blob: 556aad42b3cbf06440a1da79c82d7b0692bdb7a2 [file] [log] [blame]
// 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 <boost/msm/back/state_machine.hpp>
#include <boost/msm/front/state_machine_def.hpp>
namespace msm = boost::msm;
namespace mpl = boost::mpl;
#include <iostream>
#ifdef WIN32
#include "windows.h"
#else
#include <sys/time.h>
#endif
namespace test_fsm // Concrete FSM implementation
{
// events
struct play {};
struct end_pause {};
struct stop {};
struct pause {};
struct open_close {};
struct cd_detected{};
struct NextSong {};
struct PreviousSong {};
// Concrete FSM implementation
struct player_ : public msm::front::state_machine_def<player_>
{
// no need for exception handling or message queue
typedef int no_exception_thrown;
typedef int no_message_queue;
// The list of FSM states
struct Empty : public msm::front::state<>
{
// optional entry/exit methods
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {/*std::cout << "entering: Empty" << std::endl;*/}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {/*std::cout << "leaving: Empty" << std::endl;*/}
};
struct Open : public msm::front::state<>
{
template <class Event,class FSM>
void on_entry(Event const&,FSM& ) {/*std::cout << "entering: Open" << std::endl;*/}
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) {/*std::cout << "leaving: Open" << std::endl;*/}
};
struct Stopped : public msm::front::state<>
{
// when stopped, the CD is loaded
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;*/}
};
struct Playing_ : public msm::front::state_machine_def<Playing_>
{
// no need for exception handling or message queue
typedef int no_exception_thrown;
typedef int no_message_queue;
// The list of FSM states
struct Song1 : public msm::front::state<> {};
struct Song2 : public msm::front::state<> {};
struct Song3 : public msm::front::state<> {};
// 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_> Playing;
// state not defining any entry or exit
struct Paused : public msm::front::state<>
{
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 initial state of the player SM. Must be defined
typedef Empty initial_state;
// transition actions
void start_playback(play const&) { }
void open_drawer(open_close const&) { }
void close_drawer(open_close const&) { }
void store_cd_info(cd_detected const& cd) { }
void stop_playback(stop const&) { }
void pause_playback(pause const&) { }
void resume_playback(end_pause const&) { }
void stop_and_open(open_close const&) { }
void stopped_again(stop const&){}
// 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 >
// +---------+-------------+---------+---------------------+----------------------+
> {};
// 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<player_> player;
//
// Testing utilities.
//
static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
void pstate(player const& p)
{
std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
}
}
#ifndef WIN32
long mtime(struct timeval& tv1,struct timeval& tv2)
{
return (tv2.tv_sec-tv1.tv_sec) *1000000 + ((tv2.tv_usec-tv1.tv_usec));
}
#endif
int main()
{
// for timing
#ifdef WIN32
LARGE_INTEGER res;
::QueryPerformanceFrequency(&res);
LARGE_INTEGER li,li2;
#else
struct timeval tv1,tv2;
gettimeofday(&tv1,NULL);
#endif
test_fsm::player p2;
p2.start();
// for timing
#ifdef WIN32
::QueryPerformanceCounter(&li);
#else
gettimeofday(&tv1,NULL);
#endif
for (int i=0;i<100;++i)
{
p2.process_event(test_fsm::open_close());
p2.process_event(test_fsm::open_close());
p2.process_event(test_fsm::cd_detected());
p2.process_event(test_fsm::play());
for (int j=0;j<100;++j)
{
p2.process_event(test_fsm::NextSong());
p2.process_event(test_fsm::NextSong());
p2.process_event(test_fsm::PreviousSong());
p2.process_event(test_fsm::PreviousSong());
}
p2.process_event(test_fsm::pause());
// go back to Playing
p2.process_event(test_fsm::end_pause());
p2.process_event(test_fsm::pause());
p2.process_event(test_fsm::stop());
// event leading to the same state
p2.process_event(test_fsm::stop());
p2.process_event(test_fsm::open_close());
p2.process_event(test_fsm::open_close());
}
#ifdef WIN32
::QueryPerformanceCounter(&li2);
#else
gettimeofday(&tv2,NULL);
#endif
#ifdef WIN32
std::cout << "msm took in s:" << (double)(li2.QuadPart-li.QuadPart)/res.QuadPart <<"\n" <<std::endl;
#else
std::cout << "msm took in us:" << mtime(tv1,tv2) <<"\n" <<std::endl;
#endif
return 0;
}