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Subject: [Boost-users] [MSM] problem compiling a functor-guard using a flag inside.
From: Steckmann, Sven (sven.steckmann_at_[hidden])
Date: 2011-04-08 04:53:59


Dear list,

 

while developing I want to use functors for a guard. The state machine
compiles well until I added a

function call to the FSM which has a template parameter. Then I always
got the following error message

while compiling it with gcc 4.4.1.

 

SubtractionControllerNew.cpp: In member function
'bool<unnamed>::player_::isCDLoaded::operator()(const EVT&, FSM&,
SourceState&, TargetState&)':

SubtractionControllerNew.cpp:175: error: expected primary-expression
before '>' token

SubtractionControllerNew.cpp:175: error: expected primary-expression
before ')' token

 

Does anybody know why this happens and how to circumvent it?

 

Kind regards,

    Sven

 

---- Example from flags.

 

I have modified the CDLoaded example to present the bug with the
following lines:

 

        struct isCDLoaded

        {

            template <class EVT,class FSM,class SourceState,class
TargetState>

            bool operator()(EVT const& ,FSM& fsm,SourceState&
,TargetState& )

            {

                   //return fsm.is_contained(); // this works well

                   return fsm.is_flag_active<CDLoaded>(); // Line 175

            }

        };

 

        Row < Stopped , open_close , Open , none ,
isCDLoaded >,

 

// Copyright 2010 Christophe Henry

// henry UNDERSCORE christophe AT hotmail DOT com

// This is an extended version of the state machine available in the
boost::mpl library

// Distributed under the same license as the original.

// Copyright for the original version:

// Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed

// under the Boost Software License, Version 1.0. (See accompanying

// file LICENSE_1_0.txt or copy at

// http://www.boost.org/LICENSE_1_0.txt)

 

#include <iostream>

// back-end

#include <boost/msm/back/state_machine.hpp>

//front-end

#include <boost/msm/front/state_machine_def.hpp>

 

#include <boost/msm/front/functor_row.hpp>

#include <boost/msm/front/euml/common.hpp>

 

namespace msm = boost::msm;

namespace mpl = boost::mpl;

 

using namespace msm::front;

 

 

namespace // Concrete FSM implementation

{

    // events

    struct play {};

    struct end_pause {};

    struct stop {};

    struct pause {};

    struct open_close {};

    struct NextSong {};

    struct PreviousSong {};

 

    // Flags. Allow information about a property of the current state

    struct PlayingPaused{};

    struct CDLoaded {};

    struct FirstSongPlaying {};

 

    // A "complicated" event type that carries some data.

    struct cd_detected

    {

        cd_detected(std::string name)

            : name(name)

        {}

 

        std::string name;

    };

 

    // front-end: define the FSM structure

    struct player_ : public msm::front::state_machine_def<player_>

    {

        // The list of FSM states

        struct Empty : public msm::front::state<>

        {

            // every (optional) entry/exit methods get the event passed.

            template <class Event,class FSM>

            void on_entry(Event const&,FSM& ) {std::cout << "entering:
Empty" << std::endl;}

            template <class Event,class FSM>

            void on_exit(Event const&,FSM& ) {std::cout << "leaving:
Empty" << std::endl;}

        };

        struct Open : public msm::front::state<>

        {

            typedef mpl::vector1<CDLoaded> flag_list;

            template <class Event,class FSM>

            void on_entry(Event const&,FSM& ) {std::cout << "entering:
Open" << std::endl;}

            template <class Event,class FSM>

            void on_exit(Event const&,FSM& ) {std::cout << "leaving:
Open" << std::endl;}

        };

 

        struct Stopped : public msm::front::state<>

        {

            // when stopped, the CD is loaded

            typedef mpl::vector1<CDLoaded> flag_list;

            template <class Event,class FSM>

            void on_entry(Event const&,FSM& ) {std::cout << "entering:
Stopped" << std::endl;}

            template <class Event,class FSM>

            void on_exit(Event const&,FSM& ) {std::cout << "leaving:
Stopped" << std::endl;}

        };

 

        // the player state machine contains a state which is himself a
state machine

        // as you see, no need to declare it anywhere so Playing can be
developed separately

        // by another team in another module. For simplicity I just
declare it inside player

        struct Playing_ : public msm::front::state_machine_def<Playing_>

        {

            // when playing, the CD is loaded and we are in either pause
or playing (duh)

            typedef mpl::vector2<PlayingPaused,CDLoaded>
flag_list;

 

            template <class Event,class FSM>

            void on_entry(Event const&,FSM& ) {std::cout << "entering:
Playing" << std::endl;}

            template <class Event,class FSM>

            void on_exit(Event const&,FSM& ) {std::cout << "leaving:
Playing" << std::endl;}

 

            // The list of FSM states

            struct Song1 : public msm::front::state<>

            {

                typedef mpl::vector1<FirstSongPlaying> flag_list;

                template <class Event,class FSM>

                void on_entry(Event const&,FSM& ) {std::cout <<
"starting: First song" << std::endl;}

                template <class Event,class FSM>

                void on_exit(Event const&,FSM& ) {std::cout <<
"finishing: First Song" << std::endl;}

 

            };

            struct Song2 : public msm::front::state<>

            {

                template <class Event,class FSM>

                void on_entry(Event const&,FSM& ) {std::cout <<
"starting: Second song" << std::endl;}

                template <class Event,class FSM>

                void on_exit(Event const&,FSM& ) {std::cout <<
"finishing: Second Song" << std::endl;}

            };

            struct Song3 : public msm::front::state<>

            {

                template <class Event,class FSM>

                void on_entry(Event const&,FSM& ) {std::cout <<
"starting: Third song" << std::endl;}

                template <class Event,class FSM>

                void on_exit(Event const&,FSM& ) {std::cout <<
"finishing: Third Song" << std::endl;}

            };

            // the initial state. Must be defined

            typedef Song1 initial_state;

            // transition actions

            void start_next_song(NextSong const&) { std::cout <<
"Playing::start_next_song\n"; }

            void start_prev_song(PreviousSong const&) { std::cout
<< "Playing::start_prev_song\n"; }

            // guard conditions

 

            typedef Playing_ pl; // makes transition table cleaner

            // Transition table for Playing

            struct transition_table : mpl::vector4<

                // Start Event Next Action
Guard

                //
+---------+-------------+---------+---------------------+---------------
-------+

                a_row < Song1 , NextSong , Song2 ,
&pl::start_next_song >,

                a_row < Song2 , PreviousSong, Song1 ,
&pl::start_prev_song >,

                a_row < Song2 , NextSong , Song3 ,
&pl::start_next_song >,

                a_row < Song3 , PreviousSong, Song2 ,
&pl::start_prev_song >

                //
+---------+-------------+---------+---------------------+---------------
-------+

> {};

            // Replaces the default no-transition response.

            template <class FSM,class Event>

            void no_transition(Event const& e, FSM&,int state)

            {

                std::cout << "no transition from state " << state

                    << " on event " << typeid(e).name() << std::endl;

            }

        };

        // back-end

        typedef msm::back::state_machine<Playing_> Playing;

 

        // state not defining any entry or exit

        struct Paused : public msm::front::state<>

        {

            typedef mpl::vector2<PlayingPaused,CDLoaded>
flag_list;

        };

 

        // the initial state of the player SM. Must be defined

        typedef Empty initial_state;

 

        // transition actions

        void start_playback(play const&) { std::cout <<
"player::start_playback\n"; }

        void open_drawer(open_close const&) { std::cout <<
"player::open_drawer\n"; }

        void close_drawer(open_close const&) { std::cout <<
"player::close_drawer\n"; }

        void store_cd_info(cd_detected const& ) {std::cout <<
"player::store_cd_info\n";}

        void stop_playback(stop const&) { std::cout <<
"player::stop_playback\n"; }

        void pause_playback(pause const&) { std::cout <<
"player::pause_playback\n"; }

        void resume_playback(end_pause const&) { std::cout <<
"player::resume_playback\n"; }

        void stop_and_open(open_close const&) { std::cout <<
"player::stop_and_open\n"; }

        void stopped_again(stop const&){std::cout <<
"player::stopped_again\n";}

        // guard conditions

        struct isCDLoaded

        {

            template <class EVT,class FSM,class SourceState,class
TargetState>

            bool operator()(EVT const& ,FSM& fsm,SourceState&
,TargetState& )

            {

                   //return fsm.is_contained();

                   return fsm.is_flag_active<CDLoaded>();

            }

        };

 

 

        typedef player_ p; // makes transition table cleaner

 

        // Transition table for player

        struct transition_table : mpl::vector<

            // Start Event Next Action
Guard

            //
+---------+-------------+---------+---------------------+---------------
-------+

            a_row < Stopped , play , Playing , &p::start_playback
>,

            Row < Stopped , open_close , Open , none
, isCDLoaded >,

            a_row < Stopped , stop , Stopped , &p::stopped_again
>,

            //
+---------+-------------+---------+---------------------+---------------
-------+

            a_row < Open , open_close , Empty , &p::close_drawer
>,

            //
+---------+-------------+---------+---------------------+---------------
-------+

            a_row < Empty , open_close , Open , &p::open_drawer
>,

            a_row < Empty , cd_detected , Stopped , &p::store_cd_info
>,

            //
+---------+-------------+---------+---------------------+---------------
-------+

            a_row < Playing , stop , Stopped , &p::stop_playback
>,

            a_row < Playing , pause , Paused , &p::pause_playback
>,

            a_row < Playing , open_close , Open , &p::stop_and_open
>,

            //
+---------+-------------+---------+---------------------+---------------
-------+

            a_row < Paused , end_pause , Playing ,
&p::resume_playback >,

            a_row < Paused , stop , Stopped , &p::stop_playback
>,

            a_row < Paused , open_close , Open , &p::stop_and_open
>

            //
+---------+-------------+---------+---------------------+---------------
-------+

> {};

 

        // Replaces the default no-transition response.

        template <class FSM,class Event>

        void no_transition(Event const& e, FSM&,int state)

        {

            std::cout << "no transition from state " << state

                << " on event " << typeid(e).name() << std::endl;

        }

    };

    // Pick a back-end

    typedef msm::back::state_machine<player_> player;

 

    //

    // Testing utilities.

    //

    static char const* const state_names[] = { "Stopped", "Open",
"Empty", "Playing", "Paused" };

 

    void pstate(player const& p)

    {

        std::cout << " -> " << state_names[p.current_state()[0]] <<
std::endl;

    }

 

    void test()

    {

        player p;

 

        // needed to start the highest-level SM. This will call on_entry
and mark the start of the SM

        p.start();

        // tests some flags

        std::cout << "CDLoaded active:" << std::boolalpha <<
p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)

        // go to Open, call on_exit on Empty, then action, then on_entry
on Open

        p.process_event(open_close()); pstate(p);

        p.process_event(open_close()); pstate(p);

        p.process_event(cd_detected("louie, louie"));

        p.process_event(play());

 

        // at this point, Play is active

        std::cout << "PlayingPaused active:" << std::boolalpha <<
p.is_flag_active<PlayingPaused>() << std::endl;//=> true

        std::cout << "FirstSong active:" << std::boolalpha <<
p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true

 

        // make transition happen inside it. Player has no idea about
this event but it's ok.

        p.process_event(NextSong());pstate(p); //2nd song active

        p.process_event(NextSong());pstate(p);//3rd song active

        p.process_event(PreviousSong());pstate(p);//2nd song active

        std::cout << "FirstSong active:" << std::boolalpha <<
p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false

 

        std::cout << "PlayingPaused active:" << std::boolalpha <<
p.is_flag_active<PlayingPaused>() << std::endl;//=> true

        p.process_event(pause()); pstate(p);

        std::cout << "PlayingPaused active:" << std::boolalpha <<
p.is_flag_active<PlayingPaused>() << std::endl;//=> true

        // go back to Playing

        // as you see, it starts back from the original state

        p.process_event(end_pause()); pstate(p);

        p.process_event(pause()); pstate(p);

        p.process_event(stop()); pstate(p);

        std::cout << "PlayingPaused active:" << std::boolalpha <<
p.is_flag_active<PlayingPaused>() << std::endl;//=> false

        std::cout << "CDLoaded active:" << std::boolalpha <<
p.is_flag_active<CDLoaded>() << std::endl;//=> true

 

        // event leading to the same state

        p.process_event(stop()); pstate(p);

    }

}

 

int main()

{

    test();

    return 0;

}

 

 



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