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<title>Back-end</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="ch03s04.html" title="eUML (experimental)"><link rel="next" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"></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">Back-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s04.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="ch04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Back-end"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2123"></a>Back-end</h2></div></div></div><p>There is, at the moment, one back-end. This back-end contains the library
engine and defines the performance and functionality trade-offs. The currently
available back-end implements most of the functionality defined by the UML 2.0
standard at very high runtime speed, in exchange for longer compile-time. The
runtime speed is due to a constant-time double-dispatch and self-adapting
capabilities allowing the framework to adapt itself to the features used by a
given concrete state machine. All unneeded features either disable themselves or
can be manually disabled. See section 5.1 for a complete description of the
run-to-completion algorithm.</p><div class="sect2" title="Creation"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2128"></a>Creation </h3></div></div></div><p>MSM being divided between front and back-end, one needs to first define a
front-end. Then, to create a real state machine, the back-end must be
declared:
</p><pre class="programlisting">typedef msm::back::state_machine&lt;my_front_end&gt; my_fsm;</pre><p>We now have a fully functional state machine type. The next sections will
describe what can be done with it.</p></div><div class="sect2" title="Starting a state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2137"></a><span class="command"><strong><a name="backend-start"></a></strong></span>Starting a state machine</h3></div></div></div><p>The <code class="code">start</code> method starts the state machine, meaning it will
activate the initial state, which means in turn that the initial state's
entry behavior will be called. We need the start method because you do not
always want the entry behavior of the initial state to be called immediately
but only when your state machine is ready to process events. A good example
of this is when you use a state machine to write an algorithm and each loop
back to the initial state is an algorithm call. Each call to start will make
the algorithm run once. The <a class="link" href="examples/iPodSearch.cpp" target="_top">iPodSearch</a> example uses this possibility.</p></div><div class="sect2" title="Event dispatching"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2149"></a>Event dispatching</h3></div></div></div><p>The main reason to exist for a state machine is to dispatch events. For
MSM, events are objects of a given event type. The object itself can contain
data, but the event type is what decides of the transition to be taken. For
MSM, if some_event is a given type (a simple struct for example) and e1 and
e2 concrete instances of some_event, e1 and e2 are equivalent, from a
transition perspective. Of course, e1 and e2 can have different values and
you can use them inside actions. Events are dispatched as const reference,
so actions cannot modify events for obvious side-effect reasons. To dispatch
an event of type some_event, you can simply create one on the fly or
instantiate if before processing: </p><pre class="programlisting">my_fsm fsm; fsm.process_event(some_event());
some_event e1; fsm.process_event(e1)</pre><p>Creating an event on the fly will be optimized by the compiler so the
performance will not degrade.</p></div><div class="sect2" title="Active state(s)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2158"></a>Active state(s)</h3></div></div></div><p>The backend also offers a way to know which state is active, though you
will normally only need this for debugging purposes. If what you need simply
is doing something with the active state, <span class="command"><strong><a class="command" href="ch02s02.html#UML-internal-transition">internal transitions</a></strong></span> or
<span class="command"><strong><a class="command" href="ch03s05.html#backend-visitor">visitors</a></strong></span> are a better
alternative. If you need to know what state is active, const int*
current_state() will return an array of state ids. Please refer to the
<span class="command"><strong><a class="command" href="ch06s03.html#internals-state-id">internals section</a></strong></span> to
know how state ids are generated.</p></div><div class="sect2" title="Serialization"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2172"></a><span class="command"><strong><a name="back-end-serialization"></a></strong></span>Serialization</h3></div></div></div><p>A common need is the ability to save a state machine and restore it at a
different time. MSM supports this feature for the basic and functor
front-ends, and in a more limited manner for eUML. MSM supports
boost::serialization out of the box (by offering a <code class="code">serialize</code>
function). Actually, for basic serialization, you need not do much, a MSM
state machine is serializable almost like any other type. Without any
special work, you can make a state machine remember its state, for
example:</p><p>
</p><pre class="programlisting">MyFsm fsm;
// write to archive
std::ofstream ofs("fsm.txt");
// save fsm to archive
{
boost::archive::text_oarchive oa(ofs);
// write class instance to archive
oa &lt;&lt; fsm;
} </pre><p>
</p><p>Loading back is very similar:</p><p>
</p><pre class="programlisting">MyFsm fsm;
{
// create and open an archive for input
std::ifstream ifs("fsm.txt");
boost::archive::text_iarchive ia(ifs);
// read class state from archive
ia &gt;&gt; fsm;
} </pre><p>
</p><p>This will (de)serialize the state machine itself but not the concrete
states' data. This can be done on a per-state basis to reduce the amount of
typing necessary. To allow serialization of a concrete state, provide a
do_serialize typedef and implement the serialize function:</p><p>
</p><pre class="programlisting">struct Empty : public msm::front::state&lt;&gt;
{
// we want Empty to be serialized. First provide the typedef
typedef int do_serialize;
// then implement serialize
template&lt;class Archive&gt;
void serialize(Archive &amp; ar, const unsigned int /* version */)
{
ar &amp; some_dummy_data;
}
Empty():some_dummy_data(0){}
int some_dummy_data;
}; </pre><p>
</p><p>You can also serialize data contained in the front-end class. Again, you
need to provide the typedef and implement serialize:</p><p>
</p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt;
{
//we might want to serialize some data contained by the front-end
int front_end_data;
player_():front_end_data(0){}
// to achieve this, provide the typedef
typedef int do_serialize;
// and implement serialize
template&lt;class Archive&gt;
void serialize(Archive &amp; ar, const unsigned int )
{
ar &amp; front_end_data;
}
...
}; </pre><p>
</p><p>The saving of the back-end data (the current state(s)) is valid for all
front-ends, so a front-end written using eUML can be serialized. However, to
serialize a concrete state, the macros like
<code class="code">BOOST_MSM_EUML_STATE</code> cannot be used, so the state will have
to be implemented by directly inheriting from
<code class="code">front::euml::euml_state</code>.</p><p>The only limitiation is that the event queues cannot be serialized so
serializing must be done in a stable state, when no event is being
processed. You can serialize during event processing only if using no queue
(deferred or event queue).</p><p>This <a class="link" href="examples/Serialize.cpp" target="_top">example</a> shows a state machine which we serialize after processing an
event. The <code class="code">Empty</code> state also has some data to serialize.</p></div><div class="sect2" title="Base state type"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2225"></a><span class="command"><strong><a name="backend-base-state"></a></strong></span>Base state type </h3></div></div></div><p>Sometimes, one needs to customize states to avoid repetition and provide a
common functionality, for example in the form of a virtual method. You might
also want to make your states polymorphic so that you can call typeid on
them for logging or debugging. It is also useful if you need a visitor, like
the next section will show. You will notice that all front-ends offer the
possibility of adding a base type. Note that all states and state machines
must have the same base state, so this could reduce reuse. For example,
using the basic front end, you need to:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Add the non-default base state in your msm::front::state&lt;&gt;
definition, as first template argument (except for
interrupt_states for which it is the second argument, the first
one being the event ending the interrupt), for example,
my_base_state being your new base state for all states in a
given state machine:
</p><pre class="programlisting">struct Empty : public msm::front::state&lt;my_base_state&gt;</pre><p>
Now, my_base_state is your new base state. If it has a virtual
function, your states become polymorphic. MSM also provides a
default polymorphic base type,
<code class="code">msm::front::polymorphic_state</code>
</p></li><li class="listitem"><p>Add the user-defined base state in the state machine frontend
definition, as a second template argument, for example:
</p><pre class="programlisting">struct player_ : public msm::front::state_machine&lt;player_,my_base_state&gt; </pre></li></ul></div><p>You can also ask for a state with a given id (which you might have gotten
from current_state()) using <code class="code">const base_state* get_state_by_id(int id)
const</code> where base_state is the one you just defined. You can now
do something polymorphically.</p></div><div class="sect2" title="Visitor"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2251"></a><span class="command"><strong><a name="backend-visitor"></a></strong></span>Visitor</h3></div></div></div><p>In some cases, having a pointer-to-base of the currently active states is
not enough. You might want to call non-virtually a method of the currently
active states. It will not be said that MSM forces the virtual keyword down
your throat!</p><p>To achieve this goal, MSM provides its own variation of a visitor pattern
using the previously described user-defined state technique. If you add to
your user-defined base state an <code class="code">accept_sig</code> typedef giving the
return value (unused for the moment) and parameters and provide an accept
method with this signature, calling visit_current_states will cause accept
to be called on the currently active states. Typically, you will also want
to provide an empty default accept in your base state in order in order not
to force all your states to implement accept. For example your base state
could be:</p><pre class="programlisting">struct my_visitable_state
{
// signature of the accept function
typedef args&lt;void&gt; accept_sig;
// we also want polymorphic states
virtual ~my_visitable_state() {}
// default implementation for states who do not need to be visited
void accept() const {}
};</pre><p>This makes your states polymorphic and visitable. In this case, accept is
made const and takes no argument. It could also be:</p><pre class="programlisting">struct SomeVisitor {&#8230;};
struct my_visitable_state
{
// signature of the accept function
typedef args&lt;void,SomeVisitor&amp;&gt; 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&amp;) const {}
};</pre><p>And now, <code class="code">accept</code> will take one argument (it could also be
non-const). By default, <code class="code">accept</code> takes up to 2 arguments. To get
more, set #define BOOST_MSM_VISITOR_ARG_SIZE to another value before
including state_machine.hpp. For example:</p><pre class="programlisting">#define BOOST_MSM_VISITOR_ARG_SIZE 3
#include &lt;boost/msm/back/state_machine.hpp&gt;</pre><p>Note that accept will be called on ALL active states <span class="underline">and also automatically on sub-states of a
submachine</span>.</p><p><span class="underline">Important warning</span>: The method
visit_current_states takes its parameter by value, so if the signature of
the accept function is to contain a parameter passed by reference, pass this
parameter with a boost:ref/cref to avoid undesired copies or slicing. So,
for example, in the above case, call:</p><pre class="programlisting">SomeVisitor vis; sm.visit_current_states(boost::ref(vis));</pre><p>This <a class="link" href="examples/SM-2Arg.cpp" target="_top">example</a> uses a
visiting function with 2 arguments.</p></div><div class="sect2" title="Flags"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2294"></a>Flags</h3></div></div></div><p>Flags is a MSM-only concept, supported by all front-ends, which base
themselves on the functions: </p><pre class="programlisting">template &lt;class Flag&gt; bool is_flag_active()
template &lt;class Flag,class BinaryOp&gt; bool is_flag_active()</pre><p>These functions return true if the currently active state(s) support the
Flag property. The first variant ORs the result if there are several
orthogonal regions, the second one expects OR or AND, for example:</p><pre class="programlisting">my_fsm.is_flag_active&lt;MyFlag&gt;()
my_fsm.is_flag_active&lt;MyFlag,my_fsm_type::Flag_OR&gt;()</pre><p>Please refer to the front-ends sections for usage examples.</p></div><div class="sect2" title="Getting a state"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2307"></a>Getting a state</h3></div></div></div><p>It is sometimes necessary to have the client code get access to the
states' data. After all, the states are created once for good and hang
around as long as the state machine does so why not use it? You simply just
need sometimes to get information about any state, even inactive ones. An
example is if you want to write a coverage tool and know how many times a
state was visited. To get a state, use the get_state method giving the state
name, for example: </p><pre class="programlisting">player::Stopped* tempstate = p.get_state&lt;player::Stopped*&gt;();</pre><p> or </p><pre class="programlisting">player::Stopped&amp; tempstate2 = p.get_state&lt;player::Stopped&amp;&gt;();</pre><p>depending on your personal taste. </p></div><div class="sect2" title="State machine constructor with arguments"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2320"></a><span class="command"><strong><a name="backend-fsm-constructor-args"></a></strong></span> State machine constructor with arguments </h3></div></div></div><p>You might want to define a state machine with a non-default constructor.
For example, you might want to write: </p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt;
{
player_(int some_value){&#8230;}
}; </pre><p>This is possible, using the back-end as forwarding object: </p><pre class="programlisting">typedef msm::back::state_machine&lt;player_ &gt; player; player p(3);</pre><p>The back-end will call the corresponding front-end constructor upon
creation.</p><p>You can pass arguments up to the value of the
BOOST_MSM_CONSTRUCTOR_ARG_SIZE macro (currently 5) arguments. Change this
value before including any header if you need to overwrite the default. </p><p>You can also pass arguments by reference (or const-reference) using
boost::ref (or boost::cref):</p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt;
{
player_(SomeType&amp; t, int some_value){&#8230;}
};
typedef msm::back::state_machine&lt;player_ &gt; player;
SomeType data;
player p(boost::ref(data),3);
</pre><p>Normally, MSM default-constructs all its states or submachines. There are
however cases where you might not want this. An example is when you use a
state machine as submachine, and this submachine used the above defined
constructors. You can add as first argument of the state machine constructor
an expression where existing states are passed and copied:</p><pre class="programlisting">player p( back::states_ &lt;&lt; state_1 &lt;&lt; ... &lt;&lt; state_n , boost::ref(data),3);</pre><p>Where state_1..n are instances of some or all of the states of the state
machine. Submachines being state machines, this can recurse, for example, if
Playing is a submachine containing a state Song1 having itself a constructor
where some data is passed:</p><pre class="programlisting">player p( back::states_ &lt;&lt; Playing(back::states_ &lt;&lt; Song1(some_Song1_data)) ,
boost::ref(data),3);</pre><p>It is also possible to replace a given state by a new instance at any time
using <code class="code">set_states()</code> and the same syntax, for example:
</p><pre class="programlisting">p.set_states( back::states_ &lt;&lt; state_1 &lt;&lt; ... &lt;&lt; state_n );</pre><p>An <a class="link" href="examples/Constructor.cpp" target="_top">example</a> making intensive use of this capability is provided.</p></div><div class="sect2" title="Trading run-time speed for better compile-time / multi-TU compilation"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2360"></a><span class="command"><strong><a name="backend-tradeof-rt-ct"></a></strong></span>Trading run-time speed for
better compile-time / multi-TU compilation</h3></div></div></div><p>MSM is optimized for run-time speed at the cost of longer compile-time.
This can become a problem with older compilers and big state machines,
especially if you don't really care about run-time speed that much and would
be satisfied by a performance roughly the same as most state machine
libraries. MSM offers a back-end policy to help there. But before you try
it, if you are using a VC compiler, deactivate the /Gm compiler option
(default for debug builds). This option can cause builds to be 3 times
longer... If the compile-time still is a problem, read further. MSM offers a
policy which will speed up compiling in two main cases:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>many transition conflicts</p></li><li class="listitem"><p>submachines</p></li></ul></div><p>The back-end <code class="code">msm::back::state_machine</code> has a third template
argument (first is the front-end, second is the history policy) defaulting
to <code class="code">favor_runtime_speed</code>. To switch to
<code class="code">favor_compile_time</code>, which is declared in
<code class="code">&lt;msm/back/favor_compile_time.hpp&gt;</code>, you need to:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>switch the policy to <code class="code">favor_compile_time</code> for the
main state machine (and possibly submachines)</p></li><li class="listitem"><p>move the submachine declarations into their own header which
includes
<code class="code">&lt;msm/back/favor_compile_time.hpp&gt;</code></p></li><li class="listitem"><p>add for each submachine a cpp file including your header and
calling a macro, which generates helper code, for
example:</p><pre class="programlisting">#include "mysubmachine.hpp"
BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(mysubmachine)</pre></li><li class="listitem"><p>configure your compiler for multi-core compilation</p></li></ul></div><p>You will now compile your state machine on as many cores as you have
submachines, which will greatly speed up the compilation if you factor your
state machine into smaller submachines.</p><p>Independently, transition conflicts resolution will also be much
faster.</p><p>This policy uses boost.any behind the hood, which means that we will lose
one feature which MSM offers with the default policy, <a class="link" href="ch03s02.html#event-hierarchy">event hierarchy</a>. The following
example takes our iPod example and speeds up compile-time by using this
technique. We have:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><a class="link" href="examples/iPod_distributed/iPod.cpp" target="_top">our main
state machine and main function</a></p></li><li class="listitem"><p><a class="link" href="examples/iPod_distributed/PlayingMode.hpp" target="_top">PlayingMode moved to a separate header</a></p></li><li class="listitem"><p><a class="link" href="examples/iPod_distributed/PlayingMode.cpp" target="_top">a
cpp for PlayingMode</a></p></li><li class="listitem"><p><a class="link" href="examples/iPod_distributed/MenuMode.hpp" target="_top">MenuMode moved to a separate header</a></p></li><li class="listitem"><p><a class="link" href="examples/iPod_distributed/MenuMode.cpp" target="_top">a
cpp for MenuMode</a></p></li><li class="listitem"><p><a class="link" href="examples/iPod_distributed/Events.hpp" target="_top">events
move to a separate header as all machines use
it</a></p></li></ul></div><p>
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