/Src/Dependencies/Boost/libs/msm/doc/PDF/examples/SM-2Arg.cpp
http://hadesmem.googlecode.com/ · C++ · 469 lines · 324 code · 39 blank · 106 comment · 1 complexity · 0890bbfebaaf4d22ad39e1b4d4effcc0 MD5 · raw file
- // 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 // 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 go_sleep {};
- struct error_found {};
- struct end_error {};
- // 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;
- };
- // an easy 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;
- }
- };
- // overwrite of the base state (not default)
- 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 {}
- };
- // 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;
- // every (optional) entry/exit methods get the event packed as boost::any. Not useful very often.
- 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;}
- void accept(SomeVisitor& vis,int i) const
- {
- vis.visit_state(this,i);
- }
- };
- struct Open : public msm::front::state<my_visitable_state>
- {
- typedef mpl::vector1<CDLoaded> flag_list;
- 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;}
- void accept(SomeVisitor& vis,int i) const
- {
- vis.visit_state(this,i);
- }
- };
- // a state needing a pointer to the containing state machine
- // and using for this the non-default policy
- // if policy used, set_sm_ptr is needed
- struct Stopped : public msm::front::state<my_visitable_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
- // it demonstrates Shallow History: if the state gets activated with end_pause
- // then it will remember the last active state and reactivate it
- // also possible: AlwaysHistory, the last active state will always be reactivated
- // or NoHistory, always restart from the initial state
- struct Playing_ : public msm::front::state_machine_def<Playing_,my_visitable_state >
- {
- // 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;}
- 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>
- {
- 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;}
- 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;}
- };
- 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;
- // the player state machine contains a state which is himself a state machine (2 of them, Playing and Paused)
- struct Paused_ : public msm::front::state_machine_def<Paused_,my_visitable_state>
- {
- typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
- 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;}
- // The list of FSM states
- struct StartBlinking : public msm::front::state<my_visitable_state>
- {
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "starting: StartBlinking" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "finishing: StartBlinking" << std::endl;}
- };
- struct StopBlinking : public msm::front::state<my_visitable_state>
- {
- template <class Event,class FSM>
- void on_entry(Event const&,FSM& ) {std::cout << "starting: StopBlinking" << std::endl;}
- template <class Event,class FSM>
- void on_exit(Event const&,FSM& ) {std::cout << "finishing: StopBlinking" << std::endl;}
- };
- // the initial state. Must be defined
- typedef StartBlinking initial_state;
- // transition actions
- void start_blinking(TenSec const&) { std::cout << "Paused::start_blinking\n"; }
- void stop_blinking(TenSec const&) { std::cout << "Paused::stop_blinking\n"; }
- // guard conditions
- typedef Paused_ pa; // makes transition table cleaner
- // Transition table
- struct transition_table : mpl::vector2<
- // Start Event Next Action Guard
- // +---------------+-------------+--------------+---------------------+----------------------+
- a_row < StartBlinking , TenSec , StopBlinking , &pa::stop_blinking >,
- a_row < StopBlinking , TenSec , StartBlinking , &pa::start_blinking >
- // +---------------+-------------+---------------+--------------------+----------------------+
- > {};
- // 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<Paused_> Paused;
- struct SleepMode : public msm::front::state<my_visitable_state>
- {
- }; // dummy state just to test the automatic id generation
- 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 terminate_state<>
- 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;}
- };
- // the initial state of the player SM. Must be defined
- typedef mpl::vector<Empty,AllOk> initial_state;
- //typedef Empty initial_state; // this is to have only one active 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";
- // generate another event to test the queue
- //process_event(play());
- }
- 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 start_sleep(go_sleep const&) { }
- 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 < Paused , go_sleep ,SleepMode, &p::start_sleep >,
- // +---------+-------------+---------+---------------------+----------------------+
- 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();
- std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
- // 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("louie, louie"));
- // 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 and AllOk, but only Playing+Song1 care
- p.visit_current_states(boost::ref(vis),3);
- std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
- // call on_exit on LightOn,FirstSong,Play like stated in the UML spec.
- // and of course on_entry on Paused and StartBlinking
- p.process_event(pause()); pstate(p);
- std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
- // forward events to Paused
- p.process_event(TenSec());
- p.process_event(TenSec());
- // go back to Playing
- p.process_event(end_pause()); pstate(p);
- std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl; //=> true
- p.process_event(ThreeSec()); pstate(p);
- p.process_event(NextSong());pstate(p);
- // We are now in second song, Flag inactive
- std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
- // visiting Playing+Song2 and AllOk, but only Playing cares
- p.visit_current_states(boost::ref(vis),4);
- p.process_event(NextSong());pstate(p);
- // 2nd song active
- p.process_event(PreviousSong());pstate(p);
- // Pause
- p.process_event(pause()); pstate(p);
- // go back to Playing
- // but end_pause is an event activating the History
- // => keep the last active State (SecondSong)
- p.process_event(end_pause()); pstate(p);
- // test of an event from a state to itself. According to UML spec, call again exit/entry from Stopped
- p.process_event(stop()); pstate(p);
- p.process_event(stop()); pstate(p);
- std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
- std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
- std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
- std::cout << "CDLoaded active with AND:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_AND>() << std::endl;//=> false
- std::cout << "CDLoaded active with OR:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_OR>() << std::endl;//=> true
- // go back to Playing
- // but play is not leading to Shallow History => do not remember the last active State (SecondSong)
- // and activate again FirstSong and LightOn
- p.process_event(play()); pstate(p);
- p.process_event(error_found()); pstate(p);
- // try generating more events
- std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
- p.process_event(NextSong());pstate(p);
- std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
- p.process_event(end_error());pstate(p);
- std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
- p.process_event(NextSong());pstate(p);
- std::cout << "Simulate error. Event play is not valid" << std::endl;
- p.process_event(play()); pstate(p);
- }
- }
- int main()
- {
- test();
- return 0;
- }