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<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. Founding 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 | |
<< "player::start_playback\n"; } </code></p><p><code class="code">void open_drawer(open_close const&) { std::cout << | |
"player::open_drawer\n"; } </code></p><p><code class="code">void close_drawer(open_close const&) { std::cout << | |
"player::close_drawer\n"; } </code></p><p><code class="code">void store_cd_info(cd_detected const&) { std::cout << | |
"player::store_cd_info\n"; } </code></p><p><code class="code">void stop_playback(stop const&) { std::cout << | |
"player::stop_playback\n"; } </code></p><p><code class="code">void pause_playback(pause const&) { std::cout << | |
"player::pause_playback\n"; } </code></p><p><code class="code">void resume_playback(play const&) { std::cout << | |
"player::resume_playback\n"; } </code></p><p><code class="code">void stop_and_open(open_close const&) { std::cout << | |
"player::stop_and_open\n"; } </code></p><p><code class="code">friend class state_machine<player>; </code></p><p><code class="code">typedef player p; // makes transition table cleaner </code></p><p><code class="code">// Transition table </code></p><p><code class="code">struct transition_table : mpl::vector11< </code></p><p><code class="code">row < Stopped , play , Playing , &p::start_playback >, </code></p><p><code class="code">row < Stopped , open_close , Open , &p::open_drawer >, </code></p><p><code class="code">row < Open , open_close , Empty , &p::close_drawer >, </code></p><p><code class="code">row < Empty , open_close , Open , &p::open_drawer >, </code></p><p><code class="code">row < Empty , cd_detected , Stopped , &p::store_cd_info >, | |
</code></p><p><code class="code">row < Playing , stop , Stopped , &p::stop_playback >, </code></p><p><code class="code">row < Playing , pause , Paused , &p::pause_playback >, </code></p><p><code class="code">row < Playing , open_close , Open , &p::stop_and_open >, | |
</code></p><p><code class="code">row < Paused , play , Playing , &p::resume_playback >, </code></p><p><code class="code">row < Paused , stop , Stopped , &p::stop_playback >, </code></p><p><code class="code">row < Paused , open_close , Open , &p::stop_and_open > </code></p><p><code class="code">> {}; </code></p><p><code class="code">// Replaces the default no-transition response. </code></p><p><code class="code">template <class Event> int no_transition(int state, Event const& e) { | |
std::cout << "no transition from state " << state << " on | |
event " << typeid(e).name() << std::endl; return state; } };</code> | |
</p><p><code class="code">void test() { player p; p.process_event(open_close());...}</code></p><p>This example is the foundation for the idea driving MSM: a descriptive and | |
expressive language based on a transition table with as little syntactic noise as | |
possible, all this while offering as many features from the UML 2.0 standard as | |
possible. MSM also offers several expressive state machine definition syntaxes with | |
different trade-offs.</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="pt01.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="ch02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Part I. User' guide </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> Chapter 2. UML Short Guide</td></tr></table></div></body></html> |