfind_(container, c, pos) size_type
- string_rfind_(container, c) </td><td>StringRFind_</td></tr><tr><td>size_type find_first_of(charT* s, size_type pos, size_type
- n)</td><td>size_type find_first_of_(container, s, pos, n)</td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_of (charT* s, size_type pos=0)</td><td>size_type find_first_of_(container, s, pos); size_type
- find_first_of_(container, s) </td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_of (const string&amp; s, size_type
- pos=0)</td><td>size_type find_first_of_(container, s, pos); size_type
- find_first_of_(container, s) </td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_of (charT c, size_type pos=0)</td><td>size_type find_first_of_(container, c, pos) size_type
- find_first_of_(container, c) </td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_not_of(charT* s, size_type pos,
- size_type n)</td><td>size_type find_first_not_of_(container, s, pos, n)</td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_first_not_of (charT* s, size_type
- pos=0)</td><td>size_type find_first_not_of_(container, s, pos); size_type
- find_first_not_of_(container, s) </td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_first_not_of (const string&amp; s, size_type
- pos=0)</td><td>size_type find_first_not_of_(container, s, pos); size_type
- find_first_not_of_(container, s) </td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_first_not_of (charT c, size_type
- pos=0)</td><td>size_type find_first_not_of_(container, c, pos); size_type
- find_first_not_of_(container, c) </td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_last_of(charT* s, size_type pos, size_type
- n)</td><td>size_type find_last_of_(container, s, pos, n)</td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_of (charT* s, size_type pos=npos)</td><td>size_type find_last_of_(container, s, pos); size_type
- find_last_of_(container, s) </td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_of (const string&amp; s, size_type
- pos=npos)</td><td>size_type find_last_of_(container, s, pos); size_type
- find_last_of_(container, s) </td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_of (charT c, size_type pos=npos)</td><td>size_type find_last_of_(container, c, pos); size_type
- find_last_of_(container, c) </td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_not_of(charT* s, size_type pos, size_type
- n)</td><td>size_type find_last_not_of_(container, s, pos, n)</td><td>StringFindLastNotOf_</td></tr><tr><td>size_type find_last_not_of (charT* s, size_type
- pos=npos)</td><td>size_type find_last_not_of_(container, s, pos); size_type
- find_last_of_(container, s) </td><td>StringFindLastNotOf_</td></tr><tr><td>size_type find_last_not_of (const string&amp; s, size_type
- pos=npos)</td><td>size_type find_last_not_of_(container, s, pos); size_type
- find_last_not_of_(container, s) </td><td>StringFindLastNotOf_</td></tr><tr><td>size_type find_last_not_of (charT c, size_type
- pos=npos)</td><td>size_type find_last_not_of_(container, c, pos); size_type
- find_last_not_of_(container, c) </td><td>StringFindLastNotOf_</td></tr></tbody></table></div></div><p><br class="table-break">
- </p><p><span class="underline">Notes</span>: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>&#7491;: algorithms requiring a predicate need to make them eUML compatible
- by wrapping them inside a Predicate_ functor. For example,
- std::less&lt;int&gt; =&gt; Predicate_&lt;std::less&lt;int&gt; &gt;()</p></li><li class="listitem"><p>&#7495;: If using the SGI STL implementation, these functors use the SGI
- return value</p></li></ul></div><p>
- </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="rn01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">eUML functions&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Reference</td></tr></table></div></body></html>
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;9.&nbsp;eUML operators and basic helpers</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="next" href="ch10.html" title="Chapter&nbsp;10.&nbsp; Functional programming"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;9.&nbsp;eUML operators and basic helpers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pt02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch10.html">Next</a></td></tr></table><hr></div><div cl
ass="chapter" title="Chapter&nbsp;9.&nbsp;eUML operators and basic helpers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e4312"></a>Chapter&nbsp;9.&nbsp;eUML operators and basic helpers</h2></div></div></div><p>The following table lists the supported operators: </p><p>
+ </p><div class="table"><a name="d0e4319"></a><p class="title"><b>Table&nbsp;9.1.&nbsp;Operators and state machine helpers</b></p><div class="table-contents"><table summary="Operators and state machine helpers" border="1"><colgroup><col><col><col></colgroup><thead><tr><th>eUML function / operator</th><th>Description</th><th>Functor</th></tr></thead><tbody><tr><td>&amp;&amp;</td><td>Calls lazily Action1&amp;&amp; Action2</td><td>And_</td></tr><tr><td>||</td><td>Calls lazily Action1|| Action2</td><td>Or_</td></tr><tr><td>!</td><td>Calls lazily !Action1</td><td>Not_</td></tr><tr><td>!=</td><td>Calls lazily Action1 != Action2</td><td>NotEqualTo_</td></tr><tr><td>==</td><td>Calls lazily Action1 == Action2</td><td>EqualTo_</td></tr><tr><td>&gt;</td><td>Calls lazily Action1 &gt; Action2</td><td>Greater_</td></tr><tr><td>&gt;=</td><td>Calls lazily Action1 &gt;= Action2</td><td>Greater_Equal_</td></tr><tr><td>&lt;</td><td>Calls lazily Action1 &lt; Action2</td><td>Less_</td></tr><tr><td>&lt;=</td><td>C
alls lazily Action1 &lt;= Action2</td><td>Less_Equal_</td></tr><tr><td>&amp;</td><td>Calls lazily Action1 &amp; Action2</td><td>Bitwise_And_</td></tr><tr><td>|</td><td>Calls lazily Action1 | Action2</td><td>Bitwise_Or_</td></tr><tr><td>^</td><td>Calls lazily Action1 ^ Action2</td><td>Bitwise_Xor_</td></tr><tr><td>--</td><td>Calls lazily --Action1 / Action1--</td><td>Pre_Dec_ / Post_Dec_</td></tr><tr><td>++</td><td>Calls lazily ++Action1 / Action1++</td><td>Pre_Inc_ / Post_Inc_</td></tr><tr><td>/</td><td>Calls lazily Action1 / Action2</td><td>Divides_</td></tr><tr><td>/=</td><td>Calls lazily Action1 /= Action2</td><td>Divides_Assign_</td></tr><tr><td>*</td><td>Calls lazily Action1 * Action2</td><td>Multiplies_</td></tr><tr><td>*=</td><td>Calls lazily Action1 *= Action2</td><td>Multiplies_Assign_</td></tr><tr><td>+ (binary)</td><td>Calls lazily Action1 + Action2</td><td>Plus_</td></tr><tr><td>+ (unary)</td><td>Calls lazily +Action1</td><td>Unary_Plus_</td></tr><tr><td>+=</td><td>Calls lazily Action1 += Action2
</td><td>Plus_Assign_</td></tr><tr><td>- (binary)</td><td>Calls lazily Action1 - Action2</td><td>Minus_</td></tr><tr><td>- (unary)</td><td>Calls lazily -Action1</td><td>Unary_Minus_</td></tr><tr><td>-=</td><td>Calls lazily Action1 -= Action2</td><td>Minus_Assign_</td></tr><tr><td>%</td><td>Calls lazily Action1 % Action2</td><td>Modulus_</td></tr><tr><td>%=</td><td>Calls lazily Action1 %= Action2</td><td>Modulus_Assign_</td></tr><tr><td>&gt;&gt;</td><td>Calls lazily Action1 &gt;&gt; Action2</td><td>ShiftRight_</td></tr><tr><td>&gt;&gt;=</td><td>Calls lazily Action1 &gt;&gt;= Action2</td><td>ShiftRight_Assign_</td></tr><tr><td>&lt;&lt;</td><td>Calls lazily Action1 &lt;&lt; Action2</td><td>ShiftLeft_</td></tr><tr><td>&lt;&lt;=</td><td>Calls lazily Action1 &lt;&lt;= Action2</td><td>ShiftLeft_Assign_</td></tr><tr><td>[] (works on vector, map, arrays)</td><td>Calls lazily Action1 [Action2]</td><td>Subscript_</td></tr><tr><td>if_then_else_(Condition,Action1,Action2)</td><td>Returns either the result of calling Acti
on1 or the result of
+ calling Action2</td><td>If_Else_</td></tr><tr><td>if_then_(Condition,Action)</td><td>Returns the result of calling Action if Condition</td><td>If_Then_</td></tr><tr><td>while_(Condition, Body)</td><td>While Condition(), calls Body(). Returns nothing</td><td>While_Do_</td></tr><tr><td>do_while_(Condition, Body)</td><td>Calls Body() while Condition(). Returns nothing</td><td>Do_While_</td></tr><tr><td>for_(Begin,Stop,EndLoop,Body)</td><td>Calls for(Begin;Stop;EndLoop){Body;}</td><td>For_Loop_</td></tr><tr><td>process_(Event [,fsm1] [,fsm2] [,fsm3] [,fsm4])</td><td>Processes Event on the current state machine (if no fsm
+ specified) or on up to 4 state machines returned by an
+ appropriate functor.</td><td>Process_</td></tr><tr><td>process2_(Event, Data [,fsm1] [,fsm2] [,fsm3])</td><td>Processes Event on the current state machine (if no fsm
+ specified) or on up to 2 state machines returned by an
+ appropriate functor. The event is copy-constructed from what
+ Data() returns.</td><td>Process2_</td></tr><tr><td>is_flag_(Flag [,fsm])</td><td>Calls is_flag_active() on the current state machine or the
+ one returned by calling fsm.</td><td>Get_Flag_</td></tr><tr><td>event_ [(attribute name)]</td><td>Returns the current event (as const reference)</td><td>GetEvent_</td></tr><tr><td>source_ [(attribute name)]</td><td>Returns the source state of the currently triggered
+ transition (as reference). If an attribute name is provided,
+ returns the attribute by reference.</td><td>GetSource_</td></tr><tr><td>target_ [(attribute name)]</td><td>Returns the target state of the currently triggered
+ transition (as reference). If an attribute name is provided,
+ returns the attribute by reference.</td><td>GetTarget_</td></tr><tr><td>state_ [(attribute name)]</td><td>Returns the source state of the currently active state (as
+ reference). Valid inside a state entry/exit action. If an
+ attribute name is provided, returns the attribute by
+ reference.</td><td>GetState_</td></tr><tr><td>fsm_ [(attribute name)]</td><td>Returns the current state machine (as reference). Valid
+ inside a state entry/exit action or a transition. If an
+ attribute name is provided, returns the attribute by
+ reference.</td><td>GetFsm_</td></tr><tr><td>substate_(state_name [,fsm])</td><td>Returns (as reference) the state state_name referenced in the
+ current state machine or the one given as argument.</td><td>SubState_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>To use these functions, you need to include: </p><p><code class="code">#include &lt;msm/front/euml/euml.hpp&gt;</code></p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="pt02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch10.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Part&nbsp;II.&nbsp;Reference&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;10.&nbsp;
+ Functional programming </td></tr></table></div></body></html>
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;10.&nbsp; Functional programming</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="ch09.html" title="Chapter&nbsp;9.&nbsp;eUML operators and basic helpers"><link rel="next" href="re01.html" title="Common headers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Chapter&nbsp;10.&nbsp;
+ Functional programming </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch09.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="re01.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;10.&nbsp; Functional programming"><div class="titlepage"><div><div><h2 class="title"><a name="d0e4656"></a>Chapter&nbsp;10.&nbsp;
+ <span class="command"><strong><a name="eUML-STL-all"></a></strong></span>Functional programming </h2></div></div></div><p>To use these functions, you need to include: </p><p><code class="code">#include &lt;msm/front/euml/stl.hpp&gt;</code></p><p>or the specified header in the following tables.</p><p>The following tables list the supported STL algorithms: </p><p>
+ <span class="command"><strong><a name="eUML-STL-querying"></a></strong></span>
+ </p><div class="table"><a name="d0e4674"></a><p class="title"><b>Table&nbsp;10.1.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in querying.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>find_(first, last, value)</td><td>Find_</td></tr><tr><td>find_if_(first, last, value)</td><td>FindIf_</td></tr><tr><td>lower_bound_(first, last, value [,op&#7491;])</td><td>LowerBound_</td></tr><tr><td>upper_bound_(first, last, value [,op&#7491;])</td><td>UpperBound_</td></tr><tr><td>equal_range_(first, last, value [,op&#7491;])</td><td>EqualRange_</td></tr><tr><td>binary_search_(first, last, value [,op&#7491;])</td><td>BinarySearch_</td></tr><tr><td>min_element_(first, last[,op&#7491;])</td><td>MinElement_</td></tr><tr><td>max_element_(first, last[,op&#7491;])</td><td>MaxElement_</td></tr><tr><td>adjacent_find_(first, last[,op&#7491;])</td><td>AdjacentFind_</td></tr><tr><td>find_end_( first1
, last1, first2, last2 [,op &#7491;])</td><td>FindEnd_</td></tr><tr><td>find_first_of_( first1, last1, first2, last2 [,op &#7491;])</td><td>FindFirstOf_</td></tr><tr><td>equal_( first1, last1, first2 [,op &#7491;])</td><td>Equal_</td></tr><tr><td>search_( first1, last1, first2, last2 [,op &#7491;])</td><td>Search_</td></tr><tr><td>includes_( first1, last1, first2, last2 [,op &#7491;])</td><td>Includes_</td></tr><tr><td>lexicographical_compare_ ( first1, last1, first2, last2 [,op
+ &#7491;]) </td><td>LexicographicalCompare_</td></tr><tr><td>count_(first, last, value [,size])</td><td>Count_</td></tr><tr><td>count_if_(first, last, op &#7491; [,size])</td><td>CountIf_</td></tr><tr><td>distance_(first, last)</td><td>Distance_</td></tr><tr><td>mismatch _( first1, last1, first2 [,op &#7491;])</td><td>Mismatch_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ <span class="command"><strong><a name="eUML-STL-iteration"></a></strong></span>
+ </p><div class="table"><a name="d0e4787"></a><p class="title"><b>Table&nbsp;10.2.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in iteration.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>for_each_(first,last, unary op&#7491;)</td><td>ForEach_</td></tr><tr><td>accumulate_first, last, init [,op&#7491;])</td><td>Accumulate_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ <span class="command"><strong><a name="eUML-STL-transformation"></a></strong></span>
+ </p><div class="table"><a name="d0e4815"></a><p class="title"><b>Table&nbsp;10.3.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in transformation.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>copy_(first, last, result)</td><td>Copy_</td></tr><tr><td>copy_backward_(first, last, result)</td><td>CopyBackward_</td></tr><tr><td>reverse_(first, last)</td><td>Reverse_</td></tr><tr><td>reverse_copy_(first, last , result)</td><td>ReverseCopy_</td></tr><tr><td>remove_(first, last, value)</td><td>Remove_</td></tr><tr><td>remove_if_(first, last , op&#7491;)</td><td>RemoveIf_</td></tr><tr><td>remove_copy_(first, last , output, value)</td><td>RemoveCopy_</td></tr><tr><td>remove_copy_if_(first, last, output, op&#7491;)</td><td>RemoveCopyIf_</td></tr><tr><td>fill_(first, last, value)</td><td>Fill_</td></tr><tr><td>fill_n_(first, size, value)&#7495;</td><td>FillN_</td></tr><tr><td>generate_(
first, last, generator&#7491;)</td><td>Generate_</td></tr><tr><td>generate_(first, size, generator&#7491;)&#7495;</td><td>GenerateN_</td></tr><tr><td>unique_(first, last [,op&#7491;])</td><td>Unique_</td></tr><tr><td>unique_copy_(first, last, output [,op&#7491;])</td><td>UniqueCopy_</td></tr><tr><td>random_shuffle_(first, last [,op&#7491;])</td><td>RandomShuffle_</td></tr><tr><td>rotate_copy_(first, middle, last, output)</td><td>RotateCopy_</td></tr><tr><td>partition_ (first, last [,op&#7491;])</td><td>Partition_</td></tr><tr><td>stable_partition_ (first, last [,op&#7491;])</td><td>StablePartition_</td></tr><tr><td>stable_sort_(first, last [,op&#7491;])</td><td>StableSort_</td></tr><tr><td>sort_(first, last [,op&#7491;])</td><td>Sort_</td></tr><tr><td>partial_sort_(first, middle, last [,op&#7491;])</td><td>PartialSort_</td></tr><tr><td>partial_sort_copy_ (first, last, res_first, res_last [,op&#7491;]) </td><td>PartialSortCopy_</td></tr><tr><td>nth_element_(first, nth, last [,op&#7491;])</td><td>NthElement_</
td></tr><tr><td>merge_( first1, last1, first2, last2, output [,op &#7491;])</td><td>Merge_</td></tr><tr><td>inplace_merge_(first, middle, last [,op&#7491;])</td><td>InplaceMerge_</td></tr><tr><td>set_union_(first1, last1, first2, last2, output [,op
+ &#7491;])</td><td>SetUnion_</td></tr><tr><td>push_heap_(first, last [,op &#7491;])</td><td>PushHeap_</td></tr><tr><td>pop_heap_(first, last [,op &#7491;])</td><td>PopHeap_</td></tr><tr><td>make_heap_(first, last [,op &#7491;])</td><td>MakeHeap_</td></tr><tr><td>sort_heap_(first, last [,op &#7491;])</td><td>SortHeap_</td></tr><tr><td>next_permutation_(first, last [,op &#7491;])</td><td>NextPermutation_</td></tr><tr><td>prev_permutation_(first, last [,op &#7491;])</td><td>PrevPermutation_</td></tr><tr><td>inner_product_(first1, last1, first2, init [,op1&#7491;] [,op2&#7491;]) </td><td>InnerProduct_</td></tr><tr><td>partial_sum_(first, last, output [,op&#7491;])</td><td>PartialSum_</td></tr><tr><td>adjacent_difference_(first, last, output [,op&#7491;])</td><td>AdjacentDifference_</td></tr><tr><td>replace_(first, last, old_value, new_value)</td><td>Replace_</td></tr><tr><td>replace_if_(first, last, op&#7491;, new_value)</td><td>ReplaceIf_</td></tr><tr><td>replace_copy_(first,
 last, result, old_value,
+ new_value)</td><td>ReplaceCopy_</td></tr><tr><td>replace_copy_if_(first, last, result, op&#7491;, new_value)</td><td>ReplaceCopyIf_</td></tr><tr><td>rotate_(first, middle, last)&#7495;</td><td>Rotate_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ <span class="command"><strong><a name="eUML-STL-container"></a></strong></span>
+ </p><div class="table"><a name="d0e5033"></a><p class="title"><b>Table&nbsp;10.4.&nbsp;STL container methods</b></p><div class="table-contents"><table summary="STL container methods" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL container methods(common) in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>container::reference front_(container)</td><td>Front_</td></tr><tr><td>container::reference back_(container)</td><td>Back_</td></tr><tr><td>container::iterator begin_(container)</td><td>Begin_</td></tr><tr><td>container::iterator end_(container)</td><td>End_</td></tr><tr><td>container::reverse_iterator rbegin_(container)</td><td>RBegin_</td></tr><tr><td>container::reverse_iterator rend_(container)</td><td>REnd_</td></tr><tr><td>void push_back_(container, value)</td><td>Push_Back_</td></tr><tr><td>void pop_back_(container, value)</td><td>Pop_Back_</td></tr><tr><td>void push_front_(container, value)</td><td>Push_Front_</td></tr><tr><td>void pop_front_(container, va
lue)</td><td>Pop_Front_</td></tr><tr><td>void clear_(container)</td><td>Clear_</td></tr><tr><td>size_type capacity_(container)</td><td>Capacity_</td></tr><tr><td>size_type size_(container)</td><td>Size_</td></tr><tr><td>size_type max_size_(container)</td><td>Max_Size_</td></tr><tr><td>void reserve_(container, value)</td><td>Reserve _</td></tr><tr><td>void resize_(container, value)</td><td>Resize _</td></tr><tr><td>iterator insert_(container, pos, value)</td><td>Insert_</td></tr><tr><td>void insert_( container , pos, first, last)</td><td>Insert_</td></tr><tr><td>void insert_( container , pos, number, value)</td><td>Insert_</td></tr><tr><td>void swap_( container , other_container)</td><td>Swap_</td></tr><tr><td>void erase_( container , pos)</td><td>Erase_</td></tr><tr><td>void erase_( container , first, last) </td><td>Erase_</td></tr><tr><td>bool empty_( container)</td><td>Empty_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ </p><div class="table"><a name="d0e5164"></a><p class="title"><b>Table&nbsp;10.5.&nbsp;STL list methods</b></p><div class="table-contents"><table summary="STL list methods" border="1"><colgroup><col><col></colgroup><thead><tr><th>std::list methods in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>void list_remove_(container, value)</td><td>ListRemove_</td></tr><tr><td>void list_remove_if_(container, op&#7491;)</td><td>ListRemove_If_</td></tr><tr><td>void list_merge_(container, other_list)</td><td>ListMerge_</td></tr><tr><td>void list_merge_(container, other_list, op&#7491;)</td><td>ListMerge_</td></tr><tr><td>void splice_(container, iterator, other_list)</td><td>Splice_</td></tr><tr><td>void splice_(container, iterator, other_list,
+ iterator)</td><td>Splice_</td></tr><tr><td>void splice_(container, iterator, other_list, first,
+ last)</td><td>Splice_</td></tr><tr><td>void list_reverse_(container)</td><td>ListReverse_</td></tr><tr><td>void list_unique_(container)</td><td>ListUnique_</td></tr><tr><td>void list_unique_(container, op&#7491;)</td><td>ListUnique_</td></tr><tr><td>void list_sort_(container)</td><td>ListSort_</td></tr><tr><td>void list_sort_(container, op&#7491;)</td><td>ListSort_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ </p><div class="table"><a name="d0e5240"></a><p class="title"><b>Table&nbsp;10.6.&nbsp;STL associative container methods </b></p><div class="table-contents"><table summary="STL associative container methods " border="1"><colgroup><col><col></colgroup><thead><tr><th>Associative container methods in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>iterator insert_(container, pos, value)</td><td>Insert_</td></tr><tr><td>void insert_( container , first, last)</td><td>Insert_</td></tr><tr><td>pair&lt;iterator, bool&gt; insert_( container , value)</td><td>Insert_</td></tr><tr><td>void associative_erase_( container , pos)</td><td>Associative_Erase_</td></tr><tr><td>void associative_erase_( container , first, last)</td><td>Associative_Erase_</td></tr><tr><td>size_type associative_erase_( container , key)</td><td>Associative_Erase_</td></tr><tr><td>iterator associative_find_( container , key)</td><td>Associative_Find_</td></tr><tr><td>size_type associative_count_( container , key)</td><t
d>AssociativeCount_</td></tr><tr><td>iterator associative_lower_bound_( container , key)</td><td>Associative_Lower_Bound_</td></tr><tr><td>iterator associative_upper_bound_( container , key)</td><td>Associative_Upper_Bound_</td></tr><tr><td>pair&lt;iterator, iterator&gt; associative_equal_range_(
+ container , key)</td><td>Associative_Equal_Range_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ </p><div class="table"><a name="d0e5311"></a><p class="title"><b>Table&nbsp;10.7.&nbsp;STL pair</b></p><div class="table-contents"><table summary="STL pair" border="1"><colgroup><col><col></colgroup><thead><tr><th>std::pair in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>first_type first_(pair&lt;T1, T2&gt;)</td><td>First_</td></tr><tr><td>second_type second_(pair&lt;T1, T2&gt;)</td><td>Second_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ </p><div class="table"><a name="d0e5337"></a><p class="title"><b>Table&nbsp;10.8.&nbsp;STL string</b></p><div class="table-contents"><table summary="STL string" border="1"><colgroup><col><col><col></colgroup><thead><tr><th>STL string method</th><th>std::string method in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>substr (size_type pos, size_type size)</td><td>string substr_(container, pos, length)</td><td>Substr_</td></tr><tr><td>int compare(string)</td><td>int string_compare_(container, another_string)</td><td>StringCompare_</td></tr><tr><td>int compare(char*)</td><td>int string_compare_(container, another_string)</td><td>StringCompare_</td></tr><tr><td>int compare(size_type pos, size_type size, string)</td><td>int string_compare_(container, pos, size,
+ another_string)</td><td>StringCompare_</td></tr><tr><td>int compare (size_type pos, size_type size, string, size_type
+ length)</td><td>int string_compare_(container, pos, size, another_string,
+ length)</td><td>StringCompare_</td></tr><tr><td>string&amp; append(const string&amp;)</td><td>string&amp; append_(container, another_string)</td><td>Append_</td></tr><tr><td>string&amp; append (charT*)</td><td>string&amp; append_(container, another_string)</td><td>Append_</td></tr><tr><td>string&amp; append (string , size_type pos, size_type
+ size)</td><td>string&amp; append_(container, other_string, pos,
+ size)</td><td>Append_</td></tr><tr><td>string&amp; append (charT*, size_type size)</td><td>string&amp; append_(container, another_string,
+ length)</td><td>Append_</td></tr><tr><td>string&amp; append (size_type size, charT)</td><td>string&amp; append_(container, size, char)</td><td>Append_</td></tr><tr><td>string&amp; append (iterator begin, iterator end)</td><td>string&amp; append_(container, begin, end)</td><td>Append_</td></tr><tr><td>string&amp; insert (size_type pos, charT*)</td><td>string&amp; string_insert_(container, pos,
+ other_string)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert(size_type pos, charT*,size_type n)</td><td>string&amp; string_insert_(container, pos, other_string,
+ n)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert(size_type pos,size_type n, charT
+ c)</td><td>string&amp; string_insert_(container, pos, n, c)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert (size_type pos, const string&amp;)</td><td>string&amp; string_insert_(container, pos,
+ other_string)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert (size_type pos, const string&amp;,
+ size_type pos1, size_type n)</td><td>string&amp; string_insert_(container, pos, other_string,
+ pos1, n)</td><td>StringInsert_</td></tr><tr><td>string&amp; erase(size_type pos=0, size_type n=npos)</td><td>string&amp; string_erase_(container, pos, n)</td><td>StringErase_</td></tr><tr><td>string&amp; assign(const string&amp;)</td><td>string&amp; string_assign_(container, another_string)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(const charT*)</td><td>string&amp; string_assign_(container, another_string)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(const string&amp;, size_type pos,
+ size_type n)</td><td>string&amp; string_assign_(container, another_string, pos,
+ n)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(const charT*, size_type n)</td><td>string&amp; string_assign_(container, another_string,
+ n)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(size_type n, charT c)</td><td>string&amp; string_assign_(container, n, c)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(iterator first, iterator last)</td><td>string&amp; string_assign_(container, first, last)</td><td>StringAssign_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, const
+ string&amp;)</td><td>string&amp; string_replace_(container, pos, n,
+ another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, const charT*,
+ size_type n1)</td><td>string&amp; string_replace_(container, pos, n,
+ another_string, n1)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, const
+ charT*)</td><td>string&amp; string_replace_(container, pos, n,
+ another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, size_type n1,
+ charT c)</td><td>string&amp; string_replace_(container, pos, n, n1, c)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, const
+ string&amp;)</td><td>string&amp; string_replace_(container, first, last,
+ another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, const
+ charT*, size_type n)</td><td>string&amp; string_replace_(container, first, last,
+ another_string, n)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, const
+ charT*)</td><td>string&amp; string_replace_(container, first, last,
+ another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, size_type
+ n, charT c)</td><td>string&amp; string_replace_(container, first, last, n,
+ c)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, iterator
+ f, iterator l)</td><td>string&amp; string_replace_(container, first, last, f,
+ l)</td><td>StringReplace_</td></tr><tr><td>const charT* c_str()</td><td>const charT* c_str_(container)</td><td>CStr_</td></tr><tr><td>const charT* data()</td><td>const charT* string_data_(container)</td><td>StringData_</td></tr><tr><td>size_type copy(charT* buf, size_type n, size_type pos =
+ 0)</td><td>size_type string_copy_(container, buf, n, pos); size_type
+ string_copy_(container, buf, n) </td><td>StringCopy_</td></tr><tr><td>size_type find(charT* s, size_type pos, size_type n)</td><td>size_type string_find_(container, s, pos, n)</td><td>StringFind_</td></tr><tr><td>size_type find(charT* s, size_type pos=0)</td><td>size_type string_find_(container, s, pos); size_type
+ string_find_(container, s) </td><td>StringFind_</td></tr><tr><td>size_type find(const string&amp; s, size_type pos=0)</td><td>size_type string_find_(container, s, pos) size_type
+ string_find_(container, s) </td><td>StringFind_</td></tr><tr><td>size_type find(charT c, size_type pos=0)</td><td>size_type string_find_(container, c, pos) size_type
+ string_find_(container, c) </td><td>StringFind_</td></tr><tr><td>size_type rfind(charT* s, size_type pos, size_type n)</td><td>size_type string_rfind_(container, s, pos, n)</td><td>StringRFind_</td></tr><tr><td>size_type rfind(charT* s, size_type pos=npos)</td><td>size_type string_rfind_(container, s, pos); size_type
+ string_rfind_(container, s) </td><td>StringRFind_</td></tr><tr><td>size_type rfind(const string&amp; s, size_type
+ pos=npos)</td><td>size_type string_rfind_(container, s, pos); size_type
+ string_rfind_(container, s) </td><td>StringRFind_</td></tr><tr><td>size_type rfind(charT c, size_type pos=npos)</td><td>size_type string_rfind_(container, c, pos) size_type
+ string_rfind_(container, c) </td><td>StringRFind_</td></tr><tr><td>size_type find_first_of(charT* s, size_type pos, size_type
+ n)</td><td>size_type find_first_of_(container, s, pos, n)</td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_of (charT* s, size_type pos=0)</td><td>size_type find_first_of_(container, s, pos); size_type
+ find_first_of_(container, s) </td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_of (const string&amp; s, size_type
+ pos=0)</td><td>size_type find_first_of_(container, s, pos); size_type
+ find_first_of_(container, s) </td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_of (charT c, size_type pos=0)</td><td>size_type find_first_of_(container, c, pos) size_type
+ find_first_of_(container, c) </td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_not_of(charT* s, size_type pos,
+ size_type n)</td><td>size_type find_first_not_of_(container, s, pos, n)</td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_first_not_of (charT* s, size_type
+ pos=0)</td><td>size_type find_first_not_of_(container, s, pos); size_type
+ find_first_not_of_(container, s) </td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_first_not_of (const string&amp; s, size_type
+ pos=0)</td><td>size_type find_first_not_of_(container, s, pos); size_type
+ find_first_not_of_(container, s) </td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_first_not_of (charT c, size_type
+ pos=0)</td><td>size_type find_first_not_of_(container, c, pos); size_type
+ find_first_not_of_(container, c) </td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_last_of(charT* s, size_type pos, size_type
+ n)</td><td>size_type find_last_of_(container, s, pos, n)</td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_of (charT* s, size_type pos=npos)</td><td>size_type find_last_of_(container, s, pos); size_type
+ find_last_of_(container, s) </td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_of (const string&amp; s, size_type
+ pos=npos)</td><td>size_type find_last_of_(container, s, pos); size_type
+ find_last_of_(container, s) </td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_of (charT c, size_type pos=npos)</td><td>size_type find_last_of_(container, c, pos); size_type
+ find_last_of_(container, c) </td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_not_of(charT* s, size_type pos, size_type
+ n)</td><td>size_type find_last_not_of_(container, s, pos, n)</td><td>StringFindLastNotOf_</td></tr><tr><td>size_type find_last_not_of (charT* s, size_type
+ pos=npos)</td><td>size_type find_last_not_of_(container, s, pos); size_type
+ find_last_of_(container, s) </td><td>StringFindLastNotOf_</td></tr><tr><td>size_type find_last_not_of (const string&amp; s, size_type
+ pos=npos)</td><td>size_type find_last_not_of_(container, s, pos); size_type
+ find_last_not_of_(container, s) </td><td>StringFindLastNotOf_</td></tr><tr><td>size_type find_last_not_of (charT c, size_type
+ pos=npos)</td><td>size_type find_last_not_of_(container, c, pos); size_type
+ find_last_not_of_(container, c) </td><td>StringFindLastNotOf_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p><span class="underline">Notes</span>: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>&#7491;: algorithms requiring a predicate need to make them eUML compatible
+ by wrapping them inside a Predicate_ functor. For example,
+ std::less&lt;int&gt; =&gt; Predicate_&lt;std::less&lt;int&gt; &gt;()</p></li><li class="listitem"><p>&#7495;: If using the SGI STL implementation, these functors use the SGI
+ return value</p></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch09.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="re01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;9.&nbsp;eUML operators and basic helpers&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Common headers</td></tr></table></div></body></html>
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@@ -0,0 +1,16 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Meta State Machine (MSM) V2.10</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="next" href="pr01.html" title="Preface"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Meta State Machine (MSM) V2.10</th></tr><tr><td width="20%" align="left">&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="pr01.html">Next</a></td></tr></table><hr></div><div class="book" title="Meta State Machine (MSM) V2.10"><div class="titlepage"><div><div><h1 class="title"><a name="d0e2"></a>Meta State Machine (MSM) V2.10</h1></div><div><div class="author"><h3 class="author">Christophe Henry</h3><code class="email">&lt;<a class="email" href="mailto:christop
he.j.henry_at_[hidden]">christophe.j.henry_at_[hidden]</a>&gt;</code></div></div><div><p class="copyright">Copyright &copy; 2008-2010
+ <span> Distributed under the Boost Software License, Version 1.0. (See
+ accompanying file LICENSE_1_0.txt or copy at <a class="link" href="http://www.boost.org/LICENSE_1_0.txt" target="_top">http://www.boost.org/LICENSE_1_0.txt> ) </span>
+ </p></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="preface">
Preface</span></dt><dt><span class="part">I. User' guide</span></dt><dd><dl><dt><span class="chapter">1. Founding idea</span></dt><dt><span class="chapter">2. UML Short Guide</span></dt><dd><dl><dt><span class="sect1">What are state machines?</span></dt><dt><span class="sect1">Concepts</span></dt><dd><dl><dt><span class="sect2">State machine, state, transition, event </span></dt><dt><span class="sect2">Submachines, orthogonal regions, pseudostates </span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e284">
+ History </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e298">Completion transitions / anonymous
+ transitions</a></span></dt><dt><span class="sect2"> Internal transitions </span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e316">
+ Conflicting transitions </a></span></dt></dl></dd><dt><span class="sect1">State machine glossary</span></dt></dl></dd><dt><span class="chapter">3. Tutorial</span></dt><dd><dl><dt><span class="sect1">Design</span></dt><dt><span class="sect1">Basic front-end</span></dt><dd><dl><dt><span class="sect2">A simple example</span></dt><dt><span class="sect2">Transition table</span></dt><dt><span class="sect2">Defining states with entry/exit actions</span></dt><dt><span class="sect2">Defining a simple state machine</span></dt><dt><span class="sect2">Defining a submachine</span></dt><dt><span class="sect2">Orthogonal regions, terminate state, event deferring</span></dt><dt><span class=
"sect2">History</span></dt><dt><span class="sect2">Completion (anonymous) transitions</span></dt><dt><span class="sect2">Internal transitions</span></dt><dt><span class="sect2">more row types</span></dt><dt><span class="sect2">Explicit entry / entry and exit pseudo-state / fork</span></dt><dt><span class="sect2">Flags</span></dt><dt><span class="sect2">Event Hierarchy</span></dt><dt><span class="sect2">Customizing a state machine / Getting more speed</span></dt><dt><span class="sect2">Choosing the initial event</span></dt><dt><span class="sect2"> Containing state machine (deprecated)</span></dt></dl></dd><dt><span class="sect1"><a href="ch03s03.html">Functor front-
end</a></span></dt><dd><dl><dt><span class="sect2"> Transition table </span></dt><dt><span class="sect2">Defining states with entry/exit actions</span></dt><dt><span class="sect2">Defining a simple state machine</span></dt><dt><span class="sect2">Anonymous transitions</span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e2473">Internal
+ transitions</a></span></dt></dl></dd><dt><span class="sect1">eUML (experimental)</span></dt><dd><dl><dt><span class="sect2">Transition table</span></dt><dt><span class="sect2">Defining events, actions and states with entry/exit actions</span></dt><dt><span class="sect2">Defining a simple state machine</span></dt><dt><span class="sect2">Defining a submachine</span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2969">
+ Attributes / Function call</a></span></dt><dt><span class="sect2">Orthogonal regions, flags, event deferring</span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e3181">
+ Customizing a state machine / Getting
+ more speed</a></span></dt><dt><span class="sect2">Completion / Anonymous transitions</span></dt><dt><span class="sect2">Internal transitions</span></dt><dt><span class="sect2">Other state types</span></dt><dt><span class="sect2">Helper functions</span></dt><dt><span class="sect2">Phoenix-like STL support</span></dt></dl></dd><dt><span class="sect1">Back-end</span></dt><dd><dl><dt><span class="sect2">Creation </span></dt><dt><span class="sect2">Starting a state machine</span></dt><dt><span class="sect2">Event dispatching</span></dt><dt><span class="sect2">Active state(s)</span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e3528">Base state ty
pe </a></span></dt><dt><span class="sect2">Visitor</span></dt><dt><span class="sect2">Flags</span></dt><dt><span class="sect2">Getting a state</span></dt><dt><span class="sect2"> State machine constructor with arguments </span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e3642">Trading run-time speed for
+ better compile-time / multi-TU compilation</a></span></dt></dl></dd></dl></dd><dt><span class="chapter">4. Performance / Compilers</span></dt><dd><dl><dt><span class="sect1">Speed</span></dt><dt><span class="sect1">Executable size</span></dt><dt><span class="sect1">Supported compilers</span></dt><dt><span class="sect1"> Limitations </span></dt><dt><span class="sect1"> Compilers corner </span></dt></dl></dd><dt><span class="chapter">5. Questions & Answers</span></dt><dt><span class="chapter">6. Internals</span></dt><dd><dl><dt><span class="sect1">Backend: Run To Completion</span></dt><dt><span class="sect1"><a href="ch06s02.html">Frontend / Backend
+ interface</a></span></dt><dt><span class="sect1"> Generated state ids </span></dt><dt><span class="sect1">Metaprogramming tools</span></dt></dl></dd><dt><span class="chapter">7. Acknowledgements</span></dt><dd><dl><dt><span class="sect1">MSM v2</span></dt><dt><span class="sect1"> MSM v1</span></dt></dl></dd><dt><span class="chapter">8. Version history</span></dt><dd><dl><dt><span class="sect1">From V2.0 to V2.10</span></dt></dl></dd></dl></dd><dt><span class="part">II. Reference</span></dt><dd><dl><dt><span class="chapter">9. eUML operators and basic helpers</span></dt><dt><span class="chapter"><a href="ch10.html">10.
+ Functional programming </a></span></dt><dt><span class="refentrytitle">Common headers</span><span class="refpurpose"> &#8212; The common types used by front- and back-ends</span></dt><dt><span class="refentrytitle">Back-end</span><span class="refpurpose"> &#8212; The back-end headers</span></dt><dt><span class="refentrytitle">Front-end</span><span class="refpurpose"> &#8212; The front-end headers</span></dt></dl></dd></dl></div><div class="list-of-tables"><p><b>List of Tables</b></p><dl><dt>9.1. Operators and state machine helpers</dt><dt>10.1. STL algorithms</dt><dt>10.2. STL algorithms</dt><dt>10.3. STL algorithms</dt><dt>10.4. STL container methods</dt><dt>10.5. STL list methods</dt><dt>10.6. <a href="ch10.html#d0e5240">STL assoc
iative container methods </a></dt><dt>10.7. STL pair</dt><dt>10.8. STL string</dt></dl></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left">&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="pr01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right" valign="top">&nbsp;Preface</td></tr></table></div></body></html>
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Preface</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="prev" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="next" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Preface</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="index.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="pt01.html">Next</a></td></tr></table><hr></div><div class="preface" title="Preface"><div class="titlepage"><div><div><h2 class="title"><a name="d0e22"></a>Preface</h2></div></di
v></div><p>MSM is a library allowing you to easily and quickly define state machines of very high
+ performance. From this point, two main questions usually quickly arise, so please allow
+ me to try answering them upfront.</p><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>When do I need a state machine?</p><p>More often that you think. Very often, one defined a state machine
+ informally without even noticing it. For example, one declares inside a
+ class some boolean attribute, say to remember that a task has been
+ completed. Later the boolean actually needs a third value, so it becomes an
+ int. A few weeks, a second attribute is needed. Then a third. Soon, you find
+ yourself writing:</p><p><code class="code">void incoming_data(data)</code></p><p><code class="code">{</code></p><p><code class="code"> if (data == packet_3 &amp;&amp; flag1 == work_done &amp;&amp; flag2
+ &gt; step3)...</code></p><p><code class="code">}</code></p><p>This starts to look like event processing (contained inside data) if some
+ stage of the object life has been achieved (but is ugly).</p><p>This could be a protocol definition and it is a common use case for state
+ machines. Another common one is a user interface. The stage of the user's
+ interaction defines if some button is active, a functionality is available,
+ etc.</p><p>But there are many more use cases if you start looking. Actually, a whole
+ model-driven development method, Executable UML
+ (http://en.wikipedia.org/wiki/Executable_UML) specifies its complete dynamic
+ behavior using state machines. Class diagram, state machine diagrams, and an
+ action language are all you absolutely need in the Executable UML
+ world.</p></li><li class="listitem"><p>Another state machine library? What for?</p><p>True, there are many state machine libraries. This should already be an
+ indication that if you're not using any of them, you might be missing
+ something. Why should you use this one? Unfortunately, when looking for a
+ good state machine library, you usually pretty fast hit one or several of
+ the following snags:</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>speed: "state machines are slow" is usually the first
+ criticism you might hear. While it is often an excuse not to use
+ any and instead resort to dirty, hand-written implementations (I
+ mean, no, yours are not dirty of course, I'm talking about other
+ developers). MSM removes this often feeble excuse because it is
+ blazingly fast. Most hand-written implementations will be beaten
+ by MSM.</p></li><li class="listitem"><p>ease of use: good argument. If you used another library, you
+ are probably right. Many state machine definitions will look
+ similar to:</p><p><code class="code">state s1 = new State; // a state</code></p><p><code class="code">state s2 = new State; // another state</code></p><p><code class="code">event e = new Event; // event</code></p><p><code class="code">s1-&gt;addTransition(e,s2); // transition s1 -&gt;
+ s2</code></p><p>The more transitions you have, the less readable it is. A long
+ time ago, there was not so much Java yet, and many electronic
+ systems were built with a state machine defined by a simple
+ transition table. You could easily see the whole structure and
+ immediately see if you forgot some transitions. Thanks to our
+ new OO techniques, this ease of use was gone. MSM gives you back
+ the transition table and reduces the noise to the
+ minimum.</p></li><li class="listitem"><p>expressiveness: MSM offers several front-ends and constantly
+ tries to improve state machine definition techniques. For
+ example, you can define a transition with eUML (one of MSM's
+ front-ends) as:</p><p><code class="code">state1 == state2 + event [condition] /
+ action</code></p><p>This is not simply syntactic sugar. Such a formalized,
+ readable structure allows easy communication with domain experts
+ of a software to be constructed. Having domain experts
+ understand your code will greatly reduce the number of
+ bugs.</p></li><li class="listitem"><p>model-driven-development: a common difficulty of a
+ model-driven development is the complexity of making a
+ round-trip (generating code from model and then model from
+ code). This is due to the fact that if a state machine structure
+ is hard for you to read, chances are that your parsing tool will
+ also have a hard time. MSM's syntax will hopefully help tool
+ writers.</p></li><li class="listitem"><p>features: most developers use only 20% of the richly defined
+ UML standard. Unfortunately, these are never the same 20% for
+ all. And so, very likely, one will need something from the
+ standard which is not implemented. MSM offers a very large part
+ of the standard, with more on the way.</p></li></ul></div><p>Let us not wait any longer, I hope you will enjoy MSM and have fun with
+ it!</p></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="index.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="pt01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Meta State Machine (MSM) V2.10&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Part&nbsp;I.&nbsp;User' guide</td></tr></table></div></body></html>
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Part&nbsp;I.&nbsp;User' guide</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="prev" href="pr01.html" title="Preface"><link rel="next" href="ch01.html" title="Chapter&nbsp;1.&nbsp;Founding idea"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Part&nbsp;I.&nbsp;User' guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pr01.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch01.html">Next</a></td></tr></table><hr></div><div class="part" title="Part&nbsp;I.&nbsp;User' guide"><div class="titlepage"><div><div><h1 class="title"
><a name="d0e96"></a>Part&nbsp;I.&nbsp;User' guide</h1></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="chapter">1. Founding idea</span></dt><dt><span class="chapter">2. UML Short Guide</span></dt><dd><dl><dt><span class="sect1">What are state machines?</span></dt><dt><span class="sect1">Concepts</span></dt><dd><dl><dt><span class="sect2">State machine, state, transition, event </span></dt><dt><span class="sect2">Submachines, orthogonal regions, pseudostates </span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e284">
+ History </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e298">Completion transitions / anonymous
+ transitions</a></span></dt><dt><span class="sect2"> Internal transitions </span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e316">
+ Conflicting transitions </a></span></dt></dl></dd><dt><span class="sect1">State machine glossary</span></dt></dl></dd><dt><span class="chapter">3. Tutorial</span></dt><dd><dl><dt><span class="sect1">Design</span></dt><dt><span class="sect1">Basic front-end</span></dt><dd><dl><dt><span class="sect2">A simple example</span></dt><dt><span class="sect2">Transition table</span></dt><dt><span class="sect2">Defining states with entry/exit actions</span></dt><dt><span class="sect2">Defining a simple state machine</span></dt><dt><span class="sect2">Defining a submachine</span></dt><dt><span class="sect2">Orthogonal regions, terminate state, event deferring</span></dt><dt><span class=
"sect2">History</span></dt><dt><span class="sect2">Completion (anonymous) transitions</span></dt><dt><span class="sect2">Internal transitions</span></dt><dt><span class="sect2">more row types</span></dt><dt><span class="sect2">Explicit entry / entry and exit pseudo-state / fork</span></dt><dt><span class="sect2">Flags</span></dt><dt><span class="sect2">Event Hierarchy</span></dt><dt><span class="sect2">Customizing a state machine / Getting more speed</span></dt><dt><span class="sect2">Choosing the initial event</span></dt><dt><span class="sect2"> Containing state machine (deprecated)</span></dt></dl></dd><dt><span class="sect1"><a href="ch03s03.html">Functor front-
end</a></span></dt><dd><dl><dt><span class="sect2"> Transition table </span></dt><dt><span class="sect2">Defining states with entry/exit actions</span></dt><dt><span class="sect2">Defining a simple state machine</span></dt><dt><span class="sect2">Anonymous transitions</span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e2473">Internal
+ transitions</a></span></dt></dl></dd><dt><span class="sect1">eUML (experimental)</span></dt><dd><dl><dt><span class="sect2">Transition table</span></dt><dt><span class="sect2">Defining events, actions and states with entry/exit actions</span></dt><dt><span class="sect2">Defining a simple state machine</span></dt><dt><span class="sect2">Defining a submachine</span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2969">
+ Attributes / Function call</a></span></dt><dt><span class="sect2">Orthogonal regions, flags, event deferring</span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e3181">
+ Customizing a state machine / Getting
+ more speed</a></span></dt><dt><span class="sect2">Completion / Anonymous transitions</span></dt><dt><span class="sect2">Internal transitions</span></dt><dt><span class="sect2">Other state types</span></dt><dt><span class="sect2">Helper functions</span></dt><dt><span class="sect2">Phoenix-like STL support</span></dt></dl></dd><dt><span class="sect1">Back-end</span></dt><dd><dl><dt><span class="sect2">Creation </span></dt><dt><span class="sect2">Starting a state machine</span></dt><dt><span class="sect2">Event dispatching</span></dt><dt><span class="sect2">Active state(s)</span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e3528">Base state ty
pe </a></span></dt><dt><span class="sect2">Visitor</span></dt><dt><span class="sect2">Flags</span></dt><dt><span class="sect2">Getting a state</span></dt><dt><span class="sect2"> State machine constructor with arguments </span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e3642">Trading run-time speed for
+ better compile-time / multi-TU compilation</a></span></dt></dl></dd></dl></dd><dt><span class="chapter">4. Performance / Compilers</span></dt><dd><dl><dt><span class="sect1">Speed</span></dt><dt><span class="sect1">Executable size</span></dt><dt><span class="sect1">Supported compilers</span></dt><dt><span class="sect1"> Limitations </span></dt><dt><span class="sect1"> Compilers corner </span></dt></dl></dd><dt><span class="chapter">5. Questions & Answers</span></dt><dt><span class="chapter">6. Internals</span></dt><dd><dl><dt><span class="sect1">Backend: Run To Completion</span></dt><dt><span class="sect1"><a href="ch06s02.html">Frontend / Backend
+ interface</a></span></dt><dt><span class="sect1"> Generated state ids </span></dt><dt><span class="sect1">Metaprogramming tools</span></dt></dl></dd><dt><span class="chapter">7. Acknowledgements</span></dt><dd><dl><dt><span class="sect1">MSM v2</span></dt><dt><span class="sect1"> MSM v1</span></dt></dl></dd><dt><span class="chapter">8. Version history</span></dt><dd><dl><dt><span class="sect1">From V2.0 to V2.10</span></dt></dl></dd></dl></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="pr01.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Preface&nbsp;</td>
<td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;1.&nbsp;Founding idea</td></tr></table></div></body></html>
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@@ -0,0 +1,4 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Part&nbsp;II.&nbsp;Reference</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="prev" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="next" href="ch09.html" title="Chapter&nbsp;9.&nbsp;eUML operators and basic helpers"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Part&nbsp;II.&nbsp;Reference</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch09.html">Next</a></td></tr></table><hr></div><div class="part" title="Part&nbsp;II.&nbsp;Reference"><div
class="titlepage"><div><div><h1 class="title"><a name="d0e4308"></a>Part&nbsp;II.&nbsp;<span class="command"><strong><a name="Reference-begin"></a></strong></span>Reference</h1></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="chapter">9. eUML operators and basic helpers</span></dt><dt><span class="chapter"><a href="ch10.html">10.
+ Functional programming </a></span></dt><dt><span class="refentrytitle">Common headers</span><span class="refpurpose"> &#8212; The common types used by front- and back-ends</span></dt><dt><span class="refentrytitle">Back-end</span><span class="refpurpose"> &#8212; The back-end headers</span></dt><dt><span class="refentrytitle">Front-end</span><span class="refpurpose"> &#8212; The front-end headers</span></dt></dl></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch09.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;8.&nbsp;Version history&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">
&nbsp;Chapter&nbsp;9.&nbsp;eUML operators and basic helpers</td></tr></table></div></body></html>
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@@ -0,0 +1,8 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Common headers</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="ch10.html" title="Chapter&nbsp;10.&nbsp; Functional programming"><link rel="next" href="re02.html" title="Back-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Common headers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch10.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="re02.html">Next</a></td></tr></table><hr></div><div class="refentry" title="Common headers"><a name="d0e5779"></a><div class="titlepage"></div><div clas
s="refnamediv"><h2>Name</h2><p>Common headers &#8212; The common types used by front- and back-ends</p></div><div class="refsect1" title="msm/common.hpp"><a name="d0e5785"></a><h2>msm/common.hpp</h2><p>This header provides one type, wrap, which is an empty type whose only reason
+ to exist is to be cheap to construct, so that it can be used with mpl::for_each,
+ as shown in the Metaprogramming book, chapter 9.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Dummy&gt; wrap{};</span></span>&nbsp;{<br>}</pre></div><div class="refsect1" title="msm/row_tags.hpp"><a name="d0e5794"></a><h2>msm/row_tags.hpp</h2><p>This header contains the row type tags which front-ends can support partially
+ or totally. Please see the <span class="command"><strong><a class="command" href="ch06s02.html#internals-front-back-interface">Internals</a></strong></span> section for a description of the different
+ types.</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch10.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="re02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;10.&nbsp;
+ Functional programming &nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Back-end</td></tr></table></div></body></html>
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--- (empty file)
+++ trunk/libs/msm/doc/HTML/re02.html 2010-06-13 13:14:31 EDT (Sun, 13 Jun 2010)
@@ -0,0 +1,113 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Back-end</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="re01.html" title="Common headers"><link rel="next" href="re03.html" title="Front-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Back-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="re01.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="re03.html">Next</a></td></tr></table><hr></div><div class="refentry" title="Back-end"><a name="d0e5802"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Back-end &#8212;
The back-end headers</p></div><div class="refsect1" title="msm/back/state_machine.hpp"><a name="d0e5808"></a><h2>msm/back/state_machine.hpp</h2><p> This header provides one type, state_machine, MSM's state machine engine
+ implementation.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Derived,class HistoryPolicy=NoHistory,class
+ CompilePolicy=favor_runtime_speed&gt; state_machine</span></span>&nbsp;{<br>}</pre><div class="refsect2" title="Template arguments"><a name="d0e5817"></a><h3> Template arguments </h3><div class="refsect3" title="Derived"><a name="d0e5820"></a><h4> Derived </h4><p>The name of the front-end state machine definition. All three
+ front-ends are possible.</p></div><div class="refsect3" title="HistoryPolicy"><a name="d0e5825"></a><h4> HistoryPolicy </h4><p>The desired history. This can be: AlwaysHistory, NoHistory,
+ ShallowHistory. Default is NoHistory.</p></div><div class="refsect3" title="CompilePolicy"><a name="d0e5830"></a><h4> CompilePolicy </h4><p>The trade-off performance / compile-time. There are two predefined
+ policies, favor_runtime_speed and favor_compile_time. Default is
+ favor_runtime_speed, best performance, longer compile-time. See <a class="link" href="ch03s05.html#backend-tradeof-rt-ct">the backend</a>.</p></div></div><div class="refsect2" title="methods"><a name="d0e5838"></a><h3> methods </h3><div class="refsect3" title="start"><a name="d0e5841"></a><h4>start</h4><p> The start methods must be called before any call to process_event. It
+ activates the entry action of the initial state(s). This allows you to
+ choose when a state machine can start. See <a class="link" href="ch03s05.html#backend-start">backend</a>.</p><code class="methodsynopsis"><span class="methodname">void start</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="process_event"><a name="d0e5854"></a><h4>process_event</h4><p>The event processing method implements the double-dispatch. Each call
+ to this function with a new event type instantiates a new dispatch
+ algorithm and increases compile-time.</p><code class="methodsynopsis"><span class="methodname">template &lt;class Event&gt; HandledEnum
+ process_event</span>(<span class="methodparam">Event const&amp;</span>);</code></div><div class="refsect3" title="current_state"><a name="d0e5865"></a><h4>current_state</h4><p>Returns the ids of currently active states. You will typically need it
+ only for debugging or logging purposes.</p><code class="methodsynopsis"><span class="methodname">const int* current_state const</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state_by_id"><a name="d0e5875"></a><h4>get_state_by_id</h4><p>Returns the state whose id is given. As all states of a concrete state
+ machine share a common base state, the return value is a base state. If
+ the id corresponds to no state, a null pointer is returned.</p><code class="methodsynopsis"><span class="methodname">const BaseState* get_state_by_id const</span>(<span class="methodparam">int id</span>);</code></div><div class="refsect3" title="is_contained"><a name="d0e5886"></a><h4>is_contained</h4><p>Helper returning true if the state machine is contained as a
+ submachine of another state machine.</p><code class="methodsynopsis"><span class="methodname">bool is_contained const</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state"><a name="d0e5896"></a><h4>get_state</h4><p>Returns the required state of the state machine as a pointer. A
+ compile error will occur if the state is not to be found in the state
+ machine.</p><code class="methodsynopsis"><span class="methodname">template &lt;class State&gt; State* get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state"><a name="d0e5906"></a><h4>get_state</h4><p>Returns the required state of the state machine as a reference. A
+ compile error will occur if the state is not to be found in the state
+ machine.</p><code class="methodsynopsis"><span class="methodname">template &lt;class State&gt; State&amp; get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e5916"></a><h4>is_flag_active</h4><p>Returns true if the given flag is currently active. A flag is active
+ if the active state of one region is tagged with this flag (using OR as
+ BinaryOp) or active states of <span class="underline">all</span>
+ regions (using AND as BinaryOp)</p><code class="methodsynopsis"><span class="methodname">template &lt;class Flag,class BinaryOp&gt; bool
+ is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e5929"></a><h4>is_flag_active</h4><p>Returns true if the given flag is currently active. A flag is active
+ if the active state of one region is tagged with this flag.</p><code class="methodsynopsis"><span class="methodname">template &lt;class Flag&gt; bool is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="visit_current_states"><a name="d0e5939"></a><h4>visit_current_states</h4><p>Visits all active states and their substates. A state is visited using
+ the <code class="code">accept</code> method without argument. The base class of all
+ states must provide an <code class="code">accept_sig</code> type.</p><code class="methodsynopsis"><span class="methodname">void visit_current_states</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="visit_current_states"><a name="d0e5955"></a><h4>visit_current_states</h4><p>Visits all active states and their substates. A state is visited using
+ the <code class="code">accept</code> method with arguments. The base class of all
+ states must provide an <code class="code">accept_sig</code> type defining the
+ signature and thus the number and type of the parameters.</p><code class="methodsynopsis"><span class="methodname">void visit_current_states</span>(<span class="methodparam">any-type param1, any-type param2,...</span>);</code></div><div class="refsect3" title="defer_event"><a name="d0e5972"></a><h4>defer_event</h4><p> Defers the provided event. This method can be called only if at least
+ one state defers an event or if the state machine provides the
+ <code class="code">activate_deferred_events</code>(see <a class="link" href="examples/Orthogonal-deferred2.cpp" target="_top">example</a>) type
+ either directly or using the deferred_events configuration of eUML
+ (<code class="code">configure_ &lt;&lt; deferred_events</code>)</p><code class="methodsynopsis"><span class="methodname">template &lt;class Event&gt; void defer_event</span>(<span class="methodparam">Event const&amp;</span>);</code></div></div><div class="refsect2" title="Types"><a name="d0e5992"></a><h3>Types</h3><div class="refsect3" title="nr_regions"><a name="d0e5995"></a><h4>nr_regions </h4><p>The number of orthogonal regions contained in the state machine</p></div><div class="refsect3" title="entry_pt"><a name="d0e6000"></a><h4>entry_pt</h4><p>This nested type provides the necessary typedef for entry point
+ pseudostates.
+ <code class="code">state_machine&lt;...&gt;::entry_pt&lt;state_name&gt;</code> is a
+ transition's valid target inside the containing state machine's
+ transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">entry_pt</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="exit_pt"><a name="d0e6012"></a><h4>exit_pt</h4><p>This nested type provides the necessary typedef for exit point
+ pseudostates. <code class="code">state_machine&lt;...&gt;::exit_pt&lt;state_name&gt;</code>
+ is a transition's valid source inside the containing state machine's
+ transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">exit_pt</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="direct"><a name="d0e6024"></a><h4>direct</h4><p>This nested type provides the necessary typedef for an explicit entry
+ inside a submachine.
+ <code class="code">state_machine&lt;...&gt;::direct&lt;state_name&gt;</code> is a
+ transition's valid target inside the containing state machine's
+ transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">direct</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="stt"><a name="d0e6036"></a><h4>stt</h4><p>Calling state_machine&lt;frontend&gt;::stt returns a mpl::vector
+ containing the transition table of the state machine. This type can then
+ be used with generate_state_set or generate_event_set.</p></div></div></div><div class="refsect1" title="args.hpp"><a name="d0e6041"></a><h2>args.hpp</h2><p>This header provides one type, args. which provides the necessary types for a
+ visitor implementation.</p></div><div class="refsect1" title="msm/back/history_policies.hpp"><a name="d0e6046"></a><h2><span class="command"><strong><a name="history-interface"></a></strong></span>msm/back/history_policies.hpp</h2><p>This header provides the out-of-the-box history policies supported by MSM.
+ There are 3 such policies.</p><div class="refsect2" title="Every history policy must implement the following methods:"><a name="d0e6052"></a><h3>Every history policy must implement the following methods: </h3><div class="refsect3" title="set_initial_states"><a name="d0e6055"></a><h4> set_initial_states </h4><p> This method is called by msm::back::state_machine when constructed.
+ It gives the policy a chance to save the ids of all initial states
+ (passed as array).</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">void set_initial_states(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>int* const<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="history_exit"><a name="d0e6069"></a><h4> history_exit </h4><p>This method is called by msm::back::state_machine when the submachine
+ is exited. It gives the policy a chance to remember the ids of the last
+ active substates of this submachine (passed as array).</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">void history_exit(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>int* const<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="history_entry"><a name="d0e6083"></a><h4> history_entry </h4><p>This method is called by msm::back::state_machine when the submachine
+ is entered. It gives the policy a chance to set the active states
+ according to the policy's aim. The policy gets as parameter the event
+ which activated the submachine and returns an array of active states
+ ids.</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Event&gt; int* const history_exit(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Event const&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="Out-of-the-box policies:"><a name="d0e6097"></a><h3>Out-of-the-box policies: </h3><div class="refsect3" title="NoHistory"><a name="d0e6100"></a><h4>NoHistory</h4><p>This policy is the default used by state_machine. No active state of a
+ submachine is remembered and at every new activation of the submachine,
+ the initial state(s) are activated. </p></div><div class="refsect3" title="AlwaysHistory"><a name="d0e6105"></a><h4>AlwaysHistory</h4><p>This policy is a non-UML-standard extension. The active state(s) of a
+ submachine is (are) always remembered at every new activation of the
+ submachine. </p></div><div class="refsect3" title="ShallowHistory"><a name="d0e6110"></a><h4>ShallowHistory</h4><p>This policy activates the active state(s) of a submachine if the event
+ is found in the policy's event list. </p></div></div></div><div class="refsect1" title="msm/back/default_compile_policy.hpp"><a name="d0e6115"></a><h2>msm/back/default_compile_policy.hpp</h2><p>This header contains the definition of favor_runtime_speed. This policy has
+ two settings:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Submachines dispatch faster because their transitions are added
+ into their containing machine's transition table instead of simply
+ forwarding events.</p></li><li class="listitem"><p>It solves transition conflicts at compile-time</p></li></ul></div></div><div class="refsect1" title="msm/back/favor_compile_time.hpp"><a name="d0e6127"></a><h2>msm/back/favor_compile_time.hpp</h2><p>This header contains the definition of favor_compile_time. This policy has two settings:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Submachines dispatch is slower because all events, even those with
+ no dispatch chance, are forwarded to submachines. In exchange, no
+ row is added into the containing machine's transition table, which
+ reduces compile-time.</p></li><li class="listitem"><p>It solves transition conflicts at run-time.</p></li></ul></div></div><div class="refsect1" title="msm/back/metafunctions.hpp"><a name="d0e6139"></a><h2>msm/back/metafunctions.hpp </h2><p>This header contains metafunctions for use by the library. Three metafunctions
+ can be useful for the user:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">generate_state_set&lt; stt &gt;</code>: generates the list of
+ all states referenced by the transition table stt. If stt is a
+ recursive table (generated by
+ <code class="code">recursive_get_transition_table</code>), the metafunction
+ finds recursively all states of the submachines. A non-recursive
+ table can be obtained with some_backend_fsm::stt.</p></li><li class="listitem"><p><code class="code">generate_event_set&lt; stt&gt;</code>: generates the list of
+ all events referenced by the transition table stt. If stt is a
+ recursive table (generated by
+ <code class="code">recursive_get_transition_table</code>), the metafunction
+ finds recursively all events of the submachines. A non-recursive
+ table can be obtained with some_backend_fsm::stt.</p></li><li class="listitem"><p><code class="code">recursive_get_transition_table&lt;fsm&gt;</code>: recursively
+ extends the transition table of the state machine fsm with tables
+ from the submachines.</p></li></ul></div></div><div class="refsect1" title="msm/back/tools.hpp"><a name="d0e6166"></a><h2>msm/back/tools.hpp </h2><p> This header contains a few metaprogramming tools to get some information out
+ of a state machine.</p><div class="refsect2" title="fill_state_names"><a name="d0e6171"></a><h3>fill_state_names </h3><div class="refsect3" title="attributes"><a name="d0e6174"></a><h4>attributes </h4><p> fill_state_names has for attribute:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">char const** m_names</code>: an already allocated
+ array of const char* where the typeid-generated names of a
+ state machine states will be witten.</p></li></ul></div></div><div class="refsect3" title="constructor"><a name="d0e6185"></a><h4>constructor </h4><code class="constructorsynopsis"><span class="methodparam">char const** names_to_fill</span>(<span class="methodparam">char const** names_to_fill</span>);</code></div><div class="refsect3" title="usage"><a name="d0e6192"></a><h4>usage</h4><p> fill_state_names is made for use in a mpl::for_each iterating on a
+ state list and writing inside a pre-allocated array the state names.
+ Example:</p><pre class="programlisting">typedef some_fsm::stt Stt;
+typedef msm::back::generate_state_set&lt;Stt&gt;::type all_states; //states
+static char const* state_names[mpl::size&lt;all_states&gt;::value];
+// array to fill with names
+// fill the names of the states defined in the state machine
+mpl::for_each&lt;all_states,boost::msm::wrap&lt;mpl::placeholders::_1&gt; &gt;
+ (msm::back::fill_state_names&lt;Stt&gt;(state_names));
+// display all active states
+for (unsigned int i=0;i&lt;some_fsm::nr_regions::value;++i)
+{
+ std::cout &lt;&lt; " -&gt; "
+ &lt;&lt; state_names[my_fsm_instance.current_state()[i]]
+ &lt;&lt; std::endl;
+}</pre></div></div><div class="refsect2" title="get_state_name"><a name="d0e6199"></a><h3>get_state_name </h3><div class="refsect3" title="attributes"><a name="d0e6202"></a><h4> attributes </h4><p>get_state_name has for attributes:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>std::string&amp; m_name: the return value of the
+ iteration</p></li><li class="listitem"><p>int m_state_id: the searched state's id</p></li></ul></div></div><div class="refsect3" title="constructor"><a name="d0e6214"></a><h4>constructor</h4><p>The constructor takes as argument a reference to the string to fill
+ with the state name and the id which must be searched.</p><code class="constructorsynopsis"><span class="methodparam">string&amp; name_to_fill,int state_id</span>(<span class="methodparam">string&amp; name_to_fill,int state_id</span>);</code></div><div class="refsect3" title="usage"><a name="d0e6223"></a><h4> usage</h4><p>This type is made for the same search as in the previous example,
+ using a mpl::for_each to iterate on states. After the iteration, the
+ state name reference has been set.</p></div></div><div class="refsect2" title="display_type"><a name="d0e6228"></a><h3>display_type </h3><div class="refsect3" title="attributes"><a name="d0e6231"></a><h4> attributes </h4><p>none</p></div><div class="refsect3" title="usage"><a name="d0e6236"></a><h4> usage</h4><p>Reusing the state list from the previous example, we can output all
+ state names:</p><p><code class="code">mpl::for_each&lt;all_states,boost::msm::wrap&lt;mpl::placeholders::_1&gt;
+ &gt;(msm::back::display_type ());</code></p></div></div></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="re01.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="re03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Common headers&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Front-end</td></tr></table></div></body></html>
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@@ -0,0 +1,778 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Front-end</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM) V2.10"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="re02.html" title="Back-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="re02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;</td></tr></table><hr></div><div class="refentry" title="Front-end"><a name="d0e6244"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Front-end &#8212; The front-end headers</p></div><div class="refsect1" title="msm/front/common_states.hpp"><a name
="d0e6250"></a><h2>msm/front/common_states.hpp</h2><p>This header contains the predefined types to serve as base for states or state machines:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>default_base_state: non-polymorphic empty type.</p></li><li class="listitem"><p>polymorphic_state: type with a virtual destructor, which makes all
+ states polymorphic.</p></li></ul></div></div><div class="refsect1" title="msm/front/completion_event.hpp"><a name="d0e6262"></a><h2>msm/front/completion_event.hpp</h2><p>This header contains one type, <code class="code">none</code>. This type has several
+ meanings inside a transition table:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as action or guard: that there is no action or guard</p></li><li class="listitem"><p>as target state: that the transition is an internal
+ transition</p></li><li class="listitem"><p>as event: the transition is an anonymous (completion)
+ transition</p></li></ul></div></div><div class="refsect1" title="msm/front/functor_row.hpp"><a name="d0e6280"></a><h2>msm/front/functor_row.hpp</h2><p>This header implements the functor front-end's transitions and helpers.</p><div class="refsect2" title="Row"><a name="d0e6285"></a><h3>Row</h3><div class="refsect3" title="definition"><a name="d0e6288"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Source,class Event,class Target,class
+ Action,class Guard&gt; Row</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="tags"><a name="d0e6295"></a><h4>tags</h4><p>row_type_tag is defined differently for every specialization:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>all 5 template parameters means a normal transition with
+ action and guard: <code class="code">typedef row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,Target,none,none&gt; a normal transition
+ without action or guard: <code class="code">typedef _row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,Target,Action,none&gt; a normal
+ transition without guard: <code class="code">typedef a_row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,Target,none,Guard&gt; a normal transition
+ without action: <code class="code">typedef g_row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,none,Action,none&gt; an internal
+ transition without guard: <code class="code">typedef a_irow_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,none,none,Guard&gt; an internal
+ transition without action: <code class="code">typedef g_irow_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,none,none,Guard&gt; an internal
+ transition with action and guard: <code class="code">typedef irow_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,none,none,none&gt; an internal transition
+ without action or guard: <code class="code">typedef _irow_tag
+ row_type_tag;</code></p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e6341"></a><h4>methods</h4><p>Like any other front-end, Row implements the two necessary static
+ functions for action and guard call. Each function receives as parameter
+ the (deepest-level) state machine processsing the event, the event
+ itself, the source and target states and all the states contained in a
+ state machine.</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static void action_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="Internal"><a name="d0e6364"></a><h3>Internal</h3><div class="refsect3" title="definition"><a name="d0e6367"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Event,class Action,class Guard&gt;
+ Internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="tags"><a name="d0e6374"></a><h4>tags</h4><p>row_type_tag is defined differently for every specialization:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>all 3 template parameters means an internal transition
+ with action and guard: <code class="code">typedef sm_i_row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Internal&lt;Event,none,none&gt; an internal transition
+ without action or guard: <code class="code">typedef sm__i_row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Internal&lt;Event,Action,none&gt; an internal transition
+ without guard: <code class="code">typedef sm_a_i_row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Internal&lt;Event,none,Guard&gt; an internal transition
+ without action: <code class="code">typedef sm_g_i_row_tag
+ row_type_tag;</code></p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e6400"></a><h4>methods</h4><p>Like any other front-end, Internal implements the two necessary static
+ functions for action and guard call. Each function receives as parameter
+ the (deepest-level) state machine processsing the event, the event
+ itself, the source and target states and all the states contained in a
+ state machine.</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static void action_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="ActionSequence_"><a name="d0e6423"></a><h3>ActionSequence_</h3><p>This functor calls every element of the template Sequence (which are also
+ callable functors) in turn. It is also the underlying implementation of the
+ eUML sequence grammar (action1,action2,...).</p><div class="refsect3" title="definition"><a name="d0e6428"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Sequence&gt; ActionSequence_</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="methods"><a name="d0e6435"></a><h4>methods</h4><p>This helper functor is made for use in a transition table and in a
+ state behavior and therefore implements an operator() with 3 and with 4
+ arguments:</p><p>
+ </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Evt,class Fsm,class
+ SourceState,class TargetState&gt; operator()(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Evt const&amp; ,Fsm&amp; ,SourceState&amp;
+ ,TargetState&amp; </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>
+ </p><p>
+ </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Evt,class Fsm,class State&gt;
+ operator()(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Evt const&amp;, Fsm&amp;, State&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>
+ </p></div></div><div class="refsect2" title="Defer"><a name="d0e6458"></a><h3>Defer</h3><div class="refsect3" title="definition"><a name="d0e6461"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">Defer</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="methods"><a name="d0e6468"></a><h4>methods</h4><p>This helper functor is made for use in a transition table and
+ therefore implements an operator() with 4 arguments:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Evt,class Fsm,class SourceState,class
+ TargetState&gt; operator()(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Evt const&amp;, Fsm&amp; , SourceState&amp;,
+ TargetState&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div></div><div class="refsect1" title="msm/front/internal_row.hpp"><a name="d0e6479"></a><h2>msm/front/internal_row.hpp</h2><p>This header implements the internal transition rows for use inside an
+ internal_transition_table. All these row types have no source or target state,
+ as the backend will recognize internal transitions from this
+ internal_transition_table.</p><div class="refsect2" title="methods"><a name="d0e6484"></a><h3>methods</h3><p>Like any other front-end, the following transition row types implements
+ the two necessary static functions for action and guard call. Each function
+ receives as parameter the (deepest-level) state machine processsing the
+ event, the event itself, the source and target states and all the states
+ contained in a state machine.</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static void action_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect2" title="a_internal"><a name="d0e6507"></a><h3>a_internal</h3><div class="refsect3" title="definition"><a name="d0e6510"></a><h4>definition</h4><p>This is an internal transition with an action called during the
+ transition.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event, class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;)&gt;
+ a_internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6519"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the internal
+ transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="g_internal"><a name="d0e6535"></a><h3>g_internal</h3><p>This is an internal transition with a guard called before the transition
+ and allowing the transition if returning true.</p><div class="refsect3" title="definition"><a name="d0e6540"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event, class CalledForGuard, bool
+ (CalledForGuard::*guard)(Event const&amp;)&gt;
+ g_internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6547"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the internal
+ transition.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="internal"><a name="d0e6563"></a><h3>internal</h3><p>This is an internal transition with a guard called before the transition
+ and allowing the transition if returning true. It also calls an action
+ called during the transition.</p><div class="refsect3" title="definition"><a name="d0e6568"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event, class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;), class
+ CalledForGuard, bool (CalledForGuard::*guard)(Event const&amp;)&gt;
+ internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6575"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the internal transition</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
+ provides.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="_internal"><a name="d0e6597"></a><h3>_internal</h3><p>This is an internal transition without action or guard. This is equivalent
+ to an explicit "ignore event".</p><div class="refsect3" title="definition"><a name="d0e6602"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event &gt; _internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6609"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the internal
+ transition.</p></li></ul></div><p>
+ </p></div></div></div><div class="refsect1" title="msm/front/row2.hpp"><a name="d0e6619"></a><h2>msm/front/row2.hpp</h2><p>This header contains the variants of row2, which are an extension of the
+ standard row transitions for use in the transition table. They offer the
+ possibility to define action and guard not only in the state machine, but in any
+ state of the state machine. They can also be used in internal transition tables
+ through their irow2 variants.</p><div class="refsect2" title="methods"><a name="d0e6624"></a><h3>methods</h3><p>Like any other front-end, the following transition row types implements
+ the two necessary static functions for action and guard call. Each function
+ receives as parameter the (deepest-level) state machine processsing the
+ event, the event itself, the source and target states and all the states
+ contained in a state machine.</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static void action_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect2" title="_row2"><a name="d0e6647"></a><h3>_row2</h3><p>This is a transition without action or guard. The state machine only
+ changes active state.</p><div class="refsect3" title="definition"><a name="d0e6652"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target &gt;
+ _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6659"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="a_row2"><a name="d0e6675"></a><h3>a_row2</h3><p>This is a transition with action and without guard.</p><div class="refsect3" title="definition"><a name="d0e6680"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target,
+ </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6691"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="g_row2"><a name="d0e6713"></a><h3>g_row2</h3><p>This is a transition with guard and without action.</p><div class="refsect3" title="definition"><a name="d0e6718"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target,
+ </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6729"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="row2"><a name="d0e6751"></a><h3>row2</h3><p>This is a transition with guard and action.</p><div class="refsect3" title="definition"><a name="d0e6756"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target,
+ </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;), </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6771"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
+ provides.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="a_irow2"><a name="d0e6799"></a><h3>a_irow2</h3><p>This is an internal transition for use inside a transition table, with
+ action and without guard.</p><div class="refsect3" title="definition"><a name="d0e6804"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6815"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="g_irow2"><a name="d0e6834"></a><h3>g_irow2</h3><p>This is an internal transition for use inside a transition table, with
+ guard and without action.</p><div class="refsect3" title="definition"><a name="d0e6839"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6850"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="irow2"><a name="d0e6869"></a><h3>irow2</h3><p>This is an internal transition for use inside a transition table, with
+ guard and action.</p><div class="refsect3" title="definition"><a name="d0e6874"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;), </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6889"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
+ provides.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
+ provides.</p></li></ul></div><p>
+ </p></div></div></div><div class="refsect1" title="msm/front/state_machine_def.hpp"><a name="d0e6914"></a><h2>msm/front/state_machine_def.hpp</h2><p>This header provides the implementation of the <span class="command"><strong><a class="command" href="ch03s02.html#basic-front-end">basic front-end</a></strong></span>. It contains one
+ type, <code class="code">state_machine_def</code></p><div class="refsect2" title="state_machine_def definition"><a name="d0e6924"></a><h3>state_machine_def definition</h3><p>This type is the basic class for a basic (or possibly any other)
+ front-end. It provides the standard row types (which includes internal
+ transitions) and a default implementation of the required methods and
+ typedefs.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Derived,class BaseState =
+ default_base_state&gt; state_machine_def</span></span>&nbsp;{<br>}</pre><div class="refsect3" title="typedefs"><a name="d0e6933"></a><h4>typedefs</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>flag_list: by default, no flag is set in the state
+ machine</p></li><li class="listitem"><p>deferred_events: by default, no event is deferred.</p></li><li class="listitem"><p>configuration: by default, no configuration customization
+ is done.</p></li></ul></div><p>
+ </p></div><div class="refsect3" title="row methods"><a name="d0e6949"></a><h4>row methods</h4><p>Like any other front-end, the following transition row types
+ implements the two necessary static functions for action and guard call.
+ Each function receives as parameter the (deepest-level) state machine
+ processsing the event, the event itself, the source and target states
+ and all the states contained in a state machine (ignored).</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static void action_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="a_row"><a name="d0e6972"></a><h4>a_row</h4><p>This is a transition with action and without guard.</p><p><code class="classname">template&lt; class Source, class Event, class Target,
+ void (Derived::*action)(Event const&amp;) &gt; a_row</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>action: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="g_row"><a name="d0e6997"></a><h4>g_row</h4><p>This is a transition with guard and without action.</p><p><code class="classname">template&lt; class Source, class Event, class Target,
+ bool (Derived::*guard)(Event const&amp;) &gt; g_row</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>guard: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="row"><a name="d0e7022"></a><h4>row</h4><p>This is a transition with guard and action.</p><p><code class="classname">template&lt; class Source, class Event, class Target,
+ void (Derived::*action)(Event const&amp;), bool
+ (Derived::*guard)(Event const&amp;) &gt; row</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>action: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li><li class="listitem"><p>guard: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="_row"><a name="d0e7053"></a><h4>_row</h4><p>This is a transition without action or guard. The state machine only
+ changes active state.</p><p><code class="classname">template&lt; class Source, class Event, class Target &gt;
+ _row</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li></ul></div></div><div class="refsect3" title="a_irow"><a name="d0e7072"></a><h4>a_irow</h4><p>This is an internal transition for use inside a transition table, with
+ action and without guard.</p><p><code class="classname">template&lt; class Source, class Event, void
+ (Derived::*action)(Event const&amp;) &gt; a_irow</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>action: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="g_irow"><a name="d0e7094"></a><h4>g_irow</h4><p>This is an internal transition for use inside a transition table, with
+ guard and without action.</p><p><code class="classname">template&lt; class Source, class Event, bool
+ (Derived::*guard)(Event const&amp;) &gt; g_irow</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>guard: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="irow"><a name="d0e7116"></a><h4>irow</h4><p>This is an internal transition for use inside a transition table, with
+ guard and action.</p><p><code class="classname">template&lt; class Source, class Event, void
+ (Derived::*action)(Event const&amp;), bool
+ (Derived::*guard)(Event const&amp;) &gt; irow</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>action: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li><li class="listitem"><p>guard: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="_irow"><a name="d0e7144"></a><h4>_irow</h4><p>This is an internal transition without action or guard. As it does
+ nothing, it means "ignore event".</p><p><code class="classname">template&lt; class Source, class Event &gt;
+ _irow</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e7160"></a><h4>methods</h4><p><code class="code">state_machine_def</code> provides a default implementation in
+ case of an event which cannot be processed by a state machine (no
+ transition found). The implementation is using a
+ <code class="code">BOOST_ASSERT</code> so that the error will only be noticed in
+ debug mode. Overwrite this method in your implementation to change the
+ behavior.</p><p>
+ </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class Event&gt; static void
+ no_transition(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Event const&amp; ,Fsm&amp;, int
+ state<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>
+ </p><p><code class="code">state_machine_def</code> provides a default implementation in
+ case an exception is thrown by a state (entry/exit) or transition
+ (action/guard) behavior. The implementation is using a
+ <code class="code">BOOST_ASSERT</code> so that the error will only be noticed in
+ debug mode. Overwrite this method in your implementation to change the
+ behavior. This method will be called only if exception handling is not
+ deactivated (default) by defining
+ <code class="code">has_no_message_queue</code>.</p><p>
+ </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class Event&gt; static void
+ exception_caught(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Event const&amp; ,Fsm&amp;,
+ std::exception&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>
+ </p></div></div></div><div class="refsect1" title="msm/front/states.hpp"><a name="d0e7204"></a><h2>msm/front/states.hpp </h2><p>This header provides the different states (except state machines) for the
+ basic front-end (or mixed with other front-ends).</p><div class="refsect2" title="types"><a name="d0e7209"></a><h3>types</h3><p>This header provides the following types:</p><div class="refsect3" title="no_sm_ptr"><a name="d0e7214"></a><h4>no_sm_ptr</h4><p>deprecated: default policy for states. It means that states do not
+ need to save a pointer to their containing state machine.</p></div><div class="refsect3" title="sm_ptr"><a name="d0e7219"></a><h4>sm_ptr</h4><p>deprecated: state policy. It means that states need to save a pointer
+ to their containing state machine. When seeing this flag, the back-end
+ will call set_sm_ptr(fsm*) and give itself as argument.</p></div><div class="refsect3" title="state"><a name="d0e7224"></a><h4>state</h4><p>Basic type for simple states. Inherit from this type to define a
+ simple state. The first argument is needed if you want your state (and
+ all others used in a concrete state machine) to inherit a basic type for
+ logging or providing a common behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;class Base = default_base_state,class
+ SMPtrPolicy = no_sm_ptr&gt; state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="terminate_state"><a name="d0e7233"></a><h4>terminate_state</h4><p>Basic type for terminate states. Inherit from this type to define a
+ terminate state. The first argument is needed if you want your state
+ (and all others used in a concrete state machine) to inherit a basic
+ type for logging or providing a common behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;class Base = default_base_state,class
+ SMPtrPolicy = no_sm_ptr&gt; terminate_state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="interrupt_state"><a name="d0e7242"></a><h4>interrupt_state</h4><p>Basic type for interrupt states. Interrupt states prevent any further
+ event handling until EndInterruptEvent is sent. Inherit from this type
+ to define a terminate state. The first argument is the name of the event
+ ending the interrupt. The second argument is needed if you want your
+ state (and all others used in a concrete state machine) to inherit a
+ basic type for logging or providing a common behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;class EndInterruptEvent,class Base =
+ default_base_state,</span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class SMPtrPolicy = no_sm_ptr&gt;
+ interrupt_state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="explicit_entry"><a name="d0e7255"></a><h4>explicit_entry</h4><p>Inherit from this type <span class="underline">in
+ addition</span> to the desired state type to enable this state
+ for direct entering. The template parameter gives the region id of the
+ state (regions are numbered in the order of the
+ <code class="code">initial_state</code> typedef).</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;int ZoneIndex=-1&gt; explicit_entry</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="entry_pseudo_state"><a name="d0e7270"></a><h4>entry_pseudo_state</h4><p>Basic type for entry pseudo states. Entry pseudo states are an
+ predefined entry into a submachine and connect two transitions. The
+ first argument is the id of the region entered by this state (regions
+ are numbered in the order of the <code class="code">initial_state</code> typedef).
+ The second argument is needed if you want your state (and all others
+ used in a concrete state machine) to inherit a basic type for logging or
+ providing a common behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;int RegionIndex=-1,class Base =
+ default_base_state,</span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class SMPtrPolicy = no_sm_ptr&gt;
+ entry_pseudo_state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="exit_pseudo_state"><a name="d0e7286"></a><h4>exit_pseudo_state</h4><p>Basic type for exit pseudo states. Exit pseudo states are an
+ predefined exit from a submachine and connect two transitions. The first
+ argument is the name of the event which will be "thrown" out of the exit
+ point. This event does not need to be the same as the one sent by the
+ inner region but must be convertible from it. The second argument is
+ needed if you want your state (and all others used in a concrete state
+ machine) to inherit a basic type for logging or providing a common
+ behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;class Event,class Base =
+ default_base_state,</span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class SMPtrPolicy = no_sm_ptr&gt;
+ exit_pseudo_state</span></span>&nbsp;{<br>}</pre></div></div></div><div class="refsect1" title="msm/front/euml/euml.hpp"><a name="d0e7299"></a><h2>msm/front/euml/euml.hpp</h2><p>This header includes all of eUML except the STL functors.</p></div><div class="refsect1" title="msm/front/euml/stl.hpp"><a name="d0e7304"></a><h2>msm/front/euml/stl.hpp</h2><p>This header includes all the functors for STL support in eUML. These <span class="command"><strong><a class="command" href="ch10.html#eUML-STL-all">tables</a></strong></span> show a full description.</p></div><div class="refsect1" title="msm/front/euml/algorithm.hpp"><a name="d0e7312"></a><h2>msm/front/euml/algorithm.hpp</h2><p>This header includes all the functors for STL algorithms support in eUML.
+ These <span class="command"><strong><a class="command" href="ch10.html#eUML-STL-all">tables</a></strong></span> show a full
+ description.</p></div><div class="refsect1" title="msm/front/euml/iteration.hpp"><a name="d0e7320"></a><h2>msm/front/euml/iteration.hpp</h2><p>This header includes iteration functors for STL support in eUML. This <span class="command"><strong><a class="command" href="ch10.html#eUML-STL-iteration">tables</a></strong></span> shows a full
+ description.</p></div><div class="refsect1" title="msm/front/euml/querying.hpp"><a name="d0e7328"></a><h2>msm/front/euml/querying.hpp</h2><p>This header includes querying functors for STL support in eUML. This <span class="command"><strong><a class="command" href="ch10.html#eUML-STL-querying">tables</a></strong></span> shows a full
+ description.</p></div><div class="refsect1" title="msm/front/euml/transformation.hpp"><a name="d0e7336"></a><h2>msm/front/euml/transformation.hpp</h2><p>This header includes transformation functors for STL support in eUML. This
+ <span class="command"><strong><a class="command" href="ch10.html#eUML-STL-transformation">tables</a></strong></span> shows a full
+ description.</p></div><div class="refsect1" title="msm/front/euml/container.hpp"><a name="d0e7344"></a><h2>msm/front/euml/container.hpp</h2><p>This header includes container functors for STL support in eUML (functors
+ calling container methods). This <span class="command"><strong><a class="command" href="ch10.html#eUML-STL-container">tables</a></strong></span> shows a full description. It also provides npos for
+ strings.</p><div class="refsect2" title="Npos_<container type&gt;"><a name="d0e7352"></a><h3>Npos_&lt;container type&gt;</h3><p>Functor returning npos for transition or state behaviors. Like all
+ constants, only the functor form exists, so parenthesis are necessary.
+ Example:</p><p><code class="code">string_find_(event_(m_song),Char_&lt;'S'&gt;(),Size_t_&lt;0&gt;()) !=
+ Npos_&lt;string&gt;() // compare result of string::find with
+ npos</code></p></div></div><div class="refsect1" title="msm/front/euml/stt_grammar.hpp"><a name="d0e7360"></a><h2>msm/front/euml/stt_grammar.hpp</h2><p>This header provides the transition table grammars. This includes internal
+ transition tables.</p><div class="refsect2" title="functions"><a name="d0e7365"></a><h3>functions</h3><div class="refsect3" title="build_stt"><a name="d0e7368"></a><h4>build_stt</h4><p>The function build_stt evaluates the grammar-conform expression as
+ parameter. It returns a transition table, which is a mpl::vector of
+ transitions (rows) or, if the expression is ill-formed (does not match
+ the grammar), the type <code class="code">invalid_type</code>, which will lead to a
+ compile-time static assertion when this transition table is passed to a
+ state machine. </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template&lt;class Expr&gt; [mpl::vector&lt;...&gt; /
+ msm::front::euml::invalid_type] build_stt(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr const&amp; expr</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="build_internal_stt"><a name="d0e7382"></a><h4>build_internal_stt</h4><p>The function build_internal_stt evaluates the grammar-conform
+ expression as parameter. It returns a transition table, which is a
+ mpl::vector of transitions (rows) or, if the expression is ill-formed
+ (does not match the grammar), the type <code class="code">invalid_type</code>, which
+ will lead to a compile-time static assertion when this transition table
+ is passed to a state machine. </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template&lt;class Expr&gt; [mpl::vector&lt;...&gt; /
+ msm::front::euml::invalid_type] build_internal_stt(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr const&amp; expr</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="grammars"><a name="d0e7396"></a><h3>grammars</h3><div class="refsect3" title="transition table"><a name="d0e7399"></a><h4><span class="command"><strong><a name="reference-stt-grammar"></a>transition
+ table</strong></span></h4><p>The transition table accepts the following grammar:</p><pre class="programlisting">Stt := Row | (Stt ',' Stt)
+Row := (Target '==' (SourcePlusEvent)) /* first syntax*/
+ | ( (SourcePlusEvent) '==' Target ) /* second syntax*/
+ | (SourcePlusEvent) /* internal transitions */
+SourcePlusEvent := (BuildSource '+' BuildEvent)/* standard transition*/
+ | (BuildSource) /* anonymous transition */
+BuildSource := state_tag | (state_tag '/' Action) | (state_tag '[' Guard ']')
+ | (state_tag '[' Guard ']' '/' Action)
+BuildEvent := event_tag | (event_tag '/' Action) | (event_tag '[' Guard ']')
+ | (event_tag '[' Guard ']' '/' Action)</pre><p>The grammars Action and Guard are defined in state_grammar.hpp and
+ guard_grammar.hpp respectively. state_tag and event_tag are inherited
+ from euml_state (or other state variants) and euml_event respectively.
+ For example, following declarations are possible:</p><pre class="programlisting">target == source + event [guard] / action,
+source + event [guard] / action == target,
+source + event [guard] / (action1,action2) == target,
+target == source + event [guard] / (action1,action2),
+target == source + event,
+source + event == target,
+target == source + event [guard],
+source + event [guard] == target,
+target == source + event / action,
+source + event /action == target,
+source / action == target, /*anonymous transition*/
+target == source / action, /*anonymous transition*/
+source + event /action, /* internal transition*/</pre></div><div class="refsect3" title="internal transition table"><a name="d0e7411"></a><h4>internal transition table</h4><p>The internal transition table accepts the following grammar:</p><pre class="programlisting">IStt := BuildEvent | (IStt ',' IStt)</pre><p>BuildEvent being defined for both internal and standard transition
+ tables.</p></div></div></div><div class="refsect1" title="msm/front/euml/guard_grammar.hpp"><a name="d0e7420"></a><h2>msm/front/euml/guard_grammar.hpp</h2><p>This header contains the <code class="code">Guard</code> grammar used in the previous
+ section. This grammar is long but pretty simple:</p><pre class="programlisting">Guard := action_tag | (Guard '&amp;&amp;' Guard)
+ | (Guard '||' Guard) | ... /* operators*/
+ | (if_then_else_(Guard,Guard,Guard)) | (function (Action,...Action))</pre><p>Most C++ operators are supported (address-of is not). With
+ <code class="code">function</code> is meant any eUML predefined function or any self-made
+ (using <code class="code">MSM_EUML_METHOD</code> or <code class="code">MSM_EUML_FUNCTION</code>). Action
+ is a grammar defined in state_grammar.hpp.</p></div><div class="refsect1" title="msm/front/euml/state_grammar.hpp"><a name="d0e7441"></a><h2>msm/front/euml/state_grammar.hpp</h2><p>This header provides the grammar for actions and the different grammars and
+ functions to build states using eUML.</p><div class="refsect2" title="action grammar"><a name="d0e7446"></a><h3>action grammar</h3><p>Like the guard grammar, this grammar supports relevant C++ operators and
+ eUML functions:</p><pre class="programlisting">Action := action_tag | (Action '+' Action)
+ | ('--' Action) | ... /* operators*/
+ | if_then_else_(Guard,Action,Action) | if_then_(Action)
+ | while_(Guard,Action)
+ | do_while_(Guard,Action) | for_(Action,Guard,Action,Action)
+ | (function(Action,...Action))
+ActionSequence := Action | (Action ',' Action)</pre><p>Relevant operators are: ++ (post/pre), -- (post/pre), dereferencing, +
+ (unary/binary), - (unary/binary), *, /, %, &amp;(bitwise), | (bitwise),
+ ^(bitwise), +=, -=, *=, /=, %=, &lt;&lt;=, &gt;&gt;=, &lt;&lt;, &gt;&gt;, =, [].</p></div><div class="refsect2" title="attributes"><a name="d0e7455"></a><h3>attributes</h3><p>This grammar is used to add attributes to states (or state machines) or
+ events: It evaluates to a fusion::map. You can use two forms:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">attributes_ &lt;&lt; no_attributes_</code></p></li><li class="listitem"><p><code class="code">attributes_ &lt;&lt; attribute_1 &lt;&lt; ... &lt;&lt;
+ attribute_n</code></p></li></ul></div><p>Attributes can be of any default-constructible type (fusion
+ requirement).</p></div><div class="refsect2" title="configure"><a name="d0e7471"></a><h3>configure</h3><p>This grammar also has two forms:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">configure_ &lt;&lt; no_configure_</code></p></li><li class="listitem"><p><code class="code">configure_ &lt;&lt; type_1 &lt;&lt; ... &lt;&lt;
+ type_n</code></p></li></ul></div><p>This grammar is used to create inside one syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>flags: <code class="code">configure_ &lt;&lt; some_flag</code> where
+ some_flag inherits from <code class="code">euml_flag&lt;some_flag&gt;</code> or
+ is defined using BOOST_MSM_EUML_FLAG.</p></li><li class="listitem"><p>deferred events: <code class="code">configure_ &lt;&lt; some_event</code>
+ where some_event inherits from
+ <code class="code">euml_event&lt;some_event&gt;</code> or is defined using
+ BOOST_MSM_EUML_EVENT or
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES.</p></li><li class="listitem"><p>configuration (message queue, manual deferring, exception
+ handling): <code class="code">configure_ &lt;&lt; some_config</code> where
+ some_config inherits from
+ <code class="code">euml_config&lt;some_config&gt;</code>. At the moment,
+ three predefined objects exist (in msm//front/euml/common.hpp):</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>no_exception: disable catching exceptions</p></li><li class="listitem"><p>no_msg_queue: disable message queue</p></li><li class="listitem"><p>deferred_events: manually enable handling of
+ deferred events</p></li></ul></div></li></ul></div></div><div class="refsect2" title="initial states"><a name="d0e7525"></a><h3>initial states</h3><p>The grammar to define initial states for a state machine is: <code class="code">init_
+ &lt;&lt; state_1 &lt;&lt; ... &lt;&lt; state_n</code> where
+ state_1...state_n inherit from euml_state or is defined using
+ BOOST_MSM_EUML_STATE, BOOST_MSM_EUML_INTERRUPT_STATE,
+ BOOST_MSM_EUML_TERMINATE_STATE, BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE,
+ BOOST_MSM_EUML_ENTRY_STATE or BOOST_MSM_EUML_EXIT_STATE.</p></div><div class="refsect2" title="functions"><a name="d0e7533"></a><h3>functions</h3><div class="refsect3" title="build_sm"><a name="d0e7536"></a><h4>build_sm</h4><p>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</p><p>Defines a state machine without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init&gt;
+ func_state_machine&lt;...&gt; build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a state machine with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1&gt; func_state_machine&lt;...&gt; build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a state machine with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1, class Expr2&gt; func_state_machine&lt;...&gt;
+ build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&amp;,Expr2 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a state machine with entry, exit behaviors and
+ attributes:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1, class Expr2, class Attributes&gt; func_state_machine&lt;...&gt;
+ build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a state machine with entry, exit behaviors, attributes and
+ configuration (deferred events, flags):</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1, class Expr2, class Attributes, class Configure&gt;
+ func_state_machine&lt;...&gt; build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;, Configure const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a state machine with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1, class Expr2, class Attributes, class Configure, class
+ Base&gt; func_state_machine&lt;...&gt; build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;, Configure const&amp;, Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate state machines having the same parameters
+ but still being different.</p></div><div class="refsect3" title="build_state"><a name="d0e7591"></a><h4>build_state</h4><p>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</p><p>Defines a simple state without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">func_state&lt;class StateNameTag,...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code></code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a simple state with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Expr1&gt;
+ func_state&lt;...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a simple state with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Expr1, class Expr2&gt;
+ func_state&lt;...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;,Expr2 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a simple state with entry, exit behaviors and
+ attributes:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Expr1, class Expr2,
+ class Attributes&gt; func_state&lt;...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a simple state with entry, exit behaviors, attributes and
+ configuration (deferred events, flags):</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Expr1, class Expr2,
+ class Attributes, class Configure&gt; func_state&lt;...&gt;
+ build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
+ Configure const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a simple state with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Expr1, class Expr2,
+ class Attributes, class Configure, class Base&gt;
+ func_state&lt;...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
+ Configure const&amp;, Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate states having the same parameters but still
+ being different.</p></div><div class="refsect3" title="build_terminate_state"><a name="d0e7645"></a><h4>build_terminate_state</h4><p>This function has the same overloads as build_state.</p></div><div class="refsect3" title="build_interrupt_state"><a name="d0e7650"></a><h4>build_interrupt_state</h4><p>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</p><p>Defines an interrupt state without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class EndInterruptEvent&gt;
+ func_state&lt;...&gt; build_interrupt_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an interrupt state with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1&gt; func_state&lt;...&gt;
+ build_interrupt_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&amp;,Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an interrupt state with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1, class Expr2&gt; func_state&lt;...&gt;
+ build_interrupt_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&amp;,Expr1 const&amp;,Expr2
+ const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an interrupt state with entry, exit behaviors and
+ attributes:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1, class Expr2, class Attributes&gt;
+ func_state&lt;...&gt; build_interrupt_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&amp;,Expr1 const&amp;, Expr2
+ const&amp;, Attributes const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an interrupt state with entry, exit behaviors, attributes and
+ configuration (deferred events, flags):</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1, class Expr2, class Attributes,
+ class Configure&gt; func_state&lt;...&gt;
+ build_interrupt_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&amp;,Expr1 const&amp;, Expr2
+ const&amp;, Attributes const&amp;, Configure
+ const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an interrupt state with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1, class Expr2, class Attributes,
+ class Configure, class Base&gt; func_state&lt;...&gt;
+ build_interrupt_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&amp;,Expr1 const&amp;, Expr2
+ const&amp;, Attributes const&amp;, Configure const&amp;,
+ Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate states having the same parameters but still
+ being different.</p></div><div class="refsect3" title="build_entry_state"><a name="d0e7705"></a><h4>build_entry_state</h4><p>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</p><p>Defines an entry pseudo state without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex&gt;
+ entry_func_state&lt;...&gt; build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code></code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an entry pseudo state with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex,class
+ Expr1&gt; entry_func_state&lt;...&gt; build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an entry pseudo state with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex,class
+ Expr1, class Expr2&gt; entry_func_state&lt;...&gt;
+ build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;,Expr2 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an entry pseudo state with entry, exit behaviors and
+ attributes:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex,class
+ Expr1, class Expr2, class Attributes&gt; entry_func_state&lt;...&gt;
+ build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an entry pseudo state with entry, exit behaviors, attributes
+ and configuration (deferred events, flags):</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex,class
+ Expr1, class Expr2, class Attributes, class Configure&gt;
+ entry_func_state&lt;...&gt; build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
+ Configure const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an entry pseudo state with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex,class
+ Expr1, class Expr2, class Attributes, class Configure, class
+ Base&gt; entry_func_state&lt;...&gt; build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
+ Configure const&amp;, Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate states having the same parameters but still
+ being different.</p></div><div class="refsect3" title="build_exit_state"><a name="d0e7759"></a><h4>build_exit_state</h4><p>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</p><p>Defines an exit pseudo state without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event&gt;
+ exit_func_state&lt;...&gt; build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an exit pseudo state with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event,class Expr1&gt;
+ exit_func_state&lt;...&gt; build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;,Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an exit pseudo state with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event,class Expr1,
+ class Expr2&gt; exit_func_state&lt;...&gt; build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;,Expr1 const&amp;,Expr2
+ const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an exit pseudo state with entry, exit behaviors and
+ attributes:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event,class Expr1,
+ class Expr2, class Attributes&gt; exit_func_state&lt;...&gt;
+ build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;,Expr1 const&amp;, Expr2 const&amp;,
+ Attributes const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an exit pseudo state with entry, exit behaviors, attributes
+ and configuration (deferred events, flags):</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event,class Expr1,
+ class Expr2, class Attributes, class Configure&gt;
+ exit_func_state&lt;...&gt; build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;,Expr1 const&amp;, Expr2 const&amp;,
+ Attributes const&amp;, Configure const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an exit pseudo state with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event,class Expr1,
+ class Expr2, class Attributes, class Configure, class Base&gt;
+ exit_func_state&lt;...&gt; build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;,Expr1 const&amp;, Expr2 const&amp;,
+ Attributes const&amp;, Configure const&amp;, Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate states having the same parameters but still
+ being different.</p></div><div class="refsect3" title="build_explicit_entry_state"><a name="d0e7814"></a><h4>build_explicit_entry_state</h4><p>This function has the same overloads as build_entry_state and
+ explicit_entry_func_state as return type.</p></div></div></div><div class="refsect1" title="msm/front/euml/common.hpp"><a name="d0e7819"></a><h2>msm/front/euml/common.hpp</h2><div class="refsect2" title="types"><a name="d0e7822"></a><h3>types</h3><div class="refsect3" title="euml_event"><a name="d0e7825"></a><h4>euml_event</h4><p>The basic type for events with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class EventName&gt; euml_event;</span></span>&nbsp;{<br>}</pre><pre class="programlisting">struct play : euml_event&lt;play&gt;{};</pre></div><div class="refsect3" title="euml_state"><a name="d0e7836"></a><h4>euml_state</h4><p>The basic type for states with eUML. You will usually not use this
+ type directly as it is easier to use BOOST_MSM_EUML_STATE,
+ BOOST_MSM_EUML_INTERRUPT_STATE, BOOST_MSM_EUML_TERMINATE_STATE,
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE, BOOST_MSM_EUML_ENTRY_STATE or
+ BOOST_MSM_EUML_EXIT_STATE.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class StateName&gt; euml_state;</span></span>&nbsp;{<br>}</pre><p>You can however use this type directly if you want to provide your
+ state with extra functions or provide entry or exit behaviors without
+ functors, for example:</p><pre class="programlisting">struct Empty : public msm::front::state&lt;&gt; , public euml_state&lt;Empty&gt;
+{
+ void foo() {...}
+ template &lt;class Event,class Fsm&gt;
+ void on_entry(Event const&amp; evt,Fsm&amp; fsm){...}
+};</pre></div><div class="refsect3" title="euml_flag"><a name="d0e7849"></a><h4>euml_flag</h4><p>The basic type for flags with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class FlagName&gt; euml_flag;</span></span>&nbsp;{<br>}</pre><pre class="programlisting">struct PlayingPaused: euml_flag&lt;PlayingPaused&gt;{};</pre></div><div class="refsect3" title="euml_action"><a name="d0e7860"></a><h4>euml_action</h4><p>The basic type for state or transition behaviors and guards with
+ eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class AcionName&gt; euml_action;</span></span>&nbsp;{<br>}</pre><pre class="programlisting">struct close_drawer : euml_action&lt;close_drawer&gt;
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
+ void operator()(Evt const&amp; , Fsm&amp;, SourceState&amp; ,TargetState&amp; ) {...}
+};</pre><p>Or, as state entry or exit behavior:</p><pre class="programlisting">struct Playing_Entry : euml_action&lt;Playing_Entry&gt;
+{
+ template &lt;class Event,class Fsm,class State&gt;
+ void operator()(Event const&amp;,Fsm&amp; fsm,State&amp; ){...}
+};</pre></div><div class="refsect3" title="euml_config"><a name="d0e7875"></a><h4>euml_config</h4><p>The basic type for configuration possibilities with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class ConfigName&gt; euml_config;</span></span>&nbsp;{<br>}</pre><p>You normally do not use this type directly but instead the instances
+ of predefined configuration:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>no_exception: disable catching exceptions</p></li><li class="listitem"><p>no_msg_queue: disable message queue. The message queue
+ allows you to send an event for procesing while in an event
+ processing.</p></li><li class="listitem"><p>deferred_events: manually enable handling of deferred
+ events</p></li></ul></div></div><div class="refsect3" title="invalid_type"><a name="d0e7896"></a><h4>invalid_type</h4><p>Type returned by grammar parsers if the grammar is invalid. Seeing
+ this type will result in a static assertion.</p></div><div class="refsect3" title="no_action"><a name="d0e7901"></a><h4>no_action</h4><p>Placeholder type for use in entry/exit or transition behaviors, which
+ does absolutely nothing.</p></div><div class="refsect3" title="source_"><a name="d0e7906"></a><h4>source_</h4><p>Generic object or function for the source state of a given transition:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the source state of a
+ transition, usually to be used by another function (usually
+ one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
+ </p><pre class="programlisting">some_user_function_(source_)</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
+ parameter.</p><p>Example:
+ </p><pre class="programlisting">source_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="target_"><a name="d0e7926"></a><h4>target_</h4><p>Generic object or function for the target state of a given transition:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the target state of a
+ transition, usually to be used by another function (usually
+ one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
+ </p><pre class="programlisting">some_user_function_(target_)</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
+ parameter.</p><p>Example:
+ </p><pre class="programlisting">target_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="state_"><a name="d0e7946"></a><h4>state_</h4><p>Generic object or function for the state of a given entry / exit
+ behavior. state_ means source_ while in the context of an exit behavior
+ and target_ in the context of an entry behavior:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the current state, usually
+ to be used by another function (usually one created by
+ MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
+ </p><pre class="programlisting">some_user_function_(state_) // calls some_user_function on the current state</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
+ parameter.</p><p>Example:
+ </p><pre class="programlisting">state_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="event_"><a name="d0e7966"></a><h4>event_</h4><p>Generic object or function for the event triggering a given transition
+ (valid in a transition behavior, as well as in state entry/exit behaviors):</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the event of a transition,
+ usually to be used by another function (usually one created
+ by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
+ </p><pre class="programlisting">some_user_function_(event_)</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
+ parameter.</p><p>Example:
+ </p><pre class="programlisting">event_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="fsm_"><a name="d0e7986"></a><h4>fsm_</h4><p>Generic object or function for the state machine containing a given transition:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the event of a transition,
+ usually to be used by another function (usually one created
+ by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
+ </p><pre class="programlisting">some_user_function_(fsm_)</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
+ parameter.</p><p>Example:
+ </p><pre class="programlisting">fsm_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="substate_"><a name="d0e8006"></a><h4>substate_</h4><p>Generic object or function returning a state of a given state machine:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>with 1 parameter: returns by reference the state passed as
+ parameter, usually to be used by another function (usually
+ one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
+ </p><pre class="programlisting">some_user_function_(substate_(my_state))</pre></li><li class="listitem"><p>with 2 parameters: returns by reference the state passed
+ as first parameter from the state machine passed as second
+ parameter, usually to be used by another function (usually
+ one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION). This
+ makes sense when used in combination with attribute_.</p><p>Example (equivalent to the previous example):
+ </p><pre class="programlisting">some_user_function_(substate_(my_state,fsm_))</pre></li></ul></div></div><div class="refsect3" title="attribute_"><a name="d0e8026"></a><h4>attribute_</h4><p>Generic object or function returning the attribute passed (by name) as
+ second parameter of the thing passed as first (a state, event or state
+ machine). Example: </p><p>
+ </p><pre class="programlisting">attribute_(substate_(my_state),cd_name_attribute)++</pre><p>
+ </p></div><div class="refsect3" title="True_"><a name="d0e8036"></a><h4>True_</h4><p>Functor returning true for transition or state behaviors. Like all
+ constants, only the functor form exists, so parenthesis are necessary.
+ Example:</p><p>
+ </p><pre class="programlisting">if_then_(True_(),/* some action always called*/)</pre><p>
+ </p></div><div class="refsect3" title="False_"><a name="d0e8046"></a><h4>False_</h4><p>Functor returning false for transition or state behaviors. Like all
+ constants, only the functor form exists, so parenthesis are necessary.
+ Example:</p><p>
+ </p><pre class="programlisting">if_then_(False_(),/* some action never called */)</pre><p>
+ </p></div><div class="refsect3" title="Int_<int value&gt;"><a name="d0e8056"></a><h4>Int_&lt;int value&gt;</h4><p>Functor returning an integer value for transition or state behaviors.
+ Like all constants, only the functor form exists, so parenthesis are
+ necessary. Example:</p><p>
+ </p><pre class="programlisting">target_(m_ringing_cpt) = Int_&lt;RINGING_TIME&gt;() // RINGING_TIME is a constant</pre><p>
+ </p></div><div class="refsect3" title="Char_<char value&gt;"><a name="d0e8066"></a><h4>Char_&lt;char value&gt;</h4><p>Functor returning a char value for transition or state behaviors. Like
+ all constants, only the functor form exists, so parenthesis are
+ necessary. Example:</p><p>
+ </p><pre class="programlisting">// look for 'S' in event.m_song
+[string_find_(event_(m_song),Char_&lt;'S'&gt;(),Size_t_&lt;0&gt;()) != Npos_&lt;string&gt;()]</pre><p>
+ </p></div><div class="refsect3" title="Size_t_<size_t value&gt;"><a name="d0e8076"></a><h4>Size_t_&lt;size_t value&gt;</h4><p>Functor returning a size_t value for transition or state behaviors.
+ Like all constants, only the functor form exists, so parenthesis are
+ necessary. Example:</p><p>
+ </p><pre class="programlisting">substr_(event_(m_song),Size_t_&lt;1&gt;()) // returns a substring of event.m_song</pre><p>
+ </p></div><div class="refsect3" title="String_ < mpl::string &gt;"><a name="d0e8086"></a><h4>String_ &lt; mpl::string &gt;</h4><p>Functor returning a string for transition or state behaviors. Like all
+ constants, only the functor form exists, so parenthesis are necessary.
+ Requires boost &gt;= 1.40 for mpl::string.</p><p>Example:</p><p>
+ </p><pre class="programlisting">// adds "Let it be" to fsm.m_src_container
+push_back_(fsm_(m_src_container), String_&lt;mpl::string&lt;'Let','it ','be'&gt; &gt;())</pre><p>
+ </p></div><div class="refsect3" title="Predicate_ < some_stl_compatible_functor &gt;"><a name="d0e8098"></a><h4>Predicate_ &lt; some_stl_compatible_functor &gt;</h4><p>This functor eUML-enables a STL functor (for use in an algorithm).
+ This is necessary because all what is in the transition table must be a
+ eUML terminal.</p><p>Example:</p><pre class="programlisting">//equivalent to:
+//std::accumulate(fsm.m_vec.begin(),fsm.m_vec.end(),1,std::plus&lt;int&gt;())== 1
+accumulate_(begin_(fsm_(m_vec)),end_(fsm_(m_vec)),Int_&lt;1&gt;(),
+ Predicate_&lt;std::plus&lt;int&gt; &gt;()) == Int_&lt;1&gt;())</pre></div><div class="refsect3" title="process_"><a name="d0e8107"></a><h4>process_</h4><p>This function sends an event to up to 4 state machines by calling
+ <code class="code">process_event</code> on them:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">process_(some_event)</code> : processes an event in
+ the current (containing) state machine.</p></li><li class="listitem"><p><code class="code">process_(some_event [,fsm1...fsm4] )</code> :
+ processes the same event in the 1-4 state machines passed as
+ argument.</p></li></ul></div></div><div class="refsect3" title="process2_"><a name="d0e8126"></a><h4>process2_</h4><p>This function sends an event to up to 3 state machines by calling
+ <code class="code">process_event</code> on them and copy-constructing the event
+ from the data passed as second parameter:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">process2_(some_event, some_data)</code> : processes
+ an event in the current (containing) state machine.</p></li><li class="listitem"><p><code class="code">process2_(some_event, some_data [,fsm1...fsm3]
+ )</code> : processes the same event in the 1-3 state
+ machines passed as argument.</p></li></ul></div><p>Example: </p><p>
+ </p><pre class="programlisting">// processes NotFound on current state machine,
+// copy-constructed with event.m_song
+process2_(NotFound,event_(m_song))</pre><p>
+ </p><p>With the following definitions:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_song)//declaration of m_song
+NotFound (const string&amp; data) // copy-constructor of NotFound</pre></div><div class="refsect3" title="is_flag_"><a name="d0e8156"></a><h4>is_flag_</h4><p>This function tells if a flag is active by calling
+ <code class="code">is_flag_active</code> on the current state machine or one
+ passed as parameter:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">is_flag_(some_flag)</code> : calls
+ <code class="code">is_flag_active</code> on the current (containing)
+ state machine.</p></li><li class="listitem"><p><code class="code">is_flag_(some_flag, some_fsm)</code> :calls
+ <code class="code">is_flag_active</code> on the state machine.passed
+ as argument.</p></li></ul></div></div><div class="refsect3" title="defer_"><a name="d0e8181"></a><h4>defer_</h4><p>This object defers the current event by calling
+ <code class="code">defer_event</code> on the current state machine.
+ Example:</p><pre class="programlisting">Empty() + play() / defer_</pre></div><div class="refsect3" title="explicit_(submachine-name,state-name)"><a name="d0e8191"></a><h4>explicit_(submachine-name,state-name)</h4><p>Used as transition's target, causes an explicit entry into the given
+ state from the given submachine. Several explicit_ as targets, separated
+ by commas, means a fork. The state must have been declared as such using
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE.</p></div><div class="refsect3" title="entry_pt_(submachine-name,state-name)"><a name="d0e8196"></a><h4>entry_pt_(submachine-name,state-name)</h4><p>Used as transition's target from a containing state machine, causes
+ submachine-name to be entered using the given entry pseudo-state. This
+ state must have been declared as pseudo entry using
+ BOOST_MSM_EUML_ENTRY_STATE.</p></div><div class="refsect3" title="exit_pt_(submachine-name,state-name)"><a name="d0e8201"></a><h4>exit_pt_(submachine-name,state-name)</h4><p>Used as transition's source from a containing state machine, causes
+ submachine-name to be left using the given exit pseudo-state. This state
+ must have been declared as pseudo exit using
+ BOOST_MSM_EUML_EXIT_STATE.</p></div><div class="refsect3" title="MSM_EUML_FUNCTION"><a name="d0e8206"></a><h4>MSM_EUML_FUNCTION</h4><p>This macro creates a eUML function and a functor for use with the
+ functor front-end, based on a free function:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>first parameter: the name of the functor</p></li><li class="listitem"><p>second parameter: the underlying function</p></li><li class="listitem"><p>third parameter: the eUML function name</p></li><li class="listitem"><p>fourth parameter: the return type if used in a transition
+ behavior</p></li><li class="listitem"><p>fifth parameter: the return type if used in a state
+ behavior (entry/exit)</p></li></ul></div><p> Note that the function itself can take up to 5
+ arguments.</p><p>Example:</p><p>
+ </p><pre class="programlisting">MSM_EUML_FUNCTION(BinarySearch_,std::binary_search,binary_search_,bool,bool)</pre><p>
+ </p><p>Can be used like:</p><p>
+ </p><pre class="programlisting">binary_search_(begin_(fsm_(m_var)),end_(fsm_(m_var)),Int_&lt;9&gt;())</pre><p>
+ </p></div><div class="refsect3" title="MSM_EUML_METHOD"><a name="d0e8242"></a><h4>MSM_EUML_METHOD</h4><p>This macro creates a eUML function and a functor for use with the
+ functor front-end, based on a method:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>first parameter: the name of the functor</p></li><li class="listitem"><p>second parameter: the underlying function</p></li><li class="listitem"><p>third parameter: the eUML function name</p></li><li class="listitem"><p>fourth parameter: the return type if used in a transition
+ behavior</p></li><li class="listitem"><p>fifth parameter: the return type if used in a state
+ behavior (entry/exit)</p></li></ul></div><p> Note that the method itself can take up to 4 arguments
+ (5 like for a free function - 1 for the object on which the method is
+ called).</p><p>Example:</p><pre class="programlisting">struct Empty : public msm::front::state&lt;&gt; , public euml_state&lt;Empty&gt;
+{
+ void activate_empty() {std::cout &lt;&lt; "switching to Empty " &lt;&lt; std::endl;}
+...
+};
+MSM_EUML_METHOD(ActivateEmpty_,activate_empty,activate_empty_,void,void)</pre><p>Can be used like:</p><p>
+ </p><pre class="programlisting">Empty == Open + open_close / (close_drawer , activate_empty_(target_))</pre><p>
+ </p></div><div class="refsect3" title="BOOST_MSM_EUML_ACTION(action-instance-name)"><a name="d0e8275"></a><h4>BOOST_MSM_EUML_ACTION(action-instance-name)</h4><p>This macro declares a behavior type and a const instance for use in
+ state or transition behaviors. The action implementation itself follows
+ the macro declaration, for example:</p><pre class="programlisting">BOOST_MSM_EUML_ACTION(good_disk_format)
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
+ void/bool operator()(Evt const&amp; evt,Fsm&amp;,SourceState&amp; ,TargetState&amp; ){...}
+};</pre></div><div class="refsect3" title="BOOST_MSM_EUML_FLAG(flag-instance-name)"><a name="d0e8282"></a><h4>BOOST_MSM_EUML_FLAG(flag-instance-name)</h4><p>This macro declares a flag type and a const instance for use in
+ behaviors.</p></div><div class="refsect3" title="BOOST_MSM_EUML_FLAG_NAME(flag-instance-name)"><a name="d0e8287"></a><h4>BOOST_MSM_EUML_FLAG_NAME(flag-instance-name)</h4><p>This macro returns the name of the flag type generated by
+ BOOST_MSM_EUML_FLAG. You need this where the type is required (usually
+ with the back-end method is_flag_active). For example:</p><pre class="programlisting">fsm.is_flag_active&lt;BOOST_MSM_EUML_FLAG_NAME(CDLoaded)&gt;()</pre></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_ATTRIBUTE(event-type,event-name)"><a name="d0e8294"></a><h4>BOOST_MSM_EUML_DECLARE_ATTRIBUTE(event-type,event-name)</h4><p>This macro declares an attribute called event-name of type event-type.
+ This attribute can then be made part of an attribute list using
+ BOOST_MSM_EUML_ATTRIBUTES.</p></div><div class="refsect3" title="BOOST_MSM_EUML_ATTRIBUTES(attributes-expression,attributes-name)"><a name="d0e8299"></a><h4>BOOST_MSM_EUML_ATTRIBUTES(attributes-expression,attributes-name)</h4><p>This macro declares an attribute list called attributes-name based on
+ the expression as first argument. These attributes can then be made part
+ of an event using BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES, of a state as
+ 3rd parameter of BOOST_MSM_EUML_STATE or of a state machine as 5th
+ parameter of BOOST_MSM_EUML_DECLARE_STATE_MACHINE.</p><p>Attributes are added using left-shift, for example:</p><pre class="programlisting">// m_song is of type std::string
+BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_song)
+// contains one attribute, m_song
+BOOST_MSM_EUML_ATTRIBUTES((attributes_ &lt;&lt; m_song ), FoundDef)</pre></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT(event-instance name)"><a name="d0e8308"></a><h4>BOOST_MSM_EUML_EVENT(event-instance name)</h4><p>This macro defines an event type (event-instance-name_helper) and
+ declares a const instance of this event type called event-instance-name
+ for use in a transition table or state behaviors.</p></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(event-instance-name,attributes)"><a name="d0e8313"></a><h4>BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(event-instance-name,attributes)</h4><p>This macro defines an event type (event-instance-name_helper) and
+ declares a const instance of this event type called event-instance-name
+ for use in a transition table or state behaviors. The event will have as
+ attributes the ones passed by the second argument:</p><p><code class="code">BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(Found,FoundDef)</code>
+ </p><p>The created event instance supports operator()(attributes) so that
+ </p><pre class="programlisting">my_back_end.process_event(Found(some_string))</pre><p>
+ is possible.</p></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT_NAME(event-instance-name)"><a name="d0e8327"></a><h4>BOOST_MSM_EUML_EVENT_NAME(event-instance-name)</h4><p>This macro returns the name of the event type generated by
+ BOOST_MSM_EUML_EVENT or BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES. You need
+ this where the type is required (usually inside a back-end definition).
+ For example:</p><p>
+ </p><pre class="programlisting">typedef msm::back::state_machine&lt;Playing_,
+msm::back::ShallowHistory&lt;mpl::vector&lt;BOOST_MSM_EUML_EVENT_NAME(end_pause)
+&gt; &gt; &gt; Playing_type;</pre><p>
+ </p></div><div class="refsect3" title="BOOST_MSM_EUML_STATE(build-expression,state-instance-name)"><a name="d0e8337"></a><h4>BOOST_MSM_EUML_STATE(build-expression,state-instance-name)</h4><p>This macro defines a state type (state-instance-name_helper) and
+ declares a const instance of this state type called state-instance-name
+ for use in a transition table or state behaviors.</p><p>There are several possibilitites for the expression syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(): state without entry or exit action.</p></li><li class="listitem"><p>(Expr1): state with entry but no exit action.</p></li><li class="listitem"><p>(Expr1,Expr2): state with entry and exit action.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes): state with entry and exit
+ action, defining some attributes.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure): state with entry and
+ exit action, defining some attributes and flags (standard
+ MSM flags) or deferred events (standard MSM deferred
+ events).</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure,Base): state with entry
+ and exit action, defining some attributes, flags and
+ deferred events (plain msm deferred events) and a
+ non-default base state (as defined in standard MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_INTERRUPT_STATE(build-expression,state-instance-name)"><a name="d0e8363"></a><h4>BOOST_MSM_EUML_INTERRUPT_STATE(build-expression,state-instance-name)</h4><p>This macro defines an interrupt state type
+ (state-instance-name_helper) and declares a const instance of this state
+ type called state-instance-name for use in a transition table or state
+ behaviors.</p><p>There are several possibilitites for the expression syntax. In all of
+ them, the first argument is the name of the event (generated by one of
+ the previous macros) ending the interrupt:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(end_interrupt_event): interrupt state without entry or
+ exit action.</p></li><li class="listitem"><p>(end_interrupt_event,Expr1): interrupt state with entry
+ but no exit action.</p></li><li class="listitem"><p>(end_interrupt_event,Expr1,Expr2): interrupt state with
+ entry and exit action.</p></li><li class="listitem"><p>(end_interrupt_event,Expr1,Expr2,Attributes): interrupt
+ state with entry and exit action, defining some
+ attributes.</p></li><li class="listitem"><p>(end_interrupt_event,Expr1,Expr2,Attributes,Configure):
+ interrupt state with entry and exit action, defining some
+ attributes and flags (standard MSM flags) or deferred events
+ (standard MSM deferred events).</p></li><li class="listitem"><p>(end_interrupt_event,Expr1,Expr2,Attributes,Configure,Base):
+ interrupt state with entry and exit action, defining some
+ attributes, flags and deferred events (plain msm deferred
+ events) and a non-default base state (as defined in standard
+ MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_TERMINATE_STATE(build-expression,state-instance-name)"><a name="d0e8389"></a><h4>BOOST_MSM_EUML_TERMINATE_STATE(build-expression,state-instance-name)</h4><p>This macro defines a terminate pseudo-state type
+ (state-instance-name_helper) and declares a const instance of this state
+ type called state-instance-name for use in a transition table or state
+ behaviors.</p><p>There are several possibilitites for the expression syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(): terminate pseudo-state without entry or exit
+ action.</p></li><li class="listitem"><p>(Expr1): terminate pseudo-state with entry but no exit
+ action.</p></li><li class="listitem"><p>(Expr1,Expr2): terminate pseudo-state with entry and exit
+ action.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes): terminate pseudo-state with
+ entry and exit action, defining some attributes.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure): terminate pseudo-state
+ with entry and exit action, defining some attributes and
+ flags (standard MSM flags) or deferred events (standard MSM
+ deferred events).</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure,Base): terminate
+ pseudo-state with entry and exit action, defining some
+ attributes, flags and deferred events (plain msm deferred
+ events) and a non-default base state (as defined in standard
+ MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_EXIT_STATE(build-expression,state-instance-name)"><a name="d0e8415"></a><h4>BOOST_MSM_EUML_EXIT_STATE(build-expression,state-instance-name)</h4><p>This macro defines an exit pseudo-state type
+ (state-instance-name_helper) and declares a const instance of this state
+ type called state-instance-name for use in a transition table or state
+ behaviors.</p><p>There are several possibilitites for the expression syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(forwarded_event):exit pseudo-state without entry or exit
+ action.</p></li><li class="listitem"><p>(forwarded_event,Expr1): exit pseudo-state with entry but
+ no exit action.</p></li><li class="listitem"><p>(forwarded_event,Expr1,Expr2): exit pseudo-state with
+ entry and exit action.</p></li><li class="listitem"><p>(forwarded_event,Expr1,Expr2,Attributes): exit
+ pseudo-state with entry and exit action, defining some
+ attributes.</p></li><li class="listitem"><p>(forwarded_event,Expr1,Expr2,Attributes,Configure): exit
+ pseudo-state with entry and exit action, defining some
+ attributes and flags (standard MSM flags) or deferred events
+ (standard MSM deferred events).</p></li><li class="listitem"><p>(forwarded_event,Expr1,Expr2,Attributes,Configure,Base):
+ exit pseudo-state with entry and exit action, defining some
+ attributes, flags and deferred events (plain msm deferred
+ events) and a non-default base state (as defined in standard
+ MSM).</p></li></ul></div><p>Note that the forwarded_event must be constructible from the event
+ sent by the submachine containing the exit point.</p></div><div class="refsect3" title="BOOST_MSM_EUML_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e8443"></a><h4>BOOST_MSM_EUML_ENTRY_STATE(int
+ region-index,build-expression,state-instance-name)</h4><p>This macro defines an entry pseudo-state type
+ (state-instance-name_helper) and declares a const instance of this state
+ type called state-instance-name for use in a transition table or state
+ behaviors.</p><p>There are several possibilitites for the expression syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(): entry pseudo-state without entry or exit
+ action.</p></li><li class="listitem"><p>(Expr1): entry pseudo-state with entry but no exit
+ action.</p></li><li class="listitem"><p>(Expr1,Expr2): entry pseudo-state with entry and exit
+ action.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes): entry pseudo-state with entry
+ and exit action, defining some attributes.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure): entry pseudo-state
+ with entry and exit action, defining some attributes and
+ flags (standard MSM flags) or deferred events (standard MSM
+ deferred events).</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure,Base): entry
+ pseudo-state with entry and exit action, defining some
+ attributes, flags and deferred events (plain msm deferred
+ events) and a non-default base state (as defined in standard
+ MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e8469"></a><h4>BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(int
+ region-index,build-expression,state-instance-name)</h4><p>This macro defines a submachine's substate type
+ (state-instance-name_helper), which can be explicitly entered and also
+ declares a const instance of this state type called state-instance-name
+ for use in a transition table or state behaviors.</p><p>There are several possibilitites for the expression syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(): state without entry or exit action.</p></li><li class="listitem"><p>(Expr1): state with entry but no exit action.</p></li><li class="listitem"><p>(Expr1,Expr2): state with entry and exit action.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes): state with entry and exit
+ action, defining some attributes.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure): state with entry and
+ exit action, defining some attributes and flags (standard
+ MSM flags) or deferred events (standard MSM deferred
+ events).</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure,Base): state with entry
+ and exit action, defining some attributes, flags and
+ deferred events (plain msm deferred events) and a
+ non-default base state (as defined in standard MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_STATE_NAME(state-instance-name)"><a name="d0e8495"></a><h4>BOOST_MSM_EUML_STATE_NAME(state-instance-name)</h4><p>This macro returns the name of the state type generated by
+ BOOST_MSM_EUML_STATE or other state macros. You need this where the type
+ is required (usually using a backend function). For example:</p><p>
+ </p><pre class="programlisting">fsm.get_state&lt;BOOST_MSM_EUML_STATE_NAME(StringFind)&amp;&gt;().some_state_function();</pre><p>
+ </p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_STATE(build-expression,state-instance-name)"><a name="d0e8505"></a><h4>BOOST_MSM_EUML_DECLARE_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_STATE but does not provide an instance, simply a
+ type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_INTERRUPT_STATE(build-expression,state-instance-name)"><a name="d0e8510"></a><h4>BOOST_MSM_EUML_DECLARE_INTERRUPT_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_INTERRUPT_STATE but does not provide an instance,
+ simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_TERMINATE_STATE(build-expression,state-instance-name)"><a name="d0e8515"></a><h4>BOOST_MSM_EUML_DECLARE_TERMINATE_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_TERMINATE_STATE but does not provide an instance,
+ simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_EXIT_STATE(build-expression,state-instance-name)"><a name="d0e8520"></a><h4>BOOST_MSM_EUML_DECLARE_EXIT_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_EXIT_STATE but does not provide an instance,
+ simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e8525"></a><h4>BOOST_MSM_EUML_DECLARE_ENTRY_STATE(int
+ region-index,build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_ENTRY_STATE but does not provide an instance,
+ simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_EXPLICIT_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e8530"></a><h4>BOOST_MSM_EUML_DECLARE_EXPLICIT_ENTRY_STATE(int
+ region-index,build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE but does not provide an
+ instance, simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_TRANSITION_TABLE(expression, table-instance-name)"><a name="d0e8535"></a><h4>BOOST_MSM_EUML_TRANSITION_TABLE(expression,
+ table-instance-name)</h4><p>This macro declares a transition table type and also declares a const
+ instance of the table which can then be used in a state machine
+ declaration (see BOOST_MSM_EUML_DECLARE_STATE_MACHINE).The expression
+ must follow the <span class="command"><strong><a class="command" href="re03.html#reference-stt-grammar">transition
+ table grammar</a></strong></span>.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE(iexpression,table-instance-name)"><a name="d0e8543"></a><h4>BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE(iexpression,table-instance-name)</h4><p>Like BOOST_MSM_EUML_TRANSITION_TABLE but does not provide an instance,
+ simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_INTERNAL_TRANSITION_TABLE(expression, table-instance-name)"><a name="d0e8548"></a><h4>BOOST_MSM_EUML_INTERNAL_TRANSITION_TABLE(expression,
+ table-instance-name)</h4><p>This macro declares a transition table type and also declares a const
+ instance of the table.The expression must follow the <span class="command"><strong><a class="command" href="re03.html#reference-stt-grammar">transition table
+ grammar</a></strong></span>. For the moment, this macro is not used.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE(iexpression,table-instance-name)"><a name="d0e8556"></a><h4>BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE(iexpression,table-instance-name)</h4><p>Like BOOST_MSM_EUML_TRANSITION_TABLE but does not provide an instance,
+ simply a type declaration. This is currently the only way to declare an
+ internal transition table with eUML. For example:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE((Open_Entry,Open_Exit),Open_def)
+struct Open_impl : public Open_def
+{
+ BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE((
+ open_close [internal_guard1] / internal_action1 ,
+ open_close [internal_guard2] / internal_action2
+ ))
+}; </pre></div></div></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="re02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;</td></tr><tr><td width="40%" align="left" valign="top">Back-end&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;</td></tr></table></div></body></html>
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-<html><head>
- <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Reference</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="ch09.html" title="Chapter&nbsp;9.&nbsp; Functional programming"><link rel="next" href="rn01re01.html" title="Back-end classes"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Reference</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch09.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="rn01re01.html">Next</a></td></tr></table><hr></div><div class="reference" title="Reference"><div class="titlepage"><div><div><h1 class="title"><a name="d0e5672"></a>Reference</h1></div></div><hr></div><div class="toc"
><p><b>Table of Contents</b></p><dl><dt><span class="refentrytitle">Back-end classes</span><span class="refpurpose"> &#8212; the types provided by the back-end (boost::msm::back)</span></dt></dl></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch09.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="rn01re01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;9.&nbsp; Functional programming &nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Back-end classes</td></tr></table></div></body></html>
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==============================================================================
--- trunk/libs/msm/doc/HTML/rn01re01.html 2010-06-13 13:14:31 EDT (Sun, 13 Jun 2010)
+++ (empty file)
@@ -1,73 +0,0 @@
-<html><head>
- <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Back-end classes</title><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="rn01.html" title="Reference"><link rel="prev" href="rn01.html" title="Reference"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Back-end classes</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="rn01.html">Prev</a>&nbsp;</td><th width="60%" align="center">Reference</th><td width="20%" align="right">&nbsp;</td></tr></table><hr></div><div class="refentry" title="Back-end classes"><a name="d0e5675"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Back-end classes &#8212; the types provided by the back-end (boost::msm::back)</p></div><div class="refsect1" title="state_machine.hpp"><a name="d0e5681"></a><h2>state_machine.hpp</h2><p> This hea
der provides one type, state_machine, MSM's state machine engine
- implementation.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Derived,class
- HistoryPolicy=NoHistory,class CompilePolicy=favor_runtime_speed&gt;
- state_machine</span></span>&nbsp;{<br>}</pre><div class="refsect2" title="methods"><a name="d0e5690"></a><h3> methods </h3><div class="refsect3" title="start"><a name="d0e5693"></a><h4>start</h4><p> The start methods must be called before any call to
- process_event. It activates the entry action of the initial
- state(s). This allows you to choose when a state machine can start.
- (TODO in user guide)</p><code class="methodsynopsis"><span class="methodname">void start</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="process_event"><a name="d0e5703"></a><h4>process_event</h4><p>The event processing method implements the double-dispatch. Each
- call to this function with a new event type instantiates a new
- dispatch algorithm and increases compile-time.</p><code class="methodsynopsis"><span class="methodname">template &lt;class Event&gt; HandledEnum
- process_event</span>(<span class="methodparam">Event const&amp;</span>);</code></div><div class="refsect3" title="current_state"><a name="d0e5714"></a><h4>current_state</h4><p>Returns the ids of currently active states. You will typically
- need it only for debugging or logging purposes.</p><code class="methodsynopsis"><span class="methodname">const int* current_state const</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state_by_id"><a name="d0e5724"></a><h4>get_state_by_id</h4><p>Returns the state whose id is given. As all states of a concrete
- state machine share a common base state, the return value is a base
- state. If the id corresponds to no state, a null pointer is
- returned.</p><code class="methodsynopsis"><span class="methodname">const BaseState* get_state_by_id const</span>(<span class="methodparam">int id</span>);</code></div><div class="refsect3" title="is_contained"><a name="d0e5735"></a><h4>is_contained</h4><p>Helper returning true if the state machine is contained as a
- submachine of another state machine.</p><code class="methodsynopsis"><span class="methodname">bool is_contained const</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state"><a name="d0e5745"></a><h4>get_state</h4><p>Returns the required state of the state machine as a pointer. A
- compile error will occur if the state is not to be found in the
- state machine.</p><code class="methodsynopsis"><span class="methodname">template &lt;class State&gt; State* get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state"><a name="d0e5755"></a><h4>get_state</h4><p>Returns the required state of the state machine as a reference. A
- compile error will occur if the state is not to be found in the
- state machine.</p><code class="methodsynopsis"><span class="methodname">template &lt;class State&gt; State&amp;
- get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e5765"></a><h4>is_flag_active</h4><p>Returns true if the given flag is currently active. A flag is
- active if the active state of one region is tagged with this flag
- (using OR as BinaryOp) or active states of <span class="underline">all</span> regions (using AND as
- BinaryOp)</p><code class="methodsynopsis"><span class="methodname">template &lt;class Flag,class BinaryOp&gt; bool
- is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e5778"></a><h4>is_flag_active</h4><p>Returns true if the given flag is currently active. A flag is
- active if the active state of one region is tagged with this
- flag.</p><code class="methodsynopsis"><span class="methodname">template &lt;class Flag&gt; bool
- is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="visit_current_states"><a name="d0e5788"></a><h4>visit_current_states</h4><p>Visits all active states and their substates. A state is visited
- using the <code class="code">accept</code> method without argument. The base
- class of all states must provide an <code class="code">accept_sig</code>
- type.</p><code class="methodsynopsis"><span class="methodname">void visit_current_states</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="visit_current_states"><a name="d0e5804"></a><h4>visit_current_states</h4><p>Visits all active states and their substates. A state is visited
- using the <code class="code">accept</code> method with arguments. The base class
- of all states must provide an <code class="code">accept_sig</code> type defining
- the signature and thus the number and type of the parameters.</p><code class="methodsynopsis"><span class="methodname">void visit_current_states</span>(<span class="methodparam">any-type param1, any-type param2,...</span>);</code></div><div class="refsect3" title="defer_event"><a name="d0e5821"></a><h4>defer_event</h4><p> Defers the provided event. This method can be called only if at
- least one state defers an event or if the state machine provides the
- <code class="code">activate_deferred_events</code>(TODO example) type either
- directly or using the deferred_events configuration of eUML
- (<code class="code">configure_ &lt;&lt; deferred_events</code>)</p><code class="methodsynopsis"><span class="methodname">template &lt;class Event&gt; void defer_event</span>(<span class="methodparam">Event const&amp;</span>);</code></div></div><div class="refsect2" title="Types"><a name="d0e5838"></a><h3>Types</h3><div class="refsect3" title="entry_pt"><a name="d0e5841"></a><h4>entry_pt</h4><p>This nested type provides the necessary typedef for entry point
- pseudostates.
- <code class="code">state_machine&lt;...&gt;::entry_pt&lt;state_name&gt;</code> is a
- transition's valid target inside the containing state machine's
- transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">entry_pt</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="exit_pt"><a name="d0e5853"></a><h4>exit_pt</h4><p>This nested type provides the necessary typedef for exit point
- pseudostates.
- <code class="code">state_machine&lt;...&gt;::exit_pt&lt;state_name&gt;</code> is a
- transition's valid source inside the containing state machine's
- transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">exit_pt</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="direct"><a name="d0e5865"></a><h4>direct</h4><p>This nested type provides the necessary typedef for an explicit
- entry inside a submachine.
- <code class="code">state_machine&lt;...&gt;::direct&lt;state_name&gt;</code> is a
- transition's valid target inside the containing state machine's
- transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">direct</span></span>&nbsp;{<br>}</pre></div></div></div><div class="refsect1" title="args.hpp"><a name="d0e5877"></a><h2>args.hpp</h2><p>This header provides one type, args. which provides the necessary types
- for a visitor implementation.</p></div><div class="refsect1" title="history_policies.hpp"><a name="d0e5882"></a><h2>history_policies.hpp</h2><p>This header provides the out-of-the-box history policies supported by MSM.
- There are 3 such policies. Every history policy must implement the following
- methods:</p><div class="refsect2" title="set_initial_states"><a name="d0e5887"></a><h3> set_initial_states </h3><p> This method is called by msm::back::state_machine when constructed.
- It gives the policy a chance to save the ids of all initial states
- (passed as array).</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">void set_initial_states(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
- <code>(</code>int* const<code>)</code>
- </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect2" title="history_exit"><a name="d0e5901"></a><h3> history_exit </h3><p>This method is called by msm::back::state_machine when the submachine
- is exited. It gives the policy a chance to remember the ids of the last
- active substates of this submachine states (passed as array).</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">void history_exit(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
- <code>(</code>int* const<code>)</code>
- </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect2" title="history_entry"><a name="d0e5915"></a><h3> history_entry </h3><p>This method is called by msm::back::state_machine when the submachine
- is entered. It gives the policy a chance to set the the active states
- according to the policy's aim. The policy gets as parameter the event
- which activated the submachine and returns an array of active states
- ids.</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Event&gt; int* const history_exit(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
- <code>(</code>Event const&amp;<code>)</code>
- </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect2" title="NoHistory"><a name="d0e5929"></a><h3>NoHistory</h3><p>This policy is the default used by state_machine. No active state of a
- submachine is remembered and at every new activation of the submachine,
- the initial state(s) are activated. </p></div><div class="refsect2" title="AlwaysHistory"><a name="d0e5934"></a><h3>AlwaysHistory</h3><p>This policy is a non-UML-standard extension. The active state(s) of a
- submachine is (are) always remembered at every new activation of the
- submachine. </p></div><div class="refsect2" title="ShallowHistory"><a name="d0e5939"></a><h3>ShallowHistory</h3><p>This policy activates the active state(s) of a submachine if the event
- is found in the policy's event list. </p></div></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="rn01.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="rn01.html">Up</a></td><td width="40%" align="right">&nbsp;</td></tr><tr><td width="40%" align="left" valign="top">Reference&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;</td></tr></table></div></body></html>
\ No newline at end of file

Modified: trunk/libs/msm/doc/PDF/msm.pdf
==============================================================================
Binary files. No diff available.

Modified: trunk/libs/msm/doc/src/msm.xml
==============================================================================
--- trunk/libs/msm/doc/src/msm.xml (original)
+++ trunk/libs/msm/doc/src/msm.xml 2010-06-13 13:14:31 EDT (Sun, 13 Jun 2010)
@@ -1396,8 +1396,13 @@
                             region id (the region id starts with 0 and corresponds to the first
                             initial state of the initial_state type sequence).</para>
                         <para>
- <programlisting>struct SubState2 : public msm::front::state&lt;> ,
- public msm::front::explicit_entry&lt;0></programlisting>
+ <programlisting>struct SubFsm2_ : public msm::front::state_machine_def&lt;SubFsm2_>
+{
+ struct SubState2 : public msm::front::state&lt;> ,
+ public msm::front::explicit_entry&lt;0>
+ {...};
+...
+};</programlisting>
                         </para>
                         <para>And define the submachine as:</para>
                         <para>
@@ -1406,7 +1411,7 @@
                         <para>You can then use it as target in a transition with State1 as
                             source:</para>
                         <para>
- <programlisting>_row &lt; State1, Event2, SubFsm2::direct&lt; SubFsm2_::SubState2> ></programlisting>
+ <programlisting>_row &lt; State1, Event2, SubFsm2::direct&lt; SubFsm2_::SubState2> > //SubFsm2_::SubState2: complete name of SubState2 (defined within SubFsm2_)</programlisting>
                         </para>
                         <para>The syntax deserves some explanation. SubFsm2_ is a front end.
                             SubState2 is a nested state, therefore the SubFsm2_::SubState2 syntax.
@@ -1424,6 +1429,10 @@
                         <para>
                             <programlisting>typedef mpl::vector&lt;SubState2,SubState2b> explicit_creation;</programlisting>
                         </para>
+ <para><emphasis role="underline">Note (also valid for forks)</emphasis>: At
+ the moment, it is not possible to use a submachine as the target of an
+ explicit entry. Please use entry pseudo states for an almost identical
+ effect.</para>
                     </sect3>
                     <sect3>
                         <title>Fork</title>
@@ -1643,7 +1652,11 @@
    // also manually enable deferred events
    typedef int activate_deferred_events
    ...// rest of implementation
-};</programlisting>
+ };</programlisting>
+ <para><emphasis role="underline">Important note</emphasis>: As exit pseudo
+ states are using the message queue to forward events out of a submachine,
+ the <code>no_message_queue</code> option cannot be used with state machines
+ containing an exit pseudo state.</para>
                 </sect2>
                 <sect2>
                     <title>Choosing the initial event</title>
@@ -2661,6 +2674,10 @@
                         needed greatly improves the event dispatching speed of your state machine.
                         Our <link xlink:href="examples/EumlSimple.cpp">speed testing</link> example
                         with eUML does this for the best performance.</para>
+ <para><emphasis role="underline">Important note</emphasis>: As exit pseudo
+ states are using the message queue to forward events out of a submachine,
+ the <code>no_message_queue</code> option cannot be used with state machines
+ containing an exit pseudo state.</para>
                 </sect2>
                 <sect2>
                     <title>Completion / Anonymous transitions</title>
@@ -3156,8 +3173,13 @@
                         creation.</para>
                     <para>You can pass arguments up to the value of the
                         BOOST_MSM_CONSTRUCTOR_ARG_SIZE macro (currently 5) arguments. Change this
- value before including any header if you need to overwrite the default.
- </para>
+ value before including any header if you need to overwrite the default. </para>
+ <para>You can also pass arguments by reference (or const-reference) using
+ boost::ref (or boost::cref):</para>
+ <para>struct player_ : public msm::front::state_machine_def&lt;player_> {
+ player_(SomeType&amp; t, int some_value){…} }; </para>
+ <para>typedef msm::back::state_machine&lt;player_ > player; SomeType data;
+ player p(boost::ref(data),3);</para>
                 </sect2>
                 <sect2>
                     <title><command xml:id="backend-tradeof-rt-ct"/>Trading run-time speed for


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