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<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&nbsp;3.&nbsp;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>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<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="clear: 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
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
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
programming, it would be even better. This is what eUML is for.</p><p>eUML is a Boost.Proto and Boost.Typeof-based compile-time domain specific
embedded language. It provides grammars which allow the definition of
actions/guards directly inside the transition table or entry/exit in the state
definition. There are grammars for actions, guards, flags, attributes, deferred
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++ &gt;= 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 &lt;msm/front/euml/euml.hpp&gt;</pre><p>
</p><p>To add STL support (at possible cost of longer compilation times), include: </p><p>
</p><pre class="programlisting">#include &lt;msm/front/euml/stl.hpp&gt;</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><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>
</p><p>The first version looks like a drawn transition in a diagram, the second
one seems natural to a C++ developer.</p><p>The simple transition table written with the <span class="command"><strong><a class="command" href="ch03s03.html#functor-front-end">functor front-end</a></strong></span> can now be
written as:</p><pre class="programlisting">BOOST_MSM_EUML_TRANSITION_TABLE((
Stopped + play [some_guard] / (some_action , 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 [good_disk_format] / store_cd_info == Stopped
),transition_table) </pre><p>Or, using the alternative notation, it can be:</p><pre class="programlisting">BOOST_MSM_EUML_TRANSITION_TABLE((
Playing == Stopped + play [some_guard] / (some_action , start_playback) ,
Open == Stopped + open_close/ open_drawer ,
Stopped == Stopped + stop ,
Empty == Open + open_close / close_drawer ,
Open == Empty + open_close / open_drawer ,
Stopped == Empty + cd_detected [good_disk_format] / store_cd_info
),transition_table) </pre><p>The transition table now looks like a list of (readable) rules with little
noise.</p><p>UML defines guards between &#8220;[ ]&#8221; and actions after a &#8220;/&#8221;, so the chosen
syntax is already more readable for UML designers. UML also allows designers
to define several actions sequentially (our previous ActionSequence_)
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
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
<span class="command"><strong><a class="command" href="ch03s03.html#functor-front-end">functor
front-end</a></strong></span>.</p><p>UML also allows designers to define more complicated guards, like
[good_disk_format &amp;&amp; (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
a proto terminal (euml_event&lt;event-name&gt;). eUML also provides a macro
to make this easier:</p><p>
</p><pre class="programlisting">BOOST_MSM_EUML_EVENT(play)</pre><p>
</p><p>This declares an event type and an instance of this type called
<code class="code">play</code>, which is now ready to use in state or transition
behaviors.</p><p>There is a second macro, BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES, which
takes as second parameter the attributes an event will contain, using
the <span class="command"><strong><a class="command" href="ch03s04.html#eUML-attributes">attribute
syntax</a></strong></span>.</p><p><span class="underline">Note</span>: as we now have events
defined as instances instead of just types, can we still process an
event by creating one on the fly, like:
<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
like previous functors, with the difference that they also must be
proto-enabled. This can be done by inheriting from euml_action&lt;
functor-name &gt;. eUML also provides a macro:</p><pre class="programlisting">BOOST_MSM_EUML_ACTION(some_condition)
{
template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
bool operator()(Evt const&amp; ,Fsm&amp; ,SourceState&amp;,TargetState&amp; )
{ return true; }
}; </pre><p>Like for events, this macro declares a functor type and an instance
for use in transition or state behaviors.</p><p>It is possible to use the same action grammar from the transition
table to define state entry and exit behaviors. So
<code class="code">(action1,action2)</code> is a valid entry or exit behavior
executing both actions in turn.</p><p>The state functors have a slightly different signature as there is no
source and target state but only a current state (entry/exit actions are
transition-independent), for example:</p><pre class="programlisting">BOOST_MSM_EUML_ACTION(Empty_Entry)
{
template &lt;class Evt,class Fsm,class State&gt;
void operator()(Evt const&amp; ,Fsm&amp; ,State&amp; ) { ... }
}; </pre><p><span class="command"><strong><a name="eUML-reuse-functor"></a></strong></span>It is also possible to reuse the functors from the functor front-end.
The syntax is however slightly less comfortable as we need to pretend
creating one on the fly for typeof. For example:</p><pre class="programlisting">struct start_playback
{
template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
void operator()(Evt const&amp; ,Fsm&amp;,SourceState&amp; ,TargetState&amp; )
{
...
}
};
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
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)
using the action grammar, like in the transition table:</p><pre class="programlisting">BOOST_MSM_EUML_STATE(((Empty_Entry,Dummy_Entry)/*2 entryactions*/,
Empty_Exit/*1 exit action*/ ),
Empty)</pre><p>This means that Empty is defined as a state with an entry action made
of two sub-actions, Empty_Entry and Dummy_Entry (enclosed inside
parenthesis), and an exit action, Empty_Exit.</p><p>There are several possibilitites for the <span class="command"><strong><a name="eUML-build-state"></a></strong></span> 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 (read further on).</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure): state with entry and
exit action, defining some attributes (read further on) and
flags (standard MSM flags) or deferred events (standard MSM
deferred events).</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure,Base): state with entry
and exit action, defining some attributes (read further on),
flags and deferred events (plain msm deferred events) and a
non-default base state (as defined in standard MSM).</p></li></ul></div><p>no_action is also defined, which does, well, nothing except being a
placeholder (needed for example as entry action if we have no entry but
an exit). Expr1 and Expr2 are a sequence of actions, obeying the same
action grammar as in the transition table (following the &#8220;/&#8221;
symbol).</p><p>The BOOST_MSM_EUML_STATE macro will allow you to define most common
states, but sometimes you will need more, for example provide in your
states some special behavior. In this case, you will have to do the
macro's job by hand, which is not very complicated. The state will need
to inherit from <code class="code">msm::front::state&lt;&gt;</code>, like any state, and
from <code class="code">euml_state&lt;state-name&gt;</code> to be proto-enabled. You
will then need to declare an instance for use in the transition table.
For example:</p><pre class="programlisting">struct Empty_impl : public msm::front::state&lt;&gt; , public euml_state&lt;Empty_impl&gt;
{
void activate_empty() {std::cout &lt;&lt; "switching to Empty " &lt;&lt; std::endl;}
template &lt;class Event,class Fsm&gt;
void on_entry(Event const&amp; evt,Fsm&amp;fsm){...}
template &lt;class Event,class Fsm&gt;
void on_exit(Event const&amp; evt,Fsm&amp;fsm){...}
};
//instance for use in the transition table
Empty_impl const Empty;</pre><p>Notice also that we defined a method named activate_empty. We would
like to call it inside a behavior. This can be done using the
BOOST_MSM_EUML_METHOD macro. </p><pre class="programlisting">BOOST_MSM_EUML_METHOD(ActivateEmpty_,activate_empty,activate_empty_,void,void)</pre><p>The first parameter is the name of the underlying functor, which you
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
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).
For this, there is also a macro, <span class="command"><strong><a name="eUML-build-sm"></a></strong></span>BOOST_MSM_EUML_DECLARE_STATE_MACHINE, which has 2 arguments, an expression
describing the state machine and the state machine name. The expression has
up to 8 arguments:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(Stt, Init): simplest state machine where only the transition
table and initial state(s) are defined.</p></li><li class="listitem"><p>(Stt, Init, Expr1): state machine where the transition table,
initial state and entry action are defined.</p></li><li class="listitem"><p>(Stt, Init, Expr1, Expr2): state machine where the transition
table, initial state, entry and exit actions are defined.</p></li><li class="listitem"><p>(Stt, Init, Expr1, Expr2, Attributes): state machine where the
transition table, initial state, entry and exit actions are
defined. Furthermore, some attributes are added (read further
on).</p></li><li class="listitem"><p>(Stt, Init, Expr1, Expr2, Attributes, Configure): state
machine where the transition table, initial state, entry and
exit actions are defined. Furthermore, some attributes (read
further on), flags, deferred events and <a class="link" href="ch03s04.html#eUML-Configuration">configuration
capabilities</a> (no message queue / no exception
catching) are added.</p></li><li class="listitem"><p>(Stt, Init, Expr1, Expr2, Attributes, Flags, Deferred , Base):
state machine where the transition table, initial state, entry
and exit actions are defined. Furthermore, attributes (read
further on), flags , deferred events and configuration
capabilities (no message queue / no exception catching) are
added and a non-default base state (see the <a class="link" href="ch03s05.html#backend-base-state">back-end
description</a>) is defined.</p></li></ul></div><p>For example, a minimum state machine could be defined
as:</p><pre class="programlisting">BOOST_MSM_EUML_TRANSITION_TABLE((
),transition_table) </pre><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE_MACHINE((transition_table,init_ &lt;&lt; Empty ),
player_)</pre><p>Please have a look at the player tutorial written using eUML's <a class="link" href="examples/SimpleTutorialEuml2.cpp" target="_top">first</a> and <a class="link" href="examples/SimpleTutorialEuml.cpp" target="_top">second</a> syntax. The
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
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
table of the containing state machine.</p><p>Unlike the state or event definition macros,
BOOST_MSM_EUML_DECLARE_STATE_MACHINE defines a type, not an instance because
a type is what the back-end requires. This means that you will need to
declare yourself an instance to reference your submachine into another state
machine, for example:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE_MACHINE(...,Playing_)
typedef msm::back::state_machine&lt;Playing_&gt; 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>
<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 &gt; 5 where
Counter is usually defined as some attribute of the class containing the
state machine. It seems like a waste to write a functor for such a simple
action. Furthermore, states within MSM are also classes so they can have
attributes, and we would also like to provide them with attributes. </p><p>If you look back at our examples using the <a class="link" href="examples/SimpleTutorialEuml2.cpp" target="_top">first</a> and <a class="link" href="examples/SimpleTutorialEuml.cpp" target="_top">second</a> syntaxes, you
will find a BOOST_MSM_EUML_DECLARE_ATTRIBUTE and a BOOST_MSM_EUML_ATTRIBUTES
macro. The first one declares possible attributes:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)</pre><p>This declares two attributes: cd_name of type std::string and cd_type of
type DiskTypeEnum. These attributes are not part of any event or state in
particular, we just declared a name and a type. Now, we can add attributes
to our cd_detected event using the second one:</p><pre class="programlisting">BOOST_MSM_EUML_ATTRIBUTES((attributes_ &lt;&lt; cd_name &lt;&lt; cd_type ),
cd_detected_attributes)</pre><p>This declares an attribute list which is not linked to anything in
particular yet. It can be attached to a state or an event. For example, if
we want the event cd_detected to have these defined attributes we
write:</p><pre class="programlisting">BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)</pre><p>For states, we use the BOOST_MSM_EUML_STATE macro, which has an expression
form where one can provide attributes. For example:</p><pre class="programlisting">BOOST_MSM_EUML_STATE((no_action /*entry*/,no_action/*exit*/,
attributes_ &lt;&lt; cd_detected_attributes),
some_state)</pre><p>OK, great, we now have a way to add attributes to a class, which we could
have done more easily, so what is the point? The point is that we can now
reference these attributes directly, at compile-time, in the transition
table. For example, in the example, you will find this transition:</p><pre class="programlisting">Stopped==Empty+cd_detected[good_disk_format&amp;&amp;(event_(cd_type)==Int_&lt;DISK_CD&gt;())] </pre><p>Read event_(cd_type) as event_-&gt;cd_type with event_ a type generic for
events, whatever the concrete event is (in this particular case, it happens
to be a cd_detected as the transition shows).</p><p>The main advantage of this feature is that you do not need to define a new
functor and you do not need to look inside the functor to know what it does,
you have all at hand.</p><p>MSM provides more generic objects for state machine types:</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
state</p></li><li class="listitem"><p>fsm_: used inside any action, the (lowest-level) state machine
processing the transition</p></li><li class="listitem"><p>Int_&lt;int value&gt;: a functor representing an int</p></li><li class="listitem"><p>Char_&lt;value&gt;: a functor representing a char</p></li><li class="listitem"><p>Size_t_&lt;value&gt;: a functor representing a size_t</p></li><li class="listitem"><p>String_&lt;mpl::string&gt; (boost &gt;= 1.40): a functor
representing a string.</p></li></ul></div><p>These helpers can be used in two different ways:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>helper(attribute_name) returns the attribute with name
attribute_name</p></li><li class="listitem"><p>helper returns the state / event type itself.</p></li></ul></div><p>The second form is helpful if you want to provide your states with their
own methods, which you also want to use inside the transition table. In the
<a class="link" href="examples/SimpleTutorialEuml.cpp" target="_top">above
tutorial</a>, we provide Empty with an activate_empty method. We would
like to create a eUML functor and call it from inside the transition table.
This is done using the MSM_EUML_METHOD / MSM_EUML_FUNCTION macros. The first
creates a functor to a method, the second to a free function. In the
tutorial, we write:</p><pre class="programlisting">MSM_EUML_METHOD(ActivateEmpty_,activate_empty,activate_empty_,void,void)</pre><p>The first parameter is the functor name, for use with the functor
front-end. The second is the name of the method to call. The third is the
function name for use with eUML, the fourth is the return type of the
function if used in the context of a transition action, the fifth is the
result type if used in the context of a state entry / exit action (usually
fourth and fifth are the same). We now have a new eUML function calling a
method of "something", and this "something" is one of the five previously
shown generic helpers. We can now use this in a transition, for
example:</p><pre class="programlisting">Empty == Open + open_close / (close_drawer,activate_empty_(target_))</pre><p>The action is now defined as a sequence of two actions: close_drawer and
activate_empty, which is called on the target itself. The target being Empty
(the state defined left), this really will call Empty::activate_empty().
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
add more initial states, &#8220;shift left&#8221; some, for example, if we had another
initial state named AllOk :</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE_MACHINE((transition_table,
init_ &lt;&lt; Empty &lt;&lt; AllOk ),
player_)</pre><p>You remember from the <span class="command"><strong><a class="command" href="ch03s04.html#eUML-build-state">BOOST_MSM_EUML_STATE </a></strong></span> and <span class="command"><strong><a class="command" href="ch03s04.html#eUML-build-sm">BOOST_MSM_EUML_DECLARE_STATE_MACHINE</a></strong></span> signatures that just
after attributes, we can define flags, like in the basic MSM front-end. To
do this, we have another "shift-left" grammar, for example:</p><pre class="programlisting">BOOST_MSM_EUML_STATE((no_action,no_action, attributes_ &lt;&lt;no_attributes_,
/* flags */ configure_&lt;&lt; PlayingPaused &lt;&lt; CDLoaded),
Paused)</pre><p>We now defined that Paused will get two flags, PlayingPaused and CDLoaded,
defined, with another macro:</p><pre class="programlisting">BOOST_MSM_EUML_FLAG(CDLoaded)</pre><p>This corresponds to the following basic front-end definition of
Paused:</p><pre class="programlisting">struct Paused : public msm::front::state&lt;&gt;
{
typedef mpl::vector2&lt;PlayingPaused,CDLoaded&gt; flag_list;
};</pre><p>Under the hood, what you get really is a mpl::vector2.</p><p><span class="underline">Note</span>: As we use the version of
BOOST_MSM_EUML_STATE's expression with 4 arguments, we need to tell eUML
that we need no attributes. Similarly to a <code class="code">cout &lt;&lt; endl</code>,
we need a <code class="code">attributes_ &lt;&lt; no_attributes_</code> syntax.</p><p>You can use the flag with the is_flag_active method of a state machine.
You can also use the provided helper function is_flag_ (returning a bool)
for state and transition behaviors. For example, in the <a class="link" href="examples/iPodEuml.cpp" target="_top">iPod implementation with eUML</a>,
you find the following transition:</p><pre class="programlisting">ForwardPressed == NoForward + EastPressed[!is_flag_(NoFastFwd)]</pre><p>The function also has an optional second parameter which is the state
machine on which the function is called. By default, fsm_ is used (the
current state machine) but you could provide a functor returning a reference
to another state machine.</p><p>eUML also supports defining deferred events in the state (state machine)
definition. To this aim, we can reuse the flag grammar. For example:</p><pre class="programlisting">BOOST_MSM_EUML_STATE((Empty_Entry,Empty_Exit, attributes_ &lt;&lt; no_attributes_,
/* deferred */ configure_&lt;&lt; play ),Empty) </pre><p>The configure_ left shift is also responsible for deferring events. Shift
inside configure_ a flag and the state will get a flag, shift an event and
it will get a deferred event. This replaces the basic front-end
definition:</p><pre class="programlisting">typedef mpl::vector&lt;play&gt; deferred_events;</pre><p>In <a class="link" href="examples/OrthogonalDeferredEuml.cpp" target="_top">this
tutorial</a>, player is defining a second orthogonal region with
AllOk as initial state. The <code class="code">Empty</code> and <code class="code">Open</code> states
also defer the event <code class="code">play</code>. <code class="code">Open</code>,
<code class="code">Stopped</code> and <code class="code">Pause</code> also support the flag
<code class="code">CDLoaded</code> using the same left shift into
<code class="code">configure_</code>.</p><p>In the functor front-end, we also had the possibility to defer an event
inside a transition, which makes possible conditional deferring. This is
also possible with eUML through the use of the defer_ order, as shown in
<a class="link" href="examples/OrthogonalDeferredEuml.cpp" target="_top">this
tutorial</a>. You will find the following transition:</p><pre class="programlisting">Open + play / defer_</pre><p>This is an <span class="command"><strong><a class="command" href="ch03s04.html#eUML-internal">internal
transition</a></strong></span>. Ignore it for the moment. Interesting is, that
when the event <code class="code">play</code> is fired and <code class="code">Open</code> is active,
the event will be deferred. Now add a guard and you can conditionally defer
the event, for example:</p><pre class="programlisting">Open + play [ some_condition ] / defer_</pre><p>This is similar to what we did with the functor front-end. This means that
we have the same constraints. Using defer_ instead of a state declaration,
we need to tell MSM that we have deferred events in this state machine. We
do this (again) using a configure_ declaration in the state machine
definition in which we shift the deferred_events configuration flag:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE_MACHINE((transition_table,
init_ &lt;&lt; Empty &lt;&lt; AllOk,
Entry_Action,
Exit_Action,
attributes_ &lt;&lt; no_attributes_,
configure_&lt;&lt; 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>
<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_ &lt;&lt; no_exception</code>: disables
exception handling</p></li><li class="listitem"><p><code class="code">configure_ &lt;&lt; no_msg_queue</code> deactivates the
message queue</p></li><li class="listitem"><p><code class="code">configure_ &lt;&lt; deferred_events</code> manually
enables event deferring</p></li></ul></div><p>Deactivating the first two features and not activating the third if not
needed greatly improves the event dispatching speed of your state machine.
Our <a class="link" href="examples/EumlSimple.cpp" target="_top">speed testing</a> example
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
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
transition, simply omit the &#8220;+&#8221; part of the transition (the event), for
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
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
Open, on the event open_close:</p><pre class="programlisting">Open + open_close [internal_guard1] / internal_action1</pre><p><a class="link" href="examples/EumlInternal.cpp" target="_top">A full
example</a> is also provided.</p></li><li class="listitem"><p>in a state's <code class="code">internal_transition_table</code>. For
example:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_STATE((Open_Entry,Open_Exit),Open_def)
struct Open_impl : public Open_def
{
BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE((
open_close [internal_guard1] / internal_action1
))
};</pre><p>Notice how we do not need to repeat that the transition
originates from Open as we already are in Open's context. </p><p>The <a class="link" href="examples/EumlInternalDistributed.cpp" target="_top">implementation</a> also shows the added bonus offered
for submachines, which can have both the standard
transition_table and an internal_transition_table (which has
higher priority). This makes it easier if you decide to make a
full submachine from a state. It is also slightly faster than
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>
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
state.</p></li><li class="listitem"><p>BOOST_MSM_EUML_INTERRUPT_STATE takes the same arguments as
BOOST_MSM_EUML_STATE and defines an interrupt state. However,
the expression argument must contain as first element the event
ending the interruption, for example:
<code class="code">BOOST_MSM_EUML_INTERRUPT_STATE(( end_error /*end
interrupt event*/,ErrorMode_Entry,ErrorMode_Exit
),ErrorMode)</code></p></li><li class="listitem"><p>BOOST_MSM_EUML_EXIT_STATE takes the same arguments as
BOOST_MSM_EUML_STATE and defines an exit pseudo state. However,
the expression argument must contain as first element the event
propagated from the exit point:
<code class="code">BOOST_MSM_EUML_EXIT_STATE(( event6 /*propagated
event*/,PseudoExit1_Entry,PseudoExit1_Exit
),PseudoExit1)</code></p></li><li class="listitem"><p>BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE defines an entry pseudo
state. It takes 3 parameters: the region index to be entered is
defined as an int argument, followed by the configuration
expression like BOOST_MSM_EUML_STATE and the state name, so that
<code class="code">BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(0 /*region
index*/,( SubState2_Entry,SubState2_Exit ),SubState2)</code>
defines an entry state into the first region of a
submachine.</p></li><li class="listitem"><p>BOOST_MSM_EUML_ENTRY_STATE defines an entry pseudo state. It
takes 3 parameters: the region index to be entered is defined as
an int argument, followed by the configuration expression like
BOOST_MSM_EUML_STATE and the state name, so that
<code class="code">BOOST_MSM_EUML_ENTRY_STATE(0,(
PseudoEntry1_Entry,PseudoEntry1_Exit ),PseudoEntry1)</code>
defines a pseudo entry state into the first region of a
submachine.</p></li></ul></div><p>To use these states in the transition table, eUML offers the functions
<code class="code">explicit_</code>, <code class="code">exit_pt_</code> and
<code class="code">entry_pt_</code>. For example, a direct entry into the substate
SubState2 from SubFsm2 could be:</p><pre class="programlisting">explicit_(SubFsm2,SubState2) == State1 + event2</pre><p>Forks being a list on direct entries, eUML supports a logical syntax
(state1, state2, ...), for example:</p><pre class="programlisting">(explicit_(SubFsm2,SubState2),
explicit_(SubFsm2,SubState2b),
explicit_(SubFsm2,SubState2c)) == State1 + event3 </pre><p>An entry point is entered using the same syntax as explicit entries:
</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
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
state</p></li><li class="listitem"><p>fsm_: used inside any action, the (deepest-level) state
machine processing the transition</p></li><li class="listitem"><p>These objects can also be used as a function and return an
attribute, for example event_(cd_name)</p></li><li class="listitem"><p>Int_&lt;int value&gt;: a functor representing an int</p></li><li class="listitem"><p>Char_&lt;value&gt;: a functor representing a char</p></li><li class="listitem"><p>Size_t_&lt;value&gt;: a functor representing a size_t</p></li><li class="listitem"><p>True_ and False_ functors returning true and false
respectively</p></li><li class="listitem"><p>String_&lt;mpl::string&gt; (boost &gt;= 1.40): a functor
representing a string.</p></li><li class="listitem"><p>if_then_else_(guard, action, action) where action can be an
action sequence</p></li><li class="listitem"><p>if_then_(guard, action) where action can be an action
sequence</p></li><li class="listitem"><p>while_(guard, action) where action can be an action
sequence</p></li><li class="listitem"><p>do_while_(guard, action) where action can be an action
sequence</p></li><li class="listitem"><p>for_(action, guard, action, action) where action can be an
action sequence</p></li><li class="listitem"><p>process_(some_event [, some state machine] [, some state
machine] [, some state machine] [, some state machine]) will
call process_event (some_event) on the current state machine or
on the one(s) passed as 2nd , 3rd, 4th, 5th argument. This allow
sending events to several external machines</p></li><li class="listitem"><p>process2_(some_event,Value [, some state machine] [, some
state machine] [, some state machine]) will call process_event
(some_event(Value)) on the current state machine or on the
one(s) passed as 3rd, 4th, 5th argument</p></li><li class="listitem"><p>is_ flag_(some_flag[, some state machine]) will call
is_flag_active on the current state machine or on the one passed
as 2nd argument</p></li><li class="listitem"><p>Predicate_&lt;some predicate&gt;: Used in STL algorithms. Wraps
unary/binary functions to make them eUML-compatible so that they
can be used in STL algorithms</p></li></ul></div><p>This can be quite fun. For example, </p><pre class="programlisting">/( if_then_else_(--fsm_(m_SongIndex) &gt; Int_&lt;0&gt;(),/*if clause*/
show_playing_song, /*then clause*/
(fsm_(m_SongIndex)=Int_&lt;1&gt;(),process_(EndPlay))/*else clause*/
)
)</pre><p>means: if (fsm.SongIndex &gt; 0, call show_playing_song else
{fsm.SongIndex=1; process EndPlay on fsm;}</p><p>A few examples are using these features:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>the iPod example introduced at the BoostCon09 <a class="link" href="examples/iPodEuml.cpp" target="_top">has been rewritten</a>
with eUML (weak compilers please move on...)</p></li><li class="listitem"><p>the iPodSearch example also introduced at the BoostCon09 <a class="link" href="examples/iPodSearchEuml.cpp" target="_top">has been
rewritten</a> with eUML. In this example, you will also
find some examples of STL functor usage.</p></li><li class="listitem"><p><a class="link" href="examples/SimpleTimer.cpp" target="_top">A simpler
timer</a> example is a good starting point. </p></li></ul></div><p>There is unfortunately a small catch. Defining a functor using
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
possible to write event_(some_attribute)++ or [source_(some_bool) &amp;&amp;
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
with a lot of functors to further reduce the need for your own functors for
the transition table. For almost every algorithm or container method of the
STL, a corresponding eUML function is defined. Like Boost.Phoenix, &#8220;.&#8221; And
&#8220;-&gt;&#8221; of call on objects are replaced by a functional programming paradigm,
for example:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>begin_(container), end_(container): return iterators of a
container.</p></li><li class="listitem"><p>empty_(container): returns container.empty()</p></li><li class="listitem"><p>clear_(container): container.clear()</p></li><li class="listitem"><p>transform_ : std::transform</p></li></ul></div><p>In a nutshell, almost every STL method or algorithm is matched by a
corresponding functor, which can then be used in the transition table or
state actions. The <a class="link" href="pt02.html#Reference-begin">reference</a>
lists all eUML functions and the underlying functor (so that this
possibility is not reserved to eUML but also to the functor-based
front-end). The file structure of this Phoenix-like library matches the one
of Boost.Phoenix. All functors for STL algorithms are to be found in:</p><pre class="programlisting">#include &lt;msm/front/euml/algorithm.hpp&gt;</pre><p>The algorithms are also divided into sub-headers, matching the phoenix
structure for simplicity:</p><pre class="programlisting">#include &lt; msm/front/euml/iteration.hpp&gt;
#include &lt; msm/front/euml/transformation.hpp&gt;
#include &lt; msm/front/euml/querying.hpp&gt; </pre><p>Container methods can be found in:</p><pre class="programlisting">#include &lt; msm/front/euml/container.hpp&gt;</pre><p>Or one can simply include the whole STL support (you will also need to
include euml.hpp):</p><pre class="programlisting">#include &lt; msm/front/euml/stl.hpp&gt;</pre><p>A few examples (to be found in <a class="link" href="examples/iPodSearchEuml.cpp" target="_top">this tutorial</a>):</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">push_back_(fsm_(m_tgt_container),event_(m_song))</code>:
the state machine has an attribute m_tgt_container of type
std::vector&lt;OneSong&gt; and the event has an attribute m_song of
type OneSong. The line therefore pushes m_song at the end of
m_tgt_container</p></li><li class="listitem"><p><code class="code">if_then_( state_(m_src_it) !=
end_(fsm_(m_src_container)),
process2_(OneSong(),*(state_(m_src_it)++)) )</code>: the
current state has an attribute m_src_it (an iterator). If this
iterator != fsm.m_src_container.end(), process OneSong on fsm,
copy-constructed from state.m_src_it which we
post-increment</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="ch03s03.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch03.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch03s05.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Functor front-end&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Back-end</td></tr></table></div></body></html>