...one of the most highly
regarded and expertly designed C++ library projects in the
world.
— Herb Sutter and Andrei
Alexandrescu, C++
Coding Standards
Back-end — The back-end headers
This header provides one type, state_machine, MSM's state machine engine implementation.
template <class Derived,class HistoryPolicy=NoHistory,class CompilePolicy=favor_runtime_speed> state_machine {
}
The desired history. This can be: AlwaysHistory, NoHistory, ShallowHistory. Default is NoHistory.
The trade-off performance / compile-time. There are two predefined policies, favor_runtime_speed and favor_compile_time. Default is favor_runtime_speed, best performance, longer compile-time. See the backend.
The start methods must be called before any call to process_event. It activates the entry action of the initial state(s). This allows you to choose when a state machine can start. See backend.
void start();
The event processing method implements the double-dispatch. Each call to this function with a new event type instantiates a new dispatch algorithm and increases compile-time.
template <class Event> HandledEnum
process_event(Event const&);
Returns the ids of currently active states. You will typically need it only for debugging or logging purposes.
const int* current_state const();
Returns the state whose id is given. As all states of a concrete state machine share a common base state, the return value is a base state. If the id corresponds to no state, a null pointer is returned.
const BaseState* get_state_by_id const(int id);
Helper returning true if the state machine is contained as a submachine of another state machine.
bool is_contained const();
Returns the required state of the state machine as a pointer. A compile error will occur if the state is not to be found in the state machine.
template <class State> State* get_state();
Returns the required state of the state machine as a reference. A compile error will occur if the state is not to be found in the state machine.
template <class State> State& get_state();
Returns true if the given flag is currently active. A flag is active if the active state of one region is tagged with this flag (using OR as BinaryOp) or active states of all regions (using AND as BinaryOp)
template <class Flag,class BinaryOp> bool
is_flag_active();
Returns true if the given flag is currently active. A flag is active if the active state of one region is tagged with this flag.
template <class Flag> bool is_flag_active();
Visits all active states and their substates. A state is visited using
the accept
method without argument. The base class of all
states must provide an accept_sig
type.
void visit_current_states();
Visits all active states and their substates. A state is visited using
the accept
method with arguments. The base class of all
states must provide an accept_sig
type defining the
signature and thus the number and type of the parameters.
void visit_current_states(any-type param1, any-type param2,...);
Defers the provided event. This method can be called only if at least
one state defers an event or if the state machine provides the
activate_deferred_events
(see example) type
either directly or using the deferred_events configuration of eUML
(configure_ << deferred_events
)
template <class Event> void defer_event(Event const&);
This nested type provides the necessary typedef for entry point
pseudostates.
state_machine<...>::entry_pt<state_name>
is a
transition's valid target inside the containing state machine's
transition table.
entry_pt {
}
This nested type provides the necessary typedef for exit point
pseudostates. state_machine<...>::exit_pt<state_name>
is a transition's valid source inside the containing state machine's
transition table.
exit_pt {
}
This header provides one type, state_machine, MSM's state machine engine implementation.
template <class Derived, class UpperFsm = void, class HistoryPolicy=NoHistory,class CompilePolicy=favor_runtime_speed> state_machine {
}
This header provides one type, args. which provides the necessary types for a visitor implementation.
This header provides the out-of-the-box history policies supported by MSM. There are 3 such policies.
This method is called by msm::back::state_machine when constructed. It gives the policy a chance to save the ids of all initial states (passed as array).
void set_initial_states( | ) ; |
(
int* const)
;This method is called by msm::back::state_machine when the submachine is exited. It gives the policy a chance to remember the ids of the last active substates of this submachine (passed as array).
void history_exit( | ) ; |
(
int* const)
;This method is called by msm::back::state_machine when the submachine is entered. It gives the policy a chance to set the active states according to the policy's aim. The policy gets as parameter the event which activated the submachine and returns an array of active states ids.
template <class Event> int* const history_exit( | ) ; |
(
Event const&)
;This policy is the default used by state_machine. No active state of a submachine is remembered and at every new activation of the submachine, the initial state(s) are activated.
This header contains the definition of favor_runtime_speed. This policy has two settings:
Submachines dispatch faster because their transitions are added into their containing machine's transition table instead of simply forwarding events.
It solves transition conflicts at compile-time
This header contains the definition of favor_compile_time. This policy has two settings:
Submachines dispatch is slower because all events, even those with no dispatch chance, are forwarded to submachines. In exchange, no row is added into the containing machine's transition table, which reduces compile-time.
It solves transition conflicts at run-time.
This header contains metafunctions for use by the library. Three metafunctions can be useful for the user:
generate_state_set< stt >
: generates the list of
all states referenced by the transition table stt. If stt is a
recursive table (generated by
recursive_get_transition_table
), the metafunction
finds recursively all states of the submachines. A non-recursive
table can be obtained with some_backend_fsm::stt.
generate_event_set< stt>
: generates the list of
all events referenced by the transition table stt. If stt is a
recursive table (generated by
recursive_get_transition_table
), the metafunction
finds recursively all events of the submachines. A non-recursive
table can be obtained with some_backend_fsm::stt.
recursive_get_transition_table<fsm>
: recursively
extends the transition table of the state machine fsm with tables
from the submachines.
This header contains a few metaprogramming tools to get some information out of a state machine.
fill_state_names has for attribute:
char const** m_names
: an already allocated
array of const char* where the typeid-generated names of a
state machine states will be witten.
fill_state_names is made for use in a mpl::for_each iterating on a state list and writing inside a pre-allocated array the state names. Example:
typedef some_fsm::stt Stt; typedef msm::back::generate_state_set<Stt>::type all_states; //states static char const* state_names[mpl::size<all_states>::value]; // array to fill with names // fill the names of the states defined in the state machine mpl::for_each<all_states,boost::msm::wrap<mpl::placeholders::_1> > (msm::back::fill_state_names<Stt>(state_names)); // display all active states for (unsigned int i=0;i<some_fsm::nr_regions::value;++i) { std::cout << " -> " << state_names[my_fsm_instance.current_state()[i]] << std::endl; }
get_state_name has for attributes:
std::string& m_name: the return value of the iteration
int m_state_id: the searched state's id
The constructor takes as argument a reference to the string to fill with the state name and the id which must be searched.
string& name_to_fill,int state_id(string& name_to_fill,int state_id);
This type is made for the same search as in the previous example, using a mpl::for_each to iterate on states. After the iteration, the state name reference has been set.
// we need a fsm's table typedef player::stt Stt; typedef msm::back::generate_state_set<Stt>::type all_states; //all states std::string name_of_open; // id of Open is 1 // fill name_of_open for state of id 1 boost::mpl::for_each<all_states,boost::msm::wrap<mpl::placeholders::_1> > (msm::back::get_state_name<Stt>(name_of_open,1)); std::cout << "typeid-generated name Open is: " << name_of_open << std::endl;