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Subject: Re: [Boost-users] Boost MSM: No transition from submachine to external state
From: Christophe Henry (christophe.j.henry_at_[hidden])
Date: 2012-01-17 15:58:52


  ----- Original Message -----
  From: stetkas
  Newsgroups: gmane.comp.lib.boost.user
  To: boost-users_at_[hidden]
  Sent: Monday, January 16, 2012 7:37 PM
  Subject: Boost MSM: No transition from submachine to externalstate

  Using the following example as a template:

  http://svn.boost.org/svn/boost/trunk/libs/msm/doc/HTML/examples/CompositeTutorialWithEumlTable.cpp
  I am trying to create a state machine that consists of an alarm state and a composite state (submachine). When an alarm event is posted while in the composite state, the state machine is supposed to transition to the Alarm state; however, the machine complains that no transition from the composite state on the alarm event exists. This is similar to the example where the player is in playing and a stop event is received.

  Below is a dumbed-down version of my state machine:

   

  Here is the implementation:

// File: StateMachine.cpp

#include <iostream>
// back-end
#include <boost/msm/back/state_machine.hpp>
//front-end
#include <boost/msm/front/state_machine_def.hpp>
#include <boost/msm/front/euml/euml.hpp>

namespace msm = boost::msm;
namespace mpl = boost::mpl;
using namespace std;

namespace
{
        static bool s_deviceInited = false;

        struct setDeviceInited {
                template<class Fsm, class Evt, class SourceState, class TargetState>
                void operator()(Evt const& evt, Fsm& fsm, SourceState& ss,
                                TargetState& ts) {
                        s_deviceInited = true;
                        std::cout << "s_deviceInited=" << s_deviceInited << std::endl;
                }
        };

        struct resetDeviceInited {
                template<class Fsm, class Evt, class SourceState, class TargetState>
                void operator()(Evt const& evt, Fsm& fsm, SourceState& ss,
                                TargetState& ts) {
                        s_deviceInited = true;
                        std::cout << "s_deviceInited=" << s_deviceInited << std::endl;
                }
        };

        struct deviceInited {
                template<class Fsm, class Evt, class SourceState, class TargetState>
                bool operator()(Evt const& evt, Fsm& fsm, SourceState& ss,
                                TargetState& ts) {
                        std::cout << "s_deviceInited=" << s_deviceInited << std::endl;
                        return s_deviceInited;
                }
        };

        // events
    struct EvDeviceInited : msm::front::euml::euml_event<EvDeviceInited>{};
    struct EvAlarm : msm::front::euml::euml_event<EvAlarm>{};
    struct EvAlarmCleared : msm::front::euml::euml_event<EvAlarmCleared>{};

    // define some dummy instances for use in the transition table

    EvDeviceInited evDeviceInited;
    EvAlarm evAlarm;
    EvAlarmCleared evAlarmCleared;

    // The list of FSM states

    struct Alarm_TImpl : public msm::front::state<> , public msm::front::euml::euml_state<Alarm_TImpl>
    {
        // every (optional) entry/exit methods get the event passed.
        template <class Event,class FSM>
        void on_entry(Event const&,FSM& ) {std::cout << "entering: Alarm" << std::endl;}
        template <class Event,class FSM>
        void on_exit(Event const&,FSM& ) {std::cout << "leaving: Alarm" << std::endl;}
    };

    struct Operate_TImpl : public msm::front::state<> , public msm::front::euml::euml_state<Operate_TImpl>
    {
        template <class Event,class FSM>
        void on_entry(Event const& ,FSM&) {std::cout << "entering: Operate" << std::endl;}
        template <class Event,class FSM>
        void on_exit(Event const&,FSM& ) {std::cout << "leaving: Operate" << std::endl;}
    };
    
    struct Initialize_TImpl : public msm::front::state<> , public msm::front::euml::euml_state<Initialize_TImpl>
    {
        template <class Event,class FSM>
        void on_entry(Event const& ,FSM&) {std::cout << "entering: Initialize" << std::endl;}
        template <class Event,class FSM>
        void on_exit(Event const&,FSM& ) {std::cout << "leaving: Initialize" << std::endl;}
    };

        Initialize_TImpl initialize;
    Operate_TImpl operate;

    // Normal Submachine front-end
    struct Normal_T : public msm::front::state_machine_def<Normal_T>
    {
        template <class Event,class FSM>
        void on_entry(Event const& ,FSM&) {std::cout << "entering: Normal" << std::endl;}
        template <class Event,class FSM>
        void on_exit(Event const&,FSM& ) {std::cout << "leaving: Normal" << std::endl;}
        
        typedef Initialize_TImpl initial_state;
        
            // Playing has a transition table
        BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
        // +------------------------------------------------------------------------------+
            operate == initialize [deviceInited()],
            
            initialize == initialize + evDeviceInited / setDeviceInited()
        // +------------------------------------------------------------------------------+
        ),transition_table )

    };
    
    // Normal Submachine back-end
    typedef boost::msm::back::state_machine<Normal_T> Normal_THelper;
    struct Normal_TImpl : public Normal_THelper,
                          public msm::front::euml::euml_state<Normal_THelper>
    {
    };

    //to make the transition table more readable
    Alarm_TImpl alarm;
    Normal_TImpl normal;

    // front-end: define the FSM structure
    struct StateMachine_T : public msm::front::state_machine_def<StateMachine_T>
    {

        template <class Event,class FSM>
        void on_entry(Event const& ,FSM&) {std::cout << "entering: StateMachine" << std::endl;}
        template <class Event,class FSM>
        void on_exit(Event const&,FSM& ) {std::cout << "leaving: StateMachine" << std::endl;}

        // the initial state of the player SM. Must be defined
        typedef Normal_TImpl initial_state;

        BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
                        normal + evAlarm / resetDeviceInited() == alarm,
                        alarm + evAlarmCleared == normal
          ),transition_table)

        // Replaces the default no-transition response.
        template <class FSM,class Event>
        void no_transition(Event const& e, FSM&,int state)
        {
            std::cout << "no transition from state " << state
                << " on event " << typeid(e).name() << std::endl;
        }
    };
    
    // Link the back-end
    typedef msm::back::state_machine<StateMachine_T> StateMachine;

    void test()
    {
            StateMachine p;

        p.start();

        p.process_event(evAlarm);
        p.process_event(evAlarmCleared);
        
        p.process_event(evDeviceInited);
        p.process_event(evAlarm);
        p.process_event(evAlarmCleared);

        p.process_event(evDeviceInited);
        p.process_event(evAlarm);
        p.process_event(evAlarmCleared);

        p.process_event(evDeviceInited);
        p.process_event(evAlarm);
        p.process_event(evAlarmCleared);

        p.stop();
    }
}

int gpp_main()
{
    test();
    return 0;
}

  Here is the output:

StateMachine
entering: Normal
entering: Initialize
s_deviceInited=0
no transition from state 2 on event N12_GLOBAL__N_17EvAlarmE
no transition from state 2 on event N12_GLOBAL__N_114EvAlarmClearedE
leaving: Initialize
s_deviceInited=1
entering: Initialize
s_deviceInited=1
leaving: Initialize
entering: Operate
no transition from state 2 on event N12_GLOBAL__N_17EvAlarmE
no transition from state 2 on event N12_GLOBAL__N_114EvAlarmClearedE
no transition from state 2 on event N12_GLOBAL__N_114EvDeviceInitedE
no transition from state 2 on event N12_GLOBAL__N_17EvAlarmE
no transition from state 2 on event N12_GLOBAL__N_114EvAlarmClearedE
no transition from state 2 on event N12_GLOBAL__N_114EvDeviceInitedE
no transition from state 2 on event N12_GLOBAL__N_17EvAlarmE
no transition from state 2 on event N12_GLOBAL__N_114EvAlarmClearedE
leaving: Operate
leaving: Normal
leaving: StateMachine

  See anything that could be causing my problem?

Hi,

this looks like an old problem (definition of composites in eUML) which I thought was long solved, but well, seems like no :(
I'll need to have a look at it. In the meantime, please use the functor front-end, which is safer. I attach a working version with this front-end to get you going until I solve this.

Cheers,
Christophe





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