Dear list,
while developing I want to use functors for a
guard. The state machine compiles well until I added a
function call to the FSM which has a template
parameter. Then I always got the following error message
while compiling it with gcc 4.4.1.
SubtractionControllerNew.cpp: In member function
‘bool<unnamed>::player_::isCDLoaded::operator()(const EVT&,
FSM&, SourceState&, TargetState&)’:
SubtractionControllerNew.cpp:175: error: expected
primary-expression before ‘>’ token
SubtractionControllerNew.cpp:175: error: expected
primary-expression before ‘)’ token
Does anybody know why this happens and how to
circumvent it?
Kind regards,
Sven
---- Example from flags.
I have modified the CDLoaded example to present the
bug with the following lines:
struct
isCDLoaded
{
template <class EVT,class FSM,class SourceState,class TargetState>
bool operator()(EVT const& ,FSM& fsm,SourceState&
,TargetState& )
{
//return fsm.is_contained(); // this works
well
return
fsm.is_flag_active<CDLoaded>(); // Line 175
}
};
Row <
Stopped , open_close , Open , none
, isCDLoaded >,
// Copyright 2010 Christophe Henry
// henry UNDERSCORE christophe AT hotmail DOT com
// This is an extended version of the state machine
available in the boost::mpl library
// Distributed under the same license as the
original.
// Copyright for the original version:
// Copyright 2005 David Abrahams and Aleksey
Gurtovoy. Distributed
// under the Boost Software License, Version 1.0. (See
accompanying
// file LICENSE_1_0.txt or copy at
// http://www.boost.org/LICENSE_1_0.txt)
#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/functor_row.hpp>
#include <boost/msm/front/euml/common.hpp>
namespace msm = boost::msm;
namespace mpl = boost::mpl;
using namespace msm::front;
namespace // Concrete FSM implementation
{
// events
struct play {};
struct end_pause {};
struct stop {};
struct pause {};
struct open_close {};
struct NextSong {};
struct PreviousSong {};
// Flags. Allow information
about a property of the current state
struct PlayingPaused{};
struct CDLoaded {};
struct FirstSongPlaying {};
// A "complicated"
event type that carries some data.
struct cd_detected
{
cd_detected(std::string name)
: name(name)
{}
std::string name;
};
// front-end: define the FSM
structure
struct player_ : public
msm::front::state_machine_def<player_>
{
// The
list of FSM states
struct
Empty : public msm::front::state<>
{
// every (optional) entry/exit methods get the event passed.
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering:
Empty" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving:
Empty" << std::endl;}
};
struct
Open : public msm::front::state<>
{
typedef mpl::vector1<CDLoaded> flag_list;
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering:
Open" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving:
Open" << std::endl;}
};
struct
Stopped : public msm::front::state<>
{
// when stopped, the CD is loaded
typedef mpl::vector1<CDLoaded> flag_list;
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering:
Stopped" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving:
Stopped" << std::endl;}
};
// the
player state machine contains a state which is himself a state machine
// as
you see, no need to declare it anywhere so Playing can be developed separately
// by
another team in another module. For simplicity I just declare it inside player
struct
Playing_ : public msm::front::state_machine_def<Playing_>
{
// when playing, the CD is loaded and we are in either pause or playing (duh)
typedef mpl::vector2<PlayingPaused,CDLoaded>
flag_list;
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "entering:
Playing" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "leaving:
Playing" << std::endl;}
// The list of FSM states
struct Song1 : public msm::front::state<>
{
typedef mpl::vector1<FirstSongPlaying>
flag_list;
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting:
First song" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing:
First Song" << std::endl;}
};
struct Song2 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting:
Second song" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing:
Second Song" << std::endl;}
};
struct Song3 : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {std::cout << "starting:
Third song" << std::endl;}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {std::cout << "finishing:
Third Song" << std::endl;}
};
// the initial state. Must be defined
typedef Song1 initial_state;
// transition actions
void start_next_song(NextSong const&) {
std::cout << "Playing::start_next_song\n"; }
void start_prev_song(PreviousSong
const&) { std::cout <<
"Playing::start_prev_song\n"; }
// guard conditions
typedef Playing_ pl; // makes transition table cleaner
// Transition table for Playing
struct transition_table : mpl::vector4<
// Start
Event
Next
Action
Guard
// +---------+-------------+---------+---------------------+----------------------+
a_row < Song1 , NextSong , Song2 ,
&pl::start_next_song
>,
a_row < Song2 , PreviousSong, Song1 ,
&pl::start_prev_song
>,
a_row < Song2 , NextSong , Song3 ,
&pl::start_next_song
>,
a_row < Song3 , PreviousSong, Song2 ,
&pl::start_prev_song
>
//
+---------+-------------+---------+---------------------+----------------------+
> {};
// 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;
}
};
//
back-end
typedef
msm::back::state_machine<Playing_> Playing;
// state
not defining any entry or exit
struct
Paused : public msm::front::state<>
{
typedef
mpl::vector2<PlayingPaused,CDLoaded>
flag_list;
};
// the
initial state of the player SM. Must be defined
typedef
Empty initial_state;
//
transition actions
void
start_playback(play const&) { std::cout
<< "player::start_playback\n"; }
void
open_drawer(open_close const&) { std::cout <<
"player::open_drawer\n"; }
void
close_drawer(open_close const&) { std::cout <<
"player::close_drawer\n"; }
void
store_cd_info(cd_detected const& ) {std::cout <<
"player::store_cd_info\n";}
void
stop_playback(stop const&) {
std::cout << "player::stop_playback\n"; }
void
pause_playback(pause const&) { std::cout
<< "player::pause_playback\n"; }
void
resume_playback(end_pause const&) { std::cout
<< "player::resume_playback\n"; }
void
stop_and_open(open_close const&) { std::cout <<
"player::stop_and_open\n"; }
void
stopped_again(stop const&){std::cout <<
"player::stopped_again\n";}
// guard
conditions
struct
isCDLoaded
{
template <class EVT,class FSM,class SourceState,class TargetState>
bool operator()(EVT const& ,FSM& fsm,SourceState&
,TargetState& )
{
//return fsm.is_contained();
return
fsm.is_flag_active<CDLoaded>();
}
};
typedef
player_ p; // makes transition table cleaner
//
Transition table for player
struct
transition_table : mpl::vector<
//
Start
Event
Next
Action
Guard
//
+---------+-------------+---------+---------------------+----------------------+
a_row < Stopped , play , Playing ,
&p::start_playback
>,
Row < Stopped , open_close , Open , none
, isCDLoaded >,
a_row < Stopped , stop , Stopped ,
&p::stopped_again
>,
//
+---------+-------------+---------+---------------------+----------------------+
a_row < Open , open_close , Empty ,
&p::close_drawer
>,
//
+---------+-------------+---------+---------------------+----------------------+
a_row < Empty , open_close , Open ,
&p::open_drawer >,
a_row < Empty , cd_detected , Stopped ,
&p::store_cd_info
>,
//
+---------+-------------+---------+---------------------+----------------------+
a_row < Playing , stop , Stopped ,
&p::stop_playback
>,
a_row < Playing , pause , Paused ,
&p::pause_playback
>,
a_row < Playing , open_close , Open ,
&p::stop_and_open
>,
//
+---------+-------------+---------+---------------------+----------------------+
a_row < Paused , end_pause , Playing ,
&p::resume_playback
>,
a_row < Paused , stop ,
Stopped ,
&p::stop_playback
>,
a_row < Paused , open_close , Open ,
&p::stop_and_open
>
//
+---------+-------------+---------+---------------------+----------------------+
> {};
//
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;
}
};
// Pick a back-end
typedef
msm::back::state_machine<player_> player;
//
// Testing utilities.
//
static char const* const
state_names[] = { "Stopped", "Open", "Empty",
"Playing", "Paused" };
void pstate(player const& p)
{
std::cout << " -> " <<
state_names[p.current_state()[0]] << std::endl;
}
void test()
{
player
p;
//
needed to start the highest-level SM. This will call on_entry and mark the
start of the SM
p.start();
// tests
some flags
std::cout << "CDLoaded active:" << std::boolalpha
<< p.is_flag_active<CDLoaded>() << std::endl; //=> false
(no CD yet)
// go to
Open, call on_exit on Empty, then action, then on_entry on Open
p.process_event(open_close());
pstate(p);
p.process_event(open_close());
pstate(p);
p.process_event(cd_detected("louie,
louie"));
p.process_event(play());
// at
this point, Play is active
std::cout
<< "PlayingPaused active:" << std::boolalpha <<
p.is_flag_active<PlayingPaused>() << std::endl;//=> true
std::cout
<< "FirstSong active:" << std::boolalpha <<
p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true
// make
transition happen inside it. Player has no idea about this event but it's ok.
p.process_event(NextSong());pstate(p);
//2nd song active
p.process_event(NextSong());pstate(p);//3rd
song active
p.process_event(PreviousSong());pstate(p);//2nd
song active
std::cout
<< "FirstSong active:" << std::boolalpha <<
p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
std::cout
<< "PlayingPaused active:" << std::boolalpha <<
p.is_flag_active<PlayingPaused>() << std::endl;//=> true
p.process_event(pause());
pstate(p);
std::cout
<< "PlayingPaused active:" << std::boolalpha <<
p.is_flag_active<PlayingPaused>() << std::endl;//=> true
// go
back to Playing
// as
you see, it starts back from the original state
p.process_event(end_pause());
pstate(p);
p.process_event(pause());
pstate(p);
p.process_event(stop());
pstate(p);
std::cout
<< "PlayingPaused active:" << std::boolalpha <<
p.is_flag_active<PlayingPaused>() << std::endl;//=> false
std::cout
<< "CDLoaded active:" << std::boolalpha <<
p.is_flag_active<CDLoaded>() << std::endl;//=> true
// event
leading to the same state
p.process_event(stop());
pstate(p);
}
}
int main()
{
test();
return 0;
}