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Boost-Commit : |
Subject: [Boost-commit] svn:boost r67934 - in trunk/libs/msm/doc: HTML HTML/examples HTML/examples/iPod_distributed PDF PDF/examples PDF/examples/iPod_distributed src
From: christophe.j.henry_at_[hidden]
Date: 2011-01-10 17:13:22
Author: chenry
Date: 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
New Revision: 67934
URL: http://svn.boost.org/trac/boost/changeset/67934
Log:
doc for msm 2.20
Added:
trunk/libs/msm/doc/HTML/ch08s03.html (contents, props changed)
trunk/libs/msm/doc/HTML/examples/SimpleTutorialWithEumlTable.cpp (contents, props changed)
trunk/libs/msm/doc/HTML/examples/TestErrorOrthogonality.cpp (contents, props changed)
trunk/libs/msm/doc/PDF/examples/SimpleTutorialWithEumlTable.cpp (contents, props changed)
trunk/libs/msm/doc/PDF/examples/TestErrorOrthogonality.cpp (contents, props changed)
Binary files modified:
trunk/libs/msm/doc/PDF/msm.pdf
Text files modified:
trunk/libs/msm/doc/HTML/ch01.html | 2
trunk/libs/msm/doc/HTML/ch02.html | 2
trunk/libs/msm/doc/HTML/ch02s02.html | 2
trunk/libs/msm/doc/HTML/ch02s03.html | 2
trunk/libs/msm/doc/HTML/ch03.html | 11
trunk/libs/msm/doc/HTML/ch03s02.html | 98 +++++++++++--
trunk/libs/msm/doc/HTML/ch03s03.html | 27 ++
trunk/libs/msm/doc/HTML/ch03s04.html | 46 +++--
trunk/libs/msm/doc/HTML/ch03s05.html | 69 +++++++--
trunk/libs/msm/doc/HTML/ch04.html | 4
trunk/libs/msm/doc/HTML/ch04s02.html | 2
trunk/libs/msm/doc/HTML/ch04s03.html | 2
trunk/libs/msm/doc/HTML/ch04s04.html | 2
trunk/libs/msm/doc/HTML/ch04s05.html | 2
trunk/libs/msm/doc/HTML/ch05.html | 2
trunk/libs/msm/doc/HTML/ch06.html | 4
trunk/libs/msm/doc/HTML/ch06s02.html | 4
trunk/libs/msm/doc/HTML/ch06s03.html | 2
trunk/libs/msm/doc/HTML/ch06s04.html | 2
trunk/libs/msm/doc/HTML/ch07.html | 2
trunk/libs/msm/doc/HTML/ch07s02.html | 2
trunk/libs/msm/doc/HTML/ch08.html | 17 +
trunk/libs/msm/doc/HTML/ch08s02.html | 14
trunk/libs/msm/doc/HTML/ch09.html | 4
trunk/libs/msm/doc/HTML/ch10.html | 20 +-
trunk/libs/msm/doc/HTML/examples/iPod_distributed/iPod.cpp | 1
trunk/libs/msm/doc/HTML/index.html | 17 +-
trunk/libs/msm/doc/HTML/pr01.html | 4
trunk/libs/msm/doc/HTML/pt01.html | 15 +
trunk/libs/msm/doc/HTML/pt02.html | 4
trunk/libs/msm/doc/HTML/re01.html | 4
trunk/libs/msm/doc/HTML/re02.html | 76 +++++-----
trunk/libs/msm/doc/HTML/re03.html | 282 ++++++++++++++++++++--------------------
trunk/libs/msm/doc/PDF/examples/iPod_distributed/iPod.cpp | 1
trunk/libs/msm/doc/src/msm.xml | 276 +++++++++++++++++++++++++++++++++++++-
35 files changed, 703 insertions(+), 321 deletions(-)
Modified: trunk/libs/msm/doc/HTML/ch01.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch01.html (original)
+++ trunk/libs/msm/doc/HTML/ch01.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Chapter 1. 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) V2.12"><link rel="up" href="pt01.html" title="Part I. User' guide"><link rel="prev" href="pt01.html" title="Part I. User' guide"><link rel="next" href="ch02.html" title="Chapter 2. 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 1. Founding idea</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pt01.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 1. Fo
unding idea"><div class="titlepage"><div><div><h2 class="title"><a name="d0e99"></a>Chapter 1. Founding idea</h2></div></div></div><p>Let's start with an example taken from the C++ Template Metaprogramming
+ <title>Chapter 1. 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) V2.20"><link rel="up" href="pt01.html" title="Part I. User' guide"><link rel="prev" href="pt01.html" title="Part I. User' guide"><link rel="next" href="ch02.html" title="Chapter 2. 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 1. Founding idea</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pt01.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 1. Fo
unding idea"><div class="titlepage"><div><div><h2 class="title"><a name="d0e99"></a>Chapter 1. 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<player></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&) { std::cout
Modified: trunk/libs/msm/doc/HTML/ch02.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch02.html (original)
+++ trunk/libs/msm/doc/HTML/ch02.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Chapter 2. 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) V2.12"><link rel="up" href="pt01.html" title="Part I. User' guide"><link rel="prev" href="ch01.html" title="Chapter 1. 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 2. UML Short Guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch01.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch02s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 2. UML Short Guide
"><div class="titlepage"><div><div><h2 class="title"><a name="d0e198"></a>Chapter 2. 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">
+ <title>Chapter 2. 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) V2.20"><link rel="up" href="pt01.html" title="Part I. User' guide"><link rel="prev" href="ch01.html" title="Chapter 1. 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 2. UML Short Guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch01.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch02s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 2. UML Short Guide
"><div class="titlepage"><div><div><h2 class="title"><a name="d0e198"></a>Chapter 2. 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
Modified: trunk/libs/msm/doc/HTML/ch02s02.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch02s02.html (original)
+++ trunk/libs/msm/doc/HTML/ch02s02.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<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) V2.12"><link rel="up" href="ch02.html" title="Chapter 2. UML Short Guide"><link rel="prev" href="ch02.html" title="Chapter 2. 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> </td><th width="60%" align="center">Chapter 2. UML Short Guide</th><td width="20%" align="right"> <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
+ <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) V2.20"><link rel="up" href="ch02.html" title="Chapter 2. UML Short Guide"><link rel="prev" href="ch02.html" title="Chapter 2. 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> </td><th width="60%" align="center">Chapter 2. UML Short Guide</th><td width="20%" align="right"> <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
Modified: trunk/libs/msm/doc/HTML/ch02s03.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch02s03.html (original)
+++ trunk/libs/msm/doc/HTML/ch02s03.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<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) V2.12"><link rel="up" href="ch02.html" title="Chapter 2. UML Short Guide"><link rel="prev" href="ch02s02.html" title="Concepts"><link rel="next" href="ch03.html" title="Chapter 3. 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> </td><th width="60%" align="center">Chapter 2. UML Short Guide</th><td width="20%" align="right"> <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>
+ <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) V2.20"><link rel="up" href="ch02.html" title="Chapter 2. UML Short Guide"><link rel="prev" href="ch02s02.html" title="Concepts"><link rel="next" href="ch03.html" title="Chapter 3. 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> </td><th width="60%" align="center">Chapter 2. UML Short Guide</th><td width="20%" align="right"> <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
Modified: trunk/libs/msm/doc/HTML/ch03.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch03.html (original)
+++ trunk/libs/msm/doc/HTML/ch03.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,11 +1,12 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Chapter 3. 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) V2.12"><link rel="up" href="pt01.html" title="Part I. 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 3. Tutorial</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02s03.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch03s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 3. Tutorial"><div class="titlep
age"><div><div><h2 class="title"><a name="d0e402"></a>Chapter 3. 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="c
h03s02.html#d0e725">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#d0e1230"> 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#d0e1316">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#d0e1613">
- 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#d0e1825">
+ <title>Chapter 3. 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) V2.20"><link rel="up" href="pt01.html" title="Part I. 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 3. Tutorial</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02s03.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch03s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 3. Tutorial"><div class="titlep
age"><div><div><h2 class="title"><a name="d0e402"></a>Chapter 3. 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">What do you actually do inside actions / guards?</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</spa
n></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.ht
ml">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">What do you actually do inside actions / guards (Part 2)?</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#d0e1380">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">A simple example: rewriting only our 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#d0e1699">
+ 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#d0e1911">
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#d0e2172">Serialization
</a></span></dt><dt><span class="sect2">Base state type </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#d0e2360">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–ends and back-ends. At the moment, there is just
+ 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#d0e2258">Serialization
</a></span></dt><dt><span class="sect2">Base state type </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#d0e2446">Trading run-time speed for
+ better compile-time / multi-TU compilation</a></span></dt><dt><span class="sect2">Compile-time state machine analysis </span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2569"> Enqueueing events for later
+ processing </a></span></dt><dt><span class="sect2"> Customizing the message queues </span></dt><dt><span class="sect2">Policy definition with Boost.Parameter </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–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
Modified: trunk/libs/msm/doc/HTML/ch03s02.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch03s02.html (original)
+++ trunk/libs/msm/doc/HTML/ch03s02.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<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) V2.12"><link rel="up" href="ch03.html" title="Chapter 3. Tutorial"><link rel="prev" href="ch03.html" title="Chapter 3. 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> </td><th width="60%" align="center">Chapter 3. Tutorial</th><td width="20%" align="right"> <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
+ <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) V2.20"><link rel="up" href="ch03.html" title="Chapter 3. Tutorial"><link rel="prev" href="ch03.html" title="Chapter 3. 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> </td><th width="60%" align="center">Chapter 3. Tutorial</th><td width="20%" align="right"> <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
@@ -65,7 +65,64 @@
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="d0e499"></a>Defining a simple state machine</h3></div></div></div><p>Declaring a state machine is straightforward and is done with a high
+ sections.</p></div><div class="sect2" title="What do you actually do inside actions / guards?"><div class="titlepage"><div><div><h3 class="title"><a name="d0e499"></a>What do you actually do inside actions / guards?</h3></div></div></div><p>State machines define a structure and important parts of the complete
+ behavior, but not all. For example if you need to send a rocket to Alpha
+ Centauri, you can have a transition to a state "SendRocketToAlphaCentauri"
+ but no code actually sending the rocket. This is where you need actions. So
+ a simple action could be:</p><pre class="programlisting">template <class Fire> void send_rocket(Fire const&)
+{
+ fire_rocket();
+}</pre><p>Ok, this was simple. Now, we might want to give a direction. Let us suppose
+ this information is externally given when needed, it makes sense do use the
+ event for this:</p><pre class="programlisting">// Event
+struct Fire {Direction direction;};
+template <class Fire> void send_rocket(Fire const& evt)
+{
+ fire_rocket(evt.direction);
+}</pre><p>We might want to calculate the direction based not only on external data
+ but also on data accumulated during previous work. In this case, you might
+ want to have this data in the state machine itself. As transition actions
+ are members of the front-end, you can directly access the data:</p><pre class="programlisting">// Event
+struct Fire {Direction direction;};
+//front-end definition, see down
+struct launcher_ : public msm::front::state_machine_def<launcher_>{
+Data current_calculation;
+template <class Fire> void send_rocket(Fire const& evt)
+{
+ fire_rocket(evt.direction, current_calculation);
+}
+...
+};</pre><p>Entry and exit actions represent a behavior common to a state, no matter
+ through which transition it is entered or left. States being reusable, it
+ might make sense to locate your data there instead of in the state machine,
+ to maximize reuse and make code more readable. Entry and exit actions have
+ access to the state data (being state members) but also to the event and
+ state machine, like transition actions. This happens through the Event and
+ Fsm template parameters:</p><pre class="programlisting">struct Launching : public msm::front::state<>
+{
+ template <class Event, class Fsm>
+ void on_entry(Event const& evt, Fsm& fsm)
+ {
+ fire_rocket(evt.direction, fsm.current_calculation);
+ }
+};</pre><p>Exit actions are also ideal for clanup when the state becomes
+ inactive.</p><p>Another possible use of the entry action is to pass data to substates /
+ submachines. Launching is a substate containing a <code class="code">data</code> attribute:</p><pre class="programlisting">struct launcher_ : public msm::front::state_machine_def<launcher_>{
+Data current_calculation;
+// state machines also have entry/exit actions
+template <class Event, class Fsm>
+void on_entry(Event const& evt, Fsm& fsm)
+{
+ launcher_::Launching& s = fsm.get_state<launcher_::Launching&>();
+ s.data = fsm.current_calculation;
+}
+...
+};</pre><p>The <span class="command"><strong><a class="command" href="ch03s05.html#backend-fsm-constructor-args">set_states</a></strong></span> back-end method allows you to replace a complete
+ state.</p><p>The <span class="command"><strong><a class="command" href="ch03s03.html#functor-front-end-actions">functor</a></strong></span> front-end and eUML offer more capabilities.</p><p>However, this basic front-end also has special capabilities using the row2
+ / irow2 transitions.<span class="command"><strong><a class="command" href="ch03s02.html#basic-row2">_row2, a_row2, row2,
+ g_row2, a_irow2, irow2, g_irow2</a></strong></span> let you call an action located
+ in any state of the current fsm or in the front-end itself, thus letting you
+ place useful data anywhere you see fit.</p></div><div class="sect2" title="Defining a simple state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e542"></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<player_>{
/* see below */}</pre><p>This declares a state machine using the basic front-end. We now declare
@@ -101,7 +158,7 @@
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="d0e554"></a>Defining a submachine</h3></div></div></div><p>We now want to extend our last state machine by making the Playing state a
+ 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="d0e597"></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>
@@ -127,7 +184,7 @@
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="d0e589"></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
+ 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="d0e632"></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
@@ -203,7 +260,7 @@
(condition1) defer play event":</p><p>
</p><pre class="programlisting">Row < Empty , play , none , Defer , condition1 >,
g_row < Empty , play , Playing , &player_::condition2 ></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="d0e680"></a>History</h3></div></div></div><p>UML defines two types of history, Shallow History and Deep History. In the
+ </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="d0e723"></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
@@ -250,7 +307,7 @@
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="d0e725"></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
+ 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="d0e768"></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
@@ -277,7 +334,7 @@
for example:</p><p>
</p><pre class="programlisting">row < State3 , none , State4 , &p::State3ToState4 , &p::always_true ></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="d0e752"></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
+ 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="d0e795"></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
@@ -342,7 +399,7 @@
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="d0e854"></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
+ 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="d0e897"></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>.
@@ -359,7 +416,7 @@
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="d0e887"></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
+ 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="d0e930"></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/entrytutorial.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 “normal” activation of SubFsm2, triggered by event1. In each
@@ -379,7 +436,7 @@
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="d0e933"></a>Explicit entry</h4></div></div></div><p>First, to define that a state is an explicit entry, you have to make
+ 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="d0e976"></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>
@@ -399,7 +456,10 @@
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
+ entry is desired.</p><p><span class="command"><strong><a name="explicit-entry-no-region-id"></a></strong></span>Thanks to the <span class="command"><strong><a class="command" href="ch03s05.html#backend-compile-time-analysis">mpl_graph</a></strong></span> library you can also omit to provide the region
+ index and let MSM find out for you. The are however two points to note:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>MSM can only find out the region index if the explicit
+ entry state is somehow connected to an initial state through
+ a transition, no matter the direction.</p></li><li class="listitem"><p>There is a compile-time cost for this feature.</p></li></ul></div><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
@@ -411,7 +471,7 @@
</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="d0e972"></a>Fork</h4></div></div></div><p>Need a fork instead of an explicit entry? As a fork is an explicit
+ effect.</p></div><div class="sect3" title="Fork"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1028"></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>
@@ -424,7 +484,7 @@
correct):</p><p>
</p><pre class="programlisting">struct SubState2b : public msm::front::state<> ,
public msm::front::explicit_entry<1></pre><p>
- </p></div><div class="sect3" title="Entry pseudo states"><div class="titlepage"><div><div><h4 class="title"><a name="d0e989"></a>Entry pseudo states</h4></div></div></div><p> To define an entry pseudo state, you need derive from the
+ </p></div><div class="sect3" title="Entry pseudo states"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1045"></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<0></pre><p>
</p><p>And add the corresponding transition in the top-level state machine's
@@ -434,7 +494,7 @@
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 < PseudoEntry1, Event4, SubState3,&SubFsm2_::entry_action ></pre><p>
- </p></div><div class="sect3" title="Exit pseudo states"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1013"></a> Exit pseudo states </h4></div></div></div><p>And finally, exit pseudo states are to be used almost the same way,
+ </p></div><div class="sect3" title="Exit pseudo states"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1069"></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<event6></pre><p>
@@ -465,7 +525,7 @@
template <class Event>
event6(Event const&){}
}; //convertible from any event</pre><p>
- </p></div></div><div class="sect2" title="Flags"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1054"></a>Flags</h3></div></div></div><p>This <a class="link" href="examples/Flags.cpp" target="_top">tutorial</a> is devoted to a
+ </p></div></div><div class="sect2" title="Flags"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1110"></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
@@ -497,7 +557,7 @@
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<CDLoaded,player::Flag_AND>()) ...</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="d0e1108"></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.
+ </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="d0e1164"></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
@@ -510,7 +570,7 @@
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="d0e1129"></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
+ 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="d0e1185"></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
@@ -536,7 +596,7 @@
};</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="d0e1178"></a>Choosing the initial event</h3></div></div></div><p>A state machine is started using the <code class="code">start</code> method. This
+ 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="d0e1234"></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
@@ -548,7 +608,7 @@
struct player_ : public msm::front::state_machine_def<player_>{
...
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="d0e1191"></a> Containing state machine (deprecated)</h3></div></div></div><p>This feature is still supported in MSM for backward compatibility but made
+};</pre></div><div class="sect2" title="Containing state machine (deprecated)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1247"></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
Modified: trunk/libs/msm/doc/HTML/ch03s03.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch03s03.html (original)
+++ trunk/libs/msm/doc/HTML/ch03s03.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<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) V2.12"><link rel="up" href="ch03.html" title="Chapter 3. 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> </td><th width="60%" align="center">Chapter 3. Tutorial</th><td width="20%" align="right"> <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="d0e1206"></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
+ <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) V2.20"><link rel="up" href="ch03.html" title="Chapter 3. 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> </td><th width="60%" align="center">Chapter 3. Tutorial</th><td width="20%" align="right"> <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="d0e1262"></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
@@ -11,7 +11,7 @@
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="d0e1230"></a> Transition table </h3></div></div></div><p>We can change the definition of the simple tutorial's transition table
+ another.</p></li></ul></div><div class="sect2" title="Transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1286"></a> Transition table </h3></div></div></div><p>We can change the definition of the simple tutorial's transition table
to:</p><pre class="programlisting">
struct transition_table : mpl::vector<
// Start Event Target Action Guard
@@ -66,7 +66,7 @@
can achieve this using And_ and Or_ functors:
</p><pre class="programlisting">And_<good_disk_format,Or_< some_condition , some_other_condition> ></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="d0e1263"></a>Defining states with entry/exit actions</h3></div></div></div><p>You probably noticed that we just showed a different transition table and
+ 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="d0e1319"></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
@@ -89,16 +89,31 @@
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="d0e1282"></a>Defining a simple state machine</h3></div></div></div><p>Like states, state machines can be defined using the previous front-end,
+ programming.</p></div><div class="sect2" title="What do you actually do inside actions / guards (Part 2)?"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1338"></a><span class="command"><strong><a name="functor-front-end-actions"></a></strong></span>What do you actually do inside actions / guards (Part 2)?</h3></div></div></div><p>Using the basic front-end, we saw how to pass data to actions through the
+ event, that data common to all states could be stored in the state machine,
+ state relevant data could be stored in the state and access as template
+ parameter in the entry / exit actions. What was however missing was the
+ capability to access relevant state data in the transition action. This is
+ possible with this front-end. A transition's source and target state are
+ also given as arguments. If the current calculation's state was to be found
+ in the transition's source state (whatever it is), we could access
+ it:</p><pre class="programlisting">struct send_rocket
+{
+ template <class Fsm,class Evt,class SourceState,class TargetState>
+ void operator()(Evt const&, Fsm& fsm, SourceState& src,TargetState& )
+ {
+ fire_rocket(evt.direction, src.current_calculation);
+ }
+}; </pre></div><div class="sect2" title="Defining a simple state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1346"></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="d0e1290"></a>Anonymous transitions</h3></div></div></div><p>Anonymous (completion) transitions are transitions without a named event.
+ example</a>.</p></div><div class="sect2" title="Anonymous transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1354"></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 < State1 , none , State2 ></pre><p>The following transition does the same but calling an action in the
- process:</p><pre class="programlisting">Row < State1 , none , State2 , State1ToState2, none ></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="d0e1316"></a><span class="command"><strong><a name="functor-internal-transitions"></a></strong></span>Internal
+ process:</p><pre class="programlisting">Row < State1 , none , State2 , State1ToState2, none ></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="d0e1380"></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
Modified: trunk/libs/msm/doc/HTML/ch03s04.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch03s04.html (original)
+++ trunk/libs/msm/doc/HTML/ch03s04.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,8 +1,9 @@
<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) V2.12"><link rel="up" href="ch03.html" title="Chapter 3. 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> </td><th width="60%" align="center">Chapter 3. Tutorial</th><td width="20%" align="right"> <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="d0e1362"></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
+ <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) V2.20"><link rel="up" href="ch03.html" title="Chapter 3. 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> </td><th width="60%" align="center">Chapter 3. Tutorial</th><td width="20%" align="right"> <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="d0e1426"></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 Boost.Typeof. More generally, eUML has experimental status because
- most compilers will start crashing when a state machine becomes too big.</p><p>The previous front-ends are simple to write but still force an amount of
+ some compilers will start crashing when a state machine becomes too big (usually
+ when you write huge actions).</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
@@ -13,13 +14,13 @@
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++ >= 4.3).</p><p>Examples will be provided in the next paragraphs. You need to include eUML
+ you will need a compiler where Typeof is supported (like VC9-10, g++ >=
+ 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 <msm/front/euml/euml.hpp></pre><p>
</p><p>To add STL support (at possible cost of longer compilation times), include: </p><p>
</p><pre class="programlisting">#include <msm/front/euml/stl.hpp></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="d0e1395"></a>Transition table</h3></div></div></div><p>A transition can be defined using eUML as: </p><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="d0e1459"></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>
@@ -46,7 +47,7 @@
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
+ worry, eUML is based on typeof (or 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
@@ -55,7 +56,14 @@
[good_disk_format && (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="d0e1436"></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="d0e1439"></a>Events</h4></div></div></div><p>Events must be proto-enabled. To achieve this, they must inherit from
+ without any syntactic noise at all.</p></div><div class="sect2" title="A simple example: rewriting only our transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1500"></a>A simple example: rewriting only our transition table</h3></div></div></div><p>As an introduction to eUML, we will rewrite our tutorial's transition
+ table using eUML. This will require two or three changes, depending on the compiler:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>events must inherit from msm::front::euml::euml_event<
+ event_name ></p></li><li class="listitem"><p>states must inherit from msm::front::euml::euml_state<
+ state_name ></p></li><li class="listitem"><p>with VC, states must be declared before the front-end</p></li></ul></div><p>We now can write the transition table like just shown, using
+ BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE instead of
+ BOOST_MSM_EUML_TRANSITION_TABLE. The <a class="link" href="examples/SimpleTutorialWithEumlTable.cpp" target="_top">implementation</a> is pretty
+ straightforward.</p><p>We now have a new, more readable transition table with few changes to our
+ example. eUML can do much more so please follow the guide.</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="d0e1522"></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="d0e1525"></a>Events</h4></div></div></div><p>Events must be proto-enabled. To achieve this, they must inherit from
a proto terminal (euml_event<event-name>). eUML also provides a macro
to make this easier:</p><p>
</p><pre class="programlisting">BOOST_MSM_EUML_EVENT(play)</pre><p>
@@ -70,7 +78,7 @@
<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="d0e1470"></a>Actions</h4></div></div></div><p>Actions (returning void) and guards (returning a bool) are defined
+ event on the fly.</p></div><div class="sect3" title="Actions"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1556"></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<
functor-name >. eUML also provides a macro:</p><pre class="programlisting">BOOST_MSM_EUML_ACTION(some_condition)
@@ -101,7 +109,7 @@
BOOST_MSM_EUML_TRANSITION_TABLE((
Playing == Stopped + play / start_playback() ,
...
-),transition_table)</pre></div><div class="sect3" title="States"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1493"></a>States</h4></div></div></div><p>There is also a macro for states. This macro has 2 arguments, first
+),transition_table)</pre></div><div class="sect3" title="States"><div class="titlepage"><div><div><h4 class="title"><a name="d0e1579"></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)
@@ -142,7 +150,7 @@
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="d0e1549"></a>Defining a simple state machine</h3></div></div></div><p>You can reuse the state machine definition method from the standard
+ 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="d0e1635"></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).
@@ -172,7 +180,7 @@
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="d0e1597"></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
+ syntax</a></strong></span>.</p></div><div class="sect2" title="Defining a submachine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1683"></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
@@ -183,7 +191,7 @@
machine, for example:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE_MACHINE(...,Playing_)
typedef msm::back::state_machine<Playing_> 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="d0e1613"></a>
+ 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="d0e1699"></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 > 5 where
Counter is usually defined as some attribute of the class containing the
@@ -237,7 +245,7 @@
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="d0e1713"></a>Orthogonal regions, flags, event deferring</h3></div></div></div><p>Defining orthogonal regions really means providing more initial states. To
+ (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="d0e1799"></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, “shift left” some, for example, if we had another
initial state named AllOk :</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE_MACHINE((transition_table,
init_ << Empty << AllOk ),
@@ -289,7 +297,7 @@
attributes_ << no_attributes_,
configure_<< 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="d0e1825"></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="d0e1911"></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_ << no_exception</code>: disables
@@ -301,7 +309,7 @@
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="d0e1860"></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
+ containing an exit pseudo state.</p></div><div class="sect2" title="Completion / Anonymous transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1946"></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
@@ -309,7 +317,7 @@
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="d0e1878"></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
+ 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="d0e1964"></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
@@ -330,7 +338,7 @@
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="d0e1909"></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>
+ 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="d0e1995"></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
@@ -370,7 +378,7 @@
</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="d0e1973"></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
+ is also available with eUML.</p></div><div class="sect2" title="Helper functions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2059"></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
@@ -407,7 +415,7 @@
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="d0e2070"></a>Phoenix-like STL support</h3></div></div></div><p>eUML supports most C++ operators (except address-of). For example it is
+ 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="d0e2156"></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) &&
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
Modified: trunk/libs/msm/doc/HTML/ch03s05.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch03s05.html (original)
+++ trunk/libs/msm/doc/HTML/ch03s05.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<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) V2.12"><link rel="up" href="ch03.html" title="Chapter 3. Tutorial"><link rel="prev" href="ch03s04.html" title="eUML (experimental)"><link rel="next" href="ch04.html" title="Chapter 4. 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> </td><th width="60%" align="center">Chapter 3. Tutorial</th><td width="20%" align="right"> <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="d0e2123"></a>Back-end</h2></div></div></div><p>There is, at the moment, one back-end. This back-end contains the library
+ <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) V2.20"><link rel="up" href="ch03.html" title="Chapter 3. Tutorial"><link rel="prev" href="ch03s04.html" title="eUML (experimental)"><link rel="next" href="ch04.html" title="Chapter 4. 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> </td><th width="60%" align="center">Chapter 3. Tutorial</th><td width="20%" align="right"> <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="d0e2209"></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
@@ -8,18 +8,18 @@
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="d0e2128"></a>Creation </h3></div></div></div><p>MSM being divided between front and back-end, one needs to first define a
+ run-to-completion algorithm.</p><div class="sect2" title="Creation"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2214"></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<my_front_end> 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="d0e2137"></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
+ 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="d0e2223"></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="d0e2149"></a>Event dispatching</h3></div></div></div><p>The main reason to exist for a state machine is to dispatch events. For
+ 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="d0e2235"></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
@@ -30,14 +30,14 @@
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="d0e2158"></a>Active state(s)</h3></div></div></div><p>The backend also offers a way to know which state is active, though you
+ performance will not degrade.</p></div><div class="sect2" title="Active state(s)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2244"></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="Serialization"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2172"></a><span class="command"><strong><a name="back-end-serialization"></a></strong></span>Serialization</h3></div></div></div><p>A common need is the ability to save a state machine and restore it at a
+ know how state ids are generated.</p></div><div class="sect2" title="Serialization"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2258"></a><span class="command"><strong><a name="back-end-serialization"></a></strong></span>Serialization</h3></div></div></div><p>A common need is the ability to save a state machine and restore it at a
different time. MSM supports this feature for the basic and functor
front-ends, and in a more limited manner for eUML. MSM supports
boost::serialization out of the box (by offering a <code class="code">serialize</code>
@@ -106,7 +106,7 @@
serializing must be done in a stable state, when no event is being
processed. You can serialize during event processing only if using no queue
(deferred or event queue).</p><p>This <a class="link" href="examples/Serialize.cpp" target="_top">example</a> shows a state machine which we serialize after processing an
- event. The <code class="code">Empty</code> state also has some data to serialize.</p></div><div class="sect2" title="Base state type"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2225"></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
+ event. The <code class="code">Empty</code> state also has some data to serialize.</p></div><div class="sect2" title="Base state type"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2311"></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
@@ -129,7 +129,7 @@
</p><pre class="programlisting">struct player_ : public msm::front::state_machine<player_,my_base_state> </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="d0e2251"></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
+ do something polymorphically.</p></div><div class="sect2" title="Visitor"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2337"></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
@@ -168,18 +168,18 @@
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="d0e2294"></a>Flags</h3></div></div></div><p>Flags is a MSM-only concept, supported by all front-ends, which base
+ visiting function with 2 arguments.</p></div><div class="sect2" title="Flags"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2380"></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 <class Flag> bool is_flag_active()
template <class Flag,class BinaryOp> 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<MyFlag>()
-my_fsm.is_flag_active<MyFlag,my_fsm_type::Flag_OR>()</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="d0e2307"></a>Getting a state</h3></div></div></div><p>It is sometimes necessary to have the client code get access to the
+my_fsm.is_flag_active<MyFlag,my_fsm_type::Flag_OR>()</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="d0e2393"></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<player::Stopped*>();</pre><p> or </p><pre class="programlisting">player::Stopped& tempstate2 = p.get_state<player::Stopped&>();</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="d0e2320"></a><span class="command"><strong><a name="backend-fsm-constructor-args"></a></strong></span> State machine constructor with arguments </h3></div></div></div><p>You might want to define a state machine with a non-default constructor.
+ name, for example: </p><pre class="programlisting">player::Stopped* tempstate = p.get_state<player::Stopped*>();</pre><p> or </p><pre class="programlisting">player::Stopped& tempstate2 = p.get_state<player::Stopped&>();</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="d0e2406"></a><span class="command"><strong><a name="backend-fsm-constructor-args"></a></strong></span> 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<player_>
{
player_(int some_value){…}
@@ -205,7 +205,7 @@
where some data is passed:</p><pre class="programlisting">player p( back::states_ << Playing(back::states_ << Song1(some_Song1_data)) ,
boost::ref(data),3);</pre><p>It is also possible to replace a given state by a new instance at any time
using <code class="code">set_states()</code> and the same syntax, for example:
- </p><pre class="programlisting">p.set_states( back::states_ << state_1 << ... << state_n );</pre><p>An <a class="link" href="examples/Constructor.cpp" target="_top">example</a> making intensive use of this capability is provided.</p></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="d0e2360"></a><span class="command"><strong><a name="backend-tradeof-rt-ct"></a></strong></span>Trading run-time speed for
+ </p><pre class="programlisting">p.set_states( back::states_ << state_1 << ... << state_n );</pre><p>An <a class="link" href="examples/Constructor.cpp" target="_top">example</a> making intensive use of this capability is provided.</p></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="d0e2446"></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
@@ -214,9 +214,9 @@
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
+ 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 policy argument
+ (first is the front-end, then 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"><msm/back/favor_compile_time.hpp></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
@@ -236,4 +236,41 @@
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> </td><td width="20%" align="center"><a accesskey="u" href="ch03.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="ch04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">eUML (experimental) </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Chapter 4. Performance / Compilers</td></tr></table></div></body></html>
\ No newline at end of file
+ </p></div><div class="sect2" title="Compile-time state machine analysis"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2528"></a><span class="command"><strong><a name="backend-compile-time-analysis"></a></strong></span>Compile-time state machine analysis </h3></div></div></div><p>A MSM state machine being a metaprogram, it is only logical that cheking
+ for the validity of a concrete state machine happens compile-time. To this
+ aim, using the compile-time graph library mpl_graph (delivered at the moment
+ with MSM) from Gordon Woodhull, MSM provides several compile-time checks:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Check that orthogonal regions ar truly orthogonal.</p></li><li class="listitem"><p>Check that all states are either reachable from the initial
+ states or are explicit entries / pseudo-entry states.</p></li></ul></div><p>To make use of this feature, the back-end provides a policy (default is no
+ analysis), <code class="code">msm::back::mpl_graph_fsm_check</code>. For example:</p><pre class="programlisting"> typedef msm::back::state_machine< player_,msm::back::mpl_graph_fsm_check> player; </pre><p>As MSM is now using Boost.Parameter to declare policies, the policy choice
+ can be made at any position after the front-end type (in this case
+ <code class="code">player_</code>).</p><p>In case an error is detected, a compile-time assertion is provoked.</p><p>This feature is not enabled by default because it has a non-neglectable
+ compile-time cost. The algorithm is linear if no explicit or pseudo entry
+ states are found in the state machine, unfortunately still O(number of
+ states * number of entry states) otherwise. This will be improved in future
+ versions of MSM.</p><p>The same algorithm is also used in case you want to omit providing the
+ region index in the <span class="command"><strong><a class="command" href="ch03s02.html#explicit-entry-no-region-id">explicit entry / pseudo entry state</a></strong></span> declaration.</p><p>The author's advice is to enable the checks after any state machine
+ structure change and disable it again after sucessful analysis.</p><p>The <a class="link" href="examples/TestErrorOrthogonality.cpp" target="_top">following example</a> provokes an assertion if one of the first two lines
+ of the transition table is used.</p></div><div class="sect2" title="Enqueueing events for later processing"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2569"></a><span class="command"><strong><a name="backend-enqueueing"></a></strong></span> Enqueueing events for later
+ processing </h3></div></div></div><p>Calling <code class="code">process_event(Event const&)</code> will immediately
+ process the event with run-to-completion semantics. You can also enqueue the
+ events and delay their processing by calling <code class="code">enqueue_event(Event
+ const&)</code> instead. Calling <code class="code">execute_queued_events()</code> will then
+ process all enqueued events (in FIFO order).</p><p>You can query the queue size by calling <code class="code">get_message_queue_size()</code>.</p></div><div class="sect2" title="Customizing the message queues"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2589"></a><span class="command"><strong><a name="backend-queues"></a></strong></span> Customizing the message queues </h3></div></div></div><p>MSM uses by default a std::deque for its queues (one message queue for
+ events generated during run-to-completion or with
+ <code class="code">enqueue_event</code>, one for deferred events). Unfortunately, on some
+ STL implementations, it is a very expensive container in size and copying
+ time. Should this be a problem, MSM offers an alternative based on
+ boost::circular_buffer. The policy is msm::back::queue_container_circular.
+ To use it, you need to provide it to the back-end definition:</p><pre class="programlisting"> typedef msm::back::state_machine< player_,msm::back::queue_container_circular> player; </pre><p>You can access the queues with get_message_queue and get_deferred_queue,
+ both returning a reference or a const reference to the queues themselves.
+ Boost::circular_buffer is outside of the scope of this documentation. What
+ you will however need to define is the queue capacity (initially is 0) to
+ what you think your queue will at most grow, for example (size 1 is
+ common):</p><pre class="programlisting"> fsm.get_message_queue().set_capacity(1); </pre></div><div class="sect2" title="Policy definition with Boost.Parameter"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2604"></a><span class="command"><strong><a name="backend-boost-parameter"></a></strong></span>Policy definition with Boost.Parameter </h3></div></div></div><p>MSM uses Boost.Parameter to allow easier definition of
+ back::state_machine<> policy arguments (all except the front-end). This
+ allows you to define policy arguments (history, compile-time / run-time,
+ state machine analysis, container for the queues) at any position, in any
+ number. For example: </p><pre class="programlisting"> typedef msm::back::state_machine< player_,msm::back::mpl_graph_fsm_check> player;
+ typedef msm::back::state_machine< player_,msm::back::AlwaysHistory> player;
+ typedef msm::back::state_machine< player_,msm::back::mpl_graph_fsm_check,msm::back::AlwaysHistory> player;
+ typedef msm::back::state_machine< player_,msm::back::AlwaysHistory,msm::back::mpl_graph_fsm_check> player; </pre></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> </td><td width="20%" align="center"><a accesskey="u" href="ch03.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="ch04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">eUML (experimental) </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Chapter 4. Performance / Compilers</td></tr></table></div></body></html>
\ No newline at end of file
Modified: trunk/libs/msm/doc/HTML/ch04.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch04.html (original)
+++ trunk/libs/msm/doc/HTML/ch04.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Chapter 4. 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) V2.12"><link rel="up" href="pt01.html" title="Part I. 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 4. Performance / Compilers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s05.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch04s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 4. Performan
ce / Compilers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2442"></a>Chapter 4. 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
+ <title>Chapter 4. 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) V2.20"><link rel="up" href="pt01.html" title="Part I. 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 4. Performance / Compilers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s05.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch04s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 4. Performan
ce / Compilers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2612"></a>Chapter 4. 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/SCSimple.cpp" target="_top">state machine with only simple states</a>
and as a <a class="link" href="examples/SCComposite.cpp" target="_top">state machine with a composite
@@ -9,5 +9,5 @@
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="d0e2464"></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
+ 64.</p><div class="sect1" title="Speed"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2634"></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> </td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="ch04s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Back-end </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Executable size</td></tr></table></div>
</body></html>
\ No newline at end of file
Modified: trunk/libs/msm/doc/HTML/ch04s02.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch04s02.html (original)
+++ trunk/libs/msm/doc/HTML/ch04s02.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<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) V2.12"><link rel="up" href="ch04.html" title="Chapter 4. Performance / Compilers"><link rel="prev" href="ch04.html" title="Chapter 4. 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> </td><th width="60%" align="center">Chapter 4. Performance / Compilers</th><td width="20%" align="right"> <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="d0e2485"></a>Executable size</h2></div></div></div><p>There are some worries that MSM generates huge code. Is it true? The 2
+ <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) V2.20"><link rel="up" href="ch04.html" title="Chapter 4. Performance / Compilers"><link rel="prev" href="ch04.html" title="Chapter 4. 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> </td><th width="60%" align="center">Chapter 4. Performance / Compilers</th><td width="20%" align="right"> <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="d0e2655"></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.
Modified: trunk/libs/msm/doc/HTML/ch04s03.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch04s03.html (original)
+++ trunk/libs/msm/doc/HTML/ch04s03.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<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) V2.12"><link rel="up" href="ch04.html" title="Chapter 4. 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> </td><th width="60%" align="center">Chapter 4. Performance / Compilers</th><td width="20%" align="right"> <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="d0e2490"></a>Supported compilers</h2></div></div></div><p>For a current status, have a look at the <a class="link" href="http://www.boost.org/development/tests/trunk/developer/msm.html" target="_top">regression tests</a>.</p><p>MSM was successfully tested with: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>VC8 (partly), VC9, VC10</p></li><li class="listitem"><p>g++ 4.0.1 and higher</p></li><li class="listitem"><p>Intel 10.1 and higher</p></li><li class="listitem"><p>Clang 2.9</p></li><li class="listitem"><p>Green Hills Software MULTI for ARM v5.0.5 patch 4416 (Simple and
+ <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) V2.20"><link rel="up" href="ch04.html" title="Chapter 4. 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> </td><th width="60%" align="center">Chapter 4. Performance / Compilers</th><td width="20%" align="right"> <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="d0e2660"></a>Supported compilers</h2></div></div></div><p>For a current status, have a look at the <a class="link" href="http://www.boost.org/development/tests/trunk/developer/msm.html" target="_top">regression tests</a>.</p><p>MSM was successfully tested with: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>VC8 (partly), VC9, VC10</p></li><li class="listitem"><p>g++ 4.0.1 and higher</p></li><li class="listitem"><p>Intel 10.1 and higher</p></li><li class="listitem"><p>Clang 2.9</p></li><li class="listitem"><p>Green Hills Software MULTI for ARM v5.0.5 patch 4416 (Simple and
Composite tutorials)</p></li><li class="listitem"><p>Partial support for IBM compiler</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
Modified: trunk/libs/msm/doc/HTML/ch04s04.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch04s04.html (original)
+++ trunk/libs/msm/doc/HTML/ch04s04.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<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) V2.12"><link rel="up" href="ch04.html" title="Chapter 4. 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> </td><th width="60%" align="center">Chapter 4. Performance / Compilers</th><td width="20%" align="right"> <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="d0e2521"></a> Limitations </h2></div></div></div><p>
+ <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) V2.20"><link rel="up" href="ch04.html" title="Chapter 4. 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> </td><th width="60%" align="center">Chapter 4. Performance / Compilers</th><td width="20%" align="right"> <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="d0e2691"></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 > 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
Modified: trunk/libs/msm/doc/HTML/ch04s05.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch04s05.html (original)
+++ trunk/libs/msm/doc/HTML/ch04s05.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<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) V2.12"><link rel="up" href="ch04.html" title="Chapter 4. Performance / Compilers"><link rel="prev" href="ch04s04.html" title="Limitations"><link rel="next" href="ch05.html" title="Chapter 5. Questions & 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> </td><th width="60%" align="center">Chapter 4. Performance / Compilers</th><td width="20%" align="right"> <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="d0e2537"></a> Compilers corner </h2></div></div></div><p>Compilers are sometimes full of surprises and such strange errors happened in
+ <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) V2.20"><link rel="up" href="ch04.html" title="Chapter 4. Performance / Compilers"><link rel="prev" href="ch04s04.html" title="Limitations"><link rel="next" href="ch05.html" title="Chapter 5. Questions & 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> </td><th width="60%" align="center">Chapter 4. Performance / Compilers</th><td width="20%" align="right"> <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="d0e2707"></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’
entertainment.</p><p><span class="underline">VC8</span>: </p><pre class="programlisting">template <class StateType>
typename ::boost::enable_if<
Modified: trunk/libs/msm/doc/HTML/ch05.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch05.html (original)
+++ trunk/libs/msm/doc/HTML/ch05.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Chapter 5. Questions & 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) V2.12"><link rel="up" href="pt01.html" title="Part I. User' guide"><link rel="prev" href="ch04s05.html" title="Compilers corner"><link rel="next" href="ch06.html" title="Chapter 6. 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 5. Questions & Answers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s05.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch06.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 5.&
nbsp;Questions & Answers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2587"></a>Chapter 5. Questions & Answers</h2></div></div></div><p><span class="underline">Question</span>: on_entry gets as argument, the
+ <title>Chapter 5. Questions & 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) V2.20"><link rel="up" href="pt01.html" title="Part I. User' guide"><link rel="prev" href="ch04s05.html" title="Compilers corner"><link rel="next" href="ch06.html" title="Chapter 6. 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 5. Questions & Answers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s05.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch06.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 5.&
nbsp;Questions & Answers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2757"></a>Chapter 5. Questions & 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
Modified: trunk/libs/msm/doc/HTML/ch06.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch06.html (original)
+++ trunk/libs/msm/doc/HTML/ch06.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,9 +1,9 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Chapter 6. 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) V2.12"><link rel="up" href="pt01.html" title="Part I. User' guide"><link rel="prev" href="ch05.html" title="Chapter 5. Questions & 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 6. Internals</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch05.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch06s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 6.&nb
sp;Internals"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2651"></a>Chapter 6. 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
+ <title>Chapter 6. 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) V2.20"><link rel="up" href="pt01.html" title="Part I. User' guide"><link rel="prev" href="ch05.html" title="Chapter 5. Questions & 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 6. Internals</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch05.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch06s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 6.&nb
sp;Internals"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2821"></a>Chapter 6. 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="d0e2656"></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
+ 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="d0e2826"></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
Modified: trunk/libs/msm/doc/HTML/ch06s02.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch06s02.html (original)
+++ trunk/libs/msm/doc/HTML/ch06s02.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,7 +1,7 @@
<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) V2.12"><link rel="up" href="ch06.html" title="Chapter 6. Internals"><link rel="prev" href="ch06.html" title="Chapter 6. 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> </td><th width="60%" align="center">Chapter 6. Internals</th><td width="20%" align="right"> <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="d0e2722"></a><span class="command"><strong><a name="internals-front-back-interface"></a></strong></span>Frontend / Backend
+ <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) V2.20"><link rel="up" href="ch06.html" title="Chapter 6. Internals"><link rel="prev" href="ch06.html" title="Chapter 6. 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> </td><th width="60%" align="center">Chapter 6. Internals</th><td width="20%" align="right"> <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="d0e2892"></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
Modified: trunk/libs/msm/doc/HTML/ch06s03.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch06s03.html (original)
+++ trunk/libs/msm/doc/HTML/ch06s03.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<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) V2.12"><link rel="up" href="ch06.html" title="Chapter 6. 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> </td><th width="60%" align="center">Chapter 6. Internals</th><td width="20%" align="right"> <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="d0e2900"></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
+ <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) V2.20"><link rel="up" href="ch06.html" title="Chapter 6. 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> </td><th width="60%" align="center">Chapter 6. Internals</th><td width="20%" align="right"> <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="d0e3070"></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
Modified: trunk/libs/msm/doc/HTML/ch06s04.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch06s04.html (original)
+++ trunk/libs/msm/doc/HTML/ch06s04.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<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) V2.12"><link rel="up" href="ch06.html" title="Chapter 6. Internals"><link rel="prev" href="ch06s03.html" title="Generated state ids"><link rel="next" href="ch07.html" title="Chapter 7. 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> </td><th width="60%" align="center">Chapter 6. Internals</th><td width="20%" align="right"> <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="d0e2912"></a>Metaprogramming tools</h2></div></div></div><p>We can find for the transition table more uses than what we have seen so far.
+ <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) V2.20"><link rel="up" href="ch06.html" title="Chapter 6. Internals"><link rel="prev" href="ch06s03.html" title="Generated state ids"><link rel="next" href="ch07.html" title="Chapter 7. 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> </td><th width="60%" align="center">Chapter 6. Internals</th><td width="20%" align="right"> <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="d0e3082"></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
Modified: trunk/libs/msm/doc/HTML/ch07.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch07.html (original)
+++ trunk/libs/msm/doc/HTML/ch07.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Chapter 7. 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) V2.12"><link rel="up" href="pt01.html" title="Part I. 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 7. Acknowledgements</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s04.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch07s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 7. Acknowledgements"><div
class="titlepage"><div><div><h2 class="title"><a name="d0e2946"></a>Chapter 7. 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="d0e2951"></a>MSM v2</h2></div></div></div><p>
+ <title>Chapter 7. 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) V2.20"><link rel="up" href="pt01.html" title="Part I. 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 7. Acknowledgements</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s04.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch07s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 7. Acknowledgements"><div
class="titlepage"><div><div><h2 class="title"><a name="d0e3116"></a>Chapter 7. 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="d0e3121"></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.
Modified: trunk/libs/msm/doc/HTML/ch07s02.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch07s02.html (original)
+++ trunk/libs/msm/doc/HTML/ch07s02.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<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) V2.12"><link rel="up" href="ch07.html" title="Chapter 7. Acknowledgements"><link rel="prev" href="ch07.html" title="Chapter 7. Acknowledgements"><link rel="next" href="ch08.html" title="Chapter 8. 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> </td><th width="60%" align="center">Chapter 7. Acknowledgements</th><td width="20%" align="right"> <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="d0e2976"></a> MSM v1</h2></div></div></div><p>
+ <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) V2.20"><link rel="up" href="ch07.html" title="Chapter 7. Acknowledgements"><link rel="prev" href="ch07.html" title="Chapter 7. Acknowledgements"><link rel="next" href="ch08.html" title="Chapter 8. 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> </td><th width="60%" align="center">Chapter 7. Acknowledgements</th><td width="20%" align="right"> <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="d0e3146"></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, “C++
Modified: trunk/libs/msm/doc/HTML/ch08.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch08.html (original)
+++ trunk/libs/msm/doc/HTML/ch08.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,9 +1,12 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Chapter 8. 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) V2.12"><link rel="up" href="pt01.html" title="Part I. User' guide"><link rel="prev" href="ch07s02.html" title="MSM v1"><link rel="next" href="ch08s02.html" title="From V2.0 to V2.12"></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 8. Version history</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch07s02.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch08s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 8. Version history"><div class
="titlepage"><div><div><h2 class="title"><a name="d0e2992"></a>Chapter 8. Version history</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1">From V2.10 to V2.12</span></dt><dt><span class="sect1">From V2.0 to V2.12</span></dt></dl></div><div class="sect1" title="From V2.10 to V2.12"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2995"></a>From V2.10 to V2.12</h2></div></div></div><p>
- </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Support for <span class="command"><strong><a class="command" href="ch03s05.html#back-end-serialization">serialization</a></strong></span></p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s04.html#eUML-reuse-functor">Possibility to use
- normal functors</a></strong></span> (from functor front-end) in
- eUML.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-fsm-constructor-args">New constructors</a></strong></span> where substates / submachines can be taken as
- arguments. This allows passing arguments to the constructor of a
- submachine.</p></li><li class="listitem"><p>Bugfixes</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> </td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="ch08s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> MSM v1 </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> From V2.0 to V2.12</td></tr></table></div></body></html>
\ No newline at end of file
+ <title>Chapter 8. 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) V2.20"><link rel="up" href="pt01.html" title="Part I. User' guide"><link rel="prev" href="ch07s02.html" title="MSM v1"><link rel="next" href="ch08s02.html" title="From V2.10 to V2.12"></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 8. Version history</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch07s02.html">Prev</a> </td><th width="60%" align="center">Part I. User' guide</th><td width="20%" align="right"> <a accesskey="n" href="ch08s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 8. Version history"><div clas
s="titlepage"><div><div><h2 class="title"><a name="d0e3162"></a>Chapter 8. Version history</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1">From V2.12 to V2.20</span></dt><dt><span class="sect1">From V2.10 to V2.12</span></dt><dt><span class="sect1">From V2.0 to V2.12</span></dt></dl></div><div class="sect1" title="From V2.12 to V2.20"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3165"></a>From V2.12 to V2.20</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Compile-time state machine analysis using mpl_graph:</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-compile-time-analysis">checking of region orthogonality</a></strong></span>.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-compile-time-analysis">search for unreachable states</a></strong></span>.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s02.html#explicit-entry-no-region-id">automatic region index search for pseudo entry or explicit
+ entry states</a></strong></span>.</p></li></ul></div></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-boost-parameter">Boost.Parameter interface definition</a></strong></span> for
+ msm::back::state_machine<> template arguments.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-queues">Possibility to provide a
+ container</a></strong></span> for the event and deferred event queues. A
+ policy implementation based on a more efficient Boost.CircularBuffer
+ is provided.</p></li><li class="listitem"><p>msm::back::state_machine<>::is_flag_active method made
+ const.</p></li><li class="listitem"><p>added possibility to <span class="command"><strong><a class="command" href="ch03s05.html#backend-enqueueing">enqueue events</a></strong></span> for delayed processing.</p></li><li class="listitem"><p>Bugfixes</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>Trac 4926</p></li><li class="listitem"><p>stack overflow using the Defer functor</p></li><li class="listitem"><p>anonymous transition of a submachine not called for
+ the initial state</p></li></ul></div></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> </td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="ch08s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> MSM v1 </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> From V2.10 to V2.12</td></tr></table></div></body></html>
\ No newline at end of file
Modified: trunk/libs/msm/doc/HTML/ch08s02.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch08s02.html (original)
+++ trunk/libs/msm/doc/HTML/ch08s02.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,9 +1,9 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>From V2.0 to V2.12</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) V2.12"><link rel="up" href="ch08.html" title="Chapter 8. Version history"><link rel="prev" href="ch08.html" title="Chapter 8. Version history"><link rel="next" href="pt02.html" title="Part II. 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">From V2.0 to V2.12</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08.html">Prev</a> </td><th width="60%" align="center">Chapter 8. Version history</th><td width="20%" align="right"> <a accesskey="n" href="pt02.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.0 to V2.12"><div class="titlepage"><
div><div><h2 class="title" style="clear: both"><a name="d0e3020"></a>From V2.0 to V2.12</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 class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08.html">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="pt02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter 8. Version history </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Part II. Reference</td></tr></table></div></body></html>
\ No newline at end of file
+ <title>From V2.10 to V2.12</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) V2.20"><link rel="up" href="ch08.html" title="Chapter 8. Version history"><link rel="prev" href="ch08.html" title="Chapter 8. Version history"><link rel="next" href="ch08s03.html" title="From V2.0 to V2.12"></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">From V2.10 to V2.12</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08.html">Prev</a> </td><th width="60%" align="center">Chapter 8. Version history</th><td width="20%" align="right"> <a accesskey="n" href="ch08s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.10 to V2.12"><div class="titlepage"><d
iv><div><h2 class="title" style="clear: both"><a name="d0e3223"></a>From V2.10 to V2.12</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Support for <span class="command"><strong><a class="command" href="ch03s05.html#back-end-serialization">serialization</a></strong></span></p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s04.html#eUML-reuse-functor">Possibility to use
+ normal functors</a></strong></span> (from functor front-end) in
+ eUML.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-fsm-constructor-args">New constructors</a></strong></span> where substates / submachines can be taken as
+ arguments. This allows passing arguments to the constructor of a
+ submachine.</p></li><li class="listitem"><p>Bugfixes</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="ch08.html">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="ch08s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter 8. Version history </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> From V2.0 to V2.12</td></tr></table></div></body></html>
\ No newline at end of file
Added: trunk/libs/msm/doc/HTML/ch08s03.html
==============================================================================
--- (empty file)
+++ trunk/libs/msm/doc/HTML/ch08s03.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -0,0 +1,9 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>From V2.0 to V2.12</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) V2.20"><link rel="up" href="ch08.html" title="Chapter 8. Version history"><link rel="prev" href="ch08s02.html" title="From V2.10 to V2.12"><link rel="next" href="pt02.html" title="Part II. 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">From V2.0 to V2.12</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s02.html">Prev</a> </td><th width="60%" align="center">Chapter 8. Version history</th><td width="20%" align="right"> <a accesskey="n" href="pt02.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.0 to V2.12"><div class="titlepage"><div><div><h
2 class="title" style="clear: both"><a name="d0e3248"></a>From V2.0 to V2.12</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 class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s02.html">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="pt02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.10 to V2.12 </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Part II. Reference</td></tr></table></div></body></html>
\ No newline at end of file
Modified: trunk/libs/msm/doc/HTML/ch09.html
==============================================================================
--- trunk/libs/msm/doc/HTML/ch09.html (original)
+++ trunk/libs/msm/doc/HTML/ch09.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,7 +1,7 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Chapter 9. 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) V2.12"><link rel="up" href="pt02.html" title="Part II. Reference"><link rel="prev" href="pt02.html" title="Part II. Reference"><link rel="next" href="ch10.html" title="Chapter 10. 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 9. eUML operators and basic helpers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pt02.html">Prev</a> </td><th width="60%" align="center">Part II. Reference</th><td width="20%" align="right"> <a accesskey="n" href="ch10.html">Next</a></td></tr></table><hr></div><div cl
ass="chapter" title="Chapter 9. eUML operators and basic helpers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3057"></a>Chapter 9. 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="d0e3064"></a><p class="title"><b>Table 9.1. 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>&&</td><td>Calls lazily Action1&& 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>></td><td>Calls lazily Action1 > Action2</td><td>Greater_</td></tr><tr><td>>=</td><td>Calls lazily Action1 >= Action2</td><td>Greater_Equal_</td></tr><tr><td><</td><td>Calls lazily Action1 < Action2</td><td>Less_</td></tr><tr><td><=</td><td>C
alls lazily Action1 <= Action2</td><td>Less_Equal_</td></tr><tr><td>&</td><td>Calls lazily Action1 & 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>>></td><td>Calls lazily Action1 >> Action2</td><td>ShiftRight_</td></tr><tr><td>>>=</td><td>Calls lazily Action1 >>= Action2</td><td>ShiftRight_Assign_</td></tr><tr><td><<</td><td>Calls lazily Action1 << Action2</td><td>ShiftLeft_</td></tr><tr><td><<=</td><td>Calls lazily Action1 <<= 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
+ <title>Chapter 9. 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) V2.20"><link rel="up" href="pt02.html" title="Part II. Reference"><link rel="prev" href="pt02.html" title="Part II. Reference"><link rel="next" href="ch10.html" title="Chapter 10. 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 9. eUML operators and basic helpers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pt02.html">Prev</a> </td><th width="60%" align="center">Part II. Reference</th><td width="20%" align="right"> <a accesskey="n" href="ch10.html">Next</a></td></tr></table><hr></div><div cl
ass="chapter" title="Chapter 9. eUML operators and basic helpers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3285"></a>Chapter 9. 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="d0e3292"></a><p class="title"><b>Table 9.1. 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>&&</td><td>Calls lazily Action1&& 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>></td><td>Calls lazily Action1 > Action2</td><td>Greater_</td></tr><tr><td>>=</td><td>Calls lazily Action1 >= Action2</td><td>Greater_Equal_</td></tr><tr><td><</td><td>Calls lazily Action1 < Action2</td><td>Less_</td></tr><tr><td><=</td><td>C
alls lazily Action1 <= Action2</td><td>Less_Equal_</td></tr><tr><td>&</td><td>Calls lazily Action1 & 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>>></td><td>Calls lazily Action1 >> Action2</td><td>ShiftRight_</td></tr><tr><td>>>=</td><td>Calls lazily Action1 >>= Action2</td><td>ShiftRight_Assign_</td></tr><tr><td><<</td><td>Calls lazily Action1 << Action2</td><td>ShiftLeft_</td></tr><tr><td><<=</td><td>Calls lazily Action1 <<= 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
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- <title>Chapter 10. 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) V2.12"><link rel="up" href="pt02.html" title="Part II. Reference"><link rel="prev" href="ch09.html" title="Chapter 9. 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 10.
- Functional programming </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch09.html">Prev</a> </td><th width="60%" align="center">Part II. Reference</th><td width="20%" align="right"> <a accesskey="n" href="re01.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 10. Functional programming"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3401"></a>Chapter 10.
+ <title>Chapter 10. 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) V2.20"><link rel="up" href="pt02.html" title="Part II. Reference"><link rel="prev" href="ch09.html" title="Chapter 9. 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 10.
+ Functional programming </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch09.html">Prev</a> </td><th width="60%" align="center">Part II. Reference</th><td width="20%" align="right"> <a accesskey="n" href="re01.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter 10. Functional programming"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3629"></a>Chapter 10.
<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 <msm/front/euml/stl.hpp></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="d0e3419"></a><p class="title"><b>Table 10.1. 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 [,opᵃ])</td><td>LowerBound_</td></tr><tr><td>upper_bound_(first, last, value [,opᵃ])</td><td>UpperBound_</td></tr><tr><td>equal_range_(first, last, value [,opᵃ])</td><td>EqualRange_</td></tr><tr><td>binary_search_(first, last, value [,opᵃ])</td><td>BinarySearch_</td></tr><tr><td>min_element_(first, last[,opᵃ])</td><td>MinElement_</td></tr><tr><td>max_element_(first, last[,opᵃ])</td><td>MaxElement_</td></tr><tr><td>adjacent_find_(first, last[,opᵃ])</td><td>AdjacentFind_</td></tr><tr><td>find_end_( first1
, last1, first2, last2 [,op ᵃ])</td><td>FindEnd_</td></tr><tr><td>find_first_of_( first1, last1, first2, last2 [,op ᵃ])</td><td>FindFirstOf_</td></tr><tr><td>equal_( first1, last1, first2 [,op ᵃ])</td><td>Equal_</td></tr><tr><td>search_( first1, last1, first2, last2 [,op ᵃ])</td><td>Search_</td></tr><tr><td>includes_( first1, last1, first2, last2 [,op ᵃ])</td><td>Includes_</td></tr><tr><td>lexicographical_compare_ ( first1, last1, first2, last2 [,op
+ </p><div class="table"><a name="d0e3647"></a><p class="title"><b>Table 10.1. 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 [,opᵃ])</td><td>LowerBound_</td></tr><tr><td>upper_bound_(first, last, value [,opᵃ])</td><td>UpperBound_</td></tr><tr><td>equal_range_(first, last, value [,opᵃ])</td><td>EqualRange_</td></tr><tr><td>binary_search_(first, last, value [,opᵃ])</td><td>BinarySearch_</td></tr><tr><td>min_element_(first, last[,opᵃ])</td><td>MinElement_</td></tr><tr><td>max_element_(first, last[,opᵃ])</td><td>MaxElement_</td></tr><tr><td>adjacent_find_(first, last[,opᵃ])</td><td>AdjacentFind_</td></tr><tr><td>find_end_( first1
, last1, first2, last2 [,op ᵃ])</td><td>FindEnd_</td></tr><tr><td>find_first_of_( first1, last1, first2, last2 [,op ᵃ])</td><td>FindFirstOf_</td></tr><tr><td>equal_( first1, last1, first2 [,op ᵃ])</td><td>Equal_</td></tr><tr><td>search_( first1, last1, first2, last2 [,op ᵃ])</td><td>Search_</td></tr><tr><td>includes_( first1, last1, first2, last2 [,op ᵃ])</td><td>Includes_</td></tr><tr><td>lexicographical_compare_ ( first1, last1, first2, last2 [,op
ᵃ]) </td><td>LexicographicalCompare_</td></tr><tr><td>count_(first, last, value [,size])</td><td>Count_</td></tr><tr><td>count_if_(first, last, op ᵃ [,size])</td><td>CountIf_</td></tr><tr><td>distance_(first, last)</td><td>Distance_</td></tr><tr><td>mismatch _( first1, last1, first2 [,op ᵃ])</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="d0e3532"></a><p class="title"><b>Table 10.2. 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 opᵃ)</td><td>ForEach_</td></tr><tr><td>accumulate_first, last, init [,opᵃ])</td><td>Accumulate_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><div class="table"><a name="d0e3760"></a><p class="title"><b>Table 10.2. 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 opᵃ)</td><td>ForEach_</td></tr><tr><td>accumulate_first, last, init [,opᵃ])</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="d0e3560"></a><p class="title"><b>Table 10.3. 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 , opᵃ)</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, opᵃ)</td><td>RemoveCopyIf_</td></tr><tr><td>fill_(first, last, value)</td><td>Fill_</td></tr><tr><td>fill_n_(first, size, value)ᵇ</td><td>FillN_</td></tr><tr><td>generate_(
first, last, generatorᵃ)</td><td>Generate_</td></tr><tr><td>generate_(first, size, generatorᵃ)ᵇ</td><td>GenerateN_</td></tr><tr><td>unique_(first, last [,opᵃ])</td><td>Unique_</td></tr><tr><td>unique_copy_(first, last, output [,opᵃ])</td><td>UniqueCopy_</td></tr><tr><td>random_shuffle_(first, last [,opᵃ])</td><td>RandomShuffle_</td></tr><tr><td>rotate_copy_(first, middle, last, output)</td><td>RotateCopy_</td></tr><tr><td>partition_ (first, last [,opᵃ])</td><td>Partition_</td></tr><tr><td>stable_partition_ (first, last [,opᵃ])</td><td>StablePartition_</td></tr><tr><td>stable_sort_(first, last [,opᵃ])</td><td>StableSort_</td></tr><tr><td>sort_(first, last [,opᵃ])</td><td>Sort_</td></tr><tr><td>partial_sort_(first, middle, last [,opᵃ])</td><td>PartialSort_</td></tr><tr><td>partial_sort_copy_ (first, last, res_first, res_last [,opᵃ]) </td><td>PartialSortCopy_</td></tr><tr><td>nth_element_(first, nth, last [,opᵃ])</td><td>NthElement_</
td></tr><tr><td>merge_( first1, last1, first2, last2, output [,op ᵃ])</td><td>Merge_</td></tr><tr><td>inplace_merge_(first, middle, last [,opᵃ])</td><td>InplaceMerge_</td></tr><tr><td>set_union_(first1, last1, first2, last2, output [,op
+ </p><div class="table"><a name="d0e3788"></a><p class="title"><b>Table 10.3. 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 , opᵃ)</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, opᵃ)</td><td>RemoveCopyIf_</td></tr><tr><td>fill_(first, last, value)</td><td>Fill_</td></tr><tr><td>fill_n_(first, size, value)ᵇ</td><td>FillN_</td></tr><tr><td>generate_(
first, last, generatorᵃ)</td><td>Generate_</td></tr><tr><td>generate_(first, size, generatorᵃ)ᵇ</td><td>GenerateN_</td></tr><tr><td>unique_(first, last [,opᵃ])</td><td>Unique_</td></tr><tr><td>unique_copy_(first, last, output [,opᵃ])</td><td>UniqueCopy_</td></tr><tr><td>random_shuffle_(first, last [,opᵃ])</td><td>RandomShuffle_</td></tr><tr><td>rotate_copy_(first, middle, last, output)</td><td>RotateCopy_</td></tr><tr><td>partition_ (first, last [,opᵃ])</td><td>Partition_</td></tr><tr><td>stable_partition_ (first, last [,opᵃ])</td><td>StablePartition_</td></tr><tr><td>stable_sort_(first, last [,opᵃ])</td><td>StableSort_</td></tr><tr><td>sort_(first, last [,opᵃ])</td><td>Sort_</td></tr><tr><td>partial_sort_(first, middle, last [,opᵃ])</td><td>PartialSort_</td></tr><tr><td>partial_sort_copy_ (first, last, res_first, res_last [,opᵃ]) </td><td>PartialSortCopy_</td></tr><tr><td>nth_element_(first, nth, last [,opᵃ])</td><td>NthElement_</
td></tr><tr><td>merge_( first1, last1, first2, last2, output [,op ᵃ])</td><td>Merge_</td></tr><tr><td>inplace_merge_(first, middle, last [,opᵃ])</td><td>InplaceMerge_</td></tr><tr><td>set_union_(first1, last1, first2, last2, output [,op
ᵃ])</td><td>SetUnion_</td></tr><tr><td>push_heap_(first, last [,op ᵃ])</td><td>PushHeap_</td></tr><tr><td>pop_heap_(first, last [,op ᵃ])</td><td>PopHeap_</td></tr><tr><td>make_heap_(first, last [,op ᵃ])</td><td>MakeHeap_</td></tr><tr><td>sort_heap_(first, last [,op ᵃ])</td><td>SortHeap_</td></tr><tr><td>next_permutation_(first, last [,op ᵃ])</td><td>NextPermutation_</td></tr><tr><td>prev_permutation_(first, last [,op ᵃ])</td><td>PrevPermutation_</td></tr><tr><td>inner_product_(first1, last1, first2, init [,op1ᵃ] [,op2ᵃ]) </td><td>InnerProduct_</td></tr><tr><td>partial_sum_(first, last, output [,opᵃ])</td><td>PartialSum_</td></tr><tr><td>adjacent_difference_(first, last, output [,opᵃ])</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, opᵃ, 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, opᵃ, new_value)</td><td>ReplaceCopyIf_</td></tr><tr><td>rotate_(first, middle, last)ᵇ</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="d0e3778"></a><p class="title"><b>Table 10.4. 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><div class="table"><a name="d0e4006"></a><p class="title"><b>Table 10.4. 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="d0e3909"></a><p class="title"><b>Table 10.5. 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, opᵃ)</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, opᵃ)</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,
+ </p><div class="table"><a name="d0e4137"></a><p class="title"><b>Table 10.5. 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, opᵃ)</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, opᵃ)</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, opᵃ)</td><td>ListUnique_</td></tr><tr><td>void list_sort_(container)</td><td>ListSort_</td></tr><tr><td>void list_sort_(container, opᵃ)</td><td>ListSort_</td></tr></tbody></table></div></div><p><br class="table-break">
</p><p>
- </p><div class="table"><a name="d0e3985"></a><p class="title"><b>Table 10.6. 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<iterator, bool> 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<iterator, iterator> associative_equal_range_(
+ </p><div class="table"><a name="d0e4213"></a><p class="title"><b>Table 10.6. 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<iterator, bool> 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<iterator, iterator> 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="d0e4056"></a><p class="title"><b>Table 10.7. 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<T1, T2>)</td><td>First_</td></tr><tr><td>second_type second_(pair<T1, T2>)</td><td>Second_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><div class="table"><a name="d0e4284"></a><p class="title"><b>Table 10.7. 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<T1, T2>)</td><td>First_</td></tr><tr><td>second_type second_(pair<T1, T2>)</td><td>Second_</td></tr></tbody></table></div></div><p><br class="table-break">
</p><p>
- </p><div class="table"><a name="d0e4082"></a><p class="title"><b>Table 10.8. 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,
+ </p><div class="table"><a name="d0e4310"></a><p class="title"><b>Table 10.8. 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& append(const string&)</td><td>string& append_(container, another_string)</td><td>Append_</td></tr><tr><td>string& append (charT*)</td><td>string& append_(container, another_string)</td><td>Append_</td></tr><tr><td>string& append (string , size_type pos, size_type
Added: trunk/libs/msm/doc/HTML/examples/SimpleTutorialWithEumlTable.cpp
==============================================================================
--- (empty file)
+++ trunk/libs/msm/doc/HTML/examples/SimpleTutorialWithEumlTable.cpp 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -0,0 +1,158 @@
+#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;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace
+{
+ // events
+ struct play_impl : msm::front::euml::euml_event<play_impl> {};
+ struct end_pause_impl : msm::front::euml::euml_event<end_pause_impl>{};
+ struct stop_impl : msm::front::euml::euml_event<stop_impl>{};
+ struct pause_impl : msm::front::euml::euml_event<pause_impl>{};
+ struct open_close_impl : msm::front::euml::euml_event<open_close_impl>{};
+ struct cd_detected_impl : msm::front::euml::euml_event<cd_detected_impl>{};
+
+ // define some dummy instances for use in the transition table
+ // it is also possible to default-construct them instead:
+ // struct play {};
+ // inside the table: play()
+ play_impl play;
+ end_pause_impl end_pause;
+ stop_impl stop;
+ pause_impl pause;
+ open_close_impl open_close;
+ cd_detected_impl cd_detected;
+
+ // The list of FSM states
+ // they have to be declared outside of the front-end only to make VC happy :(
+ // note: gcc would have no problem
+ struct Empty_impl : public msm::front::state<> , public msm::front::euml::euml_state<Empty_impl>
+ {
+ // 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Open_impl>
+ {
+ 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Stopped_impl>
+ {
+ 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;}
+ };
+
+ struct Playing_impl : public msm::front::state<> , public msm::front::euml::euml_state<Playing_impl>
+ {
+ 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;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused_impl : public msm::front::state<> , public msm::front::euml::euml_state<Paused_impl>
+ {
+ };
+ //to make the transition table more readable
+ Empty_impl const Empty;
+ Open_impl const Open;
+ Stopped_impl const Stopped;
+ Playing_impl const Playing;
+ Paused_impl const Paused;
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty_impl initial_state;
+
+ // Transition table for player
+ // replaces the old transition table
+ BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
+ Stopped + play / start_playback == Playing ,
+ Stopped + open_close / open_drawer == Open ,
+ Stopped + stop == Stopped ,
+ // +------------------------------------------------------------------------------+
+ Open + open_close / close_drawer == Empty ,
+ // +------------------------------------------------------------------------------+
+ Empty + open_close / open_drawer == Open ,
+ Empty + cd_detected /(store_cd_info,
+ msm::front::euml::process_(play)) == Stopped ,
+ // +------------------------------------------------------------------------------+
+ Playing + stop / stop_playback == Stopped ,
+ Playing + pause / pause_playback == Paused ,
+ Playing + open_close / stop_and_open == Open ,
+ // +------------------------------------------------------------------------------+
+ Paused + end_pause / resume_playback == Playing ,
+ Paused + stop / stop_playback == Stopped ,
+ Paused + open_close / stop_and_open == Open
+ // +------------------------------------------------------------------------------+
+ ),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;
+ }
+ };
+ // 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();
+ // 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); pstate(p);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
Added: trunk/libs/msm/doc/HTML/examples/TestErrorOrthogonality.cpp
==============================================================================
--- (empty file)
+++ trunk/libs/msm/doc/HTML/examples/TestErrorOrthogonality.cpp 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -0,0 +1,119 @@
+// 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>
+#include <boost/msm/back/mpl_graph_fsm_check.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::back;
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct cd_detected{};
+ struct error_found {};
+
+ // 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<>
+ {
+ };
+ struct Open : public msm::front::state<>
+ {
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<>
+ {
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+ struct AllOk : public msm::front::state<>
+ {
+ };
+ struct ErrorMode : public msm::front::state<>
+ {
+ };
+ struct State1 : public msm::front::state<>
+ {
+ };
+ struct State2 : public msm::front::state<>
+ {
+ };
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ // adding this line makes non-reachable states and should cause a static assert
+ //_row < State1 , open_close , State2 >,
+ // adding this line makes non-orthogonal regions and should cause a static assert
+ //_row < Paused , error_found , ErrorMode >,
+ _row < Stopped , play , Playing >,
+ _row < Stopped , open_close , Open >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Open , open_close , Empty >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Empty , open_close , Open >,
+ _row < Empty , cd_detected , Stopped >,
+ _row < Empty , cd_detected , Playing >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Playing , stop , Stopped >,
+ _row < Playing , pause , Paused >,
+ _row < Playing , open_close , Open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Paused , end_pause , Playing >,
+ _row < Paused , stop , Stopped >,
+ _row < Paused , open_close , Open >,
+ _row < AllOk , error_found , ErrorMode >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const& e, FSM&,int state)
+ {
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_,msm::back::mpl_graph_fsm_check> player;
+
+ void test()
+ {
+ player p;
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
Modified: trunk/libs/msm/doc/HTML/examples/iPod_distributed/iPod.cpp
==============================================================================
--- trunk/libs/msm/doc/HTML/examples/iPod_distributed/iPod.cpp (original)
+++ trunk/libs/msm/doc/HTML/examples/iPod_distributed/iPod.cpp 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -29,7 +29,6 @@
{
struct iPod_;
typedef msm::back::state_machine<iPod_,
- ::boost::msm::back::NoHistory,
::boost::msm::back::favor_compile_time> iPod;
// Concrete FSM implementation
Modified: trunk/libs/msm/doc/HTML/index.html
==============================================================================
--- trunk/libs/msm/doc/HTML/index.html (original)
+++ trunk/libs/msm/doc/HTML/index.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,16 +1,17 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Meta State Machine (MSM) V2.12</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) V2.12"><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) V2.12</th></tr><tr><td width="20%" align="left"> </td><th width="60%" align="center"> </th><td width="20%" align="right"> <a accesskey="n" href="pr01.html">Next</a></td></tr></table><hr></div><div class="book" title="Meta State Machine (MSM) V2.12"><div class="titlepage"><div><div><h1 class="title"><a name="d0e2"></a>Meta State Machine (MSM) V2.12</h1></div><div><div class="author"><h3 class="author">Christophe Henry</h3><code class="email"><<a class="email" href="mailto:christop
he.j.henry_at_[hidden]">christophe.j.henry_at_[hidden]</a>></code></div></div><div><p class="copyright">Copyright © 2008-2010
+ <title>Meta State Machine (MSM) V2.20</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) V2.20"><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) V2.20</th></tr><tr><td width="20%" align="left"> </td><th width="60%" align="center"> </th><td width="20%" align="right"> <a accesskey="n" href="pr01.html">Next</a></td></tr></table><hr></div><div class="book" title="Meta State Machine (MSM) V2.20"><div class="titlepage"><div><div><h1 class="title"><a name="d0e2"></a>Meta State Machine (MSM) V2.20</h1></div><div><div class="author"><h3 class="author">Christophe Henry</h3><code class="email"><<a class="email" href="mailto:christop
he.j.henry_at_[hidden]">christophe.j.henry_at_[hidden]</a>></code></div></div><div><p class="copyright">Copyright © 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="s
ect2">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#d0e1316">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#d0e1613">
- 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#d0e1825">
+ 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">What do you actually do inside actions / guards?</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"><a href="ch03s02.html#d0e1247"> Containing st
ate machine (deprecated)</a></span></dt></dl></dd><dt><span class="sect1">Functor front-end</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">What do you actually do inside actions / guards (Part 2)?</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#d0e1380">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">A simple example: rewriting only our 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#d0e1699">
+ 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#d0e1911">
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#d0e2172">Serialization
</a></span></dt><dt><span class="sect2">Base state type </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#d0e2360">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 V2.10 to V2.12</span></dt><dt><span class="sect1">From V2.0 to V2.12</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"> — The common types used by front- and back-ends</span></dt><dt><span class="refentrytitle">Back-end</span><span class="refpurpose"> — The back-end headers</span></dt><dt><span class="refentrytitle">Front-end</span><span class="refpurpose"> — 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#d0e3985">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"> </td><td width="20%" align="center"> </td><td width="40%" align="right"> <a accesskey="n" href="pr01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> </td><td width="20%" align="center"> </td><td width="40%" align="right" valign="top"> Preface</td></tr></table></div></body></html>
\ No newline at end of file
+ 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#d0e2258">Serialization
</a></span></dt><dt><span class="sect2">Base state type </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#d0e2446">Trading run-time speed for
+ better compile-time / multi-TU compilation</a></span></dt><dt><span class="sect2">Compile-time state machine analysis </span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2569"> Enqueueing events for later
+ processing </a></span></dt><dt><span class="sect2"> Customizing the message queues </span></dt><dt><span class="sect2">Policy definition with Boost.Parameter </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"><a href="ch06.html#d0e2826">Backend: Run To Com
pletion</a></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 V2.12 to V2.20</span></dt><dt><span class="sect1">From V2.10 to V2.12</span></dt><dt><span class="sect1">From V2.0 to V2.12</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="chap
ter"><a href="ch10.html">10.
+ Functional programming </a></span></dt><dt><span class="refentrytitle">Common headers</span><span class="refpurpose"> — The common types used by front- and back-ends</span></dt><dt><span class="refentrytitle">Back-end</span><span class="refpurpose"> — The back-end headers</span></dt><dt><span class="refentrytitle">Front-end</span><span class="refpurpose"> — 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#d0e4213">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"> </td><td width="20%" align="center"> </td><td width="40%" align="right"> <a accesskey="n" href="pr01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> </td><td width="20%" align="center"> </td><td width="40%" align="right" valign="top"> Preface</td></tr></table></div></body></html>
\ No newline at end of file
Modified: trunk/libs/msm/doc/HTML/pr01.html
==============================================================================
--- trunk/libs/msm/doc/HTML/pr01.html (original)
+++ trunk/libs/msm/doc/HTML/pr01.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,6 +1,6 @@
<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) V2.12"><link rel="up" href="index.html" title="Meta State Machine (MSM) V2.12"><link rel="prev" href="index.html" title="Meta State Machine (MSM) V2.12"><link rel="next" href="pt01.html" title="Part I. 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> </td><th width="60%" align="center"> </th><td width="20%" align="right"> <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
+ <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) V2.20"><link rel="up" href="index.html" title="Meta State Machine (MSM) V2.20"><link rel="prev" href="index.html" title="Meta State Machine (MSM) V2.20"><link rel="next" href="pt01.html" title="Part I. 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> </td><th width="60%" align="center"> </th><td width="20%" align="right"> <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
@@ -58,4 +58,4 @@
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> </td><td width="20%" align="center"> </td><td width="40%" align="right"> <a accesskey="n" href="pt01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Meta State Machine (MSM) V2.12 </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Part I. User' guide</td></tr></table></div></body></html>
\ No newline at end of file
+ </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> </td><td width="20%" align="center"> </td><td width="40%" align="right"> <a accesskey="n" href="pt01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Meta State Machine (MSM) V2.20 </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Part I. User' guide</td></tr></table></div></body></html>
\ No newline at end of file
Modified: trunk/libs/msm/doc/HTML/pt01.html
==============================================================================
--- trunk/libs/msm/doc/HTML/pt01.html (original)
+++ trunk/libs/msm/doc/HTML/pt01.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,12 +1,13 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Part I. 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) V2.12"><link rel="up" href="index.html" title="Meta State Machine (MSM) V2.12"><link rel="prev" href="pr01.html" title="Preface"><link rel="next" href="ch01.html" title="Chapter 1. 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 I. User' guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pr01.html">Prev</a> </td><th width="60%" align="center"> </th><td width="20%" align="right"> <a accesskey="n" href="ch01.html">Next</a></td></tr></table><hr></div><div class="part" title="Part I. User' guide"><div class="titlepage"><div><div><h1 class="title"
><a name="d0e96"></a>Part I. 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">
+ <title>Part I. 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) V2.20"><link rel="up" href="index.html" title="Meta State Machine (MSM) V2.20"><link rel="prev" href="pr01.html" title="Preface"><link rel="next" href="ch01.html" title="Chapter 1. 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 I. User' guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pr01.html">Prev</a> </td><th width="60%" align="center"> </th><td width="20%" align="right"> <a accesskey="n" href="ch01.html">Next</a></td></tr></table><hr></div><div class="part" title="Part I. User' guide"><div class="titlepage"><div><div><h1 class="title"
><a name="d0e96"></a>Part I. 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="s
ect2">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#d0e1316">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#d0e1613">
- 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#d0e1825">
+ 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">What do you actually do inside actions / guards?</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"><a href="ch03s02.html#d0e1247"> Containing st
ate machine (deprecated)</a></span></dt></dl></dd><dt><span class="sect1">Functor front-end</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">What do you actually do inside actions / guards (Part 2)?</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#d0e1380">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">A simple example: rewriting only our 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#d0e1699">
+ 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#d0e1911">
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#d0e2172">Serialization
</a></span></dt><dt><span class="sect2">Base state type </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#d0e2360">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 V2.10 to V2.12</span></dt><dt><span class="sect1">From V2.0 to V2.12</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> </td><td width="20%" align="center"> </td><td width="40%" align="right"> <a accesskey="n" href="ch01.html">
Next</a></td></tr><tr><td width="40%" align="left" valign="top">Preface </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Chapter 1. Founding idea</td></tr></table></div></body></html>
\ No newline at end of file
+ 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#d0e2258">Serialization
</a></span></dt><dt><span class="sect2">Base state type </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#d0e2446">Trading run-time speed for
+ better compile-time / multi-TU compilation</a></span></dt><dt><span class="sect2">Compile-time state machine analysis </span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2569"> Enqueueing events for later
+ processing </a></span></dt><dt><span class="sect2"> Customizing the message queues </span></dt><dt><span class="sect2">Policy definition with Boost.Parameter </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"><a href="ch06.html#d0e2826">Backend: Run To Com
pletion</a></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 V2.12 to V2.20</span></dt><dt><span class="sect1">From V2.10 to V2.12</span></dt><dt><span class="sect1">From V2.0 to V2.12</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> </td><td width="20%" align="center"
> </td><td width="40%" align="right"> <a accesskey="n" href="ch01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Preface </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Chapter 1. Founding idea</td></tr></table></div></body></html>
\ No newline at end of file
Modified: trunk/libs/msm/doc/HTML/pt02.html
==============================================================================
--- trunk/libs/msm/doc/HTML/pt02.html (original)
+++ trunk/libs/msm/doc/HTML/pt02.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,4 +1,4 @@
<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
- <title>Part II. 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) V2.12"><link rel="up" href="index.html" title="Meta State Machine (MSM) V2.12"><link rel="prev" href="ch08s02.html" title="From V2.0 to V2.12"><link rel="next" href="ch09.html" title="Chapter 9. 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 II. Reference</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s02.html">Prev</a> </td><th width="60%" align="center"> </th><td width="20%" align="right"> <a accesskey="n" href="ch09.html">Next</a></td></tr></table><hr></div><div class="part" title="Part II. Reference"><div class="title
page"><div><div><h1 class="title"><a name="d0e3053"></a>Part II. <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"> — The common types used by front- and back-ends</span></dt><dt><span class="refentrytitle">Back-end</span><span class="refpurpose"> — The back-end headers</span></dt><dt><span class="refentrytitle">Front-end</span><span class="refpurpose"> — 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="ch08s02.html">Prev</a> </td><td width="20%" align="center"> </td><td width="40%" align="right"> <a accesskey="n" href="ch09.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.0 to V2.12 </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Chapter&n
bsp;9. eUML operators and basic helpers</td></tr></table></div></body></html>
\ No newline at end of file
+ <title>Part II. 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) V2.20"><link rel="up" href="index.html" title="Meta State Machine (MSM) V2.20"><link rel="prev" href="ch08s03.html" title="From V2.0 to V2.12"><link rel="next" href="ch09.html" title="Chapter 9. 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 II. Reference</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s03.html">Prev</a> </td><th width="60%" align="center"> </th><td width="20%" align="right"> <a accesskey="n" href="ch09.html">Next</a></td></tr></table><hr></div><div class="part" title="Part II. Reference"><div class="title
page"><div><div><h1 class="title"><a name="d0e3281"></a>Part II. <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"> — The common types used by front- and back-ends</span></dt><dt><span class="refentrytitle">Back-end</span><span class="refpurpose"> — The back-end headers</span></dt><dt><span class="refentrytitle">Front-end</span><span class="refpurpose"> — 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="ch08s03.html">Prev</a> </td><td width="20%" align="center"> </td><td width="40%" align="right"> <a accesskey="n" href="ch09.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.0 to V2.12 </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Chapter&n
bsp;9. eUML operators and basic helpers</td></tr></table></div></body></html>
\ No newline at end of file
Modified: trunk/libs/msm/doc/HTML/re01.html
==============================================================================
--- trunk/libs/msm/doc/HTML/re01.html (original)
+++ trunk/libs/msm/doc/HTML/re01.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,8 +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) V2.12"><link rel="up" href="pt02.html" title="Part II. Reference"><link rel="prev" href="ch10.html" title="Chapter 10. 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> </td><th width="60%" align="center">Part II. Reference</th><td width="20%" align="right"> <a accesskey="n" href="re02.html">Next</a></td></tr></table><hr></div><div class="refentry" title="Common headers"><a name="d0e4524"></a><div class="titlepage"></div><div clas
s="refnamediv"><h2>Name</h2><p>Common headers — The common types used by front- and back-ends</p></div><div class="refsect1" title="msm/common.hpp"><a name="d0e4530"></a><h2>msm/common.hpp</h2><p>This header provides one type, wrap, which is an empty type whose only reason
+ <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) V2.20"><link rel="up" href="pt02.html" title="Part II. Reference"><link rel="prev" href="ch10.html" title="Chapter 10. 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> </td><th width="60%" align="center">Part II. Reference</th><td width="20%" align="right"> <a accesskey="n" href="re02.html">Next</a></td></tr></table><hr></div><div class="refentry" title="Common headers"><a name="d0e4752"></a><div class="titlepage"></div><div clas
s="refnamediv"><h2>Name</h2><p>Common headers — The common types used by front- and back-ends</p></div><div class="refsect1" title="msm/common.hpp"><a name="d0e4758"></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 <class Dummy> wrap{};</span></span> {<br>}</pre></div><div class="refsect1" title="msm/row_tags.hpp"><a name="d0e4539"></a><h2>msm/row_tags.hpp</h2><p>This header contains the row type tags which front-ends can support partially
+ as shown in the Metaprogramming book, chapter 9.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template <class Dummy> wrap{};</span></span> {<br>}</pre></div><div class="refsect1" title="msm/row_tags.hpp"><a name="d0e4767"></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> </td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="re02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter 10.
Functional programming </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Back-end</td></tr></table></div></body></html>
\ No newline at end of file
Modified: trunk/libs/msm/doc/HTML/re02.html
==============================================================================
--- trunk/libs/msm/doc/HTML/re02.html (original)
+++ trunk/libs/msm/doc/HTML/re02.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,79 +1,79 @@
<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) V2.12"><link rel="up" href="pt02.html" title="Part II. 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> </td><th width="60%" align="center">Part II. Reference</th><td width="20%" align="right"> <a accesskey="n" href="re03.html">Next</a></td></tr></table><hr></div><div class="refentry" title="Back-end"><a name="d0e4547"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Back-end —
The back-end headers</p></div><div class="refsect1" title="msm/back/state_machine.hpp"><a name="d0e4553"></a><h2>msm/back/state_machine.hpp</h2><p> This header provides one type, state_machine, MSM's state machine engine
+ <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) V2.20"><link rel="up" href="pt02.html" title="Part II. 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> </td><th width="60%" align="center">Part II. Reference</th><td width="20%" align="right"> <a accesskey="n" href="re03.html">Next</a></td></tr></table><hr></div><div class="refentry" title="Back-end"><a name="d0e4775"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Back-end —
The back-end headers</p></div><div class="refsect1" title="msm/back/state_machine.hpp"><a name="d0e4781"></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 <class Derived,class HistoryPolicy=NoHistory,class
- CompilePolicy=favor_runtime_speed> state_machine</span></span> {<br>}</pre><div class="refsect2" title="Template arguments"><a name="d0e4562"></a><h3> Template arguments </h3><div class="refsect3" title="Derived"><a name="d0e4565"></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="d0e4570"></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="d0e4575"></a><h4> CompilePolicy </h4><p>The trade-off performance / compile-time. There are two predefined
+ CompilePolicy=favor_runtime_speed> state_machine</span></span> {<br>}</pre><div class="refsect2" title="Template arguments"><a name="d0e4790"></a><h3> Template arguments </h3><div class="refsect3" title="Derived"><a name="d0e4793"></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="d0e4798"></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="d0e4803"></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="d0e4583"></a><h3> methods </h3><div class="refsect3" title="start"><a name="d0e4586"></a><h4>start</h4><p> The start methods must be called before any call to process_event. It
+ 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="d0e4811"></a><h3> methods </h3><div class="refsect3" title="start"><a name="d0e4814"></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="d0e4599"></a><h4>process_event</h4><p>The event processing method implements the double-dispatch. Each call
+ 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="d0e4827"></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 <class Event> HandledEnum
- process_event</span>(<span class="methodparam">Event const&</span>);</code></div><div class="refsect3" title="current_state"><a name="d0e4610"></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="d0e4620"></a><h4>get_state_by_id</h4><p>Returns the state whose id is given. As all states of a concrete state
+ process_event</span>(<span class="methodparam">Event const&</span>);</code></div><div class="refsect3" title="current_state"><a name="d0e4838"></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="d0e4848"></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="d0e4631"></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="d0e4641"></a><h4>get_state</h4><p>Returns the required state of the state machine as a pointer. A
+ 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="d0e4859"></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="d0e4869"></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 <class State> State* get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state"><a name="d0e4651"></a><h4>get_state</h4><p>Returns the required state of the state machine as a reference. A
+ machine.</p><code class="methodsynopsis"><span class="methodname">template <class State> State* get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state"><a name="d0e4879"></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 <class State> State& get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e4661"></a><h4>is_flag_active</h4><p>Returns true if the given flag is currently active. A flag is active
+ machine.</p><code class="methodsynopsis"><span class="methodname">template <class State> State& get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e4889"></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 <class Flag,class BinaryOp> bool
- is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e4674"></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 <class Flag> bool is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="visit_current_states"><a name="d0e4684"></a><h4>visit_current_states</h4><p>Visits all active states and their substates. A state is visited using
+ is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e4902"></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 <class Flag> bool is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="visit_current_states"><a name="d0e4912"></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="d0e4700"></a><h4>visit_current_states</h4><p>Visits all active states and their substates. A state is visited using
+ 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="d0e4928"></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="d0e4717"></a><h4>defer_event</h4><p> Defers the provided event. This method can be called only if at least
+ 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="d0e4945"></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_ << deferred_events</code>)</p><code class="methodsynopsis"><span class="methodname">template <class Event> void defer_event</span>(<span class="methodparam">Event const&</span>);</code></div></div><div class="refsect2" title="Types"><a name="d0e4737"></a><h3>Types</h3><div class="refsect3" title="nr_regions"><a name="d0e4740"></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="d0e4745"></a><h4>entry_pt</h4><p>This nested type provides the necessary typedef for entry point
+ (<code class="code">configure_ << deferred_events</code>)</p><code class="methodsynopsis"><span class="methodname">template <class Event> void defer_event</span>(<span class="methodparam">Event const&</span>);</code></div></div><div class="refsect2" title="Types"><a name="d0e4965"></a><h3>Types</h3><div class="refsect3" title="nr_regions"><a name="d0e4968"></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="d0e4973"></a><h4>entry_pt</h4><p>This nested type provides the necessary typedef for entry point
pseudostates.
<code class="code">state_machine<...>::entry_pt<state_name></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> {<br>}</pre></div><div class="refsect3" title="exit_pt"><a name="d0e4757"></a><h4>exit_pt</h4><p>This nested type provides the necessary typedef for exit point
+ transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">entry_pt</span></span> {<br>}</pre></div><div class="refsect3" title="exit_pt"><a name="d0e4985"></a><h4>exit_pt</h4><p>This nested type provides the necessary typedef for exit point
pseudostates. <code class="code">state_machine<...>::exit_pt<state_name></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> {<br>}</pre></div><div class="refsect3" title="direct"><a name="d0e4769"></a><h4>direct</h4><p>This nested type provides the necessary typedef for an explicit entry
+ transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">exit_pt</span></span> {<br>}</pre></div><div class="refsect3" title="direct"><a name="d0e4997"></a><h4>direct</h4><p>This nested type provides the necessary typedef for an explicit entry
inside a submachine.
<code class="code">state_machine<...>::direct<state_name></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> {<br>}</pre></div><div class="refsect3" title="stt"><a name="d0e4781"></a><h4>stt</h4><p>Calling state_machine<frontend>::stt returns a mpl::vector
+ transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">direct</span></span> {<br>}</pre></div><div class="refsect3" title="stt"><a name="d0e5009"></a><h4>stt</h4><p>Calling state_machine<frontend>::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="d0e4786"></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="d0e4791"></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="d0e4797"></a><h3>Every history policy must implement the following methods: </h3><div class="refsect3" title="set_initial_states"><a name="d0e4800"></a><h4> set_initial_states </h4><p> This method is called by msm::back::state_machine when constructed.
+ be used with generate_state_set or generate_event_set.</p></div></div></div><div class="refsect1" title="args.hpp"><a name="d0e5014"></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="d0e5019"></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="d0e5025"></a><h3>Every history policy must implement the following methods: </h3><div class="refsect3" title="set_initial_states"><a name="d0e5028"></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> </td></tr></table><div class="paramdef-list"><code>
<code>(</code>int* const<code>)</code>
- </code>;</div><div class="funcprototype-spacer"> </div></div></div><div class="refsect3" title="history_exit"><a name="d0e4814"></a><h4> history_exit </h4><p>This method is called by msm::back::state_machine when the submachine
+ </code>;</div><div class="funcprototype-spacer"> </div></div></div><div class="refsect3" title="history_exit"><a name="d0e5042"></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> </td></tr></table><div class="paramdef-list"><code>
<code>(</code>int* const<code>)</code>
- </code>;</div><div class="funcprototype-spacer"> </div></div></div><div class="refsect3" title="history_entry"><a name="d0e4828"></a><h4> history_entry </h4><p>This method is called by msm::back::state_machine when the submachine
+ </code>;</div><div class="funcprototype-spacer"> </div></div></div><div class="refsect3" title="history_entry"><a name="d0e5056"></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 <class Event> int* const history_exit(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>
<code>(</code>Event const&<code>)</code>
- </code>;</div><div class="funcprototype-spacer"> </div></div></div></div><div class="refsect2" title="Out-of-the-box policies:"><a name="d0e4842"></a><h3>Out-of-the-box policies: </h3><div class="refsect3" title="NoHistory"><a name="d0e4845"></a><h4>NoHistory</h4><p>This policy is the default used by state_machine. No active state of a
+ </code>;</div><div class="funcprototype-spacer"> </div></div></div></div><div class="refsect2" title="Out-of-the-box policies:"><a name="d0e5070"></a><h3>Out-of-the-box policies: </h3><div class="refsect3" title="NoHistory"><a name="d0e5073"></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="d0e4850"></a><h4>AlwaysHistory</h4><p>This policy is a non-UML-standard extension. The active state(s) of a
+ the initial state(s) are activated. </p></div><div class="refsect3" title="AlwaysHistory"><a name="d0e5078"></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="d0e4855"></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="d0e4860"></a><h2>msm/back/default_compile_policy.hpp</h2><p>This header contains the definition of favor_runtime_speed. This policy has
+ submachine. </p></div><div class="refsect3" title="ShallowHistory"><a name="d0e5083"></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="d0e5088"></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="d0e4872"></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
+ 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="d0e5100"></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="d0e4884"></a><h2>msm/back/metafunctions.hpp </h2><p>This header contains metafunctions for use by the library. Three metafunctions
+ 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="d0e5112"></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< stt ></code>: generates the list of
all states referenced by the transition table stt. If stt is a
recursive table (generated by
@@ -86,10 +86,10 @@
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<fsm></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="d0e4911"></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="d0e4916"></a><h3>fill_state_names </h3><div class="refsect3" title="attributes"><a name="d0e4919"></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
+ from the submachines.</p></li></ul></div></div><div class="refsect1" title="msm/back/tools.hpp"><a name="d0e5139"></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="d0e5144"></a><h3>fill_state_names </h3><div class="refsect3" title="attributes"><a name="d0e5147"></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="d0e4930"></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="d0e4937"></a><h4>usage</h4><p> fill_state_names is made for use in a mpl::for_each iterating on a
+ state machine states will be witten.</p></li></ul></div></div><div class="refsect3" title="constructor"><a name="d0e5158"></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="d0e5165"></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<Stt>::type all_states; //states
@@ -104,10 +104,10 @@
std::cout << " -> "
<< state_names[my_fsm_instance.current_state()[i]]
<< std::endl;
-}</pre></div></div><div class="refsect2" title="get_state_name"><a name="d0e4944"></a><h3>get_state_name </h3><div class="refsect3" title="attributes"><a name="d0e4947"></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& 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="d0e4959"></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& name_to_fill,int state_id</span>(<span class="methodparam">string& name_to_fill,int state_id</span>);</code></div><div class="refsect3" title="usage"><a name="d0e4968"></a><h4> usage</h4><p>This type is made for the same search as in the previous example,
+}</pre></div></div><div class="refsect2" title="get_state_name"><a name="d0e5172"></a><h3>get_state_name </h3><div class="refsect3" title="attributes"><a name="d0e5175"></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& 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="d0e5187"></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& name_to_fill,int state_id</span>(<span class="methodparam">string& name_to_fill,int state_id</span>);</code></div><div class="refsect3" title="usage"><a name="d0e5196"></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="d0e4973"></a><h3>display_type </h3><div class="refsect3" title="attributes"><a name="d0e4976"></a><h4> attributes </h4><p>none</p></div><div class="refsect3" title="usage"><a name="d0e4981"></a><h4> usage</h4><p>Reusing the state list from the previous example, we can output all
+ state name reference has been set.</p></div></div><div class="refsect2" title="display_type"><a name="d0e5201"></a><h3>display_type </h3><div class="refsect3" title="attributes"><a name="d0e5204"></a><h4> attributes </h4><p>none</p></div><div class="refsect3" title="usage"><a name="d0e5209"></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<all_states,boost::msm::wrap<mpl::placeholders::_1>
>(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> </td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="re03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Common headers </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Front-end</td></tr></table></div></body></html>
\ No newline at end of file
Modified: trunk/libs/msm/doc/HTML/re03.html
==============================================================================
--- trunk/libs/msm/doc/HTML/re03.html (original)
+++ trunk/libs/msm/doc/HTML/re03.html 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -1,11 +1,11 @@
<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) V2.12"><link rel="up" href="pt02.html" title="Part II. 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> </td><th width="60%" align="center">Part II. Reference</th><td width="20%" align="right"> </td></tr></table><hr></div><div class="refentry" title="Front-end"><a name="d0e4989"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Front-end — The front-end headers</p></div><div class="refsect1" title="msm/front/common_states.hpp"><a name
="d0e4995"></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="d0e5007"></a><h2>msm/front/completion_event.hpp</h2><p>This header contains one type, <code class="code">none</code>. This type has several
+ <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) V2.20"><link rel="up" href="pt02.html" title="Part II. 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> </td><th width="60%" align="center">Part II. Reference</th><td width="20%" align="right"> </td></tr></table><hr></div><div class="refentry" title="Front-end"><a name="d0e5217"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Front-end — The front-end headers</p></div><div class="refsect1" title="msm/front/common_states.hpp"><a name
="d0e5223"></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="d0e5235"></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="d0e5025"></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="d0e5030"></a><h3>Row</h3><div class="refsect3" title="definition"><a name="d0e5033"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template <class Source,class Event,class Target,class
- Action,class Guard> Row</span></span> {<br>}</pre></div><div class="refsect3" title="tags"><a name="d0e5040"></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
+ transition</p></li></ul></div></div><div class="refsect1" title="msm/front/functor_row.hpp"><a name="d0e5253"></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="d0e5258"></a><h3>Row</h3><div class="refsect3" title="definition"><a name="d0e5261"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template <class Source,class Event,class Target,class
+ Action,class Guard> Row</span></span> {<br>}</pre></div><div class="refsect3" title="tags"><a name="d0e5268"></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<Source,Event,Target,none,none> a normal transition
without action or guard: <code class="code">typedef _row_tag
@@ -21,7 +21,7 @@
transition with action and guard: <code class="code">typedef irow_tag
row_type_tag;</code></p></li><li class="listitem"><p>Row<Source,Event,none,none,none> 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="d0e5086"></a><h4>methods</h4><p>Like any other front-end, Row implements the two necessary static
+ row_type_tag;</code></p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e5314"></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
@@ -33,8 +33,8 @@
class AllStates> static bool guard_call(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>
<code>(</code>Fsm& fsm,Event const&
evt,SourceState&,TargetState,AllStates&<code>)</code>
- </code>;</div><div class="funcprototype-spacer"> </div></div></div></div><div class="refsect2" title="Internal"><a name="d0e5109"></a><h3>Internal</h3><div class="refsect3" title="definition"><a name="d0e5112"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template <class Event,class Action,class Guard>
- Internal</span></span> {<br>}</pre></div><div class="refsect3" title="tags"><a name="d0e5119"></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
+ </code>;</div><div class="funcprototype-spacer"> </div></div></div></div><div class="refsect2" title="Internal"><a name="d0e5337"></a><h3>Internal</h3><div class="refsect3" title="definition"><a name="d0e5340"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template <class Event,class Action,class Guard>
+ Internal</span></span> {<br>}</pre></div><div class="refsect3" title="tags"><a name="d0e5347"></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<Event,none,none> an internal transition
without action or guard: <code class="code">typedef sm__i_row_tag
@@ -42,7 +42,7 @@
without guard: <code class="code">typedef sm_a_i_row_tag
row_type_tag;</code></p></li><li class="listitem"><p>Internal<Event,none,Guard> 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="d0e5145"></a><h4>methods</h4><p>Like any other front-end, Internal implements the two necessary static
+ row_type_tag;</code></p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e5373"></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
@@ -54,9 +54,9 @@
class AllStates> static bool guard_call(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>
<code>(</code>Fsm& fsm,Event const&
evt,SourceState&,TargetState,AllStates&<code>)</code>
- </code>;</div><div class="funcprototype-spacer"> </div></div></div></div><div class="refsect2" title="ActionSequence_"><a name="d0e5168"></a><h3>ActionSequence_</h3><p>This functor calls every element of the template Sequence (which are also
+ </code>;</div><div class="funcprototype-spacer"> </div></div></div></div><div class="refsect2" title="ActionSequence_"><a name="d0e5396"></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="d0e5173"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template <class Sequence> ActionSequence_</span></span> {<br>}</pre></div><div class="refsect3" title="methods"><a name="d0e5180"></a><h4>methods</h4><p>This helper functor is made for use in a transition table and in a
+ eUML sequence grammar (action1,action2,...).</p><div class="refsect3" title="definition"><a name="d0e5401"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template <class Sequence> ActionSequence_</span></span> {<br>}</pre></div><div class="refsect3" title="methods"><a name="d0e5408"></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 <class Evt,class Fsm,class
@@ -65,13 +65,13 @@
</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 <class Evt,class Fsm,class State>
operator()(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Evt const&, Fsm&, State&</code>;</div><div class="funcprototype-spacer"> </div></div><p>
- </p></div></div><div class="refsect2" title="Defer"><a name="d0e5203"></a><h3>Defer</h3><div class="refsect3" title="definition"><a name="d0e5206"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">Defer</span></span> {<br>}</pre></div><div class="refsect3" title="methods"><a name="d0e5213"></a><h4>methods</h4><p>This helper functor is made for use in a transition table and
+ </p></div></div><div class="refsect2" title="Defer"><a name="d0e5431"></a><h3>Defer</h3><div class="refsect3" title="definition"><a name="d0e5434"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">Defer</span></span> {<br>}</pre></div><div class="refsect3" title="methods"><a name="d0e5441"></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 <class Evt,class Fsm,class SourceState,class
TargetState> operator()(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Evt const&, Fsm& , SourceState&,
- TargetState&</code>;</div><div class="funcprototype-spacer"> </div></div></div></div></div><div class="refsect1" title="msm/front/internal_row.hpp"><a name="d0e5224"></a><h2>msm/front/internal_row.hpp</h2><p>This header implements the internal transition rows for use inside an
+ TargetState&</code>;</div><div class="funcprototype-spacer"> </div></div></div></div></div><div class="refsect1" title="msm/front/internal_row.hpp"><a name="d0e5452"></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="d0e5229"></a><h3>methods</h3><p>Like any other front-end, the following transition row types implements
+ internal_transition_table.</p><div class="refsect2" title="methods"><a name="d0e5457"></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
@@ -83,30 +83,30 @@
class AllStates> static bool guard_call(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>
<code>(</code>Fsm& fsm,Event const&
evt,SourceState&,TargetState,AllStates&<code>)</code>
- </code>;</div><div class="funcprototype-spacer"> </div></div></div><div class="refsect2" title="a_internal"><a name="d0e5252"></a><h3>a_internal</h3><div class="refsect3" title="definition"><a name="d0e5255"></a><h4>definition</h4><p>This is an internal transition with an action called during the
+ </code>;</div><div class="funcprototype-spacer"> </div></div></div><div class="refsect2" title="a_internal"><a name="d0e5480"></a><h3>a_internal</h3><div class="refsect3" title="definition"><a name="d0e5483"></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< class Event, class CalledForAction, void
(CalledForAction::*action)(Event const&)>
- a_internal</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5264"></a><h4>template parameters</h4><p>
+ a_internal</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5492"></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="d0e5280"></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="d0e5285"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Event, class CalledForGuard, bool
+ </p></div></div><div class="refsect2" title="g_internal"><a name="d0e5508"></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="d0e5513"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Event, class CalledForGuard, bool
(CalledForGuard::*guard)(Event const&)>
- g_internal</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5292"></a><h4>template parameters</h4><p>
+ g_internal</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5520"></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="d0e5308"></a><h3>internal</h3><p>This is an internal transition with a guard called before the transition
+ </p></div></div><div class="refsect2" title="internal"><a name="d0e5536"></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="d0e5313"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Event, class CalledForAction, void
+ called during the transition.</p><div class="refsect3" title="definition"><a name="d0e5541"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Event, class CalledForAction, void
(CalledForAction::*action)(Event const&), class
CalledForGuard, bool (CalledForGuard::*guard)(Event const&)>
- internal</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5320"></a><h4>template parameters</h4><p>
+ internal</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5548"></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
@@ -114,15 +114,15 @@
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="d0e5342"></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="d0e5347"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Event > _internal</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5354"></a><h4>template parameters</h4><p>
+ </p></div></div><div class="refsect2" title="_internal"><a name="d0e5570"></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="d0e5575"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Event > _internal</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5582"></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="d0e5364"></a><h2>msm/front/row2.hpp</h2><p>This header contains the variants of row2, which are an extension of the
+ </p></div></div></div><div class="refsect1" title="msm/front/row2.hpp"><a name="d0e5592"></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="d0e5369"></a><h3>methods</h3><p>Like any other front-end, the following transition row types implements
+ through their irow2 variants.</p><div class="refsect2" title="methods"><a name="d0e5597"></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
@@ -134,28 +134,28 @@
class AllStates> static bool guard_call(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>
<code>(</code>Fsm& fsm,Event const&
evt,SourceState&,TargetState,AllStates&<code>)</code>
- </code>;</div><div class="funcprototype-spacer"> </div></div></div><div class="refsect2" title="_row2"><a name="d0e5392"></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="d0e5397"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, class Target >
- _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5404"></a><h4>template parameters</h4><p>
+ </code>;</div><div class="funcprototype-spacer"> </div></div></div><div class="refsect2" title="_row2"><a name="d0e5620"></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="d0e5625"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, class Target >
+ _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5632"></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="d0e5420"></a><h3>a_row2</h3><p>This is a transition with action and without guard.</p><div class="refsect3" title="definition"><a name="d0e5425"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, class Target,
+ </p></div></div><div class="refsect2" title="a_row2"><a name="d0e5648"></a><h3>a_row2</h3><p>This is a transition with action and without guard.</p><div class="refsect3" title="definition"><a name="d0e5653"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, class Target,
</span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
- (CalledForAction::*action)(Event const&) > _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5436"></a><h4>template parameters</h4><p>
+ (CalledForAction::*action)(Event const&) > _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5664"></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="d0e5458"></a><h3>g_row2</h3><p>This is a transition with guard and without action.</p><div class="refsect3" title="definition"><a name="d0e5463"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, class Target,
+ </p></div></div><div class="refsect2" title="g_row2"><a name="d0e5686"></a><h3>g_row2</h3><p>This is a transition with guard and without action.</p><div class="refsect3" title="definition"><a name="d0e5691"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, class Target,
</span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
- const&) > _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5474"></a><h4>template parameters</h4><p>
+ const&) > _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5702"></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="d0e5496"></a><h3>row2</h3><p>This is a transition with guard and action.</p><div class="refsect3" title="definition"><a name="d0e5501"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, class Target,
+ </p></div></div><div class="refsect2" title="row2"><a name="d0e5724"></a><h3>row2</h3><p>This is a transition with guard and action.</p><div class="refsect3" title="definition"><a name="d0e5729"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, class Target,
</span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
(CalledForAction::*action)(Event const&), </span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
- const&) > _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5516"></a><h4>template parameters</h4><p>
+ const&) > _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5744"></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
@@ -163,24 +163,24 @@
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="d0e5544"></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="d0e5549"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, </span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
- (CalledForAction::*action)(Event const&) > _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5560"></a><h4>template parameters</h4><p>
+ </p></div></div><div class="refsect2" title="a_irow2"><a name="d0e5772"></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="d0e5777"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, </span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
+ (CalledForAction::*action)(Event const&) > _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5788"></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="d0e5579"></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="d0e5584"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, </span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
- const&) > _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5595"></a><h4>template parameters</h4><p>
+ </p></div></div><div class="refsect2" title="g_irow2"><a name="d0e5807"></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="d0e5812"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, </span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&) > _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5823"></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="d0e5614"></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="d0e5619"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, </span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
+ </p></div></div><div class="refsect2" title="irow2"><a name="d0e5842"></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="d0e5847"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template< class Source, class Event, </span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
(CalledForAction::*action)(Event const&), </span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
- const&) > _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5634"></a><h4>template parameters</h4><p>
+ const&) > _row2</span></span> {<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5862"></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
@@ -188,16 +188,16 @@
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="d0e5659"></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="d0e5669"></a><h3>state_machine_def definition</h3><p>This type is the basic class for a basic (or possibly any other)
+ </p></div></div></div><div class="refsect1" title="msm/front/state_machine_def.hpp"><a name="d0e5887"></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="d0e5897"></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 <class Derived,class BaseState =
- default_base_state> state_machine_def</span></span> {<br>}</pre><div class="refsect3" title="typedefs"><a name="d0e5678"></a><h4>typedefs</h4><p>
+ default_base_state> state_machine_def</span></span> {<br>}</pre><div class="refsect3" title="typedefs"><a name="d0e5906"></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="d0e5694"></a><h4>row methods</h4><p>Like any other front-end, the following transition row types
+ </p></div><div class="refsect3" title="row methods"><a name="d0e5922"></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
@@ -209,30 +209,30 @@
class AllStates> static bool guard_call(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>
<code>(</code>Fsm& fsm,Event const&
evt,SourceState&,TargetState,AllStates&<code>)</code>
- </code>;</div><div class="funcprototype-spacer"> </div></div></div><div class="refsect3" title="a_row"><a name="d0e5717"></a><h4>a_row</h4><p>This is a transition with action and without guard.</p><p><code class="classname">template< class Source, class Event, class Target,
+ </code>;</div><div class="funcprototype-spacer"> </div></div></div><div class="refsect3" title="a_row"><a name="d0e5945"></a><h4>a_row</h4><p>This is a transition with action and without guard.</p><p><code class="classname">template< class Source, class Event, class Target,
void (Derived::*action)(Event const&) > 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="d0e5742"></a><h4>g_row</h4><p>This is a transition with guard and without action.</p><p><code class="classname">template< class Source, class Event, class Target,
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="g_row"><a name="d0e5970"></a><h4>g_row</h4><p>This is a transition with guard and without action.</p><p><code class="classname">template< class Source, class Event, class Target,
bool (Derived::*guard)(Event const&) > 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="d0e5767"></a><h4>row</h4><p>This is a transition with guard and action.</p><p><code class="classname">template< class Source, class Event, class Target,
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="row"><a name="d0e5995"></a><h4>row</h4><p>This is a transition with guard and action.</p><p><code class="classname">template< class Source, class Event, class Target,
void (Derived::*action)(Event const&), bool
(Derived::*guard)(Event const&) > 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="d0e5798"></a><h4>_row</h4><p>This is a transition without action or guard. The state machine only
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="_row"><a name="d0e6026"></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< class Source, class Event, class Target >
- _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="d0e5817"></a><h4>a_irow</h4><p>This is an internal transition for use inside a transition table, with
+ _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="d0e6045"></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< class Source, class Event, void
(Derived::*action)(Event const&) > 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="d0e5839"></a><h4>g_irow</h4><p>This is an internal transition for use inside a transition table, with
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="g_irow"><a name="d0e6067"></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< class Source, class Event, bool
(Derived::*guard)(Event const&) > 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="d0e5861"></a><h4>irow</h4><p>This is an internal transition for use inside a transition table, with
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="irow"><a name="d0e6089"></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< class Source, class Event, void
(Derived::*action)(Event const&), bool
(Derived::*guard)(Event const&) > 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="d0e5889"></a><h4>_irow</h4><p>This is an internal transition without action or guard. As it does
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="_irow"><a name="d0e6117"></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< class Source, class Event >
- _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="d0e5905"></a><h4>methods</h4><p><code class="code">state_machine_def</code> provides a default implementation in
+ _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="d0e6133"></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
@@ -256,30 +256,30 @@
<code>(</code>Event const& ,Fsm&,
std::exception&<code>)</code>
</code>;</div><div class="funcprototype-spacer"> </div></div><p>
- </p></div></div></div><div class="refsect1" title="msm/front/states.hpp"><a name="d0e5949"></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="d0e5954"></a><h3>types</h3><p>This header provides the following types:</p><div class="refsect3" title="no_sm_ptr"><a name="d0e5959"></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="d0e5964"></a><h4>sm_ptr</h4><p>deprecated: state policy. It means that states need to save a pointer
+ </p></div></div></div><div class="refsect1" title="msm/front/states.hpp"><a name="d0e6177"></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="d0e6182"></a><h3>types</h3><p>This header provides the following types:</p><div class="refsect3" title="no_sm_ptr"><a name="d0e6187"></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="d0e6192"></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="d0e5969"></a><h4>state</h4><p>Basic type for simple states. Inherit from this type to define a
+ will call set_sm_ptr(fsm*) and give itself as argument.</p></div><div class="refsect3" title="state"><a name="d0e6197"></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<class Base = default_base_state,class
- SMPtrPolicy = no_sm_ptr> state</span></span> {<br>}</pre></div><div class="refsect3" title="terminate_state"><a name="d0e5978"></a><h4>terminate_state</h4><p>Basic type for terminate states. Inherit from this type to define a
+ SMPtrPolicy = no_sm_ptr> state</span></span> {<br>}</pre></div><div class="refsect3" title="terminate_state"><a name="d0e6206"></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<class Base = default_base_state,class
- SMPtrPolicy = no_sm_ptr> terminate_state</span></span> {<br>}</pre></div><div class="refsect3" title="interrupt_state"><a name="d0e5987"></a><h4>interrupt_state</h4><p>Basic type for interrupt states. Interrupt states prevent any further
+ SMPtrPolicy = no_sm_ptr> terminate_state</span></span> {<br>}</pre></div><div class="refsect3" title="interrupt_state"><a name="d0e6215"></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<class EndInterruptEvent,class Base =
default_base_state,</span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class SMPtrPolicy = no_sm_ptr>
- interrupt_state</span></span> {<br>}</pre></div><div class="refsect3" title="explicit_entry"><a name="d0e6000"></a><h4>explicit_entry</h4><p>Inherit from this type <span class="underline">in
+ interrupt_state</span></span> {<br>}</pre></div><div class="refsect3" title="explicit_entry"><a name="d0e6228"></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 <int ZoneIndex=-1> explicit_entry</span></span> {<br>}</pre></div><div class="refsect3" title="entry_pseudo_state"><a name="d0e6015"></a><h4>entry_pseudo_state</h4><p>Basic type for entry pseudo states. Entry pseudo states are an
+ <code class="code">initial_state</code> typedef).</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template <int ZoneIndex=-1> explicit_entry</span></span> {<br>}</pre></div><div class="refsect3" title="entry_pseudo_state"><a name="d0e6243"></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).
@@ -287,7 +287,7 @@
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<int RegionIndex=-1,class Base =
default_base_state,</span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class SMPtrPolicy = no_sm_ptr>
- entry_pseudo_state</span></span> {<br>}</pre></div><div class="refsect3" title="exit_pseudo_state"><a name="d0e6031"></a><h4>exit_pseudo_state</h4><p>Basic type for exit pseudo states. Exit pseudo states are an
+ entry_pseudo_state</span></span> {<br>}</pre></div><div class="refsect3" title="exit_pseudo_state"><a name="d0e6259"></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
@@ -296,32 +296,32 @@
machine) to inherit a basic type for logging or providing a common
behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template<class Event,class Base =
default_base_state,</span></span> {<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class SMPtrPolicy = no_sm_ptr>
- exit_pseudo_state</span></span> {<br>}</pre></div></div></div><div class="refsect1" title="msm/front/euml/euml.hpp"><a name="d0e6044"></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="d0e6049"></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="d0e6057"></a><h2>msm/front/euml/algorithm.hpp</h2><p>This header includes all the functors for STL algorithms support in eUML.
+ exit_pseudo_state</span></span> {<br>}</pre></div></div></div><div class="refsect1" title="msm/front/euml/euml.hpp"><a name="d0e6272"></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="d0e6277"></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="d0e6285"></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="d0e6065"></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="d0e6073"></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="d0e6081"></a><h2>msm/front/euml/transformation.hpp</h2><p>This header includes transformation functors for STL support in eUML. This
+ description.</p></div><div class="refsect1" title="msm/front/euml/iteration.hpp"><a name="d0e6293"></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="d0e6301"></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="d0e6309"></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="d0e6089"></a><h2>msm/front/euml/container.hpp</h2><p>This header includes container functors for STL support in eUML (functors
+ description.</p></div><div class="refsect1" title="msm/front/euml/container.hpp"><a name="d0e6317"></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>"><a name="d0e6097"></a><h3>Npos_<container type></h3><p>Functor returning npos for transition or state behaviors. Like all
+ strings.</p><div class="refsect2" title="Npos_<container type>"><a name="d0e6325"></a><h3>Npos_<container type></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_<'S'>(),Size_t_<0>()) !=
Npos_<string>() // compare result of string::find with
- npos</code></p></div></div><div class="refsect1" title="msm/front/euml/stt_grammar.hpp"><a name="d0e6105"></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="d0e6110"></a><h3>functions</h3><div class="refsect3" title="build_stt"><a name="d0e6113"></a><h4>build_stt</h4><p>The function build_stt evaluates the grammar-conform expression as
+ npos</code></p></div></div><div class="refsect1" title="msm/front/euml/stt_grammar.hpp"><a name="d0e6333"></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="d0e6338"></a><h3>functions</h3><div class="refsect3" title="build_stt"><a name="d0e6341"></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<class Expr> [mpl::vector<...> /
- msm::front::euml::invalid_type] build_stt(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Expr const& expr</code>;</div><div class="funcprototype-spacer"> </div></div></div><div class="refsect3" title="build_internal_stt"><a name="d0e6127"></a><h4>build_internal_stt</h4><p>The function build_internal_stt evaluates the grammar-conform
+ msm::front::euml::invalid_type] build_stt(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Expr const& expr</code>;</div><div class="funcprototype-spacer"> </div></div></div><div class="refsect3" title="build_internal_stt"><a name="d0e6355"></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<class Expr> [mpl::vector<...> /
- msm::front::euml::invalid_type] build_internal_stt(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Expr const& expr</code>;</div><div class="funcprototype-spacer"> </div></div></div></div><div class="refsect2" title="grammars"><a name="d0e6141"></a><h3>grammars</h3><div class="refsect3" title="transition table"><a name="d0e6144"></a><h4><span class="command"><strong><a name="reference-stt-grammar"></a>transition
+ msm::front::euml::invalid_type] build_internal_stt(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Expr const& expr</code>;</div><div class="funcprototype-spacer"> </div></div></div></div><div class="refsect2" title="grammars"><a name="d0e6369"></a><h3>grammars</h3><div class="refsect3" title="transition table"><a name="d0e6372"></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*/
@@ -346,15 +346,15 @@
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="d0e6156"></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="d0e6165"></a><h2>msm/front/euml/guard_grammar.hpp</h2><p>This header contains the <code class="code">Guard</code> grammar used in the previous
+source + event /action, /* internal transition*/</pre></div><div class="refsect3" title="internal transition table"><a name="d0e6384"></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="d0e6393"></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 '&&' 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="d0e6186"></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="d0e6191"></a><h3>action grammar</h3><p>Like the guard grammar, this grammar supports relevant C++ operators and
+ is a grammar defined in state_grammar.hpp.</p></div><div class="refsect1" title="msm/front/euml/state_grammar.hpp"><a name="d0e6414"></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="d0e6419"></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)
@@ -363,10 +363,10 @@
| (function(Action,...Action))
ActionSequence := Action | (Action ',' Action)</pre><p>Relevant operators are: ++ (post/pre), -- (post/pre), dereferencing, +
(unary/binary), - (unary/binary), *, /, %, &(bitwise), | (bitwise),
- ^(bitwise), +=, -=, *=, /=, %=, <<=, >>=, <<, >>, =, [].</p></div><div class="refsect2" title="attributes"><a name="d0e6200"></a><h3>attributes</h3><p>This grammar is used to add attributes to states (or state machines) or
+ ^(bitwise), +=, -=, *=, /=, %=, <<=, >>=, <<, >>, =, [].</p></div><div class="refsect2" title="attributes"><a name="d0e6428"></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_ << no_attributes_</code></p></li><li class="listitem"><p><code class="code">attributes_ << attribute_1 << ... <<
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="d0e6216"></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_ << no_configure_</code></p></li><li class="listitem"><p><code class="code">configure_ << type_1 << ... <<
+ requirement).</p></div><div class="refsect2" title="configure"><a name="d0e6444"></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_ << no_configure_</code></p></li><li class="listitem"><p><code class="code">configure_ << type_1 << ... <<
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_ << some_flag</code> where
some_flag inherits from <code class="code">euml_flag<some_flag></code> or
is defined using BOOST_MSM_EUML_FLAG.</p></li><li class="listitem"><p>deferred events: <code class="code">configure_ << some_event</code>
@@ -378,12 +378,12 @@
some_config inherits from
<code class="code">euml_config<some_config></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="d0e6270"></a><h3>initial states</h3><p>The grammar to define initial states for a state machine is: <code class="code">init_
+ deferred events</p></li></ul></div></li></ul></div></div><div class="refsect2" title="initial states"><a name="d0e6498"></a><h3>initial states</h3><p>The grammar to define initial states for a state machine is: <code class="code">init_
<< state_1 << ... << 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="d0e6278"></a><h3>functions</h3><div class="refsect3" title="build_sm"><a name="d0e6281"></a><h4>build_sm</h4><p>This function has several overloads. The return type is not relevant
+ BOOST_MSM_EUML_ENTRY_STATE or BOOST_MSM_EUML_EXIT_STATE.</p></div><div class="refsect2" title="functions"><a name="d0e6506"></a><h3>functions</h3><div class="refsect3" title="build_sm"><a name="d0e6509"></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 <class StateNameTag,class Stt,class Init>
func_state_machine<...> build_sm(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Stt ,Init</code>;</div><div class="funcprototype-spacer"> </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 <class StateNameTag,class Stt,class Init,class
Expr1> func_state_machine<...> build_sm(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&</code>;</div><div class="funcprototype-spacer"> </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 <class StateNameTag,class Stt,class Init,class
@@ -402,7 +402,7 @@
Base> func_state_machine<...> build_sm(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&, Expr2 const&, Attributes
const&, Configure const&, Base</code>;</div><div class="funcprototype-spacer"> </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="d0e6336"></a><h4>build_state</h4><p>This function has several overloads. The return type is not relevant
+ but still being different.</p></div><div class="refsect3" title="build_state"><a name="d0e6564"></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<class StateNameTag,...> build_state(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code></code>;</div><div class="funcprototype-spacer"> </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 <class StateNameTag,class Expr1>
func_state<...> build_state(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Expr1 const&</code>;</div><div class="funcprototype-spacer"> </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 <class StateNameTag,class Expr1, class Expr2>
func_state<...> build_state(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Expr1 const&,Expr2 const&</code>;</div><div class="funcprototype-spacer"> </div></div><p>Defines a simple state with entry, exit behaviors and
@@ -418,7 +418,7 @@
func_state<...> build_state(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Expr1 const&, Expr2 const&, Attributes const&,
Configure const&, Base</code>;</div><div class="funcprototype-spacer"> </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="d0e6390"></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="d0e6395"></a><h4>build_interrupt_state</h4><p>This function has several overloads. The return type is not relevant
+ being different.</p></div><div class="refsect3" title="build_terminate_state"><a name="d0e6618"></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="d0e6623"></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 <class StateNameTag,class EndInterruptEvent>
func_state<...> build_interrupt_state(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&</code>;</div><div class="funcprototype-spacer"> </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 <class StateNameTag,class
EndInterruptEvent,class Expr1> func_state<...>
@@ -443,7 +443,7 @@
const&, Attributes const&, Configure const&,
Base</code>;</div><div class="funcprototype-spacer"> </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="d0e6450"></a><h4>build_entry_state</h4><p>This function has several overloads. The return type is not relevant
+ being different.</p></div><div class="refsect3" title="build_entry_state"><a name="d0e6678"></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 <class StateNameTag,int RegionIndex>
entry_func_state<...> build_entry_state(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code></code>;</div><div class="funcprototype-spacer"> </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 <class StateNameTag,int RegionIndex,class
Expr1> entry_func_state<...> build_entry_state(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Expr1 const&</code>;</div><div class="funcprototype-spacer"> </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 <class StateNameTag,int RegionIndex,class
@@ -462,7 +462,7 @@
Base> entry_func_state<...> build_entry_state(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Expr1 const&, Expr2 const&, Attributes const&,
Configure const&, Base</code>;</div><div class="funcprototype-spacer"> </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="d0e6504"></a><h4>build_exit_state</h4><p>This function has several overloads. The return type is not relevant
+ being different.</p></div><div class="refsect3" title="build_exit_state"><a name="d0e6732"></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 <class StateNameTag,class Event>
exit_func_state<...> build_exit_state(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Event const&</code>;</div><div class="funcprototype-spacer"> </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 <class StateNameTag,class Event,class Expr1>
exit_func_state<...> build_exit_state(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Event const&,Expr1 const&</code>;</div><div class="funcprototype-spacer"> </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 <class StateNameTag,class Event,class Expr1,
@@ -481,8 +481,8 @@
exit_func_state<...> build_exit_state(</code></td><td><code>)</code>;</td><td> </td></tr></table><div class="paramdef-list"><code>Event const&,Expr1 const&, Expr2 const&,
Attributes const&, Configure const&, Base</code>;</div><div class="funcprototype-spacer"> </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="d0e6559"></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="d0e6564"></a><h2>msm/front/euml/common.hpp</h2><div class="refsect2" title="types"><a name="d0e6567"></a><h3>types</h3><div class="refsect3" title="euml_event"><a name="d0e6570"></a><h4>euml_event</h4><p>The basic type for events with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template <class EventName> euml_event;</span></span> {<br>}</pre><pre class="programlisting">struct play : euml_event<play>{};</pre></div><div class="refsect3" title="euml_state"><a name="d0e6581"></a><h4>euml_state</h4><p>The basic type for states with eUML. You will usually not use this
+ being different.</p></div><div class="refsect3" title="build_explicit_entry_state"><a name="d0e6787"></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="d0e6792"></a><h2>msm/front/euml/common.hpp</h2><div class="refsect2" title="types"><a name="d0e6795"></a><h3>types</h3><div class="refsect3" title="euml_event"><a name="d0e6798"></a><h4>euml_event</h4><p>The basic type for events with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template <class EventName> euml_event;</span></span> {<br>}</pre><pre class="programlisting">struct play : euml_event<play>{};</pre></div><div class="refsect3" title="euml_state"><a name="d0e6809"></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
@@ -493,7 +493,7 @@
void foo() {...}
template <class Event,class Fsm>
void on_entry(Event const& evt,Fsm& fsm){...}
-};</pre></div><div class="refsect3" title="euml_flag"><a name="d0e6594"></a><h4>euml_flag</h4><p>The basic type for flags with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template <class FlagName> euml_flag;</span></span> {<br>}</pre><pre class="programlisting">struct PlayingPaused: euml_flag<PlayingPaused>{};</pre></div><div class="refsect3" title="euml_action"><a name="d0e6605"></a><h4>euml_action</h4><p>The basic type for state or transition behaviors and guards with
+};</pre></div><div class="refsect3" title="euml_flag"><a name="d0e6822"></a><h4>euml_flag</h4><p>The basic type for flags with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template <class FlagName> euml_flag;</span></span> {<br>}</pre><pre class="programlisting">struct PlayingPaused: euml_flag<PlayingPaused>{};</pre></div><div class="refsect3" title="euml_action"><a name="d0e6833"></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 <class AcionName> euml_action;</span></span> {<br>}</pre><pre class="programlisting">struct close_drawer : euml_action<close_drawer>
{
template <class Fsm,class Evt,class SourceState,class TargetState>
@@ -502,41 +502,41 @@
{
template <class Event,class Fsm,class State>
void operator()(Event const&,Fsm& fsm,State& ){...}
-};</pre></div><div class="refsect3" title="euml_config"><a name="d0e6620"></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 <class ConfigName> euml_config;</span></span> {<br>}</pre><p>You normally do not use this type directly but instead the instances
+};</pre></div><div class="refsect3" title="euml_config"><a name="d0e6848"></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 <class ConfigName> euml_config;</span></span> {<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="d0e6641"></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="d0e6646"></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="d0e6651"></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
+ events</p></li></ul></div></div><div class="refsect3" title="invalid_type"><a name="d0e6869"></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="d0e6874"></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="d0e6879"></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="d0e6671"></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
+ </p><pre class="programlisting">source_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="target_"><a name="d0e6899"></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="d0e6691"></a><h4>state_</h4><p>Generic object or function for the state of a given entry / exit
+ </p><pre class="programlisting">target_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="state_"><a name="d0e6919"></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="d0e6711"></a><h4>event_</h4><p>Generic object or function for the event triggering a given transition
+ </p><pre class="programlisting">state_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="event_"><a name="d0e6939"></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="d0e6731"></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,
+ </p><pre class="programlisting">event_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="fsm_"><a name="d0e6959"></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="d0e6751"></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
+ </p><pre class="programlisting">fsm_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="substate_"><a name="d0e6979"></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
@@ -544,46 +544,46 @@
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="d0e6771"></a><h4>attribute_</h4><p>Generic object or function returning the attribute passed (by name) as
+ </p><pre class="programlisting">some_user_function_(substate_(my_state,fsm_))</pre></li></ul></div></div><div class="refsect3" title="attribute_"><a name="d0e6999"></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="d0e6781"></a><h4>True_</h4><p>Functor returning true for transition or state behaviors. Like all
+ </p></div><div class="refsect3" title="True_"><a name="d0e7009"></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="d0e6791"></a><h4>False_</h4><p>Functor returning false for transition or state behaviors. Like all
+ </p></div><div class="refsect3" title="False_"><a name="d0e7019"></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>"><a name="d0e6801"></a><h4>Int_<int value></h4><p>Functor returning an integer value for transition or state behaviors.
+ </p></div><div class="refsect3" title="Int_<int value>"><a name="d0e7029"></a><h4>Int_<int value></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_<RINGING_TIME>() // RINGING_TIME is a constant</pre><p>
- </p></div><div class="refsect3" title="Char_<char value>"><a name="d0e6811"></a><h4>Char_<char value></h4><p>Functor returning a char value for transition or state behaviors. Like
+ </p></div><div class="refsect3" title="Char_<char value>"><a name="d0e7039"></a><h4>Char_<char value></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_<'S'>(),Size_t_<0>()) != Npos_<string>()]</pre><p>
- </p></div><div class="refsect3" title="Size_t_<size_t value>"><a name="d0e6821"></a><h4>Size_t_<size_t value></h4><p>Functor returning a size_t value for transition or state behaviors.
+ </p></div><div class="refsect3" title="Size_t_<size_t value>"><a name="d0e7049"></a><h4>Size_t_<size_t value></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_<1>()) // returns a substring of event.m_song</pre><p>
- </p></div><div class="refsect3" title="String_ < mpl::string >"><a name="d0e6831"></a><h4>String_ < mpl::string ></h4><p>Functor returning a string for transition or state behaviors. Like all
+ </p></div><div class="refsect3" title="String_ < mpl::string >"><a name="d0e7059"></a><h4>String_ < mpl::string ></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 >= 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_<mpl::string<'Let','it ','be'> >())</pre><p>
- </p></div><div class="refsect3" title="Predicate_ < some_stl_compatible_functor >"><a name="d0e6843"></a><h4>Predicate_ < some_stl_compatible_functor ></h4><p>This functor eUML-enables a STL functor (for use in an algorithm).
+ </p></div><div class="refsect3" title="Predicate_ < some_stl_compatible_functor >"><a name="d0e7071"></a><h4>Predicate_ < some_stl_compatible_functor ></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<int>())== 1
accumulate_(begin_(fsm_(m_vec)),end_(fsm_(m_vec)),Int_<1>(),
- Predicate_<std::plus<int> >()) == Int_<1>())</pre></div><div class="refsect3" title="process_"><a name="d0e6852"></a><h4>process_</h4><p>This function sends an event to up to 4 state machines by calling
+ Predicate_<std::plus<int> >()) == Int_<1>())</pre></div><div class="refsect3" title="process_"><a name="d0e7080"></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="d0e6871"></a><h4>process2_</h4><p>This function sends an event to up to 3 state machines by calling
+ argument.</p></li></ul></div></div><div class="refsect3" title="process2_"><a name="d0e7099"></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]
@@ -593,24 +593,24 @@
// 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& data) // copy-constructor of NotFound</pre></div><div class="refsect3" title="is_flag_"><a name="d0e6901"></a><h4>is_flag_</h4><p>This function tells if a flag is active by calling
+NotFound (const string& data) // copy-constructor of NotFound</pre></div><div class="refsect3" title="is_flag_"><a name="d0e7129"></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="d0e6926"></a><h4>defer_</h4><p>This object defers the current event by calling
+ as argument.</p></li></ul></div></div><div class="refsect3" title="defer_"><a name="d0e7154"></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="d0e6936"></a><h4>explicit_(submachine-name,state-name)</h4><p>Used as transition's target, causes an explicit entry into the given
+ Example:</p><pre class="programlisting">Empty() + play() / defer_</pre></div><div class="refsect3" title="explicit_(submachine-name,state-name)"><a name="d0e7164"></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="d0e6941"></a><h4>entry_pt_(submachine-name,state-name)</h4><p>Used as transition's target from a containing state machine, causes
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE.</p></div><div class="refsect3" title="entry_pt_(submachine-name,state-name)"><a name="d0e7169"></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="d0e6946"></a><h4>exit_pt_(submachine-name,state-name)</h4><p>Used as transition's source from a containing state machine, causes
+ BOOST_MSM_EUML_ENTRY_STATE.</p></div><div class="refsect3" title="exit_pt_(submachine-name,state-name)"><a name="d0e7174"></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="d0e6951"></a><h4>MSM_EUML_FUNCTION</h4><p>This macro creates a eUML function and a functor for use with the
+ BOOST_MSM_EUML_EXIT_STATE.</p></div><div class="refsect3" title="MSM_EUML_FUNCTION"><a name="d0e7179"></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
@@ -618,7 +618,7 @@
</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_<9>())</pre><p>
- </p></div><div class="refsect3" title="MSM_EUML_METHOD"><a name="d0e6987"></a><h4>MSM_EUML_METHOD</h4><p>This macro creates a eUML function and a functor for use with the
+ </p></div><div class="refsect3" title="MSM_EUML_METHOD"><a name="d0e7215"></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
@@ -630,40 +630,40 @@
};
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="d0e7020"></a><h4>BOOST_MSM_EUML_ACTION(action-instance-name)</h4><p>This macro declares a behavior type and a const instance for use in
+ </p></div><div class="refsect3" title="BOOST_MSM_EUML_ACTION(action-instance-name)"><a name="d0e7248"></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 <class Fsm,class Evt,class SourceState,class TargetState>
void/bool operator()(Evt const& evt,Fsm&,SourceState& ,TargetState& ){...}
-};</pre></div><div class="refsect3" title="BOOST_MSM_EUML_FLAG(flag-instance-name)"><a name="d0e7027"></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="d0e7032"></a><h4>BOOST_MSM_EUML_FLAG_NAME(flag-instance-name)</h4><p>This macro returns the name of the flag type generated by
+};</pre></div><div class="refsect3" title="BOOST_MSM_EUML_FLAG(flag-instance-name)"><a name="d0e7255"></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="d0e7260"></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<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>()</pre></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_ATTRIBUTE(event-type,event-name)"><a name="d0e7039"></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.
+ with the back-end method is_flag_active). For example:</p><pre class="programlisting">fsm.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>()</pre></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_ATTRIBUTE(event-type,event-name)"><a name="d0e7267"></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="d0e7044"></a><h4>BOOST_MSM_EUML_ATTRIBUTES(attributes-expression,attributes-name)</h4><p>This macro declares an attribute list called attributes-name based on
+ BOOST_MSM_EUML_ATTRIBUTES.</p></div><div class="refsect3" title="BOOST_MSM_EUML_ATTRIBUTES(attributes-expression,attributes-name)"><a name="d0e7272"></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_ << m_song ), FoundDef)</pre></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT(event-instance name)"><a name="d0e7053"></a><h4>BOOST_MSM_EUML_EVENT(event-instance name)</h4><p>This macro defines an event type (event-instance-name_helper) and
+BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song ), FoundDef)</pre></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT(event-instance name)"><a name="d0e7281"></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="d0e7058"></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
+ 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="d0e7286"></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="d0e7072"></a><h4>BOOST_MSM_EUML_EVENT_NAME(event-instance-name)</h4><p>This macro returns the name of the event type generated by
+ is possible.</p></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT_NAME(event-instance-name)"><a name="d0e7300"></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<Playing_,
msm::back::ShallowHistory<mpl::vector<BOOST_MSM_EUML_EVENT_NAME(end_pause)
> > > Playing_type;</pre><p>
- </p></div><div class="refsect3" title="BOOST_MSM_EUML_STATE(build-expression,state-instance-name)"><a name="d0e7082"></a><h4>BOOST_MSM_EUML_STATE(build-expression,state-instance-name)</h4><p>This macro defines a state type (state-instance-name_helper) and
+ </p></div><div class="refsect3" title="BOOST_MSM_EUML_STATE(build-expression,state-instance-name)"><a name="d0e7310"></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
@@ -672,7 +672,7 @@
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="d0e7108"></a><h4>BOOST_MSM_EUML_INTERRUPT_STATE(build-expression,state-instance-name)</h4><p>This macro defines an interrupt state type
+ 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="d0e7336"></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
@@ -689,7 +689,7 @@
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="d0e7134"></a><h4>BOOST_MSM_EUML_TERMINATE_STATE(build-expression,state-instance-name)</h4><p>This macro defines a terminate pseudo-state type
+ MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_TERMINATE_STATE(build-expression,state-instance-name)"><a name="d0e7362"></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
@@ -703,7 +703,7 @@
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="d0e7160"></a><h4>BOOST_MSM_EUML_EXIT_STATE(build-expression,state-instance-name)</h4><p>This macro defines an exit pseudo-state type
+ MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_EXIT_STATE(build-expression,state-instance-name)"><a name="d0e7388"></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
@@ -719,7 +719,7 @@
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="d0e7188"></a><h4>BOOST_MSM_EUML_ENTRY_STATE(int
+ 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="d0e7416"></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
@@ -734,7 +734,7 @@
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="d0e7214"></a><h4>BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(int
+ 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="d0e7442"></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
@@ -745,28 +745,28 @@
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="d0e7240"></a><h4>BOOST_MSM_EUML_STATE_NAME(state-instance-name)</h4><p>This macro returns the name of the state type generated by
+ 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="d0e7468"></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<BOOST_MSM_EUML_STATE_NAME(StringFind)&>().some_state_function();</pre><p>
- </p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_STATE(build-expression,state-instance-name)"><a name="d0e7250"></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="d0e7255"></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="d0e7260"></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="d0e7265"></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="d0e7270"></a><h4>BOOST_MSM_EUML_DECLARE_ENTRY_STATE(int
+ </p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_STATE(build-expression,state-instance-name)"><a name="d0e7478"></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="d0e7483"></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="d0e7488"></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="d0e7493"></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="d0e7498"></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="d0e7275"></a><h4>BOOST_MSM_EUML_DECLARE_EXPLICIT_ENTRY_STATE(int
+ 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="d0e7503"></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="d0e7280"></a><h4>BOOST_MSM_EUML_TRANSITION_TABLE(expression,
+ instance, simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_TRANSITION_TABLE(expression, table-instance-name)"><a name="d0e7508"></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="d0e7288"></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="d0e7293"></a><h4>BOOST_MSM_EUML_INTERNAL_TRANSITION_TABLE(expression,
+ table grammar</a></strong></span>.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE(iexpression,table-instance-name)"><a name="d0e7516"></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="d0e7521"></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="d0e7301"></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,
+ 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="d0e7529"></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
Added: trunk/libs/msm/doc/PDF/examples/SimpleTutorialWithEumlTable.cpp
==============================================================================
--- (empty file)
+++ trunk/libs/msm/doc/PDF/examples/SimpleTutorialWithEumlTable.cpp 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -0,0 +1,158 @@
+#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;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace
+{
+ // events
+ struct play_impl : msm::front::euml::euml_event<play_impl> {};
+ struct end_pause_impl : msm::front::euml::euml_event<end_pause_impl>{};
+ struct stop_impl : msm::front::euml::euml_event<stop_impl>{};
+ struct pause_impl : msm::front::euml::euml_event<pause_impl>{};
+ struct open_close_impl : msm::front::euml::euml_event<open_close_impl>{};
+ struct cd_detected_impl : msm::front::euml::euml_event<cd_detected_impl>{};
+
+ // define some dummy instances for use in the transition table
+ // it is also possible to default-construct them instead:
+ // struct play {};
+ // inside the table: play()
+ play_impl play;
+ end_pause_impl end_pause;
+ stop_impl stop;
+ pause_impl pause;
+ open_close_impl open_close;
+ cd_detected_impl cd_detected;
+
+ // The list of FSM states
+ // they have to be declared outside of the front-end only to make VC happy :(
+ // note: gcc would have no problem
+ struct Empty_impl : public msm::front::state<> , public msm::front::euml::euml_state<Empty_impl>
+ {
+ // 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Open_impl>
+ {
+ 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Stopped_impl>
+ {
+ 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;}
+ };
+
+ struct Playing_impl : public msm::front::state<> , public msm::front::euml::euml_state<Playing_impl>
+ {
+ 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;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused_impl : public msm::front::state<> , public msm::front::euml::euml_state<Paused_impl>
+ {
+ };
+ //to make the transition table more readable
+ Empty_impl const Empty;
+ Open_impl const Open;
+ Stopped_impl const Stopped;
+ Playing_impl const Playing;
+ Paused_impl const Paused;
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty_impl initial_state;
+
+ // Transition table for player
+ // replaces the old transition table
+ BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
+ Stopped + play / start_playback == Playing ,
+ Stopped + open_close / open_drawer == Open ,
+ Stopped + stop == Stopped ,
+ // +------------------------------------------------------------------------------+
+ Open + open_close / close_drawer == Empty ,
+ // +------------------------------------------------------------------------------+
+ Empty + open_close / open_drawer == Open ,
+ Empty + cd_detected /(store_cd_info,
+ msm::front::euml::process_(play)) == Stopped ,
+ // +------------------------------------------------------------------------------+
+ Playing + stop / stop_playback == Stopped ,
+ Playing + pause / pause_playback == Paused ,
+ Playing + open_close / stop_and_open == Open ,
+ // +------------------------------------------------------------------------------+
+ Paused + end_pause / resume_playback == Playing ,
+ Paused + stop / stop_playback == Stopped ,
+ Paused + open_close / stop_and_open == Open
+ // +------------------------------------------------------------------------------+
+ ),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;
+ }
+ };
+ // 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();
+ // 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); pstate(p);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
Added: trunk/libs/msm/doc/PDF/examples/TestErrorOrthogonality.cpp
==============================================================================
--- (empty file)
+++ trunk/libs/msm/doc/PDF/examples/TestErrorOrthogonality.cpp 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -0,0 +1,119 @@
+// 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>
+#include <boost/msm/back/mpl_graph_fsm_check.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::back;
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct cd_detected{};
+ struct error_found {};
+
+ // 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<>
+ {
+ };
+ struct Open : public msm::front::state<>
+ {
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<>
+ {
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+ struct AllOk : public msm::front::state<>
+ {
+ };
+ struct ErrorMode : public msm::front::state<>
+ {
+ };
+ struct State1 : public msm::front::state<>
+ {
+ };
+ struct State2 : public msm::front::state<>
+ {
+ };
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ // adding this line makes non-reachable states and should cause a static assert
+ //_row < State1 , open_close , State2 >,
+ // adding this line makes non-orthogonal regions and should cause a static assert
+ //_row < Paused , error_found , ErrorMode >,
+ _row < Stopped , play , Playing >,
+ _row < Stopped , open_close , Open >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Open , open_close , Empty >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Empty , open_close , Open >,
+ _row < Empty , cd_detected , Stopped >,
+ _row < Empty , cd_detected , Playing >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Playing , stop , Stopped >,
+ _row < Playing , pause , Paused >,
+ _row < Playing , open_close , Open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Paused , end_pause , Playing >,
+ _row < Paused , stop , Stopped >,
+ _row < Paused , open_close , Open >,
+ _row < AllOk , error_found , ErrorMode >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const& e, FSM&,int state)
+ {
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_,msm::back::mpl_graph_fsm_check> player;
+
+ void test()
+ {
+ player p;
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
Modified: trunk/libs/msm/doc/PDF/examples/iPod_distributed/iPod.cpp
==============================================================================
--- trunk/libs/msm/doc/PDF/examples/iPod_distributed/iPod.cpp (original)
+++ trunk/libs/msm/doc/PDF/examples/iPod_distributed/iPod.cpp 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -29,7 +29,6 @@
{
struct iPod_;
typedef msm::back::state_machine<iPod_,
- ::boost::msm::back::NoHistory,
::boost::msm::back::favor_compile_time> iPod;
// Concrete FSM implementation
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 2011-01-10 17:13:16 EST (Mon, 10 Jan 2011)
@@ -2,7 +2,7 @@
<?oxygen RNGSchema="http://www.oasis-open.org/docbook/xml/5.0/rng/docbook.rng" type="xml"?>
<book xmlns="http://docbook.org/ns/docbook" xmlns:xlink="http://www.w3.org/1999/xlink" version="5.0">
<info>
- <title>Meta State Machine (MSM) V2.12</title>
+ <title>Meta State Machine (MSM) V2.20</title>
<author>
<personname>Christophe Henry</personname>
<email>christophe.j.henry_at_[hidden]</email>
@@ -627,6 +627,80 @@
sections.</para>
</sect2>
<sect2>
+ <title>What do you actually do inside actions / guards?</title>
+ <para>State machines define a structure and important parts of the complete
+ behavior, but not all. For example if you need to send a rocket to Alpha
+ Centauri, you can have a transition to a state "SendRocketToAlphaCentauri"
+ but no code actually sending the rocket. This is where you need actions. So
+ a simple action could be:</para>
+ <programlisting>template <class Fire> void send_rocket(Fire const&)
+{
+ fire_rocket();
+}</programlisting>
+ <para>Ok, this was simple. Now, we might want to give a direction. Let us suppose
+ this information is externally given when needed, it makes sense do use the
+ event for this:</para>
+ <programlisting>// Event
+struct Fire {Direction direction;};
+template <class Fire> void send_rocket(Fire const& evt)
+{
+ fire_rocket(evt.direction);
+}</programlisting>
+ <para>We might want to calculate the direction based not only on external data
+ but also on data accumulated during previous work. In this case, you might
+ want to have this data in the state machine itself. As transition actions
+ are members of the front-end, you can directly access the data:</para>
+ <programlisting>// Event
+struct Fire {Direction direction;};
+//front-end definition, see down
+struct launcher_ : public msm::front::state_machine_def<launcher_>{
+Data current_calculation;
+template <class Fire> void send_rocket(Fire const& evt)
+{
+ fire_rocket(evt.direction, current_calculation);
+}
+...
+};</programlisting>
+ <para>Entry and exit actions represent a behavior common to a state, no matter
+ through which transition it is entered or left. States being reusable, it
+ might make sense to locate your data there instead of in the state machine,
+ to maximize reuse and make code more readable. Entry and exit actions have
+ access to the state data (being state members) but also to the event and
+ state machine, like transition actions. This happens through the Event and
+ Fsm template parameters:</para>
+ <programlisting>struct Launching : public msm::front::state<>
+{
+ template <class Event, class Fsm>
+ void on_entry(Event const& evt, Fsm& fsm)
+ {
+ fire_rocket(evt.direction, fsm.current_calculation);
+ }
+};</programlisting>
+ <para>Exit actions are also ideal for clanup when the state becomes
+ inactive.</para>
+ <para>Another possible use of the entry action is to pass data to substates /
+ submachines. Launching is a substate containing a <code>data</code> attribute:</para>
+ <programlisting>struct launcher_ : public msm::front::state_machine_def<launcher_>{
+Data current_calculation;
+// state machines also have entry/exit actions
+template <class Event, class Fsm>
+void on_entry(Event const& evt, Fsm& fsm)
+{
+ launcher_::Launching& s = fsm.get_state<launcher_::Launching&>();
+ s.data = fsm.current_calculation;
+}
+...
+};</programlisting>
+ <para>The <command xlink:href="#backend-fsm-constructor-args">set_states</command> back-end method allows you to replace a complete
+ state.</para>
+ <para>The <command xlink:href="#functor-front-end-actions">functor</command> front-end and eUML offer more capabilities.</para>
+ <para>However, this basic front-end also has special capabilities using the row2
+ / irow2 transitions.<command xlink:href="#basic-row2">_row2, a_row2, row2,
+ g_row2, a_irow2, irow2, g_irow2</command> let you call an action located
+ in any state of the current fsm or in the front-end itself, thus letting you
+ place useful data anywhere you see fit.</para>
+ </sect2>
+ <sect2>
<title>Defining a simple state machine</title>
<para>Declaring a state machine is straightforward and is done with a high
signal / noise ratio. In our player example, we declare the state machine
@@ -1183,6 +1257,18 @@
The containing machine (containing State1 and SubFsm2) refers to the
backend instance (SubFsm2). SubFsm2::direct states that an explicit
entry is desired.</para>
+ <para><command xml:id="explicit-entry-no-region-id"/>Thanks to the <command xlink:href="#backend-compile-time-analysis"
+ >mpl_graph</command> library you can also omit to provide the region
+ index and let MSM find out for you. The are however two points to note:<itemizedlist>
+ <listitem>
+ <para>MSM can only find out the region index if the explicit
+ entry state is somehow connected to an initial state through
+ a transition, no matter the direction.</para>
+ </listitem>
+ <listitem>
+ <para>There is a compile-time cost for this feature.</para>
+ </listitem>
+ </itemizedlist></para>
<para><emphasis role="underline">Note (also valid for forks)</emphasis>: in
order to make compile time more bearable for the more standard cases,
and unlike initial states, explicit entry states which are also not
@@ -1590,6 +1676,26 @@
programming.</para>
</sect2>
<sect2>
+ <title><command xml:id="functor-front-end-actions"/>What do you actually do inside actions / guards (Part 2)?</title>
+ <para>Using the basic front-end, we saw how to pass data to actions through the
+ event, that data common to all states could be stored in the state machine,
+ state relevant data could be stored in the state and access as template
+ parameter in the entry / exit actions. What was however missing was the
+ capability to access relevant state data in the transition action. This is
+ possible with this front-end. A transition's source and target state are
+ also given as arguments. If the current calculation's state was to be found
+ in the transition's source state (whatever it is), we could access
+ it:</para>
+ <programlisting>struct send_rocket
+{
+ template <class Fsm,class Evt,class SourceState,class TargetState>
+ void operator()(Evt const&, Fsm& fsm, SourceState& src,TargetState& )
+ {
+ fire_rocket(evt.direction, src.current_calculation);
+ }
+}; </programlisting>
+ </sect2>
+ <sect2>
<title>Defining a simple state machine</title>
<para>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
@@ -1660,7 +1766,8 @@
<title><command xml:id="eUML-front-end"/>eUML (experimental)</title>
<para><emphasis role="underline">Important note</emphasis>: eUML requires a compiler
supporting Boost.Typeof. More generally, eUML has experimental status because
- most compilers will start crashing when a state machine becomes too big.</para>
+ some compilers will start crashing when a state machine becomes too big (usually
+ when you write huge actions).</para>
<para>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
@@ -1674,8 +1781,8 @@
<para>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++ >= 4.3).</para>
+ you will need a compiler where Typeof is supported (like VC9-10, g++ >=
+ 4.3).</para>
<para>Examples will be provided in the next paragraphs. You need to include eUML
basic features: </para>
<para>
@@ -1727,7 +1834,7 @@
separated by a comma and enclosed inside parenthesis to respect C++ operator
precedence.</para>
<para>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
+ worry, eUML is based on typeof (or 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
@@ -1740,6 +1847,30 @@
without any syntactic noise at all.</para>
</sect2>
<sect2>
+ <title>A simple example: rewriting only our transition table</title>
+ <para>As an introduction to eUML, we will rewrite our tutorial's transition
+ table using eUML. This will require two or three changes, depending on the compiler:<itemizedlist>
+ <listitem>
+ <para>events must inherit from msm::front::euml::euml_event<
+ event_name ></para>
+ </listitem>
+ <listitem>
+ <para>states must inherit from msm::front::euml::euml_state<
+ state_name ></para>
+ </listitem>
+ <listitem>
+ <para>with VC, states must be declared before the front-end</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>We now can write the transition table like just shown, using
+ BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE instead of
+ BOOST_MSM_EUML_TRANSITION_TABLE. The <link
+ xlink:href="examples/SimpleTutorialWithEumlTable.cpp">implementation</link> is pretty
+ straightforward.</para>
+ <para>We now have a new, more readable transition table with few changes to our
+ example. eUML can do much more so please follow the guide.</para>
+ </sect2>
+ <sect2>
<title>Defining events, actions and states with entry/exit actions</title>
<sect3>
<title>Events</title>
@@ -2823,9 +2954,9 @@
<para>submachines</para>
</listitem>
</itemizedlist></para>
- <para>The back-end <code>msm::back::state_machine</code> has a third template
- argument (first is the front-end, second is the history policy) defaulting
- to <code>favor_runtime_speed</code>. To switch to
+ <para>The back-end <code>msm::back::state_machine</code> has a policy argument
+ (first is the front-end, then the history policy) defaulting to
+ <code>favor_runtime_speed</code>. To switch to
<code>favor_compile_time</code>, which is declared in
<code><msm/back/favor_compile_time.hpp></code>, you need to:<itemizedlist>
<listitem>
@@ -2886,6 +3017,79 @@
</itemizedlist>
</para>
</sect2>
+ <sect2>
+ <title><command xml:id="backend-compile-time-analysis"/>Compile-time state machine analysis </title>
+ <para>A MSM state machine being a metaprogram, it is only logical that cheking
+ for the validity of a concrete state machine happens compile-time. To this
+ aim, using the compile-time graph library mpl_graph (delivered at the moment
+ with MSM) from Gordon Woodhull, MSM provides several compile-time checks:<itemizedlist>
+ <listitem>
+ <para>Check that orthogonal regions ar truly orthogonal.</para>
+ </listitem>
+ <listitem>
+ <para>Check that all states are either reachable from the initial
+ states or are explicit entries / pseudo-entry states.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>To make use of this feature, the back-end provides a policy (default is no
+ analysis), <code>msm::back::mpl_graph_fsm_check</code>. For example:</para>
+ <programlisting> typedef msm::back::state_machine< player_,msm::back::mpl_graph_fsm_check> player; </programlisting>
+ <para>As MSM is now using Boost.Parameter to declare policies, the policy choice
+ can be made at any position after the front-end type (in this case
+ <code>player_</code>).</para>
+ <para>In case an error is detected, a compile-time assertion is provoked.</para>
+ <para>This feature is not enabled by default because it has a non-neglectable
+ compile-time cost. The algorithm is linear if no explicit or pseudo entry
+ states are found in the state machine, unfortunately still O(number of
+ states * number of entry states) otherwise. This will be improved in future
+ versions of MSM.</para>
+ <para>The same algorithm is also used in case you want to omit providing the
+ region index in the <command xlink:href="#explicit-entry-no-region-id">explicit entry / pseudo entry state</command> declaration.</para>
+ <para>The author's advice is to enable the checks after any state machine
+ structure change and disable it again after sucessful analysis.</para>
+ <para>The <link xlink:href="examples/TestErrorOrthogonality.cpp">following example</link> provokes an assertion if one of the first two lines
+ of the transition table is used.</para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="backend-enqueueing"/> Enqueueing events for later
+ processing </title>
+ <para>Calling <code>process_event(Event const&)</code> will immediately
+ process the event with run-to-completion semantics. You can also enqueue the
+ events and delay their processing by calling <code>enqueue_event(Event
+ const&)</code> instead. Calling <code>execute_queued_events()</code> will then
+ process all enqueued events (in FIFO order).</para>
+ <para>You can query the queue size by calling <code>get_message_queue_size()</code>.</para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="backend-queues"/> Customizing the message queues </title>
+ <para>MSM uses by default a std::deque for its queues (one message queue for
+ events generated during run-to-completion or with
+ <code>enqueue_event</code>, one for deferred events). Unfortunately, on some
+ STL implementations, it is a very expensive container in size and copying
+ time. Should this be a problem, MSM offers an alternative based on
+ boost::circular_buffer. The policy is msm::back::queue_container_circular.
+ To use it, you need to provide it to the back-end definition:</para>
+ <programlisting> typedef msm::back::state_machine< player_,msm::back::queue_container_circular> player; </programlisting>
+ <para>You can access the queues with get_message_queue and get_deferred_queue,
+ both returning a reference or a const reference to the queues themselves.
+ Boost::circular_buffer is outside of the scope of this documentation. What
+ you will however need to define is the queue capacity (initially is 0) to
+ what you think your queue will at most grow, for example (size 1 is
+ common):</para>
+ <programlisting> fsm.get_message_queue().set_capacity(1); </programlisting>
+ </sect2>
+ <sect2>
+ <title><command xml:id="backend-boost-parameter"/>Policy definition with Boost.Parameter </title>
+ <para>MSM uses Boost.Parameter to allow easier definition of
+ back::state_machine<> policy arguments (all except the front-end). This
+ allows you to define policy arguments (history, compile-time / run-time,
+ state machine analysis, container for the queues) at any position, in any
+ number. For example: </para>
+ <programlisting> typedef msm::back::state_machine< player_,msm::back::mpl_graph_fsm_check> player;
+ typedef msm::back::state_machine< player_,msm::back::AlwaysHistory> player;
+ typedef msm::back::state_machine< player_,msm::back::mpl_graph_fsm_check,msm::back::AlwaysHistory> player;
+ typedef msm::back::state_machine< player_,msm::back::AlwaysHistory,msm::back::mpl_graph_fsm_check> player; </programlisting>
+ </sect2>
</sect1>
</chapter>
<chapter>
@@ -3512,6 +3716,60 @@
<chapter>
<title>Version history</title>
<sect1>
+ <title>From V2.12 to V2.20</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Compile-time state machine analysis using mpl_graph:</para>
+ <itemizedlist>
+ <listitem>
+ <para><command xlink:href="#backend-compile-time-analysis">checking of region orthogonality</command>.</para>
+ </listitem>
+ <listitem>
+ <para><command xlink:href="#backend-compile-time-analysis">search for unreachable states</command>.</para>
+ </listitem>
+ <listitem>
+ <para><command xlink:href="#explicit-entry-no-region-id">automatic region index search for pseudo entry or explicit
+ entry states</command>.</para>
+ </listitem>
+ </itemizedlist>
+ </listitem>
+ <listitem>
+ <para><command xlink:href="#backend-boost-parameter">Boost.Parameter interface definition</command> for
+ msm::back::state_machine<> template arguments.</para>
+ </listitem>
+ <listitem>
+ <para><command xlink:href="#backend-queues">Possibility to provide a
+ container</command> for the event and deferred event queues. A
+ policy implementation based on a more efficient Boost.CircularBuffer
+ is provided.</para>
+ </listitem>
+ <listitem>
+ <para>msm::back::state_machine<>::is_flag_active method made
+ const.</para>
+ </listitem>
+ <listitem>
+ <para>added possibility to <command xlink:href="#backend-enqueueing"
+ >enqueue events</command> for delayed processing.</para>
+ </listitem>
+ <listitem>
+ <para>Bugfixes<itemizedlist>
+ <listitem>
+ <para>Trac 4926</para>
+ </listitem>
+ <listitem>
+ <para>stack overflow using the Defer functor</para>
+ </listitem>
+ <listitem>
+ <para>anonymous transition of a submachine not called for
+ the initial state</para>
+ </listitem>
+ </itemizedlist></para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </sect1>
+ <sect1>
<title>From V2.10 to V2.12</title>
<para>
<itemizedlist>
@@ -3520,7 +3778,7 @@
</listitem>
<listitem>
<para><command xlink:href="#eUML-reuse-functor">Possibility to use
- normal functors</command> (from functor front-end) in
+ normal functors</command> (from functor front-end) in
eUML.</para>
</listitem>
<listitem>
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