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Boost-Commit : |
Subject: [Boost-commit] svn:boost r74112 - in trunk/libs/msm/doc: HTML/examples PDF/examples
From: christophe.j.henry_at_[hidden]
Date: 2011-08-28 16:15:44
Author: chenry
Date: 2011-08-28 16:15:43 EDT (Sun, 28 Aug 2011)
New Revision: 74112
URL: http://svn.boost.org/trac/boost/changeset/74112
Log:
added visitor example
Added:
trunk/libs/msm/doc/HTML/examples/Visitor.cpp (contents, props changed)
trunk/libs/msm/doc/PDF/examples/Visitor.cpp (contents, props changed)
Added: trunk/libs/msm/doc/HTML/examples/Visitor.cpp
==============================================================================
--- (empty file)
+++ trunk/libs/msm/doc/HTML/examples/Visitor.cpp 2011-08-28 16:15:43 EDT (Sun, 28 Aug 2011)
@@ -0,0 +1,368 @@
+// 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>
+#include <string>
+#include "boost/mpl/vector/vector30.hpp"
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/back/tools.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct ThreeSec {};
+ struct TenSec {};
+ struct error_found {};
+ struct end_error {};
+ struct cd_detected {};
+
+ // a simple visitor
+ struct SomeVisitor
+ {
+ template <class T>
+ void visit_state(T* astate,int i)
+ {
+ std::cout << "visiting state:" << typeid(*astate).name()
+ << " with data:" << i << std::endl;
+ }
+ };
+ // base state for all states of ths fsm, to make them visitable
+ struct my_visitable_state
+ {
+ // signature of the accept function
+ typedef msm::back::args<void,SomeVisitor&,int> accept_sig;
+
+ // we also want polymorphic states
+ virtual ~my_visitable_state() {}
+ // default implementation for states who do not need to be visited
+ void accept(SomeVisitor&,int) const {}
+ // or if you want all states to be visited, provide an implementation
+ /*
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ */
+ };
+
+ // Concrete FSM implementation
+ struct player_ : public msm::front::state_machine_def<player_,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: player" << std::endl;}
+ // The list of FSM states
+ struct Empty : public msm::front::state<my_visitable_state>
+ {
+ typedef mpl::vector<play> deferred_events;
+ 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;}
+ // this state wants to be visited
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+ struct Open : public msm::front::state<my_visitable_state>
+ {
+ typedef mpl::vector<play> deferred_events;
+ 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;}
+ // this state wants to be visited
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+ struct Stopped : public msm::front::state<my_visitable_state>
+ {
+ 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;}
+ // this state wants to be visited
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ };
+
+ struct Playing_ : public msm::front::state_machine_def<Playing_,my_visitable_state >
+ {
+ 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;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ // The list of FSM states
+ // the Playing state machine contains a state which is himself a state machine
+ // so we have a SM containing a SM containing a SM
+ struct Song1_ : public msm::front::state_machine_def<Song1_,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ struct LightOn : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOn" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOn" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ };
+ struct LightOff : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOff" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOff" << std::endl;}
+ };
+ // the initial state. Must be defined
+ typedef LightOn initial_state;
+ // transition actions
+ void turn_light_off(ThreeSec const&) { std::cout << "3s off::turn light off\n"; }
+ // guard conditions
+
+ typedef Song1_ s; // makes transition table cleaner
+ // Transition table for Song1
+ struct transition_table : mpl::vector1<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < LightOn , ThreeSec , LightOff, &s::turn_light_off >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ typedef msm::back::state_machine<Song1_> Song1;
+
+ struct Song2 : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // the initial state. Must be defined
+ typedef Song1 initial_state;
+ // transition actions
+ void start_next_song(NextSong const&) { std::cout << "Playing::start_next_song\n"; }
+ void start_prev_song(PreviousSong const&) { std::cout << "Playing::start_prev_song\n"; }
+ // guard conditions
+
+ typedef Playing_ pl; // makes transition table cleaner
+ // Transition table for Playing
+ struct transition_table : mpl::vector4<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Song1 , NextSong , Song2 , &pl::start_next_song >,
+ a_row < Song2 , PreviousSong, Song1 , &pl::start_prev_song >,
+ a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
+ a_row < Song3 , PreviousSong, Song2 , &pl::start_prev_song >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const& e, FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+ typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
+
+ struct Paused : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Paused" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Paused" << std::endl;}
+ };
+
+ struct AllOk : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
+ };
+ struct ErrorMode :
+ public msm::front::interrupt_state<end_error,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&)
+ {
+ std::cout << "player::store_cd_info\n";
+ }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ void report_error(error_found const&) {std::cout << "player::report_error\n";}
+ void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
+ // guard conditions
+
+
+ typedef player_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Stopped , play , Playing , &p::start_playback >,
+ a_row < Stopped , open_close , Open , &p::open_drawer >,
+ a_row < Stopped , stop , Stopped , &p::stopped_again >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Playing , stop , Stopped , &p::stop_playback >,
+ a_row < Playing , pause , Paused , &p::pause_playback >,
+ a_row < Playing , open_close , Open , &p::stop_and_open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Paused , end_pause , Playing , &p::resume_playback >,
+ a_row < Paused , stop , Stopped , &p::stop_playback >,
+ a_row < Paused , open_close , Open , &p::stop_and_open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const& e, FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+
+ // back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+
+ void pstate(player const& p)
+ {
+ static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode","SleepMode" };
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << 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();
+
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play());
+
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ // visiting Paused and AllOk, but only Paused cares
+ SomeVisitor vis;
+ p.visit_current_states(boost::ref(vis),1);
+ p.process_event(open_close()); pstate(p);
+ // visiting Empty and AllOk, but only Empty cares
+ p.visit_current_states(boost::ref(vis),2);
+
+ p.process_event(cd_detected());
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+ // at this point, Play is active, along FirstSong and LightOn
+ pstate(p);
+ // visiting Playing+Song1+LightOn and AllOk, but only Playing+Song1+LightOn care
+ p.visit_current_states(boost::ref(vis),3);
+
+ // Stop will be active
+ p.process_event(stop()); pstate(p);
+
+ // visiting when both regions have an active state who wants to be visited
+ p.process_event(error_found());
+ p.visit_current_states(boost::ref(vis),5);
+
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
+
Added: trunk/libs/msm/doc/PDF/examples/Visitor.cpp
==============================================================================
--- (empty file)
+++ trunk/libs/msm/doc/PDF/examples/Visitor.cpp 2011-08-28 16:15:43 EDT (Sun, 28 Aug 2011)
@@ -0,0 +1,368 @@
+// 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>
+#include <string>
+#include "boost/mpl/vector/vector30.hpp"
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/back/tools.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct ThreeSec {};
+ struct TenSec {};
+ struct error_found {};
+ struct end_error {};
+ struct cd_detected {};
+
+ // a simple visitor
+ struct SomeVisitor
+ {
+ template <class T>
+ void visit_state(T* astate,int i)
+ {
+ std::cout << "visiting state:" << typeid(*astate).name()
+ << " with data:" << i << std::endl;
+ }
+ };
+ // base state for all states of ths fsm, to make them visitable
+ struct my_visitable_state
+ {
+ // signature of the accept function
+ typedef msm::back::args<void,SomeVisitor&,int> accept_sig;
+
+ // we also want polymorphic states
+ virtual ~my_visitable_state() {}
+ // default implementation for states who do not need to be visited
+ void accept(SomeVisitor&,int) const {}
+ // or if you want all states to be visited, provide an implementation
+ /*
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ */
+ };
+
+ // Concrete FSM implementation
+ struct player_ : public msm::front::state_machine_def<player_,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: player" << std::endl;}
+ // The list of FSM states
+ struct Empty : public msm::front::state<my_visitable_state>
+ {
+ typedef mpl::vector<play> deferred_events;
+ 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;}
+ // this state wants to be visited
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+ struct Open : public msm::front::state<my_visitable_state>
+ {
+ typedef mpl::vector<play> deferred_events;
+ 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;}
+ // this state wants to be visited
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+ struct Stopped : public msm::front::state<my_visitable_state>
+ {
+ 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;}
+ // this state wants to be visited
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ };
+
+ struct Playing_ : public msm::front::state_machine_def<Playing_,my_visitable_state >
+ {
+ 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;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ // The list of FSM states
+ // the Playing state machine contains a state which is himself a state machine
+ // so we have a SM containing a SM containing a SM
+ struct Song1_ : public msm::front::state_machine_def<Song1_,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ struct LightOn : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOn" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOn" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ };
+ struct LightOff : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOff" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOff" << std::endl;}
+ };
+ // the initial state. Must be defined
+ typedef LightOn initial_state;
+ // transition actions
+ void turn_light_off(ThreeSec const&) { std::cout << "3s off::turn light off\n"; }
+ // guard conditions
+
+ typedef Song1_ s; // makes transition table cleaner
+ // Transition table for Song1
+ struct transition_table : mpl::vector1<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < LightOn , ThreeSec , LightOff, &s::turn_light_off >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ typedef msm::back::state_machine<Song1_> Song1;
+
+ struct Song2 : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // the initial state. Must be defined
+ typedef Song1 initial_state;
+ // transition actions
+ void start_next_song(NextSong const&) { std::cout << "Playing::start_next_song\n"; }
+ void start_prev_song(PreviousSong const&) { std::cout << "Playing::start_prev_song\n"; }
+ // guard conditions
+
+ typedef Playing_ pl; // makes transition table cleaner
+ // Transition table for Playing
+ struct transition_table : mpl::vector4<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Song1 , NextSong , Song2 , &pl::start_next_song >,
+ a_row < Song2 , PreviousSong, Song1 , &pl::start_prev_song >,
+ a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
+ a_row < Song3 , PreviousSong, Song2 , &pl::start_prev_song >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const& e, FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+ typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
+
+ struct Paused : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Paused" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Paused" << std::endl;}
+ };
+
+ struct AllOk : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
+ };
+ struct ErrorMode :
+ public msm::front::interrupt_state<end_error,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&)
+ {
+ std::cout << "player::store_cd_info\n";
+ }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ void report_error(error_found const&) {std::cout << "player::report_error\n";}
+ void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
+ // guard conditions
+
+
+ typedef player_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Stopped , play , Playing , &p::start_playback >,
+ a_row < Stopped , open_close , Open , &p::open_drawer >,
+ a_row < Stopped , stop , Stopped , &p::stopped_again >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Playing , stop , Stopped , &p::stop_playback >,
+ a_row < Playing , pause , Paused , &p::pause_playback >,
+ a_row < Playing , open_close , Open , &p::stop_and_open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Paused , end_pause , Playing , &p::resume_playback >,
+ a_row < Paused , stop , Stopped , &p::stop_playback >,
+ a_row < Paused , open_close , Open , &p::stop_and_open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const& e, FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+
+ // back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+
+ void pstate(player const& p)
+ {
+ static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode","SleepMode" };
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << 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();
+
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play());
+
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ // visiting Paused and AllOk, but only Paused cares
+ SomeVisitor vis;
+ p.visit_current_states(boost::ref(vis),1);
+ p.process_event(open_close()); pstate(p);
+ // visiting Empty and AllOk, but only Empty cares
+ p.visit_current_states(boost::ref(vis),2);
+
+ p.process_event(cd_detected());
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+ // at this point, Play is active, along FirstSong and LightOn
+ pstate(p);
+ // visiting Playing+Song1+LightOn and AllOk, but only Playing+Song1+LightOn care
+ p.visit_current_states(boost::ref(vis),3);
+
+ // Stop will be active
+ p.process_event(stop()); pstate(p);
+
+ // visiting when both regions have an active state who wants to be visited
+ p.process_event(error_found());
+ p.visit_current_states(boost::ref(vis),5);
+
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
+
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